Showing posts with label World. Show all posts
Showing posts with label World. Show all posts

Saturday, January 31, 2009

Reikland mob farming Cheat



This cheat is only for Destruction.
In Reikland, if you go to the PQ Hunting the Hunters, there is a stairwell at the front of the towers. If you stand on the rail and get enemy mobs on the rail with you, they can't hit you but you can hit them. Here's a video of it in action:



But there is a catch. You MUST aggro them before walking or getting up there. If you lose aggro once they're up there they reset and it does not work. Recommended level 37+


Warhammer online Cheats

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Monday, November 17, 2008

Warhammer online Exploration Videos









Sorry that the seccond and third is cutt off. I have the full vid on my laptop, but it's graphic card burned out i think( tried to set crysis on ultra huigh in DX10...). It just goes straigth to a gray screen when i power it on. Basicly, jump around where i started. there is a hill thaT you can just walk/jump up easily. I originaly didn't upload full vid b/c i didn't want it to be patched. also last vid, you run at a corner at the dwarf starting place, and slowly corner fall. then jump onto the fall, video from there.

Once again, sory for the cut off vids, but i didn't want noobs going around doing them

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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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Monday, October 27, 2008

Warhammer online: T1 Boss-Lairs Explained


Curious what the deal is with those strange doors lurking in the far corners of the T1 RvR areas?! Do you seek Boss mobs that drop incredibly awesome gear for you and the rest of your friends?

Then gather 'round children and embrace the coming of the guide!

1. Lair Of "The Bandit Queen"

Region: Ekrund
Location: Head North East of the Cannon Battery RvR Capture Point. You will find a path leading up along a mountain-side and into the hills beyond some trees. The lair is a circular door in the cliff-face.

Door Puzzle: You will notice that as you approach the door of this Lair you are shrouded in a dark aura. This aura is the key to unlocking the lair. Have one or more members of your group stand at the door to activate the aura active on the rest of your group. With the aura active, the non-door members of your party should venture out into the local area and find an enemy player to kill. Upon killing the player, if the aura was active, an animation of a spirit leaving the body of the dead player will occur and the door will swing open.

It should be noted that the requirements to keep the aura active are inconsistent. Sometimes it requires only a single player stand near the door - other times it requires 2 or 3. It is theorized that it may be proportional based on the number of people in your group.

Boss: Renatta Betz, "The Bandit Queen" is a spectre looking mob. She is a level 11 Hero. She tends to do almost entirely single-target focus damage and is a simple tank and spank. It is recommended that you bring multiple healers as she does quite a lot of damage even to a tank with shield. This requires a group of at least 4 or 5 solid players around level 10ish.
The fight is mostly an endurance battle and drags on for roughly 5 minutes or so, the priority is to keep the tank alive and steadily DPS her.

Loot: Renatta Betz drops blue quality Helms. She drops 1 helm per kill for a random class in the party. The helms require level 11.

2. Lair of Camilla The Decayed

Region: Norsca RvR area.

Location: From the Nordland RvR area, swim north into Norsca and next to the Cove Capture Point there is a large Island with a door in the northern face of it.

Door Puzzle: In front of the door to this lair stands 6 stones, each stone has the emblem of a given player race in WAR. To solve the puzzle simply have one of each race from your chosen faction stand on their corresponding stone.

It should be noted that this puzzle is easily flustered and if you jump on the wrong stones or move on and off them too much you can cause a cooldown to proc which forces you to wait 30 seconds to a minute for them to become active again.

The easiest way to handle this is to tell everyone in your group to Stay The Hell Off The Stones, and then instruct 1 person from each race to step up on their stone one-by-one.

When the puzzle is complete the door will slide open.

Boss: The boss here is Camilla The Decayed. She is a level 11 Hero mob. She is a "Lich" type mob. Being a Lich Camilla has a small PBAOE spell and will also randomly select ranged characters and cause skeletal hands to shoot up from the ground and grab them. The Skeletal Hands spell seems to be a root as well as deal damage.

Luckily Camilla casts these two abilities infrequently and will spend most of the fight dealing single-target damage to the tank. As with The Bandit Queen she does substantial melee damage and should be tanked by a shield-bearing Tank Archetype class. 2 or more healers is recommended and a party of 5 or more around level 10 is a must.

