Showing posts with label RvR. Show all posts
Showing posts with label RvR. Show all posts

Wednesday, September 16, 2009

war trick to power lvl renown rank


This works especially well with servers that have renown bonuses 20%.
With the new patch you get 150% rp in bo's and keeps.
Throw on any bonus renown gems you have have got from events.
So with rvr zone and bonus total at 270% with bonus, slap on your +% bo renown tactic and your gem and its maxed out.
  • Find a friend on the opposite faction (higher rr the better).
  • Meet them at a bo somewhere.
  • The first kill you get 100% then it degrades on the 2nd and 3rd kill.
  • Relog and it resets! Rinse and repeat for serious gain.
  • Also you get crests off of each other.
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Thursday, May 7, 2009

A few words on Magus



OK, so the Magus class isn't the WORST class in the game, but most people will argue that it's pretty far down there, much less effective than their mirror the Engineer anyway. But there's a way you can make the Magus far more valuable to your group/warband than becoming a simple rift bot. And it's a trick Order won't expect to come from you either.

The first thing you should know however is that this trick isn't really a "trick" but more of an unconventional way to equip your Magus. And you'll pay for this utility in stats, but I find it's well worth it:

Get the Oathstone combo set that gives you the "ON HIT: 10% to proc -1200 Armor". Here's how you get them in case you don't know already:

Oathstone of Karak Eight Peaks

Collect 4 items from gnoblars:

-BadLands, 40k;37k : gnoblar's nose from the gnoblars here
-Cinderfall, 54K;54K : gnoblar's golden tooth from tooth gnoblars
-Cinderfall, 54k;54k : gnoblar's trapper tools from trapper gnoblars
-Black Crag, 40k;11k : burnmaw gnoblars (forget the set item name)

It can take a while to get all your parts, but stick with it, the debuff is WAY worth it. Once you have all four parts, right click any one of them and you'll make a new item.


Next head to the Tome library and buy your jewlery from the merchant in IC.

Oathstone of Karaz-a-Karak

Find the champion at 58k/49k in Kadrin Valley. He is an order champion slayer called Argnus Rockskull Kill him and you'll recieve a title and the ability to buy the Oathstone of Karaz-a=Karak

Next head to the Tome library and buy your jewlery from the merchant in IC.

Now, the stats suck on these items, so you're going to lose your happy +20 Int/+20 Wounds items, but don't fret, you WILL like the payoff.

Now that you have the items in question, slot them up and go test them out on some unsuspecting Order in a PQ or ORvR setting.

How to use: Just spam AoE's and Dots as per normal. You'll see a weird Crystal cage bursting around the enemy effect when it procs (get used to seeing it A LOT).

The "ON HIT" ability for Warhammer will proc on a DoT TIC, which is what makes these items SOOOOO good for the Magus. 10% proc chance in this game means "about 1/2 the time or so" when a DoT is in effect here. This includes abilities like Dissolving Mist, Firestorm, Pandamonium, Glean Magic, ect....

For example, throw a Dissolving Mist on the Ram of your attacking Order during a Keep Defense. Then toss Glean and Pandamonium. You will have just debuffed EVERY person you hit within 5 seconds by -1200 Armor. And these are generally Tank types on that ram, not bad eh?

Oh, and did we mention that the -1200 STACKS with other -armor abilities (like wot blocka?". Yeah it does, and it's proven.

Now, I know what you're all thinking, "Why the heck would I want to debuff their Armor when I do Spirit/Elemental damage and no physical?"

Good question: Answer: "BECAUSE YOU'LL BE HELPING EVERY CLASS THAT DOES PHYSICAL DAMAGE BY DOING THIS" (especially the choppa's and the SH's...."

You're now a Debuff MACHINE, and you'll soon see those you've debuffed FALL LIKE WHEAT on the battlefield.

Why is this so effective? Because unlike most other classes, EACH of you're abilities that are a DoT hit about 10 times or so. That means that EACH of your abilities WILL proc the Corrosion effect, leaving Tanks at 1/3 their armor, Medium's (like MDPS) at 1/2, and Clothies at damned near nothing. The only mitigation they'll be doing is their toughness against all physical damage.


Enjoy,



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Tuesday, May 5, 2009

Use level 40 Sorc buffs on low level groupmate in RvR areas.



I discovered this last night while trying a few things out using multi accounts.

I am sure this could be applied with other classes as well, but this is only going to cover a level 40 Sorc grouping with a level 10 of any other class.

Group both characters while NOT flagged for RvR. (in the warcamp is good).

Cast both Sorc buffs (one deals damage to attacker when they hit you, the other deals extra damage when you hit others).

