Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Friday, May 24, 2024

Mastering Classes in Warhammer Online: Age of Reckoning

Warhammer Online: Age of Reckoning (WAR) is a captivating MMORPG set in the dark and gritty Warhammer Fantasy universe. With a rich variety of classes, WAR offers players the chance to embody fierce warriors, powerful magic users, and cunning rogues. This guide delves into the different classes in Warhammer Online, providing insights and strategies to help you excel in your chosen role.

Understanding Classes in Warhammer Online

What are Classes in Warhammer Online?

Classes in Warhammer Online determine your character’s abilities, combat style, and role in the game. Each class belongs to one of the two factions: Order or Destruction, and each faction has unique classes with distinct playstyles.

Importance of Choosing the Right Class

Selecting the right class is essential for your success and enjoyment in WAR. Your choice affects your combat capabilities, role in group activities, and overall experience. Understanding each class's strengths and weaknesses will help you make an informed decision.

Overview of Warhammer Online Classes

Order Faction

The Order faction is composed of noble races fighting to protect the world from the forces of Destruction.

Empire

Bright Wizard

  • Role: DPS
  • Strengths: High damage output, powerful fire spells.
  • Key Abilities: Fireball, Conflagration of Doom, and Burning Iron.

Warrior Priest

  • Role: Healer/Support
  • Strengths: Melee combat, healing, and buffs.
  • Key Abilities: Divine Strike, Smite, and Supplication.

High Elves

Archmage

  • Role: Healer/DPS Hybrid
  • Strengths: Healing and ranged damage.
  • Key Abilities: Radiant Lance, Shield of Saphery, and Balance Essence.

Swordmaster

  • Role: Tank
  • Strengths: High defense, flexible combat styles.
  • Key Abilities: Blurring Shock, Phoenix's Wing, and Dragon's Talon.

Dwarves

Ironbreaker

  • Role: Tank
  • Strengths: High durability, crowd control.
  • Key Abilities: Shield of the Skald, Oathbound, and Guarded Attack.

Rune Priest

  • Role: Healer/Support
  • Strengths: Healing, buffs, and debuffs.
  • Key Abilities: Rune of Restoration, Rune of Shielding, and Rune of Breaking.

Destruction Faction

The Destruction faction consists of chaotic races aiming to conquer and annihilate.

Chaos

Chosen

  • Role: Tank
  • Strengths: High durability, auras for buffs/debuffs.
  • Key Abilities: Dizzying Blow, Ravage, and Corrupting Retribution.

Magus

  • Role: DPS
  • Strengths: Ranged damage, summoning demons.
  • Key Abilities: Bolt of Change, Warping Energy, and Daemonic Infestation.

Dark Elves

Witch Elf

  • Role: DPS
  • Strengths: Stealth, high burst damage.
  • Key Abilities: Kiss of Agony, Envenomed Blade, and Ruthless Assault.

Disciple of Khaine

  • Role: Healer/DPS Hybrid
  • Strengths: Melee combat, healing through damage.
  • Key Abilities: Rend Soul, Transfer Essence, and Khaine's Embrace.

Greenskins

Black Orc

  • Role: Tank
  • Strengths: High health, crowd control.
  • Key Abilities: Da Big Un, Tuffer'n Nails, and Savin' Me Hide.

Shaman

  • Role: Healer/DPS Hybrid
  • Strengths: Healing, damage over time spells.
  • Key Abilities: Gork'll Fix It, Do Sumfin Useful, and Bleed Fer Me.

Specialization and Mastery Paths

Understanding Mastery Trees

Each class in Warhammer Online has three mastery paths that allow further customization of skills and abilities. Choosing the right path can enhance your strengths and cover your weaknesses.

Best Practices for Mastery Selection

Selecting the appropriate mastery path involves understanding your role and playstyle. Regularly updating your mastery choices based on game updates and community feedback is essential for staying competitive.