Much like the Bandit Queen the main objective is to simply keep the Tank alive and steadily DPS her down. The only real challenge with this boss fight is keeping an eye on the rest of your party who will sporatically take damage from the Skeletal Hands and PBAOE.

Loot: Camilla drops Blue quality Weapons for a class present in your group. It is interesting and strange that these weapons tend to be of Minimum level 18-20, but are incredibly nice none-the-less.

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Tuesday, September 16, 2008

WoW vs. WAR



World of Warcraft and Warhammer: Age of Reckoning, the MvP vs the new comer pretty much. I will just contrast the two games, as I have played WoW for 4 years, and played a good amount of Warhammer Beta, getting 4 toons to 20.

-RACES-

.:WoW-Races:. .:WAR-Races:.
Alliance - Order

Night Elves <--> High Elves
Humans <--> Empire
Dwarves <--> Dwarves
Gnomes
Draenei

Horde - Destruction

Orcs <--> Orcs
Trolls <--> Goblin
Blood Elves <--> Dark Elves
Tauren Chaos
Undead

Race Conclusion
World of Warcraft obviously has more races, some very similar to the few found in Warhammer. WoW has 10 Races, WAR is short by three.

-CLASSES-
.:WoW-Classes:.
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior

.:WAR Classes:.


.:Classes Conclusion:.
Once again, WoW has more choice than WAR. Though the segregation of roles in WAR is more solid in WoW, making a PvE / RvR(PvP) group easier to organize than it would be in WoW. Where in WoW there are many specs for the classes, though not all of those specs are really in demand, leaving you groupless.

-CHARACTER CUSTOMIZATION-
.:WoW:. .:WAR:.
<--Hair-->
<--Face-->
<--Piercings/scars/etc;-->
<--Skin Tone-->
Eyes
Armor Dye
Trophies

Character Customization Conclusion
WAR has really more choices than WoW to customize and individualize your character. It is very rare, that one would see another player that looks alike. You can dye your armor in WAR with dye's, and you can also equip trophies, that appear on you character (placement varies on race).

LEVELING/QUESTING
If you have ever played WoW you would know that questing was a big hassle, especially if the quests were "kill X and get me # of Y" and Y would never drop. In WAR when you have those type of those quests, Y will always drop! Questing in WAR is a very big improvement from WoW's.

In WAR there are PQ's also known as Public Quest's. PQ's is a good way to get gear, there are certain zones in which these PQ's are active. They reset every 2 minutes after one is done. To get gear in a PQ you must contribute by either, healing / tanking / dps'ing.

PVP / RVR
PvP, player versus player. RvR, realm versus realm. In WoW PvP is really just a grind fest. Farm honor, farm BG marks, farm TONS of honor and marks. WAR has a different approach to gearing through killing enemy players. RvR is two realms competing in a Scenario(SC).

When you kill an enemy player in WAR you gain exp., renown pts., gold, and sometimes even GEAR when you loot their dead bodies. The more you contributed into killing the enemy the more likely an item will drop for you. Healers can do the same, just how much healing they put out on those around.

WAR has three kinds / types of PvP. Skirmishes, the basic world RvR enabled areas. Battlefields, open world RvR, with strategic points that need to be captured. Battlefields require the usage of artillery and siege weapons, to destroy the enemy factions castle. Lastly there are the Scenarios, Scenarios are instanced, where there are strategic pts and all objectives of the SC's vary.

FINAL VERDICT
WAR imo, seems to be the better choice for casual players and players who just want to get straight to the action of killing and gearing themselves. They really cut down all the down time, that players would find when playing WoW. Also WAR supplies a large amount of individualism in the game, the way you can customize your character. The character customizations make up for the lack of races.

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Friday, September 12, 2008

Warhammer online: Campaign Maps and Information


These maps are very interactive.

You click on the campaign you wish to learn about, then which map/part of the campaign you would like to review and look at.

Then you can click on any of the thumbnails on the map to see information about that location such as quests etc...

You can also click on the side of the maps to toggle on what entities you would like to view and other interesting features.

