Showing posts with label healing. Show all posts
Showing posts with label healing. Show all posts

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.

More Warhammer online exploits

If you enjoyed this post, make sure you to subscribe to our RSS feed! or joine us on Twitter
Read rest of entry

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


More Warhammer online builds

If you enjoyed this post, make sure you to subscribe to our RSS feed! or joine us on Twitter
Read rest of entry

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.

More Warhammer online Templates

If you enjoyed this post, make sure you to subscribe to our RSS feed! or joine us on Twitter
Read rest of entry

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:?




Warhammer online Cheats

If you enjoyed this post, make sure you to subscribe to our RSS feed! or joine us on Twitter
Read rest of entry

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!


Digg This article


More Warhammer online Guides

If you enjoyed this post, make sure you to subscribe to our RSS feed! or joine us on Twitter
Read rest of entry

Monday, October 20, 2008

Warhammer online guide: Do not underestimate healers!

Do not underestimate healers I know they just got a nerf to their experience both in PvP and renown, however it is still well worth it. A single healer can make easily make the difference between a win and a loss in a PvP scenario. Following are two screenshots of what you can achieve as a healer:



On this first one you can see me as a LEVEL FOUR, owning everything! As you can see there is a level 10 healer, as well as a level 9 healer, that did not even come close to me. Of course the question is how? Well probably the first reason is that most players do not understand how to play a virgin healer.(A virgin healer is a healer that heals/buffs ONLY and does not DPS the vast majority of the time) The second reason is because a lot of people that play a healer try to DPS.(Which actually hurts their team most of the time) While I cannot tell you how to play your toon, I can show you how to top out on the boards in both healing power and experience.

What I do is very simple, go ahead and make a key that you can easily access on your keyboard and bind it to "Target Next Friend". Now anytime you have a few seconds simple tap through your friendly targets and any that are damaged give them your largest insta HOT.(HOT = Heal Over Time) Sometimes you will see a target down below 50% - 75% of their health, when this happens I use additional healing abilities or a shield on them.



In this second one I did try to DPS a little and literally got waxed by a 29 Zealot. He did over 100,000 healing, received about 6k experience more then me and also about 600 more renown. When you enter a PvP scenario, you need to decide what role you are going to play BEFORE first contact is made. Try to DPS and heal and you are going to gimp yourself and your team.



More Warhammer online Guides

If you enjoyed this post, make sure you to subscribe to my RSS feed!
Read rest of entry

Tuesday, October 7, 2008

WAR Scenario Trick- How to get top healing as any class



As you may have noticed when you complete a scenario you can sort ranking by different categories: DPS, Healing, XP, KB's etc. As some of you have surely noticed some classes will have about 3k healing (T1) and not be a healing class (WE, WH etc). This is because of the bolster. When you participate in an SC under level 8, you are "bolstered" or boosted to the stats of a level 8. This means your health goes up each time you leave the starting area.

There is a boundary around the starting area in an SC, at which point if you cross you get the "bolster" effect. Crossing this line repeatedly will raise you + healing no matter your class. The easiest way to get up there is to enter the SC as soon as it pops, and then flee toward the boundary, you will be reset to the starting position each time you cross the boundary. I saw an IB with over 10k healing and was like wtf? Then I saw him just running back and forth across the boundary line.

Using this I have racked up over 4k healing before the SC even starts (Rank 1 Zealot) and ended up top heals for the entire match. Just a little FYI for anyone who wants boost their healing.



More Warhammer online Cheats

If you enjoyed this post, make sure you to subscribe to my RSS feed!
Read rest of entry

Wednesday, October 1, 2008

Warhammer online builds: Zealot Template



Since this is going to be a "virgin" Healer build, your three top stats will be:

  • Willpower = adds to healing

  • Intelligence = adds to magic damage

  • Wounds = adds to hit points


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

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

  • Tzeentch's Shielding

  • Aethyric Shock

  • Changer's Touch

  • Boon of Tzeentch

  • Ritual of Innervation



Skills in the tree you do not buy: "Manipulation" and "Chaotic Force"

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


  • Acumen level 1 = 1 point

  • Acumen level 2 = 3 points


  • Sage level 1 = 2 points

  • Sage level 2 = 4 points

  • Sage 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 the best possible group support healer possible. This does come at a price, mainly in solo PvE. Since our goal is to concentrate on end game PvP, PvE soling has to take the hit.

Here are the planned active morale skills:
  • Level 1 = Divine Favor

  • Level 2 = Eye of Sheerian

  • Level 3 = Divine Protection

  • Level 4 = Tzeentch's Shielding



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 create each slot to a different use. One for PvP Heal, one for PvE Group, and one for PvE solo. Here is my creation for a "PvP Heal":

  • Restorative Burst

  • Discipline

  • Warped Flesh

  • Warping the Spirit


Build Strength:
Best possible healing and survivability

Best healing power you can have with a little more survivability thrown in. The only problem a healer has in PvP is running out of action points, thereby bringing the ability to heal to a crawl. This issue has been addressed with the tactics "Restorative Burst" and "Warping the Spirit". Warping the Spirit gives you 100 action points anytime the bearer of your harbinger dies. Of course to properly implement this build you need to have a harbinger on the target your group is currently focus firing upon. As soon as that target dies put a new harbinger on the next group target. In my opinion this is a little OP, so expect this to be nerfed in the future, a more balanced amount would probably be 50 action points instead of 100.

