Showing posts with label thoughts. Show all posts
Showing posts with label thoughts. Show all posts

Sunday, November 23, 2008

What have I been up to this week?



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

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


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

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

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

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

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

Warrior Priest: (Hardcore combat/auto heal build)

Bright Wizard: (AOE DPS build)

Runepriest: (Hardcore PvP healing build)

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

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Tuesday, November 11, 2008

breaking 100k damage with the sorc

Breaking 100,000 damage in a scenario for my Sorc was a long wait...

Breaking 25k at level 10:



At 19 I was able to break 75k:



AT 21 I was able to deal 90k, but we still lost?



And the curse continued, another 90k, another loss...



Finally at level 26, I broke 100k:



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Destruction Showing Some Weakness...

Destruction is definitely showing some signs of weakness. I understand that there is still some balance issues going on with certain classes, however I do not feel that this is the problem. At launch Destruction had a severe shortage of healers, over time this has started to correct itself, however the problem remains that, in general, Destruction PUG's seem to be less coordinated then Order.

This problem is not noticed in guild groups,(Most seem to be using voice comms anyway) however I "was" really hoping this did not spill over in tier 4. I have taken part in numerous tier 4 scenarios,(Like Tor Anroc in tier 3, only one scenario really pops in tier 4) and regardless of levels, most of the time Destruction gets smashed.

The reason I feel that this is actually a problem is due to the fact that in the lower level PvP scenarios you can see both sides having their share of victories. Here are some screenshots to show what I mean:

Here we can see that Order has five BW, and only one healer.(The healer is on the list at the bottom but cannot be seen in the screenshot) Of course you cannot have all DPS and no heals or you will lose:



Here is another case of Order only having one healer,(A lobie healer at that) even though Order has a decent level advantage, they still lose:




Order also has their victories:(Destruction had them out leveled, but again weak healing)



Rare, but not impossible, is still the awesome shutout: (Notice that here Destruction actually had two decent, dedicated, healers)




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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

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Monday, September 22, 2008

Warhammer online builds: Witch elf template



This build is going to be a little unconventional. Most players that play a Witch Elf will probably go hard in strength to raise their DPS, in this build we will concentrate on Weapon Skill. Here are the top three stats for this build:

  • Weapon Skill = adds to parry % as well as armor penetration %

  • Strength = adds to melee DPS as well as auto attack DPS

  • Wounds = adds to Hit Points


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

15 in "Carnage"
Buy the following skills in the Carnage tree for one point each:
  • Elixir of Insane Power

  • Pierce Armor

  • Swift Blades

  • On Your Knees!

  • Blade Spin


Skills in the tree you do not buy: "Sharpened Edge" and "Broad Severing".

The last 5 points will be put in "Suffering". Only place 4 points in the actual tree and buy the skill "Kiss of Doom". Any additional points should also be placed in "Suffering".


80 RvR points to be placed in:

  • Blade Master level 1 = 1 point

  • Blade Master level 2 = 3 points

  • Blade Master level 3 = 6 points

  • Blade Master level 4 = 10 points

  • Blade Master level 5 = 14 points


  • Might level 1 = 1 point

  • Might 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 be an overwhelming threat to any class, and be able to deal with the retaliations of slicing through the front lines of PvP.

Here are the planned active morale skills:

  • Level 1 = Sever Nerve

  • Level 2 = Force of Will

  • Level 3 = Death Reaper

  • Level 4 = Blade Spin


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

  • Swift Blades

  • Riposte

  • For the Hag Queen!

  • Kiss of Doom


Build Strength:

NO WEAKNESS:

Let's face it, your job as a Witch Elf is to run through(or use stealth) the frontline to get at the healers and casters. But what happens when you do this? Most likely you will always get agro from one or more melee classes. Having a huge parry chance with an auto attack when you do parry will greatly help your survivability. Add a 50% chance to knockdown on your frenzies, and the 50% chance for your Kiss to proc, will really come in handy in the end game PvP. This build will also help with solo confrontations. Some may argue that going with a heavy strength/crit build would be better, however you would be putting "all your eggs in one basket", and if your crit gets dodged/parried/blocked it is useless. Here every time you parry an attack the attacker is hit with an UNDEFENDABLE attack. Even though the Carnage tree already gives you massive armor reduction abilities for tank battles, Weapon Skill ALSO adds to armor penetration, besides the increased chance to parry.

Build Weakness:

NONE

I understand that no build is "perfect", however at this time I could not find any weakness, if this changes, I will let you know.