Advanced Class Strategies

Maximizing DPS

For DPS classes, focusing on optimal rotations, managing cooldowns, and leveraging your mastery abilities are crucial for maximizing damage output.

Effective Tanking Techniques

Tanks must prioritize threat generation, effective use of crowd control, and positioning to protect their allies and control the battlefield.

Healing and Support Mastery

Healers and support classes should focus on efficient resource management, timely use of healing spells, and maintaining buffs to keep their team strong and resilient.

PvE vs. PvP Class Performance

Classes in PvE Content

In PvE, understanding your role within a group and effectively using your abilities can make a significant difference in tackling dungeons and raids.

Classes in PvP Content

In PvP, adaptability and knowledge of other classes are key. Each class's performance can vary, and knowing how to counter opponents is essential for success in battlegrounds and scenarios.

Popular Class Combinations

Best Class Combinations for Raiding

Certain class combinations excel in raiding due to their complementary abilities and synergy. Understanding these combinations can enhance your group's performance.

Top Class Choices for PvP

In PvP, some classes pair well together, creating formidable teams capable of dominating the battlefield. Exploring these combinations can provide a competitive edge.

Class Tier Lists and Community Insights

Understanding Class Tier Lists

Class tier lists, such as the Swtor class tier list 2024, offer valuable insights into the current meta and help players understand the relative strengths of each class.

Community Feedback and Recommendations

Engaging with the Warhammer Online community through forums, social media, and guides can provide valuable insights and recommendations for class choices and strategies.

Jedi Knight Cal Kestis SWGOH Event Guide

While exploring classes in Warhammer Online, it's interesting to see how different games handle character roles. For instance, the "Jedi Knight Cal Kestis SWGOH Event Guide" in Star Wars: Galaxy of Heroes provides strategies for mastering specific events, similar to how Warhammer players must strategize for various in-game challenges.

Jerk Dolls Gameplay

Considering the strategic elements in Warhammer Online, it’s noteworthy to look at other games like Jerk Dolls. The gameplay in Jerk Dolls requires tactical planning and dynamic adaptation, much like the strategies needed for mastering classes in Warhammer Online.

FAQs

What is the best class for beginners in Warhammer Online?

The best class for beginners often depends on playstyle, but Ironbreakers and Bright Wizards are generally considered beginner-friendly due to their straightforward mechanics and roles.

How often should I change my mastery path?

You should consider changing your mastery path based on the latest game updates, patch notes, and personal preferences. Regular adjustments can help optimize your performance.

Are hybrid classes better than pure classes?

Hybrid classes offer versatility, allowing players to switch roles as needed, while pure classes excel in their specific roles. The choice depends on your playstyle and group needs.

How do I maximize my DPS as a damage dealer?

To maximize DPS, focus on optimizing your skill rotation, managing cooldowns, and understanding your class's mechanics. Regular practice and staying updated with community guides can also help.

What are the key differences between PvE and PvP gameplay?

PvE gameplay focuses on cooperative content like dungeons and raids, while PvP involves competing against other players in battlegrounds and scenarios. Each mode requires different strategies and class optimizations.

Can I switch between mastery paths easily?

Yes, you can switch between mastery paths, allowing you to adapt to different roles and content types. This flexibility is one of Warhammer Online's strengths, enabling dynamic gameplay adjustments.

Conclusion

Choosing the right class in Warhammer Online: Age of Reckoning is a crucial decision that shapes your gaming experience. Whether you prefer dealing damage, tanking, or healing, understanding the strengths and weaknesses of each class and specialization is essential. By staying informed and engaging with the community, you can master your chosen class and enjoy all that Warhammer Online has to offer.

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Tuesday, February 10, 2009

War Exploit: Marauder Speed Exploit



Flee will cancel charge and make you run at only flee speed. If you use flee and then charge, they both remain and will let you run faster than a mounted player. It makes it nice for getting the artifact first.

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Monday, February 9, 2009

Warhammer online Weapon Proc Exploit


This was discovered using my Witch Elf. In theory this should work for ALL other races/classes.