Build Weakness:
Very weak solo skills, gets worse as your level goes up.

If you are not in a PvP or PvE group, you are going to feel some pain. Soloing you will only see a minor effect in tier one, in tier two it becomes very evident and in tier three it is going to give you a hard kick in the butt. Although I feel the tradeoff is worth it, it is still going to hurt. My advice on how to remedy this is to ALWAYS be in a group, post tier two.

You can see this build here

More Warhammer online Templates

If you enjoyed this post, make sure you to subscribe to my RSS feed!
Read rest of entry

Monday, September 29, 2008

WAR Cheats - Get big contibution while AFK on PQ. as warrior priest



I noticed a funny thing. Even if it is working as intended I think, this is awesome. If you are a warrior priest, and want to not only leech EXP and INF on a PQ, but also get some decent loot, make sure to get in the group with 5 melee careers.

Then you only have to make sure to activate your ability Prayer of Devotion, and place your self somewhere in middle. I done that, and went afk. To my big surprise, I had 450+ to the roll among other 15 people in my group.

The only reason for it as I see it, that Prayer of Devotion (20% chance to heal party member when they hit NPC) healing is counted in your contribution. And when there are 5 people constantly meleeing mobs, PoD procs alot.

I am not 100% sure about this, but I dont see any other reasons for me having 500 adn 450 contribution while being afk

More WAR Cheats

If you enjoyed this post, make sure you to subscribe to my RSS feed!
Read rest of entry

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!

More Warhammer online Guides

If you enjoyed this post, make sure you to subscribe to my RSS feed!
Read rest of entry

Tuesday, September 2, 2008

Dwarf Rune Priest Review



Overview:
Don't ever let a dwarf hear you call his healing ability "magic." The art of rune marking is a long studied skill that the Dwarfs hold close to their own. With their rune marking, armor and weapons of the Rune Priest and his allies become enhanced; damaged armor becomes more resilient, a swing of a sword burns through the enemy. Marking a party member not only buffs their natural abilities, it can also give them an extra "spell" they can activate themselves as needed. Runes ensure that depleted health can be returned, and the dead returned to the battlefield.

A Rune Priest can choose how he will spend his time in battles. Staying in the rear with the lighter armored casters, he maintains the buffs he marked his comrades with before the battle, and uses his wide range of heals to keep everyone alive. His art provides for several longer ranged attacks as well. However, the strength he gains by rune marking himself makes him ready to jump to the front, weilding his massive rune staff with studied skill.

Strengths:
  • Many strong heals; direct and heal over time

  • Strong buffs and damage wards

  • In combat resurrection


Weaknesses:
  • Some heals need time to power up

  • Medium armor can't withstand direct assault for long

  • Few damage spells


PvE Overview
A Rune Priest is primarily a healer and supportive class, and will cautiously enter a battle situation on his own. One on one, his buffs and varied heals can keep him alive for quite some time, while his damaging spells and heavy Staff work to tear the enemy down. Maintaining the runes that protect the priest is key, to avoid having to run a quick retreat. Several of the Rune Priest's heals rely on time to set up and build up, so several large and quick attacks can prove problematic.

RvR Overview
This Dwarf is a huge aid to any group or warband. Left free to practice his specialty of bolstering and maintaining his buffs and heals, he is truly a force to be reckoned with. The in combat resurrection ability means fallen allies can be brought back in their same position quickly, keeping the integrity of the battle's front lines. A Rune Priest's staff and his few damaging attack spells create a light DPS addition to the group as well.

Rune Priest Mastery Paths

Path of Grungni: A master of this path focuses on powerful and direct effects, learning to both restore his allies and smite his enemies with equal skill. The path of Grungni is for those who prefer to focus on a single target at a time, be they friend or foe, and unleash powerful effects upon them.

Path of Valaya: An arguably more subtle mastery, the path of Valaya is focused on effects which continue to linger after they've been invoked. A master of this path prefers to stick to tested, tried, and true slow-and-steady abilities, whether he's building up his allies' strength until they become unstoppable, or whether he's grinding his enemies down with inevitable and unescapable doom.

Path of Grimnir: This path is concerned with runes which affect large, sweeping areas as they unleash their innate power. A specialist in this path is an expert at changing the ebb and tide of combat by either bolstering his allies' entire front line, or by sending vast swaths of crushing power across the enemy masses.

More Warhammer online Guides

If you enjoyed this post, make sure you to subscribe to my RSS feed!
Read rest of entry

Tuesday, June 10, 2008

Warhammer Online Beta - Zealot/General Healing Review



Okay, so I figured I would do a review of the healing classes, focusing on the Zealot, not only because a few of you have been asking for it, but also because I love healing. And the Zealot is (so far) my FAVORITE healer.

