Showing posts with label Witch Elf. Show all posts
Showing posts with label Witch Elf. Show all posts

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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Monday, September 22, 2008

Warhammer online builds: Witch elf template



This build is going to be a little unconventional. Most players that play a Witch Elf will probably go hard in strength to raise their DPS, in this build we will concentrate on Weapon Skill. Here are the top three stats for this build:

  • Weapon Skill = adds to parry % as well as armor penetration %

  • Strength = adds to melee DPS as well as auto attack DPS

  • Wounds = adds to Hit Points


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

15 in "Carnage"
Buy the following skills in the Carnage tree for one point each:
  • Elixir of Insane Power

  • Pierce Armor

  • Swift Blades

  • On Your Knees!

  • Blade Spin


Skills in the tree you do not buy: "Sharpened Edge" and "Broad Severing".

The last 5 points will be put in "Suffering". Only place 4 points in the actual tree and buy the skill "Kiss of Doom". Any additional points should also be placed in "Suffering".


80 RvR points to be placed in:

  • Blade Master level 1 = 1 point

  • Blade Master level 2 = 3 points

  • Blade Master level 3 = 6 points

  • Blade Master level 4 = 10 points

  • Blade Master level 5 = 14 points


  • Might level 1 = 1 point

  • Might 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 be an overwhelming threat to any class, and be able to deal with the retaliations of slicing through the front lines of PvP.

Here are the planned active morale skills:

  • Level 1 = Sever Nerve

  • Level 2 = Force of Will

  • Level 3 = Death Reaper

  • Level 4 = Blade Spin


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 set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a "PvP fight":

  • Swift Blades

  • Riposte

  • For the Hag Queen!

  • Kiss of Doom


Build Strength:

NO WEAKNESS:

Let's face it, your job as a Witch Elf is to run through(or use stealth) the frontline to get at the healers and casters. But what happens when you do this? Most likely you will always get agro from one or more melee classes. Having a huge parry chance with an auto attack when you do parry will greatly help your survivability. Add a 50% chance to knockdown on your frenzies, and the 50% chance for your Kiss to proc, will really come in handy in the end game PvP. This build will also help with solo confrontations. Some may argue that going with a heavy strength/crit build would be better, however you would be putting "all your eggs in one basket", and if your crit gets dodged/parried/blocked it is useless. Here every time you parry an attack the attacker is hit with an UNDEFENDABLE attack. Even though the Carnage tree already gives you massive armor reduction abilities for tank battles, Weapon Skill ALSO adds to armor penetration, besides the increased chance to parry.

Build Weakness:

NONE

I understand that no build is "perfect", however at this time I could not find any weakness, if this changes, I will let you know.

You can see this build here

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Saturday, September 13, 2008

Witch Elf class Review

Overview:
The Witch Elf dances with death, wielding her two daggers with an ease borne of ultimate confidence and her faith in Khaine. Don't get to close, as those blades bite with more than just their sharpened edge. This lady carries with her deadly poisons that she applies in battle, weakening the enemy's defenses and boiling his blood. Before he knows she is there, she emerges from the shadows and inflicts multiple debilitating wounds.

The longer she fights, the better she becomes as she builds up a pool of Blood Lust. The more Blood Lust she holds, the more damage her attacks deal out as she focuses her strength in one giant blow. Always on the move, looking for any weakness in the enemy's defenses, the Witch Elf never stands still.



Strengths:
  • Quick and penetrating damage

  • Attacks have potential to ignore armor

  • Stealthed movement and sneak attacks


Weaknesses:
  • Action Points pool runs out quickly

  • Light armor means battles must end quickly

  • Heavily dependent on potions


PvE Overview
A Witch Elf is an expert in quick and dirty fighting. Her poisons are her strength, and often several different Damage Over Time abilities can stack to more effectively eat away at the enemy's health. One on One battles should be chosen carefully. A Witch Elf will need to be able to kill the target quickly, or risk taking more damage than her Light (almost nothing!) Armor can protect her from. She will always be using her Action Points pool, and as such will want to carry yellow potions to replenish them quickly, along with health restorers for the longer fights.