The 40 Sorc and the lower level character will both have the buffs, they last 60 minutes or till death.

Now, the game will disable these buffs on a lower level character if the Sorc is ALIVE, but if the level 40 Sorc is DEAD, then the full damage of the buffs will apply to the lower level character.

How you get this to work is the following way.

1) Buff up both characters in the Warcamp that you plan on fighting at with the lower level character (make sure neither is flagged).

2) Get the level 40 Sorc killed, but do NOT release. Leave him laying on the ground for the full 5 minutes. (while the Sorc is DEAD, the buffs will have full level 40 effect on the lower level character).

3) While the Sorc is dead, you have 5 minutes to run around on the low level character and RAPE anyone you come across. The biggest effect for this exploit is in tier 1, because of the shear damage these buffs dish out.

4) When the Sorc's res timer auto resses, then stop RvRing with the lower level character and go get the Sorc killed off again. (you can jump off ledges or run into enemy warcamp to get killed by guards, easy way)

5) If your lower level character dies, they will need to be rebuffed, so just release both your Sorc and the lower level character and both will appear at the warcamp together, unflagged. Just recast both buffs and repeat steps.

Enjoy the rape.

These buffs do the following damage.

If you get hit, you deal 200 damage back to attacker.
If you hit others, you deal anywhere from 180-300 damage additional.

In tier 1, most players only have 1000-1500 HP at level 10 or 11. So if you use these buffs you can slaughter full groups by yourself.


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Thursday, April 16, 2009

Warhammer online: Dragonwake West Keep Exploit



At the North Objective in Dragonwake you will see a ramp up to the keep. Once you get to the top, put yourself where you wont be going to the right or left any. Hit auto run and then use alt tab to tab out of the game.

Now use alt tab to get back into the game. Hit spacebar the instant you get back into the game and spam it for about 20 seconds. If you did it correctly, you will have lagged into the keep near the postern door.

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Wednesday, March 25, 2009

Dwarf Slayer Class Review



Overview:
In Dwarven culture there are three things they prize above all else. Wealth, age, and honor. Wealth can be attained fairly quickly. Age comes irregardless of any other factor. Honor however, that's another thing entirely. Honor is hard earned, but can be lost in the blink of an eye. For a Dwarf who has lost his honor, there are few paths they can take and the Oath of the Slayer is the most severe. For a Dwarf to take the Oath of the Slayer means that they've realized that the only way to atone for their shame is death. However, since suicide of any kind in the Dwarven culture is unthinkable and considered cowardly, they must choose another way. To take the Oath of the Slayer means that you will go forth and seek out death through glorious and honorable combat. To this end, Slayers will always seek the biggest, most powerful foe in any battle and head straight to them, fighting with all the ferociousness and skill at their disposal.

Being bare-chested with little armor and jumping headfirst into any fight with only his weapons to bear, the Slayer hopes for death by combat. Unfortunately for them, Slayers tend to be above average combatants and their skill grows with each monster or foe slain, so death is hard to find. You can always tell a Slayer because they shave their hair into mohawks, which they stick straight up with pig grease, and dye it a bright shade of red, and never wear chest armor.

Strengths:
  • Does massive damage in a short amount of time

  • Damage increases as "Berserk" meter fills up

  • Lots of AoE attacks means more damage to more foes in a wider range in a shorter amount of time.


Weaknesses:
  • Vulnerable to ranged attacks

  • Drastically loses damage mitigation if "Berserk" meter goes over 75%


PvE Overview
As a Slayer, you control your own destiny in the world of PvE. With the massive damage you put out, there are few things that can stand in your way and because you kill quickly. However, while PvE is a picnic for you, that picnic can be rained out pretty fast is you don't keep tabs on your "Berserk" meter. Once you go over 75%, you begin to lose a serious amount of armor and the ability to mitigate damage. Against a single PvE foe below Champion status, this really isn't a big deal. For multiple foes or Champion or above class foes, this can be a killer. Work in one of your rage draining abilities every fourth or fifth attack and you should be fine.

RvR Overview
In RvR combat, the Slayer is a dervish of destruction. Your high DPS output makes you someone the Destruction forces must keep an eye on. With your AoE attacks, you can build into the 25%-75% range on your "Berserk" meter quickly and do maximum damage to several foes with no loss of damage mitigation. However, your rage builds quickly from attacks and being attacked, and once you go over 75%, you're now ripe for the picking even though you're doing maximum damage. Remember to balance your attack with a few of the rage draining abilities at your disposal as they do more damage with your "Berserk" meter built up.


