Showing posts with label chaos. Show all posts
Showing posts with label chaos. 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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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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Monday, October 6, 2008

Warhammer online builds: Magus Template



We are going to go with a mid-range build here. Your three top stats will be:

  • Intelligence = adds to magic damage

  • Wounds = adds to hit points

  • Willpower = adds to "chance to disrupt" enemy spells


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

15 in "Changing"
Buy the following skills in the Changing tree for one point each:
  • Seed of Chaos

  • Endless Pandemonium

  • Indigo Fire of Change

  • Wild Changing

  • Dissolving Mist

  • Daemonic Scream


Skills in the tree you do not buy: "Infernal Pain".

The last 4 points will be put in "Daemonology". Any additional points should also be placed in "Daemonology", In this tree you want to pick up the "Chaotic Attunement" skill for one point.

80 RvR points to be placed in:

  • Acumen level 1 = 1 point

  • Acumen level 2 = 3 points

  • Acumen level 3 = 6 points

  • Acumen level 4 = 10 points

  • Acumen level 5 = 14 points


  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points


  • Sage level 1 = 2 points

  • Sage level 2 = 4 points

  • Sage level 3 = 6 points



  • Focused Power level 1 = 5 points

  • Focused Power level 2 = 10 points

  • Focused Power level 3 = 15 points


This was rather a difficult build for me as I wanted to go short range, however the survivability was just not there in PvP. If I wanted long range DPS I would play a Sorc, so I took the middle road with this build.

Here are the planned active morale skills:

  • Level 1 = Mage Bolt

  • Level 2 = Roiling Winds

  • Level 3 = Scintillating Energy

  • Level 4 = Daemonic Scream


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 change each group depending on what situation you are in. One for PvP Group, one for PvP Solo, one for PvE Group, and one for PvE solo. Here is my choice for a "PvP Group":

  • Chaotic Attunement

  • Endless Pandemonium

  • Devour Energy

  • Wild Changing



Build Strength:

Very decent PvP utility abilities

In a PvP group you will really help out here with this mid-range build, and since it is medium range, you will have a little better survival rate then a short range build. Instantly summoning pets,(Taking time to summon pets in PvP really kicks me in the butt) the knock back of Warping Blast, the 50% chance to freely instantly reapply Pandemonium, and Indigo Fire of Change(if you kill an enemy with this, they become a daemon and attack their own kind for 30 seconds) all bring quite a bit of utility to this Magus in PvP. This is not going to be as easy to play as some other classes, however the extra power and utility are worth it if you have the patience to learn the class.


Build Weakness:

It has a sharper learning curve then other classes, especially with a build like this.(You cannot just sit back and spam click two or three buttons.) You are still a paper wearing class so you CANNOT allow melee classes to close with you.

You can see this build here

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Friday, October 3, 2008

Warhammer online builds: Chosen Template



This is going to be a 2H build, as such your top three stats will be:

  • Strength = adds to melee DPS

  • Toughness = reduces incoming DPS

  • Wounds = adds to hit points


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

15 in "Dread"
Buy the following skills in the Dread tree for one point each:

  • Feed on the Weary

  • Relentless

  • Oppressing Blows

  • Rending Blade

  • Warping Embrace


Skills in the tree you do not buy: "Crippling Strikes" and "Dreadful Terror"

The last 5 points will be put in the Discord tree. Any additional points should also be placed in Discord, there is no reason to buy the bottom or second to 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


The purpose of this build is to have enough armor and defense to burst through the enemy frontlines and survive long enough to take down enemy nukers(s) before they can make a difference. Since you are 2H, you will have more then enough DPS to kill them quickly, even if they have a healer on them.

Here are the planned active morale skills:

  • Level 1 = Inevit Changing

  • Level 2 = Raze

  • Level 3 = Sprout Carapace

  • Level 4 = Warping Embrace


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 group for a different purpose. One for PvP Group, and one for PvP solo. Here is my grouping for a "PvP Group":

  • Oppressing Blows

  • Unstoppable Juggernaut

  • Feed on the Weary

  • Warped Flesh



Build Strength:
Decent DPS with boosted AP regen.