RvR Overview
The Witch Elf shines in a group attack. With another to hold the attention of their foes, she is free to move behind the forces of Order, utilizing her strongest abilities from behind. Her expertise with poisons and debuffs creates vulnerabilities that her warband can take advantage of. She benefits her comrades further with her ability to severe a magic user's connection to their magic, and with a skill to regenerate the group's Action Points. With no specific taunts and Light Armor besides, the Witch Elf's place is to aid the tank.

Witch Elf Mastery Paths
Path of Carnage: The Path of Carnage is mainly concerned with quickly and directly slaughtering anything that presents itself to the Witch Elf. Eschewing subtlety, a specialist in this path prefers to confront her enemies face-to-face...or at least, face-to-what's-left-of-their-face.

Path of Suffering: The Path of Suffering focuses more on effects that linger for some time, and a master in this path takes pleasure in leading her victims into a false sense of security. While her attacks may not seem dangerous at first, it's only moments later that the Witch Elf's enemy suddenly realizes that their death is imminent and there's nothing they can do to stop it.

Path of Treachery: The Path of Treachery appeals to those Witch Elves who prefer to stalk their prey, attacking when the target is unsuspecting. A master of this path performs best in the thick of large, chaotic combats, where her victims are kept busy and unsuspecting, and she prefers to strike the enemy at their unprotected flanks.

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Friday, May 9, 2008

Patch notes for european beta



For anyone who cares to read patch notes here take some :

General
Setbacks now have diminishing returns on them; after the fifth setback during the same cast, further attacks will not be able to setback that cast any longer.
Individual ticks of DoTs will no longer setback an ability (the first tick, or 'landing', of a DoT will cause a setback chance). Channeled abilities should generally cause a setback chance each tick of damage.
Melee range has been increased to 5 feet. This removes the dead zone between when a melee attack can be used vs when a ranged attack can be used.
The four healer careers, Warrior Priest, Zealot, Disciple and Archmage, have seen significant changes for this round of Beta. An overview of what these entail can be found on the forums.

Renown Abilities
The Bane series of tactics now requires a single tactic slot.
Opportunist, Sure Shot, Focused Power and Natural fighter rewards will no longer display a buff icon after they have been purchased.

Bright Wizard
Explosive Shielding Tactic – Flame shield will now activate against all attack types instead of just melee.
Flame Shield will now base its damage on the caster's rank and mastery, but will be credited to the effect holder.
Flames of Rhuin will now base its damage on the caster's rank and mastery, but will be credited to the effect holder.
Choking Smoke has been rebalanced.
Burning Iron has had its cast time increased and cool down increased.

Chosen
Fixed many tooltip errors on Chosen abilities.
Trembling Weakness will now properly upgrade its effect as the Chosen increases in rank.
Warping Embrace will no longer be affected by stats or critical hits.
Gushing Wound (Tactic) now does: Seeping Wound gains a 25% chance to snare targets by 40% for 3s.

Marauder
Fixed tool tip description on Corrupted Edge. It now correctly states that it increase Strength instead of Weapon Skill.
Fixed tool tip description on Hulking Brute; this tactic actually modifies Toughness, not Weapon Skill and Initiative.
Feeding on Fear now displays a tactic Buff icon after it procs. In addition, crits made during the buff will no longer reset the timer back to 5 seconds.

Shadow Warrior
Spiral Fletched Arrow will now deal the same damage from any distance.
Removed the stance requirement text from the main body of the ability descriptions.
Opportunistic Strike damage and cooldown have been increased.
The cost of Throat Shot has been reduced, but the cooldown has increased.
Glass Arrow and Acid Arrow have been redesigned.
General damage and AP cost adjustments have been made on many of the Shadow Warrior abilities.

Sorcerer
If the initial target of Shadow Knives breaks Line of Sight to the caster or goes out of range, Shadow Knives will be interrupted.
Shadow Knives now pulses its damage slower, but does more damage per tick to make the total damage done by the ability stay the same.
Stricken Limbs has been rebalanced.
Stricken Voices has had its reuse time increased.
Hand of Ruin has a shorter maximum duration and will always be setback by attacks.
Word of Pain can only be stacked a maximum of 3 times, and the damage per counter has been increased.