Dwarfs vs. Greenskins Campaign
Empire vs. Chaos Campaign
High Elves vs. Dark Elves Campaign

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Friday, September 5, 2008

Warhammer online guide: Melee DPS Survival Guide



Welcome to the MDPS survival guide! The current version is beta version 0.3.0, for Warhammer Closed Beta patch 3.3. This guide will be regularly updated as new relevant information is made available.

This guide exists to help users of the Melee Damage (MDPS) archetype, which includes the White Lion, Witch Hunter, Marauder, and Witch Elf classes, gain a better understanding of how "Pick Up Groups" (PUGs), which are unorganized groups of players, function and how to be successful within one of those groups. Users will find plenty basic tips and strategies that have been successfully tested and used on the battlefield. Users will not find comprehensive mathematical breakdowns and exact strategies for each class.

It has always been my hope and sincerest wish that users of this guide learn something and become better players. I hope you, the reader, enjoy this guide and do, in fact, learn something!

The Types of Combat
In Warhammer Online, and indeed most MMOs in general, there are four basic types of "PUG" (Pick Up Group), which is to say- unorganized, combat. What I mean by unorganized is that the players on each side are a random assortment of players that don't have a set plan in mind and are often very uncoordinated. They either never gain a plan, or they have to just make it up as they go along. The four basic types of PUG combat are:

    Large Group, aka "Zerg"
    The term zerg refers to a race in the strategy game "Starcraft." The main tactic for this race was not getting the best units or technologies, but instead the race was all about getting as many units onto the battlefield at one time...whether the units are very effective or not. Therefore, the "zerg" has come to be a term meaning "a very large, unorganized mass of players." When in a zerg situation, MDPS are at their very weakest. It is difficult for them to cross the field and do anything meaningful before they are gunned down by the large mass of ranged players.

    Medium Group
    A medium group could be loosely defined as 7-18 players. This size of group will most commonly be encountered in scenarios. MDPS fair surprisingly well in this situation, as long as the player understands some basic principles. "The Flow of Battle," my original guide, as well as the chapter with the same name, address this situation.

    Small Group
    Approximately 2-5 players. This is when MDPS are at their strongest. MDPS typically have the damage power to kill most healers and ranged damage (RDPS) classes by themselves, and the offense threats against them are at a minimum in this situation.

    Solo
    1v1 combat. MDPS are very strong here as well, but don't fair as well as melee healers like Warrior-Priests and Disciples.


Basic Tips for Any Combat Situation
There are some basic things that will greatly improve your chances of success as a MDPS, no matter your combat situation.

    Have a healer friend.
    This is listed first for a reason! Cherish them as much as they should cherish you. In a tier 1 game having a healer would mean the difference from a game with 10 kills and 10k damage to a game of 18 kills and 35k damage. I prefer the ranged healers of any type as you can use your snare to peel enemies off them. The ranged healers also further improve your magic resistances with the appropriate buff...which is GREAT to have (always ask for resist buff over strength buff, trust me and tell them politely to use it on themselves!). Don't underestimate the power of having a melee healer with you though (especially if they have a tank friend to guard them!). Their armor buff is extremely helpful.

    Know your enemy.
    First, know that your biggest enemy is other melee. You have light or medium armor with only about 25% damage mitigation. A defensive tank gets up to 70% mitigation, an offensive tank 45%ish mitigation. That's a big difference! Second: know that ranged healers stand no chance against you. Last, know that if you start a fight in melee range against an RDPS, it's pretty much over for them as well.

    Know thyself.
    You're mainly a skirmisher...a caster killer. You're not built to stay on the front lines like a tank. Get in, get your kill, and get out if you're going to take hits.

    Situational Awareness
    This is basically being aware of your surroundings. Very often it is wise to pan your camera around to check if you're about to be flanked, or what your enemy is about to do. Don't get too caught up in the frenzy of battle.

    Stick Together
    Never run strait into the zerg unless all the melee run in together. You will get tab targeted and focused down unless there are other melee (especially a shield tank) to absorb part of the damage for you. Running in all together is very effective, but takes some coordination that most pug groups aren't willing to display.


