Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

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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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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Tuesday, November 4, 2008

order exploits for a loss...

Here is a little comedy for ya. In yet another scenario order is exploiting the flag on a hilltop by their spawn. I was holding the flag for destro and got a little PO'ed so I ran up the middle of the map, right to their wall, and challenged the noob to fight one on one...
(Notice the score, if he turtles the flag they will lose)



So does he fight? No, like a coward he shoots me with the siege engine, what a joke...



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Friday, October 31, 2008

Warhammer tips and tricks: flying bug, hiding the flag in pg and single healer out heals the dps of three nukers

There is a bug that is very rare but when it does hit it is always fatal. It usually happens upon leaving a PvP scenario, as you can see here...



You just start floating higher, and higher! Eventually though, what goes up, must come down. You can even enter another PvP scenario, if one pops real quick, however when you get out you will still be bugged until you die.

Hiding The Flag In PG (Destruction)
In Phoenix Gate, there is a little trick you can use to stealth the flag so Order cannot see it. It is rather simple really, just go behind your little keeps tower, as you can see in the screenshot the Order cannot see the flag because the tower blocks it out. This is not an exploit as the Order can simply come to your location. It is not foolproof as I have been caught there a few times by a Witch Hunter, but that is very rare.



single healer out heals the dps of three nukers
There scenario really surprised me, look closely at the top three nukers.(A level 30 and two level 29's) All their damage combined was mitigated by one level 28 Zealot. Obviously full heal spec'ed and a decent player.



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Saturday, October 25, 2008

Warhammer online guide: Shaman PVP Guide

PvP Guide for the Shaman:

This guide took a lot longer then I expected, I figured about a week, however it has been about two weeks. I wanted to make sure I did not make any mistakes with the Shaman as I am not heal spec'ed like most people believe I should be.

The first thing I wanted to make sure of before writing a guide is that I was at least in tier three, this is easily made with the Shaman, as he is almost in tier four:


I also wanted enough actual PvP experience, so my second goal was to participate in at least 1k kills, since I am approaching 3k that was no problem at all:



The Good:

Extremely versatile class, switching damage dealing to full healer in the switch of slotted tactics. Decent survivability for a healing class. The ability to leech AP really extends the power that the class can deal, either by healing or damage dealing.

The Bad:

While I can deal out decent healing, I cannot even think about coming close to a virgin heal spec'ed Zealot, I believe this would still be true even if I went with a virgin heal build on the Shaman.

The Ugly:

Face it, you are a goblin! There are only two Goblin classes in WAR, healer and ranged DPS, both of these are prime targets for enemy players. When they see a Goblin, they look for a staff or bow and react accordingly. The only class that gets more focus fired upon then my Shaman is my WE. When you notice your front line starting to collapse, you need to MOVE ASAP.

Decent Skills:

'Ere we Go' = Adds damage to your groups next attack. This is probably the skill that I really need to use more of, instant and useful. If you are in "heal mode" and you have no targets that need healed, this is the first spell you should fire off.(Assuming you are in a full group)

Yer not so bad = Leeches your current target for AP and gives that AP to yourself. Awesome skill here with a short cool down. You should pop this anytime your AP gets close to 50%, and then just mana burn.(I guess in WAR mana burn would actually be "AP burn")

Brain Bursta = this is your staple damage spell, nothing special however, it is mostly used in PvE.

Big Waaagh = This has a short cool down and should be one of your second most used spells anytime you are in "damage mode" in PvP.

Life Leaka = instant and modified by a slotted tactic ability in damage mode. At level 29 the tactic removes 150 Willpower and 150 Intelligence for 15 seconds. Useful against healers and nukers, if they are not attacking you they are attacking your teammates, so it is always useful.

Bunch o' Waaagh = Channeled damage, this is my "thought you could run" spell. I always use this when my target has 20% or less of their health. Usually noob players(Yes, there are a decent amount of noobs or unskilled players in PvP in tier three) always try to run away way too late.

Da Waaagh is coming = this attacks acts like a "chain lighting" attack in Diablo 2. Hits one target then branches out to hit two more and branches one other time to hit yet another two targets. ONLY use this when you are hitting someone that has 4-6 people around them. It is an extremely inefficient spell if you only have one target that is alone.

Eeeek = Knocks back EVERYONE within it's range, and also knocks you in a random direction. Awesome ability, however it will cost you your life if used often in places like Tor Anroc.(It is still usually worth it however) You cannot predict which direction you will be knocked in, however you will know where your enemies are going. If you line up face to face they will be knocked straight back, line up to their left and they will be knocked back far to their right. Think of you as a "gallon of water", when you click the ability the "gallon" hits the surface of the water and a wave goes out, originating in the middle, that "wave" is your knock-back and is exactly how this spell works.

Mork's Buffer = This is an hour long buff that adds to all resists for an hour,(For your whole group) you really need to get in the habit of using this automatically anytime after you die and are brought back to life.

Gather Round = What "seems" to be a lobie group heal. Costs a really expensive 65 AP! I have noticed however then when slotted for healing,(tactics = Plus to WP and plus to % to crit heal) it does a very decent heal, as much as 250% of the heal listed in the tooltip. Using this spell if you are damage spec'ed is a total waste.