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Tuesday, March 24, 2009

Greenskin Orc Chopper Review


Overview:
Orcs are the most single minded creatures in the game of Warhammer, and it is this single mindedness that makes them terrifying. Orcs live to fight. When not fighting an enemy, they turn on themselves and that fact above all others has kept the Warhammer world from becoming the Greenskin world. Amongst the rank and file of the Orc, is the Choppa. With blades in hand and a fanatical desire to fight anything and everyone, the Choppas are the most destructive of the Orcs.

Unlike their counterpart Slayers, the Orc Choppa will wear armor into battle. They're not seeking out death, just a good scrap. They dual wield swords that are more jagged shards of metal with a handle attached than actual weapons and can be distinguished from other orcs by the tribal body paint they wear.

Strengths:
  • Does massive damage in a short amount of time

  • Damage increases as "Berserk" meter fills up

  • Lots of AoE attacks means more damage to more foes in a wider range in a shorter amount of time.


Weaknesses:
  • Vulnerable to ranged attacks

  • Drastically loses damage mitigation if "Berserk" meter goes over 75%

  • Larger body = Easier target


PvE Overview
"Oi, gitface! Choppaz do one 'fing an dat's CHOP! So's get out dere anz chop somethin'!" No truer words were ever spoken. You'll have a hard time getting beat in the world of PvE. With you massive damage output and AoE attacks, no single PvE foe besides a Champion class or higher can bring you down. However, once your Berserk meter goes above 75%, you become extremely vulnerable to multiple mobs and Champion class foes, so make sure to keep an eye on it and deplete it using your exhaustive attacks.

RvR Overview
Choppas in RvR are a terrible sight to behold. They run in and just start pounding on anything that moves. Your AoE and positional attacks are going to be your bread and butter here. Once you're in the 25%-75% zone on your Berserk meter, you are the epitome of "Bring on the pain". However, once you cross the 75% mark, you go from being a bit soft, to downright squishy. Your exhaustive attacks are the best way to keep that from happening and to dish out a little extra pain for the Order folks.


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Friday, March 20, 2009

Warhammer online exploit: Skip first door on Dawnbreakers keep



On the keep Dawnbreakers Scourge in Dragonwake you can simply jump over the wall by going to the Bo that is east of the keep and running up the wall and you simply jump down behind the first wall.

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Sunday, February 1, 2009

How Scenario XP/RP Really Works & What You Need To Know To Farm It



I'm going to keep this short and simple, as there is a lot of misconceptions about how these two values are calculated. I gathered this data through testing and playing over 250 scenarios and accumulating around 11,000 RvR kills on a Runepriest! For the classes I list, assume the true is the same for the Destruction equivs. I am a Runepriest, so I will post some of my general farming tips and strategies for that class.

I've joined a match with only 7 minutes left to go, only to have 1,500 more Renown then anyone else in the entire match. I've joined matches late and earned the most RP/XP out of everyone in the scenario. Farming XP/RP is pretty straight forward, there is no complex math involved or crazy weird mechanics for calculating it. After reading this, you should be able to go out there and maximize your farmtr0n.

Experience Breakdown:

Experience (XP) is gained through kills and kills only. You do not gain XP for doing objectives, healing people, or damaging them. You gain much more XP for getting the killing blow, and even more XP if you get a solo kill.

To get a 'kill', you either need to be near the person when someone in your Team kills them, OR, you kill them, OR, you need to 'tag' them for death, aka, do any amount of damage to them atleast once. When they die, even if it's 10 minutes later, you will be credited for the kill. If you're a Runepriest, it's important to lay some of your crappy dots, or AoE dot, on enemies, just to 'tag' them for kills. By doing this as an RP, you can easily tie the lead for kills on your team, despite not really doing anything to anyone.

XP is ratio'd to your level. The higher level you are, the more XP you'll get out of the final XP pool for your team (more on this later). So if you find yourself 'doing' better then other players in your scenario but getting less XP, it's probably because they were 1) higher level then you, or 2) in a better team then you which earned more pool XP.

You also gain a Win XP bonus at the end. Currently a Tier 3 Win gives me 8,500 XP. I do not know the rates for the other Tiers.

Renown Breakdown:

Renown (RP) is gained by getting kills, killing people, and solo-killing people. You also gain it through healing people other then yourself. The general forumula for Renown from heals is the amount you healed the player for divided by 100 (rounded down). So if you heal someone for 370, you will get a +3 RP update. So if you are a Runepriest, having HoT's all over the place is pretty important for farming Renown. If someone falls into the lava, thank whoever knocked them there, and then spend all your AP healing them with Grungi's Gift untill they die. You'll get quite the RP for it, I promise

Much like XP, Renown is pooled for your team and split between you at the end of the match. It is not scaled to your level, so if you are low level, you can still farm high amounts of RP and beat out high levels on the final score chart.