Gear and Statistics
The most important stats on gear, in my personal preference order (I say it this way because it's bound to be debated), are:

    Resists - You're a caster killer, and they don't like to see you coming! Resists are very important for your survival. Even the "physical" ranged damage: Shadow Warriors, Engineers, and Squig Herders, are equipped with a number of skills that are based on resists. Do not spend RPs on increasing resists though. All your resists should come through gear and buffs from friends.

    Armor - Realistically, armor is soft capped by the type you wear and so increasing it isn't always possible. Still, you want armor as your biggest enemy is other melee. Having a melee healer (Warrior-Priest or Disciple) in your group that runs the armor buff helps significantly. I would not spend your RPs on increasing armor, increase it through gear or buffs from friends.

    Strength - You're a damage class. Strength improves your damage. Makes sense! But wait Duty, I'm a Witch Hunter and have ranged skills, shouldn't I stack Ballistic? No. WHs have a very high base Ballistic skill. Mythic gave them this so their stat spread wouldn't be too crazy. Stack strength as a Witch Hunter just as you would other classes. Strength is where the majority of RPs should be spent.

    Toughness - Per point, in my opinion, resists/armor offer a lot more survivability increase, but you can only get so much of those. Toughness is the next best survivability stat. For AoE-focused character builds, I'd recommend stacking toughness equally or in preference with strength. These builds tend to do well in large situations with healers to support the MDPS. Because you will be taking so much damage in these situations, toughness becomes more vital. Toughness is where your secondary RPs should be spent.

    Initiative - Lowering your chance to be crit is nice, but still won't have as much effect as other defensive stats. Dodge chance is nice to have to avoid the crowd control and damage skills of shadow warriors, squig herders, engineers, and witch hunters. A note: the point-blank area of effect root of Shadow Warriors, Squig Herders, and Engineers is considered a ranged skill, and so is dodged, not parried.

    Weapon Skill - The armor penetration is not as significant as you might think. First, you're killing casters, they don't have a lot of armor (and armor does not work logarithmically like it does in other games...it's a flat increase, so armor penetration is more useful against high armor targets due to hitting the "penetration cap" on lower armored targets). Melee is your biggest enemy, but you are trying to avoid them, and armor is a natural defense against them that doesn't eat stat budget (stat budget refers to what stats you spend on your gear...you can only have so many stats and so have to choose). Weapon skill is nice to have, but you get more offensive punch out of strength, and more defensive punch out of toughness, initiative, and armor.

    Willpower - Since MDPS don't heal, 1/2 this stat is worthless. The other half seems beneficial, but you don't gain enough disrupt chance to warrant stacking over other stats.

    Ballistic - Mostly worthless. Helps Witch Hunters some, but Strength will net you a better DPS increase.

    Intellect - Mostly worthless.


Tips for Large Group Situations
Zergs aren't easy for MDPS. In fact I'd say they're downright painful if you have a bad group or no support. Brawler types tend to fair much much better, but still are at a general disadvantage in this situation. Obviously character builds that emphasize AoE (Area of Effect...skills that hit multiple characters at a time), such as the Marauder's Monstrosity line, will fair better.

Large group situations tend not to "whittle down" to smaller and smaller groups. There are typically too many players to kill before the ones you just dispatched are already back. Splitting up to take multiple objectives, or players just logging/relocating are the only ways zergs tend to dissipate. Since you're weak at this type of combat: encourage dissipation. Go somewhere else, fight another battle. Don't play the zerg game and don't be a sheep. Even if you have to 1v1 you're in a much stronger position.

Still, if you feel you must participate in a zerg, you must know that zergs don't generally get progressively smaller, and so aren't won by killing all the players. They're won by pushes. Admittedly, it can be incredibly fun charging the line and routing your enemies even if that's more a tank's job then MDPS.

To best win the pushing, you must coordinate melee charges. You can't send 1-2 melee guys at a time as they get slaughtered. It can be difficult in a PUG to rally players to all charge at the same time...but when you do get enough to make a difference, it's quite a sight to behold as you rout the enemy and slaughter them from behind. If possible you want to stay behind tanks that are using "Hold the Line." You'll recognize it as an animation that sprays behind the tank, and he will hold his shield steadfast in front of him. He gains a 45% chance to dodge and disrupt (that is: avoid any ranged attack) while you gain 15% chance to do the same. However, you can gain the benefit up to 3 times if you stand behind 3 tanks doing it, which gives you a total of 45% to avoid any ranged attack. Hold the Line only lasts a short amount of time...it's meant to get you to the action (which by that time your enemy will probably be routing unless they have significant amounts of melee players to hide behind).