The slotted tactics is what really adds to the core of this build. +15% chance to crit, dispel root and snares every 20 seconds, draining action points every 10 seconds, and 25% chance to proc a shield REALLY helps push a 2H tank through the front lines.

Build Weakness:

A little weak on defense.

Not having a shield will cause some extra pain, as long as you have a decent healer nearby, you should be fine.

You can see this build here

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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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Sunday, September 14, 2008

Marauder Class Review


Overview:
Nothing strikes fear into the hearts of the weak-bodied souls of the Order more than the grotesque vision of the Chaos Marauder charging towards them. Thought to be blessed by their Gods, these ferocious creatures fight in the name of faith and do so mercilessly. Their strength lends them the ability to cleave through enemies thoughtlessly and their corrupted mutations give power that go beyond mortal capability.

This melee DPS class is not only a blast to play, but also extremely capable in RvR and PvE combat. You'll find the mutations add, not only a distinct splash of flavor, but also an aspect of gameplay that can become a valuable asset when mastered. If you are looking for a hands on damage focused Destruction class, the Marauder is a perfect option.

Strengths:
  • Hands on DPS makes for great close contact battle

  • Mutations allow for amazing damage and variety of playstyle

  • Fast and harsh damage plows through enemies at a high pace


Weaknesses:
  • Medium armor means weaker defenses

  • High damage makes this class a primary target on the battlefield

  • Mutations take some knowledge of class to be properly effective




PvE Overview
The Marauder plays well in the PvP environment whether you go at it solo or hang with a group. Regardless of how you play, the very first order of business is getting to know your mutations. These "buffs" are key in your success as a player and having the right mutation for the right circumstance can be invaluable.

This class has the great benefit of being a powerful melee DPS class and still being able to take a hit, just don't be the target for long because it won't last!

RvR Overview
Prepare for a fight because this class will always be right in the fray of battle! Being a solid DPS class, the Marauder has the unfortunate trouble of being a focus of Order attacks. They want you gone and they want you gone now. The benefit of this class though is the various mutation allow for somewhat of a change up in technique that will keep the opposition on their toes.

Use your tank as your distraction then go in with the mind of playing aggressively and unpredictably. Your best line of defense will always be to kill them before they even know you were coming.

Marauder Mastery Paths
Path of Brutality: The Path of Brutality is focused around the Marauder's ability to warp his arm into a sharpened spike of bone. This blade-like appendage can deal horrifying injuries to an enemy, and a player specialized deeply in Brutality will likely be dealing the most damage possible against a single enemy, especially if the foe is distracted by others.

Path of Savagery: The Path of Savagery leads to a Marauder changing their arm into a monstrous claw, capable of tearing at enemies to cripple and hinder them while they quickly bleed to death. While perhaps not dealing as much immediately obvious damage as his other mutations, a master of Savagery kills his enemies in a more insidious way, weakening the target steadily so that they never realize just how much danger they're in until it's already too late.

Path of Monstrosity: The Path of Monstrosity focuses on the Marauder mutating their arm into a hideous club-like bludgeon of flesh and gore. The master of Monstrosity can use the massive bulk of their warped arm to defend themselves somewhat, and can sweep their limb around in broad, arcing swings, capable of damaging several enemies with each single smash.

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Black Orc Healing bug


Da Toughest

A grand war cry to proclaim yourself da toughest! All your attacks gain a 25% chance to increase your wounds by 57 for 10 seconds. You will be healed by the amount increased.

You may only have 1 War Bellow active at a time.

----

Right now, you can click off the Da' Toughest proc buff.
When it procs, it gives you a 10 sec wounds buff and heals you for the same amount.
Clicking off the buff will remove the wounds buff, the healing obviously stays as it is not a maintained buff effect. This allows it to proc more often than 10 seconds. Likely not intended. It takes a lot of micromanagement to PvP well while clicking off buffs so much, especially as a tank class, but it makes for some nice extra healing if you do it correctly.


