Showing posts with label order. Show all posts
Showing posts with label order. Show all posts

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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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

You can see this build You can see this build here

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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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Friday, December 5, 2008

Empire Knight of the Blazing Sun Review



Overview:
Heavily armored, notoriously crafty and exceptionally dangerous at close when in the midst of their troops, the Knight of the Blazing Sun should be a prime target for any assault. If you are able to strike down the Knight, his allies will become demoralized and weakened by panic – making them far easier to defeat. Be wary of the fact that – unlike members of other knightly orders – the Knights of the Blazing Sun are not at all averse to trickery and feel no obligation to engage their foes with what some regard as “honor.” A Knight of the Blazing Sun is more than willing to disarm an opponent and then take their head.

Knight of the Blazing Sun Quick Info
  • Faction: Order

  • Race: Empire

  • Role: Tank

  • Armor: Heavy

  • Primary Weapons: Sword

  • Primary Stats: Strength, Toughness



  • Strengths:
    • Uses AE to buff allies and debuff enemies

    • Uses shields for long survivability

    • Uses damage reflection to mitigate attacks against them


    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
    Knights of the Blazing Sun affect the battle through the use of Battlefield Commands which debuff enemies and buff allies. Using a sword and shield they are strong enough to sustain an enormous amount of damage.

    In a group, the Knight has a clear tanking role which will put them on the front lines of any engagement. They can be speced for specific Battlefield Command sets but can do increased damage, buffing, or debuffing to suit the situation. Truly excelling while working with a healer and DPS, they make an exceptional addition and can replace any Ironbreaker or Swordmaster if necessary.

    RvR Overview
    The Knight 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 Ironbreaker or Swordmaster will prove to be a very dangerous combination.

    In a keep siege a Knight will likely find themselves trying to hold a doorway or tying up a Black Orc or Chosen. In more open situations, a solid tank like this can occupy a number of DPS which would have normally been targetting weaker classes. They will take damage, and lots of it all for the glory of their group.

    Knight of the Blazing Sun Mastery Paths
    Path of Conquest: Knights who choose the Path of Conquest will become experts at pushing the battle line forward. Their battlefield commands focus on bolstering the fighting strength of their allies to take advantage of their opponent's weaknesses. Knights focused on Conquest traditionally forego the use of a sword and shield in favor of the more offensively oriented great sword.

    Path of Vigilance: The Path of Vigilance focuses on building a strong defense to cripple opponents and protect allies. Knights choosing this mastery have a variety of commands that will increase their defensive prowess as well as those of nearby allies. This allows them to dig in and hold against almost any assault. Masters of the Path of Vigilance generally choose a stout shield and broadsword combination when defending their allies.

    Path of Glory: Knights mastering the Path of Glory excel at inspiring troops to ever greater feats of courage. As such, these Knights can be found almost anywhere on the battlefield leading by example and are a welcome addition to both defensive and offensive maneuvers. Glory can be found regardless of arms and armor, and as such Knights of this mastery can be found wielding either a great sword or sword and shield combination.


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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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    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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    Tuesday, November 4, 2008

    order exploits for a loss...

    Here is a little comedy for ya. In yet another scenario order is exploiting the flag on a hilltop by their spawn. I was holding the flag for destro and got a little PO'ed so I ran up the middle of the map, right to their wall, and challenged the noob to fight one on one...
    (Notice the score, if he turtles the flag they will lose)



    So does he fight? No, like a coward he shoots me with the siege engine, what a joke...



    Warhammer online Cheats

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    Monday, October 27, 2008

    Warhammer online: T1 Boss-Lairs Explained


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

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

    1. Lair Of "The Bandit Queen"

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

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

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

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

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

    2. Lair of Camilla The Decayed

    Region: Norsca RvR area.

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

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

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

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

    When the puzzle is complete the door will slide open.

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

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

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

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

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    Tuesday, September 16, 2008

    WoW vs. WAR



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

    -RACES-

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

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

    Horde - Destruction

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

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

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

    .:WAR Classes:.