After you get to the fighting, it's pretty simple. Assist other players by focusing on 1 guy at a time to kill them faster, and don't go beyond the front line. The worst thing you can do is pass your tanks, because you'll get "tab targeted," which refers to players hitting the "target closest player" button and all focusing on you. You want to let your tanks take the damage...that's what they're there for. You try to remain as inconspicuous as possible.

If you have 2 or more ranged healing friends that are dedicated to keeping you alive, you can really rampage and flourish in a large group situation, as long as you are a brawler MDPS (marauder or white lion) that is specialized in AoEs. You can often run in and kill several players at chokepoints when you have such a support corps. Using Monstrosity spec on my Marauder, I've managed to kill 13 players near simultaneously while they came up the stairs in a Dark Elf keep. The secret is to choose your spot: a chokepoint where they're all bunched up (like stairs, a doorway or a bridge), know your AoE combos, and have help to keep you alive. When things go the right way, you'll net LOTS of kills and have a ton of fun doing so.

The Flow of Battle: Medium Group Situations
Let me start by saying that there is a very key difference in how medium group battles tend to take place from large group battles: they whittle down. What I mean is that as players die, it becomes a progressively smaller group situation. So as medium group battles carry on, MDPS get stronger and stronger.

You must use this to your advantage! I have recommended this approach because I know the power of the tab target. The biggest difference in an organized group against an unorganized one is that the organized guys are all hitting the same target to kill him faster, while unorganized guys are hitting all different ones. Tab Target turns those unorganized guys into organized ones by making sure they all target you: the melee guy who happens to be closest. I've recommended this approach so you don't get into that particularly nasty situation.

    Phase 1: The Skirmish
    When two armies first meet, the skirmish takes place. This is a period where each side is at full or near full strength. Ranged characters are at their best as they can safely hide behind melee types and blast away. The cardinal rule for MDPS of this stage is to stay alive. Don't take risks. Your RPDS buddies are at their strongest: so let them do their job! Let them pick away at the enemy forces from a safe distance. Your job is to use that wonderful snare that all MDPS have and help your RDPS friends stay away from the melee players that charge too early.

    The more melee players from the enemy side that want to charge over, the better. Kill those foolish melee! They're your biggest enemy and the more you remove, the better your survival chances are later in the fight. Even if they're tanks, they're by far the safest thing to beat on at this stage, and with enough people focusing on them, they'll die eventually.

    Don't worry, they will come to you. A true master does not chase his enemies, but lets his enemies come to him on his land...his advantage. Let their melee come (and they will), as they're easy to single out and destroy. If one of them happens to target you, run back into your group so you "overextend" him. This means you make him chase you out of range of his support: where he becomes a very easy target.

    Phase 2: Fun Time!
    After their melee characters are either dead or otherwise distracted away from you, it's time for you to make your move. You want to get at the casters at this stage. Try to flank or otherwise reach them without drawing attention. Stealth characters excel at this as they can cross the battlefield without drawing focus to themselves. Brawlers may be tempted to use Charge! but this is unwise. You not only want to save Charge! for retreating or catching a player that tries to escape, but it also brings attention to that fast moving White Lion blazing across the field...something you don't want.

    Once behind the front lines, you should know which classes to kill first. Because the majority of their healing comes from their "big heal," which is easily pushed back when they take damage, killing ranged healers is often the easiest to do, and often enough required before you can kill anything else (they'll just keep healing it!).

    If you think you can get away with it without them getting heals: kill "Glass Cannons," which are Sorceresses and Bright Wizards first. They do a TON of damage and can ruin your day if you don't take care of them. If smart ranged healers are around to prevent you from doing so, you'll have to kill the healers first.