You also gain a Win RP bonus at the end. Currently a Tier 3 Win gives me 600 RP. I do not know the rates for the other Tiers.

Team Breakdown (IMPORTANT):

Experience (XP) and Renown (RP) is shared with your team. If you play in your own team, you keep all the xp/rp you earn. If you suck at earning xp/rp, you'll want to join a team with xp/rp farmers (Runepriests & Brightwizards). If you are a Runepriest or Brightwizard, you probably will want to be in your very own team. Runepriests can't kill anyone, so you'll get crap XP, but you'll get the most Renown out of any class. My RP can farm 4,000 RP in a scenario, but I'll usually get less then 2,000 XP! My friends Brightwizard can farm 20,000 XP in a scenario, and also farm 4,000 RP as well. BW's are the scenario farming champs if they go solo, however, this is only true if they have a dedicated Runepriest in another team healing them.

Remember, everything you earn is shared with your team, and everything they earn is shared with you. If you are on a team and you are the best player in terms of earnings, this will work to your disadvantage. If you are a Brightwizard or Runepriests, try to get on to teams with other BW's and RP's. If you're on a team with nothing but tanks and melee, and they're higher level then you, they'll get 80% of everything you earn, leaving you with nothing much to brag about.

There are 5 teams available to join during a match. You can change teams at any time during the match by click on the White Flag button on your screen. You're usually put on Team 1 or 2, sometimes 3 if it's a full match (most players I've seen is 18 per side, aka 3 teams of 6 players per side). If you want to try solo, leave your Team and join an empty one like Team 4 or Team 5.

And that about wraps up the guide. To farm high XP/RP, you generally need to run strats different then strats needed to win the match, so you will need to find a nice balance between maximum farm-mode and win-mode, as winning in itself gives huge XP/RP bonuses. So don't exactly throw a match just to farm a bit of XP or RP, as it'll not be close to the bonuses you get from winning. However, if you already are going to lose, might as well stop playing to win and start playing to farm.

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Monday, January 19, 2009

Underneath Temple (T2 Scenario)

Okay, While playing my level 15 Shadow Warrior i discovered that you can get underneath partial terrain of MT. To do this you need to get stuck in between The first tree for order when you start to run up the path towards the bauble.
Here is a picture of the Tree once Ive gotten in.



Directions :
If you fall in between the tree and the hill you will get stuck, what you do from here is jump into the hill while running in the direction of the hill. If you are lucky you will slide through and be able to travel around to the destro side and start picking them off.

End Result:


Goodluck, This was done yesterday so im positive that it has not yet been fixed.

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Tuesday, December 16, 2008

Warhammer Online Build: Engineer Template



This build should get you up and running as a "medium" range specialist. This means that you will have to remain a little more mobile then a long range specialist, as you will always need to be "on the move".

  • Ballistic Skill = Increased ranged damage.

  • Wounds = Increased hit points

  • Toughness = Lowers incoming damage.


The 25 points will be placed as follows: (There will be a few extra points due to RvR rewards, however we will not use them here)

15 in "The Grenadier" The following skills should be purchased for one point each:

  • Sticky Bomb

  • Throwing Arm

  • Strafing Run

  • Bandolier

  • Napalm grenade

  • Artillery Barrage


The following skill should not be purchased: "Extra Powder" The last 4 points will be put in the "Tinkerer" tree. Any additional points should also be placed in the Tinkerer tree, there is no reason to buy the bottom skill in the tree.

80 RvR points to be placed in:

  • Marksmen level 1 = 1 point

  • Marksmen level 2 = 3 points

  • Marksmen level 3 = 6 points

  • Marksmen level 4 = 10 points

  • Marksmen level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 points

  • Sharp Shooter level 3 = 6 points


  • Sure Shot level 1 = 5 points

  • Sure Shot level 2 = 10 points

  • Sure Shot level 3 = 15 points


As far as AP, range, and DPS go, this should be your best build. As mentioned you have to be mobile with this build, however that should not be a problems.

Here are the planned active morale skills:

  • Level 1 = Point - Blank

  • Level 2 = Unshakable Focus

  • Level 3 = Cannon Smash

  • Level 4 = Artillery Barrage


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would use each one in a different situation. One for PvP fight, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP fight":

  • Steady Aim

  • Throwing Arm

  • Tangling Wire

  • Bandolier


Build Strength:

Great medium range AOE damage, with some added CC.


