Showing posts with label greenskin. Show all posts
Showing posts with label greenskin. Show all posts

Friday, May 15, 2009

Warhammer online cheat: Black Orc: infinite block + dmg



When pulling multiple mobs (4+), you can use the ability Can't Hit Me only pausing to reactivate it every 10 seconds.

First, use Da Biggest warbellow. Next, equip the tactic "Stop Hittin' Da Runts". Now, use "Can't Hit me".

While the mobs hit you, you will block almost every hit. Everytime you block, you deal damage back to your attacker. With that damage you also get a 25% chance to activate "Da Biggest." Everytime that happens, you will get action points from "Stop Hittin' Da Runts."

"Da Biggest" procs enough that you will never run out of action points, and since you're blocking almost every hit, you're not taking very much damage either.

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Tuesday, March 24, 2009

Greenskin Orc Chopper Review


Overview:
Orcs are the most single minded creatures in the game of Warhammer, and it is this single mindedness that makes them terrifying. Orcs live to fight. When not fighting an enemy, they turn on themselves and that fact above all others has kept the Warhammer world from becoming the Greenskin world. Amongst the rank and file of the Orc, is the Choppa. With blades in hand and a fanatical desire to fight anything and everyone, the Choppas are the most destructive of the Orcs.

Unlike their counterpart Slayers, the Orc Choppa will wear armor into battle. They're not seeking out death, just a good scrap. They dual wield swords that are more jagged shards of metal with a handle attached than actual weapons and can be distinguished from other orcs by the tribal body paint they wear.

Strengths:
  • Does massive damage in a short amount of time

  • Damage increases as "Berserk" meter fills up

  • Lots of AoE attacks means more damage to more foes in a wider range in a shorter amount of time.


Weaknesses:
  • Vulnerable to ranged attacks

  • Drastically loses damage mitigation if "Berserk" meter goes over 75%

  • Larger body = Easier target


PvE Overview
"Oi, gitface! Choppaz do one 'fing an dat's CHOP! So's get out dere anz chop somethin'!" No truer words were ever spoken. You'll have a hard time getting beat in the world of PvE. With you massive damage output and AoE attacks, no single PvE foe besides a Champion class or higher can bring you down. However, once your Berserk meter goes above 75%, you become extremely vulnerable to multiple mobs and Champion class foes, so make sure to keep an eye on it and deplete it using your exhaustive attacks.

RvR Overview
Choppas in RvR are a terrible sight to behold. They run in and just start pounding on anything that moves. Your AoE and positional attacks are going to be your bread and butter here. Once you're in the 25%-75% zone on your Berserk meter, you are the epitome of "Bring on the pain". However, once you cross the 75% mark, you go from being a bit soft, to downright squishy. Your exhaustive attacks are the best way to keep that from happening and to dish out a little extra pain for the Order folks.


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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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Wednesday, November 12, 2008

Lvl 30 DPS Shaman Hitting 140,000+ In Healing

I was really worried that my DPS spec'ed Shaman might have some problems healing at the higher levels, but as you can see here that is not an issue:

70k healing in Tor Anroc: (Of course I got out healed by a Zealot)



When hitting tier 4 I did over 140,000 healing: (And we still lost...) (Also notice the 240k healing Zealot - WOW!)



To make sure I just did not get "lucky" I went ahead and knocked over 140k again:?




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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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Thursday, October 9, 2008

Warhammer online Exploit: Wield A Second Stave As A Shaman



There is a bugged staff found in the quest Fragile Light that goes in the ranged slot, which for us shaman's would have no other use. The Fragile Light quest is two step quest, forgot to mention that.

Staff is Powerbraced Blasta
Npc who gives quest for staff is Lilaeth Darkmist
Quest for said staff is Fragile Light

So what are you waiting for? Get to Dark Elf Chapter 12 and collect your free 25 willpower and 17 wounds. Good luck and happy hunting.

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Friday, September 26, 2008

Warhammer online builds: Squig Herder Template



The Squig Herder:

The Squig Herder is not really a class for noobs, although it is easy to play in PvE, it is a little more difficult to become viable in PvP.

Since this is going to be a PvP build, your three top stats will be:

  • Ballistic Skill = adds to ranged 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 from RvR rewards, however we will not use them here)

15 in "Quick Shootin"
Buy the following skills in the Quick Shootin tree for one point each:
  • Run Away

  • Da Waaagh is Strong

  • Rotten Arrer

  • Shootin Wif Da Win0d
  • Behind Ya

  • Arrer o' Mork


Skills in the tree you do not buy: "Splinterin Arrers"

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

  • Fortitude level 3 = 6 points


  • Sharp Shooter level 1 = 2 points

  • Sharp Shooter level 2 = 4 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 put out massive ranged AOE damage as well as easily soloing targets in PvP.

Here are the planned active morale skills:

  • Level 1 = Point Blank

  • Level 2 = Squig Goo

  • Level 3 = Explosive Shots

  • Level 4 = Arrer O' Mork


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

  • Steady Aim

  • Strength in Numbas

  • Da Waaagh iz Strong

  • Shootin' Wif Da Wind



Build Strength:

With this build you will be significantly OP.

If you look at EVERY core skill in the "Quick Shootin" tree, you will notice that you can use them all "on the move". Being able to fling massive AOE damage at a range of 100,(increased from 65 feet to 100 feet with "Shootin Wif Da Wind") AND being able to do this on the move, makes this build OP compared to other classes. Being overly mobile makes your survivability, and ability to lay down DPS on a target, honestly unfair to the other classes.

Build Weakness:

In my opinion this will get nerfed, enjoy it while it lasts.

You can see this build here

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Thursday, September 25, 2008

Warhammer online Exploit: Mourkain temple - afk/dps unseen

Mourkain temple is without doubt the best lvling pvp spot for the 11-21 grind.

If you want to afk unseen and use an afk bot this is great because when people look on map you look like your in battle or at very least running to the fight ( unless they stare at map whole game).

The coolest thing about this is you can dps enemy players and they cannot even see you lol. That way you wont be flagged for no dmg at end or hell just go with a caster and pwn people.


Guide:
Go to this tree on the destruction side and jump around the roots where the arrow is duh, sometimes you end up in the tree just keep jumping around and you fall in water.



Swim around the edge you can see that you are now under the terrain


This is the best spot to go to, you will get rp/exp even when fights on the order side .


LOL fight right above me you can see an order dude, i can throw my weapon at him and for some wierd reason I have a tier 2 morale ability ready even though I have not been hit and I just threw my axe like 10 times wtf?



Another shot of fight above me




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Sunday, September 14, 2008

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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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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