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

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

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

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

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

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

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

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

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

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    Tuesday, September 9, 2008

    Dwarf Ironbreaker Review



    Overview:
    The Ironbreaker willingly and gladly positions himself in the front lines during battle and holds Grudges against those who harm his allies. In this way, he manages to simultaneously epitomize the role of the tank without being a boring warrior that can only try to control aggro and wait for his friends to do the rest of the work. Despite a disposition that is gruff, quarrelsome and taciturn, the Ironbreaker is your best friend on the field of battle. He is easy to spot in his gleaming and ornately adorned gromril armor. The Ironbreaker often carries a massive shield as well.



    Strengths:
    • The ability to take great damage and get stronger because of it.

    • Oathfriend can make any group last longer when things go bad.

    • An integral part in a winning RvR team.


    Weaknesses:
    • So powerful in RvR that they can be targeted over healers.

    • Low DPS depending on build.

    • Grudges take time, which makes the Ironbreaker a slow starter.


    PvE Overview
    Ironbreakers are an asset to any group because of their stalwart defenses and the effect their Grudges have on a battle. Most groups will lean on the Ironbreaker as the main tank over a Swordmaster--if for no other reason--because of the Ironbreakers Oathfriend ability. When the Ironbreaker uses this buff on a healer or melee DPS who frequently draws aggro, the entire group's chances of survival increase.

    Ironbreakers who specialize in the path of Vengeance will be able to contribute a fair amount of damage to a single foe, but the Ironbreaker truly shines when he concentrates on pure tanking (Path of Stone) or bolstering his allies (Path of Brotherhood).

    RvR Overview
    The roles of the Ironbreaker in RvR play is to break enemy lines and to keep distance between the forces of Destruction and her allies. She is hearty enough to survive the assault of several foes at once long enough to disrupt enemy formations, and a Ironbreaker with a reliable healer can outlast many foes.

    Ironbreakers who are not focused on damage through the Path of Vengeance may not get many kills, but they'll be able to make the forces of Order last longer as their taunts in RvR battles cause enemy attacks to become less effectively against everyone except for the Ironbreaker. Combine that knowledge with an understanding of Oathfriend and the Path of Stone, and they day could very well belong to Order.

    Ironbreaker Mastery Paths
    Path of Vengeance: Some Ironbreakers hold their Grudges close to their heart, slowly nurturing them until they are filled with the fury of Grimnir himself. With a single-minded focus, a specialist in this path becomes more and more dangerous with every Grudge he holds, pushing himself to fight more brutally as he strives to avenge the insults that have been dealt.

    Path of Stone: As stubborn and unyielding as the mountains themselves, Ironbreakers who master this path are specialists in defense and will expend every last ounce of energy protecting their sworn oath friends. Since an Ironbreaker builds up Grudges quickly when under direct attack, this mastery takes advantage of that by consuming his Grudges to fuel potent defensive abilities.

    Path of Brotherhood: A specialist in this path understands the balance between camaraderie and retribution, and is a natural leader on the battleground. Alternately holding and discharging his Grudges, the master of Brotherhood serves as a shining example of the greatest of Dwarf traits, inspiring his allies to push onwards to greater heights. Equally adept at breaking the enemy line or standing his ground and holding back waves of foes, the master of this path has the ability to bolster his Oath Friend as well as himself.


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    Monday, September 8, 2008

    Swordmaster Class Review



    Overview:
    With the edge of his glistening blade, death is made beautiful. Nothing could be more true for the Swordmaster and all will know the terrible truth when they see this warrior enter into the blade dance. This class spends their time perfecting the fatal cut of the blade and learning to manipulate their movement to avoid the blows of those who would harm them and their comrades, making them a successful protector of their people and a desired member of any group.
    The Swordmaster is a tank class that does more than just destroy the enemy. The elves have touched the base deed of killing by adding a graceful and efficient movement and mindset making the Swordmaster a warrior to be feared and commended. Let the Swordmaster lead the way of your battle and glory will be all that he strives for.



    Strengths:
    • Heavy armor adds to survivability

    • Ranged attacks add excellent mob pull utility

    • Blade dance lends ease of play


    Weaknesses:
    • Weak when consistently interrupted

    • Reliant on blade dance coordination

    • Low damage output


    PvE Overview
    The Swordmaster is a tank that has just enough flavor to make them different than many other tanks out there. The typical aspects of this class are the high damage resistance and low damage output. Some of the low damage can be balanced by actively participating in the "blade dance". These coordinated abilities help boost the Swordmaster's output a bit, but make no mistake, this class is meant to be the front lines fellow that takes the beating. As such, you'll find that he works better in groups with extra DPS, but still manages to hold his own when he goes solo.