Build Weakness:

Cannot sit still in one place to long on a mobile battlefield

You can see this build You can see this build here

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Monday, December 15, 2008

Warhammer Online Build - Ironbreaker template


I have to admit I am really upset with this class. I put a lot of time and effort into researching a class before I go and attempt a template, and in this case, it was a waste of time. Not only is the choice so obvious, it is also very much OP compared to the other classes. This is not only due to the fact of the classes abilities and strengths, however the same tree is both extremely viable for PvP AND PvE, a simple slotted tactic change is all that is needed to switch between the two. The three stats:

  • Strength = Increased melee damage

  • Wounds = Increased hit points

  • Toughness = Lowers incoming damage.



The 25 points will be placed as follows: (There will be a few extra points due to RvR rewards, however we will not use them here)

15 in "Vengeance""
Buy all the skills in the "Vengeance" tree for one point each. This is really a "no brainer" here.

The last 4 points will be put in the "Brotherhood" tree. Any additional points should also be placed in "The Guardian", there is no reason to buy the bottom skill in the tree.

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Assault level 1 = 2 points

  • Assault level 2 = 4 points

  • Assault level 3 = 6 points


  • Opportunist level 1 = 5 points

  • Opportunist level 2 = 10 points

  • Opportunist level 3 = 15 points


Let's face it, this is War in "easy mode". Build up your "Grudge" to max and use the skills in the "Vengeance" tree as you desire. Going from empty to full Grudge in a PvP scenario should take you about 10-15 seconds. The only two skills that you should use, that actually spends Grudge is "Ancestor's Fury",(As a temp buff) and "Away With Ye".(For the knock back) The Destruction version of this class is the Blackguard, I greatly encourage you to look at that classes skills and skills in the class trees. You will not only see a great imbalance, but also that this class needs nerfed pretty bad.

Here are the planned active morale skills:

  • Level 1 = Rock Clutch

  • Level 2 = Raze

  • Level 3 = Gromril Plating

  • Level 4 = Strength in Numbers


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would use each one in a different situation. One for PvP fight, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP fight":

  • Sweet Revenge

  • Overprotective

  • Great Axe Mastery

  • Powered Etchings


Build Strength:

Overpowered DPS and abilities for a tank. To switch into PvE mode all you need to do is switch your tactics out.

Build Weakness:

While this build is OP for PvP, and you can switch into PvE mode with the change of tactics, you will not be the best of the PvE builds. While My focus is on PvP, just thought I would give this little warning: You cannot "main tank" in end game PvE with this build.

You can see this build You can see this build here

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Saturday, December 13, 2008

Warhammer online Builds: Shadow Warrior template


This will be a "Distance" build, concentrating on ranged and ranged AOE attacks.

  • Ballistic Skill = Increases ranged damage

  • Wounds = adds to hit points

  • Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you.



The 25 points will be placed as follows: (There will be a few extra points due to RvR rewards, however we will not use them here)

15 in "The Scout"
Buy the following skills in the "The Scout" tree for one point each:
  • Enchanted Arrows

  • Glass Arrow

  • Festering Arrow

  • Guerrilla Training

  • Fell The Weak

  • Rain of Steel


Skills in the tree you do not buy: "Leading Shots".

The last 4 points will be put in the "Assault" tree. Any additional points should also be placed in "Assault", there is no reason to buy the bottom skill in the tree.

80 RvR points to be placed in:

  • Marksmen level 1 = 1 point

  • Marksmen level 2 = 3 points

  • Marksmen level 3 = 6 points

  • Marksmen level 4 = 10 points

  • Marksmen level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 points

  • Sharp Shooter level 3 = 6 points


  • Sure Shot level 1 = 5 points

  • Sure Shot level 2 = 10 points

  • Sure Shot level 3 = 15 points


The purpose of this build is to be able to stay in the back and deal out decent single target and AOE damage to thin out the healers and nukers.

Here are the planned active morale skills:

  • Level 1 = Lileath's Forgiveness

  • Level 2 = Unshakable Focus

  • Level 3 = Explosive Shots

  • Level 4 = Rain of Steel


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would use each one in a different situation. One for PvP fight, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP fight":

  • Steady Aim

  • Guerrilla Training

  • Instinctive Aim

  • Enchanted Arrows


Build Strength:

Decent ranged DPS, including above average AOE damage.

Build Weakness:

No melee skills, as such STAY at range using this build.

You can see this build You can see this build here

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Friday, December 12, 2008

Warhammer online Build: Archmage Template



This will be a PvP virgin healer build for the Archmage in Warhammer online. Before implementing this template please read the "Weakness" section. With this build you can easily keep your allies up, you will have the most healing possible on the Order side in Warhammer online.