Basically you can get (for example) Frenzy/Nightfall to work while they are UNEQUIPED.

Wear both weapons that use Frenzy and Nightfall, then take them off (using other weapons). Inside your combat logsyou will see both Frenzy and Nightfall procs showing up (doing shock x and decay x against your enemy)

This means that the procs from these weapons are likely from a hidden self buff. That is why they disappear when we die. It's also why we can unequip them and get the procs from any weapon.

TL;DR version - As long as you get frenzy and nightfall, you can get the weapon procs from any weapon you swap out (before you die). This means you can find weapon's with better stats and use those for the procs instead.

For Witch Elves - it also means that you can go ahead and grab SPITE for an extra free proc and rotate (on a macro) all 3 daggers.

Bear in mind you still need those daggers in the first place to do the procs (note Brutality doesn't have a DD proc.)

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Sunday, January 18, 2009

Warhammer online: 10 Odd Tome Unlocks



Are you a Tome jockey? Do you crave the sweet satisfaction of a good unlock, a rare title, and the random /tell asking you "How'd you GET that?" Then check out these 10 odd Tome of Knowledge unlocks:

1. "AHHHHHHH"
- A pretty well-known unlock, but still one of the more fun. You get this unlock for falling to your death a total of 25 times, netting you some XP and the title of the same name.

2. "The Never-Rester" - Getting unlocks for unlocks is a pretty sweet deal, and this one is achieved after your 777th Tome unlock (making it your 778th!). You get a Turquoise Tome trophy for this baby.

3. "The Priest's Pain"
- It doesn't seem quite fair that you can get rewarded for being rezzed, but a healer isn't for doing the rezzing, but that's the way that goes. If you're so death prone (as I am) that you are rezzed 1,000 times, you get this apt unlock and title (which if you wear, will probably ensure that you are never rezzed again).

4. "B Good" - I can't imagine getting this one unless you've played your character for a year or two, but if you manage to complete 2500 PQs with a "B" grade, you get this homage to E.T. (and a title).

5. "The Exhibitionist" - Admit it: that's a title (and unlock) that you wouldn't mind *ahem* showing off to others! Unfortunately, it's going to take you using an ability 10,000 times naked to get, so perhaps you should hire a small child to spam your "1" key. But blindfold them, cause of the whole nudity thing.

6. "Lady Godiva"
- Lady Godiva was a noblewoman who, according to legend, rode naked through the streets of Coventry in England in order to gain a remission of the oppressive taxation imposed by her husband on his tenants. It's an incredibly easy unlock -- you just have to mount up naked in a capital city -- but the obscure reference makes this one for your collection.

7. "The Might of Poultry" - Really, all of the chicken Tome unlocks deserve a mention, mostly because they're near-impossible to attain -- but this one dwarfs them all. All you have to do to get this unlock/title is kill a mere 5,000 players as a chicken, pecking them down 1 HP at a time. Piece of cake.

8. "A Little Off The Top" - We at WAAAGH! are very firmly anti-unicorn, and are therefore delighted that this oddball Tome unlock is there to warm the depths of our heart. If you're Destruction and traveling through the Shadowlands, kill a level 15 champion unicorn called Sylendoras for the unlock and the title The Hornsnapper.

9. "The Drunkard" - This is about as far from a secret or exclusive as they come, although you did have to work a bit at the Keg End event to unlock this basic-level reward/title/unlock. It is kind of unique in the pantheon of Tome unlocks in that when you get the reward, you have to use a mug which makes a large beer-tipping animation over your head, and then you are bestowed this dubious title.

10. "The Extremist" - Secret plungers aren't talked about so much these days, or even well-known, months after release. There's at least three real ones and one practice one, and if you find the three real ones, you get this unlock and title. Perfect for the Mountain Dew enthusiasts out there!