Bigger, Better, An' Greener = greatly interruptible direct heal spell. You really will not use this a lot. You should use your shield and your big HOT, before this is even thought about. The ability bar does get knocked back quite a bit if you take any damage while trying to use this ability.

Bleed Fer' Me = instant, 24 second low damage DOT spell, however it does heal your defensive target for the full amount. I only use this if I know the enemy target is going to be alive for awhile.(Such as a tank class) It does help quite a bit if you have already used your shield and big HOT, and you are under attack. Of course if you are not under attack, simply use "Bigger, Better, An' Greener".

Gork'll Fix It = A small direct heal with a little better HOT for 9 seconds. Use this instead of "Bigger, Better, An' Greener", if you are under attack.

'Ey, Quit Bleedin = a 30 AP spell that heals for 1130 over 15 seconds at level 29. This will be your most used spell, whether you are healing or doing damage. If you are tactic slotted for healing, this will do an average of about 1500 over 15 seconds making it heal 100 health every second on average.

Don't Feel Nothing = instant shield that mitigates 500 damage at level 29. Another very commonly used ability.

General Notes:

I really have two "modes" for my Shaman, I must choose one before I enter PvP. I either choose "damage mode" or "healing mode". If in damage mode I slot "Divine Fury"(Adds 25% more damage at the cost of 20% of your healing power) and "Leaky Brainz".(Life Leaka will now also reduce your target's WP and INT by 150 for 15 seconds) If I am in healing mode I slot "Discipline" (Raises WP by 116) and "Extra Special Mushrooms".(Raises your chance to crit heal by 10%)

As I have said before I was a little concerned that by doing a damage build, I would actually greatly gimp my healing abilities, this turned out to be incorrect. A Zealot, spec'ing in healing and being a dedicated healer in a PvP scenario usually averages between 70k and 100k in healing. Being damage spec'ed and entering a PvP scenario slotted for healing and with nothing on my mind but healing, I usually average between 40k and 60k in healing.(Not as good as a Zealot, but certainly not gimped.)

Since I am a "must win at any cost" type of player, sometimes I find myself in a PvP scenario where I must continuously utilize my abilities, such as running up to the Order and Eeeek'ing them, forcing them to take a lava bath.(In Tor Anroc) Since I am not a noob and know how to play my class, I can also use my Shaman as a utility toon such as flag/bauble holder. I try to do what the team needs to win, whether it is healing, damage, or utility.

Please feel free to ask any questions you might have about the Shaman!


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Wednesday, October 22, 2008

Warhammer online Cheat: hide the brimestone in tor anroc scenario

If you have ever played Tor anroc in Tier 3 scenario you may have noticed that you can cheat in Warhamme ronline and get below the cave with or without the brimestone.

On the destruction side look for the this spot and you can angle your self to jump down onto the lower rocks:





On the order side look for this spot and fall down onto the lower rocks:





These all also good spots for afking so people won't see you by hiding behind a pillar.

Another Warhammer online cheat you can use in the scenario is the "print screen bug" -
simply jump towards the start and printscreen on the same time:




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Saturday, October 11, 2008

Basic Scenario Tactics



I am never really sure the value of "winning" the respective scenarios but I try to compulsively, even at the expense of my own numbers. As a result though, I am always looking for ways to get the tactical advantage. Here are a couple things (standard fare really) that I have found effective. (T1 & T2)

1. If there are flags, be on one.
Defense = on your flag
Offense = on their flag
With a clarification that around ≠ on, that only on = on.
If you are ranged, then be at your minimum range, and when you are hurt, don't run away. Stay on the objective.

2. Be Offense or be defense or switch between. Know which one you are at each moment and then see tactic 1.

3. Don't retreat to their objective. If you are losing a fight, running to the place where they get to capture your flag, or attack the relic holder etc. is probably not the best place to die.

4. "/sc Help our flag" , "/sc flag unguarded" etc. Meaning communicate.

5. Telling the rest of your team they suck (or equivalent) never helps. And by that I mean it never helps. Never. It never helps. Ever.

6. If a healer isn't healing you, there is a reason. Asking for heals mid fray is not going to help. If you are the fc, or the rc, say so. Macro "/sc fc is dying" or the like. And yelling at healers for not healing you . . . see tacic 5.

7. Establish the running game early. Make sure you have at least some offense going after objectives. This prevents them from dedicating their entire group on offense. In Nordwatch, sending one or two to Barracks or Lighthouse respectively will pull forces from the fortress. In Phoenix, I always do a ninja flag run right off the bat, just to let them know they are going to need defense.

8. Attack healers. I don't think I have ever killed any healer outright (not including hybrids) but hitting them limits the amount they can heal their defensive target. And ironically they seem to always run away even though I am not really a threat to them.

9. Dog race. When a large opposing force is approaching an objective, I will often charge into, then through them. I am constantly amazed how often this pulls half or more of their offense with me, and I will lead them right back to where they started. If a few teammates follow, this can easily result in a capture or cap.

10. If you are part of a large offensive, don't go chasing the one guy who charges into, then through you.

I know there are many other tactics and I hope folks will add and if they like rebut. I intentionally didn't mention turtling. Even though it may be effective its kind of cheap and more than a little boring. I don't join RVR matches to avoid RVR.

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