  • Willpower = adds to your % chance to disrupt hostile spells and adds to healing power in Warhammer online

  • Wounds = adds to hit points in warhammer online

  • Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you in warhammer online.


The 25 points will be placed as follows: (There will be a few extra points due to RvR rewards, however we will not use them here)

15 in "Isha"
Buy the following skills in the Isha tree for one point each:
  • Balanced Mending

  • Balance Essence

  • Funnel Essence

  • Wild Healing

  • Magical Infusion

  • Winds' Protection


Skills in the tree you do not buy: "Bolstering Boon".

The last 4 points will be put in the "Vaul" tree. Any additional points should also be placed in "Vaul", there is no reason to buy the bottom skill in the tree.

80 RvR points to be placed in:

  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points

  • Resolve level 4 = 10 points

  • Resolve level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points

  • Discipline level 3 = 6 points


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


The purpose of this build is to be able to put out the most healing possible.
Here are the planned active morale skills:

  • Level 1 = Divine favor

  • Level 2 = Rampaging Siphon

  • Level 3 = Divine Protection

  • Level 4 = Winds' Protection


Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would use each one in a different situation. One for PvP fight, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP fight"(Heal):

  • Master of Tranquility

  • Discipline

  • Balanced Mending

  • Wild Healing


Build Strength:

No one on the order side in warhammer online can out-heal this build, this is simple raw healing that cannot be matched.

Build Weakness:

Extremely weak in PvE Solo. You may wish to play a "DPS" build and then implement this when you hit 40 for PvP healing. You will really be hurting if you try to use this build in PvE solo.

You can see this build You can see this build here


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Saturday, December 6, 2008

Dark Elf Black Guard review



Overview:
Not just any Dark Elf can hold the relished title of Black Guard. As the elite guards of the Witch King Lord Malekith, these soldiers are cool, efficient, and show no mercy to anyone in combat. Deadly with a halberd, they stand on the front lines of battle and protect their group with the ferocity you'd see from of any good tank. This class adds more variety to the battlefield and finally breaks up the Chosen/Black Orc duo.

Strengths:
  • Damage actually increases attack power

  • Can use a Halberd vs sword and board

  • Abilities aren't based on Action Points


Weaknesses:
  • Lack of ranged attacks mean combat must be up close

  • Has trouble defending against ranged DPS classes

  • Class is still being adjusted


PvE Overview
Black Guards are an offensive tank who utilize hate mechanics very similar to the Grudge of the Iron Breaker. When damage is taken, or Action Points expended it allows the use of certain abilities which can translate into attacks, buffs, or debuffs.

In a group, the Black Guard has a very clear tanking role which will put them right in the mix. They can be speced to serve a variety of playstyles which can include increasing block, parry, or focusing on debuffs and damage. They willl pull their weight as well as any Chosen or Black Orc

RvR Overview
The Black Guard has a very simple role in RvR, to rush the enemy with a focus on ranged casters and healers. While they will need a healer themselves to be effective, pairing up with an Chosen or Black Orc could prove to be a very dangerous combination.

In a keep siege a Black Guard will likely find themselves trying to hold a doorway or keeping ranged classes busy by charging. In more open situations, a solid tank like this can occupy a number of DPS which would have normally targetted weaker classes. Plan to make room in your warband for plenty of these as they are sure to be popular.

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Thursday, December 4, 2008

Warhammer Online build - Witch Hunter Template



This will be a "Anti healer/tank" build. Because you put out enough DPS, there is really no reason to worry about ranged DPS. Healers and tanks are what dictate who wins a battle. As such, your three most important stats will be:

Strength = adds to melee damage
Wounds = adds to hit points
Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you.

The 25 points will be placed as follows: (There will be a few extra points due to RvR rewards, however we will not use them here)

15 in "Inquisition"
Buy the following skills in the Inquisition tree for one point each:
Full Confession
Seal of Destruction
Punish the False
Encourage Confession
Exit Wound
Excommunication

Skills in the tree you do not buy: "Prolonged Confession".

The last 4 points will be put in the "Confession" tree. Any additional points should also be placed in "Confession", there is no reason to buy the bottom skill in the tree.

80 RvR points to be placed in:

Might level 1 = 1 point
Might level 2 = 3 points
Might level 3 = 6 points
Might level 4 = 10 points
Might level 5 = 14 points

Impetus level 1 = 1 point
impetus level 2 = 3 points

Assault level 1 = 2 points
Assault level 2 = 4 points
Assault level 3 = 6 points

Reflexes level 1 = 5 points
Reflexes level 2 = 10 points
Reflexes level 3 = 15 points

The purpose of this build is to take out the two most important classes in a PvP battle.