Swordmaster
Redirecting force now requires a block before being used. This ability has been changed to an opener.
Gryphon's Lash has been moved from mastery to core at rank 8.
Sapping Strike has been moved from core to mastery at 5 points in Path Of Khaine.
Crashing Wave has been moved to level 18
Dazzling Strike has been moved to level 35
Wall of Darting Steel has been moved to level 40
Graceful Precision applies its effect to Gryphon’s Lash instead of Graceful Strike.
Graceful Precision has been renamed Gryphon’s Precision.

Witch Elf
Treacherous Assault no longer provides a damage buff.
Shadow Prowler now has a brief build time, and will be interrupted by any hit.
Shadow Prowler's effectiveness has been slightly reduced.
Shadow Prowler now costs slightly more APs per second , has an increased cooldown and the maximum duration of Stealth has been lowered to 30s.
Kiss of Death will no longer stack multiple copies from the same caster on the target.
The damage from Kiss of Death will now be distributed in a shorter amount of time (the damage is unchanged).
Kiss of Betrayal has had its toughness debuff reduced slightly, but duration extended.
Envenomed Blade will now only raise the chance to proc a poison to a maximum of 50%, instead of a flat 50% add on whatever else is already there.
Enthrall has been removed.
A new ability, Feinted Positioning, has been added to the Witch Elf in place of Enthrall.
Agonizing Wound has had its cost changed to 45 AP, its damage increased and it will now ignore armor from the rear position.
Throat Slitter has had its positional requirement removed, and will now only deal damage from the rear position.
Ruthless Assault now costs 25 AP/second. Its damage will now increase based upon the number of combo points.
Elixir of the Cauldron’s increased critical chance will now only work from behind the target.
Heart Seeker’s damage has been increased and now requires rear position.
Sacrificial Stab’s damage has been increased and now requires rear position.

Witch Hunter
Fervor is now part of the Path of Cleansing, and deals less damage over more time.
Sudden Accusation no longer provides an AP regeneration buff.
Incognito now has a brief build time, and will be interrupted by any hit.
Slightly reduced Incognito's effectiveness has been reduced slightly.
Incognito now costs slightly more AP/s, has an increased cooldown and the maximum duration of Stealth has been lowered to 30s.
A bug has been fixed in which Burn Away Lies was incorrectly labeled as a ranged attack.
The ability Powder Shot has been removed and replaced by a new ability: Feinted Positioning.
Torment has had its positional requirement removed, its damage increased and will now ignore armor from the rear.
Pistol Whip has had its damage increased, and now has a rear-positional requirement.
Silence the Heretic has been changed. It now requires a rear-positional rather than a front positional.
Burn Away Lies now deals increased damage and has a rear positional requirement.


Gamewide Content Changes
In response to analysis of our most recent phase of Beta, we have adjusted the level of difficulty for our standard PQs to be easier to complete. Now, two of the three public quests in each chapter have been revised to require only six to nine players to complete. The third public quest in each chapter is harder and requires two or three groups (at least twelve players) to complete.
We have adjusted the item and influence rewards of harder PQs to be greater than the rewards for standard difficulty PQs. We will continue to adjust loot, influence, and experience as needed in the future, and we are also planning on adding a UI element in a future Beta version to identify PQs that are hard difficulty. For this particular release, the following PQs are Hard: Chaos Ruins, Lake of the Damned, Bitterschaum Swamp, Unterbaum Cemetary, Mud Flats, Serpent's Fang, Bitterspring, Village Vermin, Tempest Horn, and Tower of the Elves. All other PQs you will encounter should be the easier Standard level of difficulty.
The overall requirements for basic, advanced, and elite influence rewards have been reduced for each chapter of the game. This reduction was not applied to the starting chapters as the numbers there are already in alignment with this newest change. We expect this reduction to provide greater opportunities for you to access each chapter’s influence rewards.
Tier Three Empire and Chaos Content: The zones of High Pass and Talabecland are ready for questing and exploration when a break is needed from the intense action of RvR battle.
Tier Four Empire and Chaos Content: The RvR Campaign rages all the way from the heart of the Empire in Reikland, through the war ravaged city of Praag, to the forbidding Chaos Wastes, and these zones will be opened in order to allow you to fight the RvR campaign there. When venturing into these zones, please keep in mind that the non-RvR quests and content there has only been roughed in, and is not fully ready for play. There’s a war raging in the RvR areas, and your realm needs you there!
We have resolved an issue where monsters would continue to bring friends, even when group members were not within visual range (yes, even lowly snotlings have friends). Monsters should now only BAF when group members are nearby.
To better support the war, Warcamp trainers and Renown merchants have relocated their shops to the RvR Keeps. You will find 3 merchants and one trainer on the third floor of each keep when it is captured. Please make them feel welcomed, especially if you are of an opposing realm.
In response to community feedback, Special con enemies have been renamed to the more IP appropriate Champions. This category name change does not affect their abilities or anything else about these dangerous foes.