As an aside, here's an interesting quote I found over on the Prima Guides forum, where an author/editor/bigwig responded to complaints that the guides lacked (among other things) crafting and Tome info:

Mythic is EXTREMELY protective of this information. They really want players to discover it first. I know that is irritating for you all. You bought the guide because you want to do, not (necessarily) because you want to discover. I'm right there with you. Just remember that real live people at Mythic spent the past 3 years of their life working long hours and weekends to create this content for you. If they want just a couple of months of player discovery before we do the full reveal then that's their perogative. Again, I know it's frustrating (for all parties involved). Give us a month or two and we should be good to go. Sorry it can't be quicker but our hands are tied on this one.

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Friday, January 9, 2009

Solo Hero mob Nerx Gutslime for Easy Loot (healers only)



Located in Mount Bloodhorn there is a Hero mob named Nerx Gutslime. He is in a cave along the eastern side of the zone 53500 , 44500 near a large Dwarf statue. There is a path to the left of the dwarf that leads up to a gap you need to jump to the next platform. You will see a log ramp that you run up and the cave is right to the left.

The great thing about this hero is that he is a shaman and does not melee, he only uses ranged attacks as long as you stay about 30 yards from him. When fighting him at range the only thing you need to worry about is a pitiful dot he puts on you that ticks for 300 dmg every 3 seconds for 9 seconds, so healing through it is not a problem at all.

It takes about 20-30 min to dps him down depending on the healers spec but the loot he drops is well worth the time invested.

Here is a link with his location, loot, and a pic of Nerx.

Nerx Gutslime - NPCs - Warhammer Online

The items are pretty damn good so killing him for an upgrade is an option or if you make talismans this can be a good way to make some gold. So far from my experience the items can be salvaged into uncommon 175 fragments and also have a chance to be salvaged into a 200 rare fragment.

Nerx like most Lair Heros has a 12 hour respawn timer so depending on when you kill him there is a chance for 2 kills per day. He also drops up to 2 weapons at a time, for me it seemed that he dropped 2 weapons about 75% of the time.

This can easily be done with multiple casters along with one healer and you can duo Nerx with a healer and a melee class as long as the healer takes him down about 15% before the melee jumps in. Its also a good idea for the melee class to get behind Nerx which will keep you from taking any dmg from the dot becuase it has a cone radius.

Thats about it hope this helps someone.

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Thursday, January 8, 2009

Warhammer online: A brief set of Engineer Tips



- PvE use Skirmisher and Ancestral inheritance or Stubbornness, most mobs you fight are melee, so you will benefit much more from Skirmisher since Ballistics doesnt add nearly as much to grenadier abiliites as to rifleman.

- PvP once you get to Tier 3 and recieve Concussive mine make sure to use it! its one of our best tactics since all instant abilities that Destro might use now become 1 second channels and can be set back. great for ruining a melee DPS' day.

- Tinkerer is not highly desirable as a Mastery until level 29 when you can get Electromagnet. Even then, dont expect miracles unless you use Vent or macros to communicate well with your bright wizards and healers.

- Leveling in Tier 3 - in your mid-late 20s there is a good spot to level in Saphery, its the PQ to the north and a little west of chapter 13.

-Leveling in Tier 4 - 29-34, just northwest of the flight point to eataine there is a camp where dark elf npc's fight high elf npcs, the high elves will reduce the dark elf health to about 80% and if you take a scenario you dont have to worry about dieing as soon as you spawn in this area since the NPCs are already engaged with each other, leaving you free to take scenarios in the middle of a combat area with impunity. also a great place to level scavenging.

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Friday, December 19, 2008

Warhammer Online Builds - White Lion Template



This was rather a difficult choice for a template. You can choose to strengthen yourself, your pet, or both. I would normally select "myself", however after quite a bit of debate I went with choosing "both" which is the path of "The Hunter". This choice was made for no other reason then for the end game PvP viability of the build. Top three stats:

  • Strength = Increased melee damage

  • Wounds = Increased hit points

  • Toughness = Lowers incoming damage.