    After the ranged healers and glass cannons are dead or not present, take out "skirmishers," who are Squig Herders and Shadow Warriors. These classes have a lot of crowd control and can make life very frustrating. Taking them out makes your job easier. Last, take out the "defender RDPS," which are the engineers and mages of Tzeentch. They are the most difficult of the ranged characters to kill, and typically aren't your first choice to kill.

    So the kill order tends to generally (there are exceptions that experience will teach you) look like this:
      Shaman/Archmage
      Zealot/Runepriest
      Sorceress/Bright Wizard - First if you can get away with it
      Squig Herder/Shadow Warrior
      Magus/Engineer
      Witch Elf/Witch Hunter
      Marauder/White Lion
      Disciple/Warrior-Priest
      All tanks


    If you succeed in not attracting attention, you should almost be guaranteed a kill. You're brutally effective when facing the enemies weakest to you while the enemies strongest against you are distracted elseware.

    If you do attract attention, be ready to retreat. Where as stealthy types rely on getting there unnoticed and are good at it, brawler types tend to excel at getting out if needed. Your detaunt (that is: the skill that reduces the damage players around you deal to you), followed by Charge! if you have it, will get you out of many situations. The whole reason I personally love brawler MDPS is their 50% AoE detaunt. It's completely underestimated by new players. It has saved me from many many sticky situations.

    Understand a key component to this stage: you don't want to overextend. There is still enough DPS on the field to be a threat to you if you stray from your support. No one can heal or kill the enemies attacking you if you're out of range. With few exceptions, you don't want to chase enemies back too far.

    Phase 3: Small Group
    At some point in the battle, one side will most likely establish itself as the clear victors and will just "mop up the rest." At this point you are generally free to overextend some (never too much though), chase down enemies, and revel in the glory of killing your enemies.

    However, sometimes the sides are fairly even with only about 2-6 players left on each side. This is a time you will want to keep special considerations in mind.

    First, there generally isn't enough DPS still out there to kill you before you can make it back to your support. *Some* overextending and chasing is warranted if it furthers the cause of winning the battle.

    Second, you want to focus fire. Take a look who others are killing and help them. Help other DPS classes before you help tanks. If you see a Witch Elf bashing on a Runepriest, and a Black Orc hitting an Archmage, go help the Witch Elf as your combined DPS is pretty staggering.

    Third, help your ranged guys by using your snare against their melee pursuers. Keep them safe: your best weapon is the guy beside you (for proof of this, calculate your current weapon vs getting the best weapon in the game for your class...figure out the gain. Will you gain double the damage or healing, double the hit points, and double the utility skills that you get from having a friend?).


Solo Battles
Solo battles are truly beyond the scope of this guide, as they are a much more exact science then groups. They depend on your class and what class you are facing more then anything, and tend to become exact blow-for-blow, counter-for-counter fights.

There are some key advantages and tips MDPS players have in solo situations though. Knowledge of which classes you can defeat and which generally defeat you is paramount. In general the melee healers, which are Warrior-Priests and Disciples, tend to be the strongest solo classes, and most of the time you'll want to avoid engaging them. Tanks also tend to be fairly tough, but most of the time will not finish you off before you can escape them if the battle goes poorly, as your escape moves tend to trump their pursuit moves.

Knowing which classes you can engage and which you can not is very important because MDPS, over any other class, have the power of selecting their engagements. Stealth and runspeed buffs (Charge!) give you that power. You're very hard to escape and you can escape very easily.

It's always beneficial to get the first blow in as well. You have a major advantage, especially against ranged characters, if you can reach them before they know you're coming. Lastly, bring friends. Two or more can always accomplish more then one solo player.

Closing
This concludes the basic training for MDPS in RvR. It may sound like a lot more work then it is, but with some practice you can become a successful player. The key is to be patient and fight on your terms...not the enemy's. Don't go chasing kills when they'll come right to you. And bring friends!