    RvR Overview
    This is the guy you want standing in front of you when the Destruction come pouring it. The Swordmaster does quite well in RvR, particularly when coupled with a DPS class or a healer. They can be nearly unstoppable if they are skilled in debuff and the blade dance play style, but they do have their weaknesses. They become vulnerable of losing their place in the blade dance when interrupted or resisted. This can be frustrating if you need the DPS, but patience wins with this class and the key will always be staying power!



    Swordmaster Mastery Paths
    Path of Khaine: The Path of Khaine focuses on the Swordmaster's signature Elf Greatsword, a massive but exquisite weapon which he can swing with deceptive speed. While no High Elf would ever worship the God of Warfare, a Master of this path acknowledges Khaine as a potent and necessary figure, and the Swordmaster brings swift death to any who stand in his way.

    Path of Vaul: The Path of Vaul is primarily focused on defense, and a Master of this path may very well be temped to lay aside his Greatsword in favor of an elegant Elf-crafted shield instead. The Swordmaster who specializes in this path will be the core that the lines of battle form around.

    Path of Hoeth: The Path of Hoeth is for Swordmasters who have spent much longer amounts of time in the White Tower, honing their innate magical skills and learning how to smoothly work magical power into their attacks. A Master of this path will learn subtle ways to both expose weaknesses in their foes, and to shield themselves in battle.

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    Saturday, September 6, 2008

    White Lion Class Review


    Sorry for the picture, but I coulden't ressit ;-)

    Overview:
    In a world fraught with war and torn by savage battles there is often no one that a lone fighter can depend upon, heart and soul, for protection and companionship. This does not stand true for the brave hunter class, the White Lion. The High Elves have mastered the beautiful synchronicity between elf and beast, coupling pure cunning with raw power and channeling it towards the protection of their people and the destruction of their enemies.



    This moderately armored class chooses just how to use their lion companion in battle. Through the various masteries the beast can either fulfill a true combat duo or he may work with his trusted hunter in more of a support role. Regardless, the lion is an essential part of this mighty warrior's ability to withstand the evil of the Destruction.

    Strengths:
    • Pet class allows for diverse play style

    • Ranged attacks

    • Higher damage positional attacks


    Weaknesses:
    • Pet dependant

    • Low defense

    • Split DPS between hunter and lion


    PvE Overview
    As melee DPS class, the White Lion shines in both group and solo game play.
    In a group positional attacks and the use of the pet add to the overall damage output greatly. As with most pet classes, the lion allows for solo play that can go above and beyond what non-pet classes can do. The hunter gains either a tank or a DPS companion with your war lion without ever having to wait for playmates.

    RvR Overview
    In RvR the hunter's war lion makes an excellent source of distraction in combat. Using him to bait your opponent while you either attack via ranged or work out your own positioning works well. When enemies hone in on the hunter instead, keep the lion in the fray and he can potentially go unnoticed.
    The White Lion class can be a valuable asset in team play, backing up the tank classes and aiding in the protection of the mages and healers.

    White Lion Mastery Paths
    Path Of the Hunter: White Lions who choose the path of the Hunter embrace the ways of the wild and fight shoulder to shoulder with their War Lion. The two stride into battle side by side in a balanced assault that is capable of spreading damage around to multiple targets with ease. This path requires the least amount of Master & Pet coordination so damage against a single foe is lessened.

    Path of the Axeman: White Lions who choose this path focus on the Mastery of their fine woodsman axes, preferring instead to use their lions as distractions as they approach from the side or Rear. The path of the Axeman requires good coordination with your War Lion or your group members so you can be allowed to strike from an unguarded flank.

    Path of the Guardian: White Lions who choose this path focus on diverting attention from their War Lion or Group members so that they can do maximum damage. The path of the guardian does not directly increase the White Lion's own defenses significantly but focuses more on reducing his opponents damage output and distracting them from the War Lion or individual group mates.



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    Friday, September 5, 2008

    Warhammer online guide: Melee DPS Survival Guide



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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

      Intellect - Mostly worthless.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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    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.