Done some nice pvp yesterday exploiting this

p.s

also was first at healing in few scenarios :P


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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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Thursday, September 4, 2008

Zealot Review



Overview:
While we've all made fun of the early screenshots of the Chaos Zealot who looked like Lemmy from Motorhead, these fanatics are no laughing matter. The healer class for the Norse followers of the Raven God, the Zealot is a healing machine. With strong offensive casting capabilities, their great sense of fashion (each Zealot has a belt whose buckle is made of of a human face, possibly right off the skull he holds in his/her left hand) and incredible healing powers, it's not hard to see why this class will be a popular healer. There may be a reason why the Zealot looks like Lemmy, because much like the Motorhead song goes, pick this class and it's time to play "The Game".

Strengths:
  • Distance. Zealots can hurl heals and spells from a huge distance, allowing you to stay out of the thick of things while still doing your job... which is looking good.

  • Zealots don't need to be directly in combat to fuel their healing abilities.

  • Zealots are a good cross between caster and healer. Their offensive spells do pretty good damage and their heals are, of course, their specialty.


Weaknesses:
  • Zealots don't have a lot of hit points to begin with and can be melee'd to death easier than some of the other healers in the game.

  • Zealots tend to lack a high level of damage mitigation, which makes them weaker against physical attacks.

  • Zealots can run out of power quickly if they're not careful since they have no mechanic in place that replenishes it on the fly.




PvE Overview
The Chaos Zealot can be an unstoppable force in PvE play. The ability to hit from long distances and powerful heals that can be used during combat give the Zealot the space and time he needs to whittle foes down with his offensive spells. Their powerful healing spells can even help them outlast multiple attackers and even take down Champion class foes a few levels lower than they are.

In a group, the Zealot has got what you need baby and he's happy to give you your healing/buff fix. The first taste is free, but after that you have to protect him from harm of else he'll cut you off, cold turkey. Mainly because they'll probably be dead.

RvR Overview
If the Zealot was a element on the periodic table of RvR, it would be Ze for "Zerged". As a Zealot, your ability to cast heavy duty heals from range as well as do a decent amount of damage with your marks makes you the #1 target for everyone in RvR, and much like the Pittsburgh Steelers linebacker core, they love to gang up on you. The key to a long and healthy life is stay out of combat, but close to the Black Orc and Chosen tanks. These classes get hooked on having their heal-orin fix and as such, will usually work to keep you alive.

If you manage to get in combat, you're not totally without a way to defend yourself. You can do pretty well in one on one by spamming the heals interlaced with a few specific debuffs and your insta-cast damage and DoT spells. If you are up against multiple people though, you're in trouble, so don't stick around and wait for the "Order Friends" to show up.



Chaos Zealot Mastery Paths
Path of Alchemy: This path is all about the healing. You hook players up with the candy that makes life worth living and now, it's much more potent. While they'll not be an offensive juggernaut, the player who specializes in the path of Alchemy will become the healer extraordinaire and be known as "Dr. Feelgood".

Path of Witchcraft: Not simply happy to keep others healthy, the follower of this path wants to cause pain and suffering in mass quantities. The Path of Witchcraft bolsters the offensive capability of the Zealot and can make him a stronger caster than healer.

Path of Ritual: The Path of Ritual is about boosting your allies and tearing down your enemies. Enhancing your buffs and Debuffs, this path gives you sway over the tide of battle and how quickly it will turn in your favor. All hail Tzeentch!

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Wednesday, September 3, 2008

Disciple of Khaine Review



Overview:
Introduced to the Warhammer universe as the healer class for the Dark Elves, the Disciple of Khaine weilds both sword and sorcery in an odd style of blood magic. In true Druchii spirit, they require the blood of their enemies in order to fuel their healing magic, and thus are always on the front lines of combat hacking and slashing people for the glory of the God of Murder. This odd mix of melee and healing abilities give them a surprisingly high survivability rating in the thick of combat for a healer. If you were thinking of playing a healer in WAR, but are a "get in and get dirty" type of player, this might just be the class for you.



Strengths:
  • Disciples of Khaine fuel their abilities through direct melee combat so there's no more sitting back and being bored healing.

  • Since they power their healing abilities through melee combat, they have a higher chance of survival when in the thick of combat

  • Disciples of Khaine are equally at home in both solo PvE and RvR play.


Weaknesses:
  • Disciples of Khaine have to get up close and personal in order to heal.
  • While this presents better opportunities for aggresive playstyle while still being a healer, you're still a healer and being smack dab in the middle of combat isn't usually the healthiest place for a healer to be.