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

15 in "The Hunter"
Buy all skills in "The Hunter" tree for one point each. I know this is very unusual as I do not like getting all the skills in a single tree line, however for this build I will make an exception.


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

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Assault level 1 = 2 points

  • Assault level 2 = 4 points

  • Assault level 3 = 6 points


  • Opportunist level 1 = 5 points

  • Opportunist level 2 = 10 points

  • Opportunist level 3 = 15 points


The purpose of this build is to be able to do your own thing with minimal management of your pet. While you will still need to keep an eye on him and manage him to an extent, you will not have to micromanage him. You will be able to kill caster easy and with "Pounce", they will never know where you came from. This build will give you more then enough DPS and enough survival to rip up either the front or back of the enemies line of combat.

Here are the planned active morale skills:

  • Level 1 = Sever Nerve

  • Level 2 = Flying Axe

  • Level 3 = Dominance

  • Level 4 = Blade and Claw


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

  • Brute Force

  • Pack Hunting

  • Lion Heart

  • Hack and Slash


Build Strength:
All around decent DPS and survival skills.

Build Weakness:

Since this is a well rounded build there really are not any weaknesses.


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Tuesday, December 16, 2008

Warhammer Online Build: Engineer Template



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

  • Ballistic Skill = Increased ranged damage.

  • Wounds = Increased hit points

  • Toughness = Lowers incoming damage.


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

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

  • Sticky Bomb

  • Throwing Arm

  • Strafing Run

  • Bandolier

  • Napalm grenade

  • Artillery Barrage


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

80 RvR points to be placed in:

  • Marksmen level 1 = 1 point

  • Marksmen level 2 = 3 points

  • Marksmen level 3 = 6 points

  • Marksmen level 4 = 10 points

  • Marksmen level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 points

  • Sharp Shooter level 3 = 6 points


  • Sure Shot level 1 = 5 points

  • Sure Shot level 2 = 10 points

  • Sure Shot level 3 = 15 points


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

Here are the planned active morale skills:

  • Level 1 = Point - Blank

  • Level 2 = Unshakable Focus

  • Level 3 = Cannon Smash

  • Level 4 = Artillery Barrage


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

  • Steady Aim

  • Throwing Arm

  • Tangling Wire

  • Bandolier


Build Strength:

Great medium range AOE damage, with some added CC.


Build Weakness:

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

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Monday, December 15, 2008

Warhammer Online Build - Ironbreaker template


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

  • Strength = Increased melee damage

  • Wounds = Increased hit points

  • Toughness = Lowers incoming damage.



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

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

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

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points


  • Assault level 1 = 2 points

  • Assault level 2 = 4 points

  • Assault level 3 = 6 points


  • Opportunist level 1 = 5 points

  • Opportunist level 2 = 10 points

  • Opportunist level 3 = 15 points


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

Here are the planned active morale skills:

  • Level 1 = Rock Clutch

  • Level 2 = Raze

  • Level 3 = Gromril Plating

  • Level 4 = Strength in Numbers


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

  • Sweet Revenge

  • Overprotective

  • Great Axe Mastery

  • Powered Etchings


Build Strength:

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

Build Weakness:

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

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Saturday, December 13, 2008

Warhammer online Builds: Shadow Warrior template


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

  • Ballistic Skill = Increases ranged damage

  • Wounds = adds to hit points

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



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

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

  • Glass Arrow

  • Festering Arrow

  • Guerrilla Training

  • Fell The Weak

  • Rain of Steel


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

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

80 RvR points to be placed in:

  • Marksmen level 1 = 1 point

  • Marksmen level 2 = 3 points

  • Marksmen level 3 = 6 points

  • Marksmen level 4 = 10 points

  • Marksmen level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 points

  • Sharp Shooter level 3 = 6 points


  • Sure Shot level 1 = 5 points

  • Sure Shot level 2 = 10 points

  • Sure Shot level 3 = 15 points


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

Here are the planned active morale skills:

  • Level 1 = Lileath's Forgiveness

  • Level 2 = Unshakable Focus

  • Level 3 = Explosive Shots

  • Level 4 = Rain of Steel


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

  • Steady Aim

  • Guerrilla Training

  • Instinctive Aim

  • Enchanted Arrows


Build Strength:

Decent ranged DPS, including above average AOE damage.