You can see this build here

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Friday, September 19, 2008

Warhammer online builds: Dark Elf Sorceres Template



This build is going for AOE DPS, as such your top three stats will be:

  • Intelligence = adds to magic damage

  • Wounds = adds to Hit Points

  • Initiative/Willpower - This is a toss up here, you can go Willpower for caster disruption or go Initiative to lower the crit % against you.


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

15 in "Destruction"
Buy the following skills in the Destruction tree for one point each:
  • Black Horror

  • Disastrous Cascade

  • Shadow Knives

  • Paralyzing Nightmare


Skills in the tree you do not buy: "Piercing Shadows", "Lengthening Shadows" and "Never ending Agony".

The last 6 points will be put in "Agony". Any additional points should also be placed in "Agony", there is no reason 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


  • Sage level 1 = 2 points

  • Sage level 2 = 4 points

  • Sage level 3 = 6 points


  • Focused Power level 1 = 5 points

  • Focused Power level 2 = 10 points

  • Focused Power level 3 = 15 points


The purpose of this build is to put out the best AOE DPS possible.

Here are the planned active morale skills:

  • Level 1 = Dire Blast

  • Level 2 = Siphon Power

  • Level 3 = Darkstar Cloak

  • Level 4 = Paralyzing Nightmares


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

  • Umbral Fury(if in group) Endless Knowledge (if solo)

  • Increased Pain

  • Glorious Carnage

  • Triumphant Blasting


Build Strength:

HUGE AOE DPS:

Best AOE DPS in the game, your enemy will notice it and so will your group. This build gets real ugly if you start getting a decent amount of crits: every crit knocks the enemy back(Triumphant Blasting) AND gives you 200 point morale bonus.( Glorious Carnage) This build puts out a lot of DPS, gets a lot of kills, always scores near the top in the PvP damage,(In PvP scenarios) and makes you a menace to the enemy.

Build Weakness:

Glorious build right? Well you have to pay for all that uberness: Your backlash will be common and noticeable, so it is necessary to keep a healer nearby. You will not be as good against single targets. PvE is going to suffer a little as you cannot mass AOE PvE mobs, this is because you will get a ton of agro and no healer can heal you faster then five to seven mobs can drop you.(You will need to really chill-out in PvE) This build will be a little better if your Sorc has the Apothecary trade-skill as heal pots will help against the backlash.

you can see this build here

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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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Thursday, August 28, 2008

Dark Elf Sorceress review



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

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

Strengths:
  • High spell damage

  • Very long range spells

  • Area of effect attacks


Weaknesses:
  • Vulnerable to melee

  • Light armor

  • Spells can backlash


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

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

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

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

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

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Friday, August 1, 2008

WoW vs WAR Art/Graphics



Warcraft's art style has always been consistent and recognizeable. It tends to lay on the cartoonish side, with a wide range of bright colors. All of the character movements, body proportions, as well as the Weapon/armor modeling is over the top. Also, all of the character models are appealing, aka "cute". For example, Orcs in WoW and the Greenskins in WAR share almost no similarities (besides color). WoW Orcs have many human characteristics. The facial features of an Orc definitely resemble that of a human. Although some parts are, once again over the top, like the large Jaw line with the overbite, smaller faces with high cheek bones. Plane and simple, there are no "ugly" characters in WoW.

This art style definitely helps with armor. You can tell when somone has a high level weapon or piece of armor. They were all distinct, and stood out. It was really pleasing to see your character grow, and nothing beats tearing down your opponent with a weapon thats almost twice the size of you, carefully detailed with a multitude of Skulls, revolving magical orbs, and faction colored war paintings.

But where this unrealsitic approach really hurt was in Boss fights. Most of the bosses where either over-grown snakes with arms, or dragons. Although size was impressive, the detailing lacked, and I felt like like I was just fighting a bigger version of a level 10 mob i grinded on while I gained XP.

My main concern about WAR, is how is the realistic art style support a growing character. From the limited screens I have seen, most armor is an assorted shade of Grey or Black metal and chain mail. When my character is maxed to the highest level, and I get some epic weapon, are people going to be able and point out "Hey, that guy has the So-and-so Blade ". (If anyone has a screen shot that shows a character with gear that proves this, please share)

But other than that, this art direction is so refreshing from WoW. An orc, is actually a pot-bellied, hunched over green slob , with small beady eyes. A Dwarf is a hairy, dirty, and rather agry character. Not some tipsy dwarf, with cute catch phrases and gleeful attitude.

Which is it?

WOW Art? OR WAR Art?

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