Here are the planned active morale skills:

Level 1 = Sever Nerve
Level 2 = Force of Will
Level 3 = Broad Swings
Level 4 = Excommunicate

Slotted Tactics can be changed "on the fly", as long as you are not in combat. Since there are 5 quick slots available, I would use each one in a different situation. One for PvP fight, one for PvE Group, and one for PvE solo. Here is my choice for "PvP fight":

Full Confession
Flowing Accusation
Encourage Confession
Brute Force

Build Strength:

Flexible between against a healer or tank.

Build Weakness:

Not as hardcore in outright DPS. I feel the trade off is easily worth it.


You can see this build here

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Wednesday, November 26, 2008

Warhammer online Exploit: T4 SP Exploit

Maybe this one could help you. I played SP a few days ago and fell through the ground. It takes some practice but if you go to this boat, you can get into a little hole.



Then you have to jump around a bit (use Eeeek if youre Shaman) and this will happen.




Its really funny, because you can do damage to your enemys or heal your allys... and the enemys wont see you.

I hope you can use this little exploit... just wanted to share it with you

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Sunday, November 23, 2008

What have I been up to this week?



Try Not To AP Dump On Squig Herder.
I having a few problems with the Squig Herder, however these problems are all due to AP.(Actually "lack of" AP) You should expect "normal" AP problems with melee DPS classes like the Witch Elf and the Marauder, however it is a little different with the Squig Herder. The Squig Herder is a "Ranged DPS" class, the same as the Sorceress and the Magus, however I do not have AP problems with either of those classes. Although I have slotted tactics to help with this problem, I will not be able to get them until I am a higher level.

The best way I can think of to help with this problem is to "throttle back" your DPS until you can get to the higher level, to get the tactics that help with AP. It may hurt a little, but I have found it to help out in long drawn PvP confrontations.


Bow Classes Get Stats With Both Weapons
In most cases a bow class does not have the melee weapon's(The weapon that the class uses when not using a bow) stats apply to the player, unless it is currently in use. In Warhammer this is not correct, my Squig Herder has both the stats on his bow AND his spear applied at the SAME time. This is really important as you should look for a spear that adds to wounds and ballistic skill, instead of DPS or melee skills.(Like Strength) This is of course assuming that you are playing your Squig Herder as a ranged class and did not spec in the path of stabbin'.

When dual wielding, we all know that both of the weapon's stats are applied to the player, so this is normal when dual wielding. I do not know if this mechanic is "working as intended", if it is not expect a nerf in the future, until then always remember you get both stat adds.

about the marauder...
Just wanted to give a little info on the Marauder. It still is the lowest class on the list when it comes to viability in PvP. Over the past couple weeks I have really paid attention to my stats compared to other stats of other Marauders in the same PvP scenario, and they are on par with others. I will continue to play with builds until I can find something that works. Right now I am still working on a Monstrosity build, and so far, it is the best choice. If anyone has any questions or advice, just let me know.

Tier Three Use Spec Skills ONLY
When you get to late tier three and through tier four, you really need to stick with your spec'ed tree skills ONLY. I am starting to see the difference in the bonus spec damage versus the other two trees and their damage across all classes. The best advice I can give is to remove ALL skills on your hotbar, except those in your spec'ed tree and those other skill that are necessary. Make sure you keep these skills separate on your hotbar so you know when you are doing your max damage/healing. If you do not separate the skills and use them all together you will gimp yourself out as you will not be using your most powerful skills 100% of the time.

Incoming Guides, Future Articles
In the upcoming weeks I will be working on providing all ten order classes with templates. I have already posted three, these can be found here:

Warrior Priest: (Hardcore combat/auto heal build)

Bright Wizard: (AOE DPS build)

Runepriest: (Hardcore PvP healing build)

After these guides are complete, I will go back to writing other articles. If you have any questions still feel free to ask, as I will still be updating the blog everyday.

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Saturday, November 22, 2008

Warhammer Online build: Warrior Priest


This build was based on the following guidelines:

Frontline combatant, while still being able to heal. This was actually a difficult build, which is why it took me awhile to complete it. I did not want to give you a build that was raw DPS as this would gimp out your healing abilities. This build gives above average DPS with a hardcore "auto healing" pumped in. Please note that you "must" be using the buffed up skills 90%+ of the time you use any skill.(Another words ALWAYS use a skill in the "Grace" tree, or a core ability in the "Grace tree" unless it is a necessity to use something else like a rez.)