Build Weakness:

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

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Friday, December 12, 2008

Warhammer online Build: Archmage Template



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

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

  • Wounds = adds to hit points in warhammer online

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


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

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

  • Balance Essence

  • Funnel Essence

  • Wild Healing

  • Magical Infusion

  • Winds' Protection


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

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

80 RvR points to be placed in:

  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points

  • Resolve level 4 = 10 points

  • Resolve level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points

  • Discipline level 3 = 6 points


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


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

  • Level 1 = Divine favor

  • Level 2 = Rampaging Siphon

  • Level 3 = Divine Protection

  • Level 4 = Winds' Protection


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

  • Master of Tranquility

  • Discipline

  • Balanced Mending

  • Wild Healing


Build Strength:

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

Build Weakness:

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

You can see this build You can see this build here


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Thursday, December 11, 2008

Warhammer Online build - Swordmaster Template



This will be a PvP tank build. I am not going to concentrate on damage at all here as a tank class is almost always on the bottom of DPS even when they go 2H. Instead I wanted to focus on being all you can be by supporting your team in making you almost like a turtle. With this build you can easily cave in front lines as you run threw them going to the healers and nukers in the back. You primary stats:

  • Wounds = adds to hit points

  • Toughness = reduces incoming damage by a %

  • Strength = adds to melee damage

  • (A close 4th would be initiative)
  • Initiative = Increases your chance to dodge ranged attacks, detect stealthed opponents and makes it more difficult for enemies to critically hit you.


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

15 in "Vaul"
Buy the following skills in the Vaul tree for one point each:
  • Perfect Defenses

  • Redirected Force

  • Crushing Advance

  • Vaul's Buffer

  • Crashing Wave

  • Shield of Valor


Skills in the tree you do not buy: "Lingering Intimidation".

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

80 RvR points to be placed in:

  • Fortitude level 1 = 1 point

  • Fortitude level 2 = 3 points

  • Fortitude level 3 = 6 points

  • Fortitude level 4 = 10 points

  • Fortitude level 5 = 14 points


  • Impetus level 1 = 1 point

  • impetus level 2 = 3 points


  • Assault level 1 = 2 points

  • Assault level 2 = 4 points

  • Assault level 3 = 6 points


  • Arcane Dismissal level 1 = 5 points

  • Arcane Dismissal level 2 = 10 points

  • Arcane Dismissal level 3 = 15 points


The purpose of this build is to be able to take the most punishment through damage mitigation, crashing through the frontlines of PvP to harass the ranged nukers and ranged healers, without fear of death. You may wish to implement this template late in the leveling process as it would be hard to PvE solo with this build.

Here are the planned active morale skills:

  • Level 1 = Champion's Challenge

  • Level 2 = Wings of Heaven

  • Level 3 = Bladeshield

  • Level 4 = Shield of Valor


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

  • Rugged

  • Unstoppable Juggernaut

  • Perfect Defenses

  • Vaul's Buffer


Build Strength:

About the best damage mitigation you are going to get as far as a template goes.

Build Weakness:

Extremely weak in PvE Solo. Will need decent gear at later levels for stat increases.

You can see this build here

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Saturday, December 6, 2008

Dark Elf Black Guard review



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

Strengths:
  • Damage actually increases attack power

  • Can use a Halberd vs sword and board

  • Abilities aren't based on Action Points


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

  • Has trouble defending against ranged DPS classes

  • Class is still being adjusted


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

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

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

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

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Thursday, December 4, 2008

Warhammer Online build - Witch Hunter Template



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

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

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

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

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

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

80 RvR points to be placed in:

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

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

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

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

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

Here are the planned active morale skills:

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

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

Full Confession
Flowing Accusation
Encourage Confession
Brute Force

Build Strength:

Flexible between against a healer or tank.