  • Disciples have few ranged attacks compared to other healers.

  • Disciples of Khaine fuel their power through attacking. If you're not attacking anyone, then you run out of Blood points quickly and lose your healing abilities.


PvE Overview
The Disciple of Khaine fears little in PvE. Since they power their healing abilities though combat, a player who can learn how to play a Disciple early on will be able to solo Champion class foes in single combat. The only thing that can truly stop a Disciple is just sheer numbers. This is makes the Disciple of Khaine so popular as a class, since they do have a high probability for survival in most fights.

In a group, the Disciple of Khaine works best as an off tank. They do enough damage to be helpful, and should the need arise, can hold down one or two strong foes long enough for the tank to get back n the fight and start taunting away. However, with their healing abilities healing the tank as they fight side by side, that probably won't happen often.

RvR Overview
Disciples of Khaine are wicked in RvR combat. Since they do a decent amount of melee damage and can heal well during combat, it's rare that you'll find a class that can stand up to them one on one. If you get two Disciples working in tandem, that can be a sight to behold as they cut through just about anything you have to offer. On the average, it will usually take at least two people to take down a well played Disciple of Khaine.

Melee combat is your friend. If you get caught out in the open with no one to cut on and attacked at range? You're a goner. While you have 250 blood points to burn through, it does you no good if you can't replenish them. As a Disciple of Khaine, as long as you have people to cut, you'll have blood points to spend in healing and if you can keep the heals going, you can outlast even the most dedicated Melee DPS class.



Disciple of Khaine Mastery Paths
Path of Ritual: The Path of Ritual focuses on increasing your healing abilities. This will make it easier for you to heal more efficiently, incurring less overall cost for your healing abilities.

Path of Torture: This Path of Mastery focuses on causing more damage with your attacks. Of course Khaine absolutely loves this. Coupled with your already impressive healing abilities, this can be a wicked path to master for the Disciple.

Path of Sacrifice: This Path of Mastery is about debuffing your enemy into oblivion. It raises your attack power and lowers your foes abilities and skills. This causes them to visit less damage upon you and yours, thus ensuring victory for your side.

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Thursday, August 28, 2008

Dark Elf Sorceress review



Overview:
A Sorceress is a master of Dhar, the Dark Magic that feeds her power. Her spells assault her enemies with incredible force, as she forces the magic to do her bidding. She is able to harvest the Dark Magic from her spell weavings, storing it for massive blasts. The higher the level of Dark Magic, the greater the damage she can do. However, she must be prepared for a Backlash effect that may whip back and smack her down.

A Sorceress lightly covers herself in spectacular robes that leave little to the imagination, and they suit her attitude well. She carries a staff pulsing with energy to aid her spell weaving, but will rather not use it to smack her foes. A Sorceress is a ranged DPS class who fights more strongly from the rear where the enemy weapons do not reach. Her light armor makes her vulnerable to projectiles and other other spell casters, but only if they catch her first.

Strengths:
  • High spell damage

  • Very long range spells

  • Area of effect attacks


Weaknesses:
  • Vulnerable to melee

  • Light armor

  • Spells can backlash


PvE Overview
A Sorceress has the beauty of the Dark Elves, and the confidence of a high damage dealer wrapped into an incredible DPS class. While soloing, the Sorceress takes the fight to her enemies long before they see her. She must judge her enemy well, and take him down before he can get in close for a hit with his weapons. The Sorceress must rely on a party member to heal them, or keep potions on hand for the more difficult fights. Against Champion and Hero enemies, with higher health pools and armor, a Sorceress may struggle without a groupmate to distract and deflect the incoming damage.

RvR Overview
The chaos and violence of RvR combat draws the Sorceress, where her ranged attacks are very effective. Letting the melee classes stay up front to meet any advance, the Sorceress is free to pick her targets well, be they healers or other ranged combatants from the enemy. While staying back from the fight is safest, she should be ready to change positions often to make it more difficult to be targeted. A Sorceress' debuffs are in high demand, as they will open up weaknesses in the enemy defenses, which her comrades will then quickly exploit.