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Monday, August 18, 2008

Warhammer online Character Attributes and abilities



Character Attributes:

Strength
Increases your melee damage and makes it harder for enemies to parry or block your attacks.
Willpower
Increases your chances to disrupt hostile spells and increases all healing you do.
Toughness
Reduces the damage you take from all sources.
Wounds
Increases your maximum hitpoints.
Initiative
Increases your chance to dodge ranged attacks and makes it more difficult for enemies to critically hit you.
Weapon
Increases your chances to parry melee attacks and allows your melee attacks to bypass a portion of the enemy's armor.
Ballistic
Increases your ranged damage and makes it harder for your enemies to block or dodge your ranged attacks.
Intelligence
Increases your magical damage and makes it harder for enemies to disrupt or block your attacks.

**There is no attribute that increases AP


abilities:

Base Skills:
Base skills are unlocked when you achieve a specific rank then purchased at your trainer, players can choose to skip a Base skill if they desire but there is no good reason to do so.

Morale:
Morale abilities are powerful effects that require you to engage in combat for a period of time as you gain Morale. When you use a Morale ability any Morale you've built up is lost. There are four ranks of Morale Abilities. Rank 4 Morale abilities require the maximum Morale possible (100%) but can be devastating to your opponents.
Players unlock their first Morale ability at Rank 8

Tactics
Tactics are passive abilities that can be combined with other tactics to enhance your natural abilities. As your gain ranks you unlock more slots to use additional Tactics at the same time. In addition you can save different sets of Tactics for use in specific situations.
Players unlock their first Tactic ability at Rank 11

Mastery
Supplemental skills are unlocked once you reach a certain Mastery level, once unlocked a player has to choose to spend points to purchase these skills. This is a difficult choice because the same points used to purchase Supplemental skills are used to increase Mastery level. These points are referred to as specialization points, and are earned every rank, a player will never have enough Specialization points to completely Master multiple paths while purchasing Supplemental skills. It is a tough choice because every point of Mastery earned improves EVERY action in that mastery line by a small amount this includes the Base Skills you automatically get. One level of Mastery can seem trivial however they add up and 5 or 10 points of Mastery makes a significant difference.

Guild Formation: (With special thanks to Sir Robin}

There are, currently, four requirements for creating a guild in-game.

* A full six member group.
* None of the group members are part of a guild.
* All group members are standing near the Guild Registrar NPC.
* 1 Brass


When you confirm that you want to create the guild, and name it, a confirmation window popup will appear for each team member. All team members must approve for the guild to be created.

Note: Please be aware that just because someone is asking you to help them create a guild does not mean they intend for you to stay in the guild. They may just not have enough guild members in-game, at the time, to do it on their own.

Starting Area Camp Guild Registrar NPC's:

* Linus Wirtz(Empire)
* Kargesh Fellgaze(Chaos)
* Sabrina Kramer(chaos chp3)

WARBANDS
/wbc convert 1 - /warbandconvert1 (open) /warbandconvert 0 (private)
/w - /wb for warband chat
/warband move <#> - /warbandmove <#>
/warband swap - /warbandswap
/warband promote - /warbandpromote
/warband demote - /warbanddemote
/warband makeleader - /warbandmakeleader
/warbandban (bans that jerk!)
/warbandunban (lets him back in once he's cooled off)
/warbandpassword (creates password-only joining)
/join (allows entry to PW protected WB)
/warbandpassword (cancels PW)
/disband still works but /leave is fewer letters and does the same thing

This is not a comprehensive list; you can find that by typing /help in the game. I just wanted to let you know!

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Monday, August 11, 2008

Tome of Knowledge Achievements



I haven't seen any recent post about this at mmOverload, so here is what little bird told me. It's all I have access to as I am still patching. ToK fans rejoice.

=Titles=

Achievements

The Cutpurse - loot 10 items
The Pirate - loot 100 items
The Hoarder - loot 1,000 items
The Pawner - earn 1 gold
The Loaded - earn 50 gold
The Wise - 10 tome unlocks
The Adventurer - 50 tome unlocks
The Never-Rester - 100 tome unlocks
The Overachiever - 250 tome unlocks
The Omniscient - 500 tome unlocks
The Friendly - add 5 people to your friends list
The Conscript - join 10 groups
Ow My Eye - clicked self 100 times
The Vain - clicked self 5,000 times
The Talker - use the tell command 50 times
The Peon - gain 1,000 Influence
The Influential - gain 10,000 Influence
The Prominent - gain 100,000 Influence
Snuffed - die 10 times
Victim - die 100 times
The Green - die 10 times in RvR
Meat Shield - die 100 times in RvR
The Lucky - kill 10 players in RvR
The Mauler - kill 100 players in RvR
Spark Snuffer - kill 10 players that are more than twice your Renown Rank
Run Away! - died 10 times to monsters
The Bait - Died 100 times from a monster
The Wasteful - destroy 10 items
The Garbage Disposal - destroy 100 items
The Lint Looter - scavenge 50 corpses
The Body Searcher - Scavenged 1,000 corpses
The Skinner - Butcher 50 corpses