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    Friday, August 29, 2008

    Dwarf Engineer Guide review



    Overview:
    As a race of tinkerers and builders, no career comes more naturally to a Dwarf than that of Engineer. Using a combination of machinery, ingenuity, and brute force they are able to harness technology to defeat their enemies. Sturdy and reliable, the Engineer provides damage support on the battlefield making him a valuable ally.

    An Engineer carries quite an arsenal with him, which can include turrets, mines, hand grenades, and a large wrench. His automated turrets bring fire support to combat by using bullets, grenades, and even a flame thrower. A long rifle allows Engineers to fire at a distance keeping them away from danger but doing significant damage to his enemies.

    Strengths:
    • Automated turrets that can fire without assistance

    • Long range attacks

    • Area of effect damage through grenades and turrets


    Weaknesses:
    • Vulnerable to melee

    • Light armor

    • Turret setup requires time


    PvE Overview
    An Engineer depends heavily on his gear and well placed turrets can be key to survival. If placement weren't enough the Engineer must carefully choose what type of to use, as a stray grenade blast or burst of flame could easily turn their one problem into many. Turret fire mixed with a few shots from their long rifle will significantly reduce enemy health long before they are in attack range allowing a few swings of a hammer or wrench to finish the job. While they can stand on their own against single targets, when working in harmony with a tank class, the Engineer is a versatile addition to any PvE party. They are not built to withstand heavy amounts of damage however, so direct conflict with multiple foes requires a hasty retreat.

    RvR Overview
    In RvR combat, the Engineer moves from a sturdy damage machine to a support role on the battlefield. Concentrated attacks from casters or a rush from a tank can make short work of Engineers thanks to their light armor. You will see many rush forward to drop a turret and run to the back lines with casters to fire off rifle shots. One of their best roles is in defense of a battlefield objective where they can set up defensive positions and damage enemies attempting to move in. Their grenades and mines also make nice additions to large concentrations of enemy forces.



    Engineer Mastery Paths

    Path of The Rifleman: This path focuses on long-range attacks, and taking your time with carefully aimed precision shots. A master of this path prefers to stand back away from the hectic front lines of battle, and dispatch his enemies quickly and cleanly from behind defensive cover.

    Path of the Grenadier: This mastery is primarily focused on grenades and bombs, powerful explosives which may be quickly tossed into the middle of a fray to wreak havoc on enemies. While their effective range may be shorter than a gun's - after all, Dwarf arms aren't exactly build to throw for distance - grenades make up for this through sheer stopping power and swift arming times.

    Path of the Tinkerer: A specialist in this path is concerned mainly with his deployable contructs, preferring to fight from near the safety of his turrets while he lays out his foes with swings of his heavy steel wrench. Master tinkerers have also been known to use additional deployable devices above and beyond turrets as well, and many are the Engineers who've been banned for life from a blacksmith's forge after trying to test and improve the heat thresholds of land mines.



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    Wednesday, August 27, 2008

    Empire Witch Hunter review



    Overview:
    Service to the Empire is honor, privilege, and the singular purpose of a Witch Hunter. Showing unrelenting dedication to the purge of Chaos, they follow the teachings of Sigmar which make up the very core of their soul. Masters of the blade and one of the few classes utilizing firearms, they bring forth judgment against their enemies with no mercy. Using stealth and combination attacks, the Witch Hunter inflicts incredible amounts of damage with exacting precision and is a formidable foe on the battlefield.

    Strengths:
    • The ability to inflict a high amount of damage quickly or over time.

    • The ability to move in stealth and utilize special surprise attacks.

    • Can build up points to use execution finishing moves which do high levels of damage


    Weaknesses:
    • Is not a tank class and is susceptible to damage

    • Stealth abilities reduce movement speed

    • Ranged attack is relatively weak and short range


    PvE Overview
    The Witch Hunter's main role as DPS provides players the ability to deal heavy amounts of damage at the price of survivability. They can dispatch a single target extremely quickly but any additional encounters could kill them in short order.

    Working much like the Rogue classes in other MMOG's the Witch Hunter builds up points in order to do finishing moves which can provide a variety of effects from normal damage, to an armor debuff. They also have skills which can only be used from stealth giving the Witch Hunter a great balance in PvE combat.