Renown Items
Renown items have had their Renown requirements lowered by three levels. For example, if a Renown item has a level requirement of level 15, its Renown-rank requirement is now level 12.
Renown stores have been moved to the keeps (they’re on the third floor). Your realm must control the keep in order for you to have access to the Renown merchants.

RVR

Keeps
The Keep Lord Guards will now defend the Keep Lord when he or she is attacked.
Broadcasts will be sent to the RvR area by the victor when a Keep changes hands.
Renown Merchants and Trainers have taken up residence in keeps. These NPCs can be attacked and slain.
Keep Lords and Keep Guards now have appropriate abilities and tethers.
Keep and Gatehouse Doors have had their hitpoints increased based on Tier.
Players now properly receive Renown when taking over a Keep



AND HERE some clarifications about the cancelled i beta phase

Altdorf RvR (Contested Altdorf)
When the City goes into a contested state, it will become an instance. Players inside the City when this occurs will be given a message asking them to either stay and fight, or go to safe ground.

Players choosing to stay and fight will be placed in the Warquarters of Altdorf. Players choosing to go to safety will be placed at a blackmarket in Reikwald (the Fortress Zone).
Any players not in the City will gain entry into the contested version of Altdorf by going through the main gate or alternate gates.

Once inside the City, players will be in a safe spawn location behind three gates. Simply right click the gate to be teleported to the other side, and begin your assault or defense of the City’s Warquarters.

Control over the City is determined by battling over seven objectives in the WarQuarters of Altdorf. Gaining control over these objectives will work via population disparity mechanics. The more players you have in the area of a capture location, the faster you will capture it (similar to the Nordenwatch Scenario).

Each Capture location will contribute points over time to a “Meta Pool” of points which is tallied across all instances of the City. Population ratios have been put in place to ensure that instances with possibly imbalanced numbers will contribute differently than instances with even numbers.

Please note that simply getting control over the seven objectives in your instance will not result in winning. Players must maintain control and continue feeding the “Meta Pool” until the predetermined amount of points which result in winning control over the City is met.

The Zone Control Bar will display how well your Realm is doing as a race toward the center of the Control Bar.

If the forces of Order defend the City, the City will remain in its contested state for two hours before resetting back to the standard Altdorf. Once this occurs, the Campaign will reset. Players wanting to leave the contested city may simply click on the portal gate within their safe spawn location.

If the forces of Destruction take the City, a message will indicate such and the City will then be open for pillaging!

Items of Interest
What can I do in a city that is under attack?
Players will battle against each other in the War Quarters, one side trying to gain access to the city while the other side attempts to defend. Should the invader win, the city gates will fall and the pillaging begins.
Players may destroy objects, burn objects, smash open interior doors and kill citizens!
Players may participate in “invader quests” that will present rewards to the player along with increasing their capital city rating value
The enemy may participate in any available content that is in the city. For further clarification, if a certain dungeon is only available during city rating 4 and the enemy so happens to invade the city when it is at a city rating of 4, the dungeon is open to the enemy to explore!
Players may attack and capture the enemy’s King!
By gaining ownership of a city, the enemy will have forced players to use outside resources to perform their banking, auctioneering and other utilities, but at a higher price
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