Sorceress Mastery Paths
Path of Agony: The Path of Agony is mainly concerned with slaughtering individual enemies in the messiest and most direct ways possible. This path contains a somewhat equal mix of volatile Dark Magic spells and more stable magic.

Path of Calamity: The Path of Calamity is favored by the more subtle and insidious covens of Sorceresses, and is primarily focused on longer-duration effects. A Master of Calamity prefers to hinder and wound their enemies over time, until the effects have built up enough that their foes are already dead, and just don't realize it yet. This path has fewer Dark Magic abilities, and relies more on a steady pace of destructive stable magic.

Path of Destruction: The Path of Destruction is for the Sorceress who believes that killing one enemy is nothing but a waste of time that could be much better spent killing ALL of their enemies. Spreading vast, sweeping swaths of darkness and death across the battlefield, the Masters of Destruction gamble the most heavily on numerous Dark Magic spells.

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Monday, August 25, 2008

30 min ingame review of Warhammer online




This is a 30 min+ ingame review of Warhammer online. We manly play Greenskin in this review.

Enjoy.


Warhammer_Online_Preview.wmv


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Sunday, August 24, 2008

Chaos Chosen class review



Overview: Few understand what it means to give your life in service to Tzeentch, the Raven God. To truly be one of the favored amongst the bringer of change's army grants you immense power, at only the cost of your soul. The Chosen lead the Chaos armies into battle with themselves at the front. With the ability to take a lot of damage, cause a decent amount of damage, and the myriad different Auras of power granted to them by Tzeentch, the Chaos Chosen are truly a force to be reckoned with. The effects of their auras set the Chosen apart from other fighters. From auras that buff the rest of the parties damage and resistances to auras that heal the Chosen himself, there are a host of different effects you can chose from depending on the situation.

Strengths:
  • The ability to take lots of damage with an above average amount of hit points.

  • The ability to deal more damage than other tanks on average.

  • Auras that cause different effects such as buffing or damage.


Weaknesses:
  • Lack of ranged attacks makes fighting from a distance effectively impossible.

  • Lifetap aura doesn't heal for enough to offset combat damage.

  • Weak against ranged damage classes


PvE Overview
The Chaos Chosen is hard to beat in PvE play. With their high tolerance for damage and ability to enhance their DPS through their different auras, they tend to solo quickly and effectively. Their abilities are derived from their auras, which they can use to either enhance their ability to resist damage, resist effects, or even afford them self minor heals during combat.

While in a group, the Chosen can stand out as a huge asset to the team. Their ability to buff the team through their auras allows the group a chance to increase their DPS or their resists. With the power of their auras generating extra hate to increase the taunts they already have, a Chosen shouldn't have too much trouble keeping the DPS classes out of trouble.

RvR Overview
The Chaos Chosen's chosen mode of combat is up close and personal. The combination of their ability to soak damage, do a decent amount of damage, and the effects of a their auras make the Chosen a hard foe to bring down. However, beware the ranged DPS classes. If they can draw a bead on you, they'll light you up. If you catch it soon enough however, you should be able to confront them before you die and that's where you shine. Let's face it, for a Chosen of Tzeentch, nothing is quite as fun as beating up on a cloth wearer trying to defend themselves in vain. Healers are your BFF's (best friends forever) and with a dedicated healer you go from being a pain to an outright unstoppable

Chaos Chosen Mastery Paths
Path of Strife: A This Path of Mastery focuses on increasing your DPS, which makes it potentially both sick AND wrong. In order to travel the path of "Chosen the Destructor" you will need to abandon your shield in favor of a two handed weapon, so you do sacrifice some protection in order to deal out more of the hurt.

Path of Retaliation: A This Path of Mastery focuses on being able to take the beating and outlast your foes. This is the path that allows you to be like Marv from Sin City ("Is that all you've got?!") and take an inhuman beating. These abilities allow you to define the battle lines because you ARE the battle lines.

Path of Discord: A This Path of Mastery focuses on the use of your auras. Tzeentch's gifts aren't wasted on the foolish and the Chosen who walk this path will be able to utilize their gifts in ways that other Chosen only dream of. From enhancing your melee attacks to unleashing blasts of magical power, this is the Caster Tank's path of choice.




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