    RvR Overview
    The Witch Hunter almost has a support role in RvR combat, meaning they can't rush into a one on one battle no matter how badly they want to. However, their versatility provide a number of combat options which can make them invaluable. If two well matched tanks are beating on each other, the Witch Hunter can turn the tide. Perhaps there is a particularly pesky healer or caster harassing people at long range. A Witch Hunter can move in, make short work of them and escape long before anyone figures out what happened. The only downside to the Witch Hunter is their inherent squishyness. When targeted by tanks or a pair of casters, they can be chewed up and spit out pretty quickly.

    Witch Hunter Mastery Paths
    Path of Confession: The Path of Confession is direct and uncompromising, and focused primarily on direct and immediate opposition to heresy. A specialist in Confession will eschew subtlety and lengthy investigations in favor of simply approaching their enemy and beating the truth out of them. While not necessarily the most powerful approach, it is effective in its straightforward brutality, and provides a small measure of increased protection when the Witch Hunter finds themselves under direct attack.

    Path of Inquisition: The Path of Inquisition is focused on longer and detailed investigations, weakening and progressively working over an enemy until the victim's guilt is all but assured. A player with heavy Inquisition Mastery may appear less powerful at first glance, but the devastating effects of their attacks are felt more and more as the fight progresses.

    Path of Judgement: The Path of Judgment is taken by Witch Hunters who are assured that their targets are guilty and no questioning is needed. They tend to take their suspects by surprise, and are at their best when the enemy's attention is elsewhere. A Master of Judgment will seek to avoid face-to-face confrontations, and will be at their most powerful when they have allies nearby that can distract their enemies, allowing the Witch Hunter to lay down very potent attacks.

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    Saturday, August 23, 2008

    Warrior Priest class review



    For the Warrior Priest, faith is life. A Warrior Priest’s Righteous Fury grows strong with every swing of his arm against the Empire’s foes. With enough Righteous Fury built up, the Warrior Priest may call upon Sigmar to heal himself and his companions. Additionally the Warrior Priest's faith provides buffs to strengthen himself and those nearby. One will not find the Warrior Priest in the rear of the battle, as true devotion to Sigmar is celebrated at the front lines. The healing abilities embolden this medium armor class, but a ranged enemy will lessen this ability to regenerate life.



    Strengths:
    • Up close and personal melee combat.

    • Group bolstering spells

    • Heals powered by combat


    Weaknesses:
    • Less effective at ranged combat

    • Heals require melee combat

    • Less armor than tank classes.


    PvE Overview
    The Warrior Priest is a very effective soloer, and a great addition to any group. In solo play a Warrior Priest must keep track of the build up of Righteous Fury, indicated by the small globe at the bottom of the screen. Righteous Fury is required to power the healing spells, and can only be increased through melee combat. Ranged spells are few, but the few low damage attacks can be used to pull enemies from a short distance away.

    In group combat, the Warrior Priest's buffs provide aid to those nearby, while the heal spells will also bring some aid. Taunts are not part of the spell book here, so holding aggro in a group situtation can prove troublesome.


    RvR Overview
    A Warrior Priest never fears the combat of RvR, but will cautiously appraise the battle's layout. He must beware the ranged combat fighters; while he can do some damage to them, we will not generate the Righteous Fury needed to keep his heals active. Close up, an enemy that moves around quickly can make landing a hit difficult. He must not stand his ground as a tank would, but be prepared to move and glide with the swing of his hammers.

    Those with lighter armors will fall quickly under the Hammer's close range onslaught, while a higher armor class can be defeated with the lasting ability the heals provide.

    Warrior Priest Mastery Paths
    Path of Salvation: A Mastery Path focused on healing and restorative powers. A player who specializes in Salvation will become a much more powerful healer, although they will still need to place themselves into the front lines of a melee combat in order to build up their Righteous Fury.

    Path of Grace: A Mastery Path centered around melee attacks which inspire and bolster the Warrior Priest and his allies. A Master of Grace will be able to simultaneously wreak havoc upon his enemies with his warhammer and improve himself and his companions, making him an especially valuable player when standing side-by-side with other allies.

    Path of Wrath: A Mastery Path focused on crippling melee attacks which weaken, hinder, and harass the player's opponents. Someone who specializes in Wrath will certainly be the most offensively-focused type of Warrior Priest, as they will be both damaging their enemies and weakening them with each swing of their warhammer.



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