Build Weakness:

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


You can see this build here

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Sunday, November 23, 2008

What have I been up to this week?



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

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


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

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

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

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

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

Warrior Priest: (Hardcore combat/auto heal build)

Bright Wizard: (AOE DPS build)

Runepriest: (Hardcore PvP healing build)

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

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Saturday, November 22, 2008

Warhammer Online build: Warrior Priest


This build was based on the following guidelines:

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

The Warrior Priest:

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

  • Strength = adds to melee damage.

  • Willpower = adds to healing power.

  • Wounds = adds to HP.


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

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

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

80 RvR points to be placed in:

  • Might level 1 = 1 point

  • Might level 2 = 3 points

  • Might level 3 = 6 points

  • Might level 4 = 10 points

  • Might level 5 = 14 points


  • Resolve level 1 = 1 point

  • Resolve level 2 = 3 points

  • Resolve level 3 = 6 points


  • Discipline level 1 = 2 points

  • Discipline level 2 = 4 points


  • Spiritual Refinement level 1 = 5 points

  • Spiritual Refinement level 2 = 10 points

  • Spiritual Refinement level 3 = 15 points


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

Here are the planned active morale skills:

  • Level 1 = Divine Favor

  • Level 2 = Rampaging Siphon

  • Level 3 = Penance

  • Level 4 = Avatar of Sigmar


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

Leading the Prayer
Greave of Sigmar
Restorative Burst
Grace of Sigmar


You can see this build here

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Thursday, November 20, 2008

Warhammer Online Build - Bright Wizard Aoe Template



This Warhammer online build was based on the following guidelines:

- Had to be AOE.
- Emphasis was on PvP.
- Personal safety and achievement is meaningless, as long as the team wins.

The Bright Wizard:

Prime stats: (In order of importance)

  • Intelligence = adds to magic damage in Warhammer online

  • Wounds = adds to HP in Warhammer online

  • Willpower = adds to % to disrupt spells in Warhammer online


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

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

  • Annihilate

  • Fiery Reserves

  • Spreading Flames

  • Backdraft

  • Conflagration of Doom


Skills in the tree you do not buy: "Explosive Force" and "Wildfire"

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

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

  • Resolve level 3 = 6 points


  • Sage level 1 = 2 points

  • Sage level 2 = 4 points


  • Focused Power level 1 = 5 points

  • Focused Power level 2 = 10 points

  • Focused Power level 3 = 15 points


The purpose of this build is to put out massive AOE DPS.

Here are the planned active morale skills:

  • Level 1 = Mage Bolt

  • Level 2 = Ruin and Destruction

  • Level 3 = Scintillating Energy

  • Level 4 = Conflagration of Doom


and the planned tactic slots:

  • Endless Knowledge

  • Fan The Flames

  • Fiery Reserves

  • Devour Energy


You can see this build here

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Thursday, November 13, 2008

Destruction Class Builds Reviewed (mid Game)



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

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

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

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

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

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

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

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

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

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

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

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Tuesday, November 4, 2008

weapon skill is bascially worthless...

Weapon Skill might be "O.K" for armor penetration, however it massively sucks for parrying. As such, I respec'ed and changed three levels in Weapon Skill and put the points in strength.

Here we can see the three levels of Weapon Skill with a 6.7% chance to parry:




After I respec'ed we can see the MEANGINLESS difference of 1.2%! As far as I am concerned, for a WE, Weapon Skill is worthless:



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Saturday, October 25, 2008

Warhammer online guide: Shaman PVP Guide

PvP Guide for the Shaman:

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

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


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



The Good:

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

The Bad:

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

The Ugly:

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

Decent Skills:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

General Notes:

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

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

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

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


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