I have played all of the healing classes so far, and UK2K has already provided the skills listing, so instead of dissecting individual classes and their, I will focus on mechanics as a whole, and which healer has the most impact/suvivability/general utility/healing utility/etc.

All of the healing classes have similar core healing skills. There is a hot, a group hot, a group heal, a heal + hot, a direct heal, a shield and a rez. They also have, through masteries or core skills, a "health transfer" type heal. Basically, all of the healers have quite a few heals, so when I look at it in terms of utility, it's not always healing utility. This game is not like WoW, where the healers all have different types of healing utility. There is no "master of HoTs" like the WoW druid. There is no "master of group heals" like the chain healing Shaman in WoW.

As it currently stands, I would have to say that the healer with the most healing utility is the Zealot. The Zealot has a "Prayer of Mending" type heal that jumps from player to player, which is basically what seals the deal for me. Also, the Zealot has more buffs than any of the other healers. And the Zealot has better buffs. For example, the Zealot has an instant cast buff/heal that will heal you for about 1300-1800 and then increase your hit points by the same amount. Another great utility the Zealot has is a self rez. I can't explain how great this ability is. The Zealot is quite squishy, and its always nice to be able to come back after dying and keep kicking ass. Oh, and as a side note, all of the rezzes in game are combat rezzes. In terms of more offensive utility, I like the melee healers. The melee healers (WP and DoK) have a number of cripples that are quite useful in PVP, and quite a few bleeds. Their heals are nothing extraordinary, however, and it is often quite irritating that you are dependent on "soul essences" or "righteous fury", which often runs out. Even more so now that the pools were nerfed. I find myself converting AP to Essences more often than not, and it irks me. Also, not having any ranged attacks to build "Essence" makes it difficult to healbot, though I guess that was sort of the point.

When it comes to healing impact, I feel as though all of the healers have an equal impact on the game. Healing plays a HUGE part of RvR, and currently on the beta servers, one of the best things about playing destruction is the healers. The zealots and DoKs do a great job keeping people alive, and rezzing people as soon as they die, and it makes a massive difference. I have, as a lone zealot, kept 7 people alive while they were being pounded by BW spam. Ive kept alive a marauder as he ran into a huge group of order and sliced them all up, because everytime they managed to take a chunk of his health down, I would just heal him back up to full. I dont know why they never came after me. I've been a sorc and a witch elf, taking people out with my feeble amount of hit points, but never dying because some very focused disciple was doing an awesome job of keeping me alive. On the other hand, when playing order, I often have to beg for heals and rezzes. There have been times when I have died, and waited the entire 30 seconds before being respawned, continuously asking to be rezzed for the entire 30 seconds. I'm not really sure why that is, but I've found that destruction is usually dominating order, and I think that healing has a lot to do with it. After all, if you dont let players die, then how will the other side win?

Next, I thought I would address survivability. From what I have seen, both the Archmage and Zealot have poor survivability in terms of hit points. However, the Zealot has the better survivability of the two because of two things:

1. The instant cast Demonic Fortitude buff, which heals the Zealot for about 1300-1800 and increases the Zealot's HP by the same amount.
2. The Zealot self rez. Because even though the Zealot is squishy and lacks hit points, she can always come back to fight again.

I feel like the melee healers probably have the best survivability in terms of sheer hit points, and armor. My DoK/WP has about 1400 armor and 5000 wounds, which is quite good. The melee healer's heals, on the other hand, are nothing special, and nothing is more annoying than trying to cast a hot while running, realizing that youre out of righteous fury/soul essence, and having to stop to create more.

Lastly, I thought I would address offensive capabilities. When it comes to offensive capabilities, I have to say that the ranged healers are my favorites. The Zealot and Archmage don't do amazing dps. However, they have the advantage that they can strike from at a range. They can stand in one spot, throwing heals and casting offensive spells, while the DoK and WP have to actually enter the fray to do any damage. In a PVE situation, this is not that much of a problem as long as the tank has his aggro under control. However, it completely changes in PVP. In PVP, everybody stays back and the ranged nukers basically duke it out while the healers stand back and heal. A few melee dps/tanks usually make their way forward into the massive opposing crowd while the healers spam heals on them in a desperate attempt to keep them alive while they get mauled by the crowd. Considering the mexican standoffish-ness of PVP, its generally better that the melee healers just stand back and heal rather than charge into the opposing realm and put even more strain on the other healers.


Well, that's all for now. I hope you guys enjoyed the review, and I will be posting some pictures to accompany this huge wall of text soon.

if you are looking forward to Warhammer online just as much as I am, I would recoment you to check out this Warhammer online guide page. It is the most up to date site on the net on warhammer online atm.


If you enjoyed this post, make sure you subscribe to my RSS feed!



Read rest of entry
 
Warhammer Online © 2009