Exploration

The Impure - kill Keltherian Darklust, interact with Book of Innocence; around 240, 40650, west of Fortress of Korhandrid (west of Goldmead, DE Chap 9 hub), in the hills near the very edge of the map, in Ellyrion.

Heroic

Foe of the Cannibal - unlocked by talking to a sickly man outside a cave in Marshes of Madness, I think southwest of Oathhold

The Intractable: Kill any Cold One in the pit around 14323, 14564 (I think, it's the area between Rock of Galirian and Serynal), in the Shadowlands.

Killing

Echo Hunter - kill a Neborhest Bat in Marshes of Madness. They can be found south of Oathhold and in the marsh south of Thurarikson's Warcamp.

The Huntsman - walk through the mob of pigs around the Public Quest Pillage and Plunder (51613,63055), in Norsca. (possibly Destruction only)

The Scout - Examine Unfortunate Victim at 37683, 34796, in Nordland.

Questing

Silly

Once Bitten, Twice Shy - talk to Kormina Falinsodtr at the Pick and Goggles tavern in the Dwarf starting zone.

The Dawnbringer - interact with the Vampire Effigy next to the mountainside near the Plaguesworn Cultists southeast of the Neborhest's Vanguard PQ in Marshes of Madness

The Lumberjack - interact with the corpse of a Tree-kin in the are around Dark Elf Chapter 7 (on the way to the NPCs for the last part of Heads Will Roll!, above the Gate at the very south of Shadowlands)

The Peculiar - throw a rock on the head of the sleeping Snotling in the woods just outside and east of Tor Aendris, in The Blighted Isle

Skaven Splitter - interact with the Man Trap in Warpclaw Hideout, a cave near the SW corner, in The Badlands.

Scorp Squisher - kill Baneclaw, a Champion scorpion, at approximately 6400, 62500 (SW corner of the beach), in Chrace.

The Skeleton Hunter - interact with the Marked Grave in the graveyard west of Grimmenhagen Village, in Nordland.

The Spider Slayer - kill a Dark Hollowfang at the Suskarg Cave in Stormblighthollow, in Troll Country (around 2400, 35219).

The Fearless - walk inside Amund's Barrow close to at roughly 48572,44251, in Norsca (possibly Destruction only).

Unconfirmed/Rumored/Unknown or fuzzy triggers:

The Grounded - trigger unknown

Scourge of the Asur - kill 100 High Elves (possibly Dark Elf only)

Favored of Malekith - kill 1,000 High Elves (possibly Dark Elf only)

The Crusher - kill an Ogre Bull (clarification needed: which one, where is he?)

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Wednesday, April 2, 2008

The Warhammer World



In War there are three distinct settings, one each for the three pairings of the armies that are within. The mighty Empire and the Hordes of Chaos fight from the Northern Wastes south past Kislev and into the very streets of the capital Altdorf. West lies Ulthuan, the home of the High Elves.

North across dark oceans foaming with black waves reside the lands of the Dark Elves, the twisted and evil brethren of the High Elves. Across these oceans and on the shores of land that both races call home will blood be shed as they again battle.

Far to the south, the stocky and brash Dwarfs find their mountain homes encircled and under siege by the countless hordes of the their ancestral enemies, the green skinned Orcs and Goblins.

Across the Old World banners are being raised and horns begin to sound. Soldiers and heroes lift weapons and answer their nations call to serve. Over the next months and years that follow tens of thousands will march forth, prepared to face their enemies and lands will cry under the heavy tread of steel and drown in seas of blood. War is coming, and the crows prepare to feast.


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