The Warrior Priest:

Prime stats: (In order of importance)
(It is very important that STR takes precedence over Willpower for this build to work as intended. Please note that the more damage you do, the MORE healing you put out)

  • Strength = adds to melee damage.

  • Willpower = adds to healing power.

  • Wounds = adds to HP.


The 25 points will be placed as follows: (There will be a few extra points gained through RvR rewards, however we will not use them here) (Also note that this "caps out" a tree, I really do not like putting "all my eggs in one basket", however I cannot argue that the points could be better placed elsewhere)

15 in "Grace"
Buy ALL the skills in the "Grace" tree. I was going to leave out "Sigmar's Vision" however that is your highest skill for DPS output.(Tied for first place anyway)

The last 3 points will be put in the "Wrath" tree. Any additional points should also be placed in "Wrath".

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


The purpose of this build is to be able to be a frontline combatant, with the ability to heal decently.

Here are the planned active morale skills:

  • Level 1 = Divine Favor

  • Level 2 = Rampaging Siphon

  • Level 3 = Penance

  • Level 4 = Avatar of Sigmar


and the planned tactic slots: (assuming you are in PvP, PvE tactics would be a little different)

Leading the Prayer
Greave of Sigmar
Restorative Burst
Grace of Sigmar


You can see this build here

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Thursday, November 13, 2008

Destruction Class Builds Reviewed (mid Game)



Just thought I would throw out a little briefing since I have all ten classes to at least level 20. There have been many changes, patches, etc...

The Shaman - template is Here
The Shaman loses a little bit of it's OP in the mid levels, and now in tier 4 seems to be playing decently as intended. I have no intentions of changing anything, since nothing with this build seems to be broken.

The Sorceres - template is Here
The Sorc actually becomes noticeably stronger as she goes through the mid to late levels. As such, I have no reason to change anything.

The Witch Elf - template is Here
Due to the uselessness of Weapon Skill in regards to parry percentage, this build must be changed. Instead of Weapon Skill the Renown points will be placed in Strength. Although I do not see any reason to spec out of "Carnage", I will still have to do a rebuild as the slotted tactics were greatly dependant on having a high chance to parry.

The Squig Herder - template is Here
This build needs an entire overhaul. The premise that the path of "Quick Shootin" was the "PvP build" was incorrect. Although this build allows you a little better survivability, you pay for that by coughing up quite a bit of DPS. The tree I am currently using is the path of "Big Shootin". It seems to be doing just fine, so this is most likely what I will be spec'ed in at 40.

The Black Orc - template is Here
As far as PvP goes, this build does exactly what was intended. In PvE however, I have noticed a little weakness, since I am defense spec'ed it does take quite a bit longer to kill mobs when compared to other classes. Since all my builds are PvP based, there is no reason to change anything at this time.

The Magus - template is Here
The Magus is my second to the least favorite toon to play. You cannot AOE DPS like the Sorc, and you cannot single target DPS like the Squig. Since I am still considered a "Ranged DPS" class, I have a hard time trying to figure out how I can be useful to a group. I have no plans to change the build as I do not see the build being broke, in my opinion, the whole class is broke. There is an OP ability if you spec in the "Daemonology" tree,(Chaotic Rift) however I do not like being a "one trick Pony" and the OP of it will be patched out.

The Zealot - template is Here (Title is mislabeled as Shaman)
This is another build that must be overhauled as it seems to have went down the toilet. Dark Rites is actually a lot better as far as raw healing power goes, as such, that is what I have respec'ed to.

The Disciple of Khaine - template is Here
Not too much to say here, the build seems to be doing just fine. Very strong in any(PvP or PvE) solo situation, however cannot "out heal" a Shaman or Zealot.(As intended?)

The Marauder - template is Here
Absolutely the last on the list as far as viability goes, I dread having to play this toon.(You will not notice this weakness until you hit mid tier two to the beginning of tier three) The build will have to be overhauled as well, changing to "Monstrosity" as it does, at least, give the class a small amount of utility.

The Chosen - template is Here
I was a little concerned making a "tank" class carry a 2H, however everything seems to be going fine at this point, as such I do not see a reason to change anything.

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Wednesday, November 12, 2008

Lvl 30 DPS Shaman Hitting 140,000+ In Healing

I was really worried that my DPS spec'ed Shaman might have some problems healing at the higher levels, but as you can see here that is not an issue:

70k healing in Tor Anroc: (Of course I got out healed by a Zealot)



When hitting tier 4 I did over 140,000 healing: (And we still lost...) (Also notice the 240k healing Zealot - WOW!)



To make sure I just did not get "lucky" I went ahead and knocked over 140k again:?




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