Showing posts with label Warhammer Online. Show all posts
Showing posts with label Warhammer Online. Show all posts

Monday, May 18, 2009

Buff Low Level Players With Level 40 Sorceress – Warhammer Online



It’s possible to buff your low level group mates with buffs from a level 40 Sorceress granting them an unfair advantage in PvP/RvR. This probably works with other characters too, but I was only able to test it with my Sorceress.

  • Meet your mates in a war camp
  • Make sure none of you is RvR flagged
  • Complete Goblin Guide for Warhammer Online Invite your mate
  • Buff both of Sorceress group spells (Frozen Touch and Daemonic Chill)
  • Both characters will get the buff. They last for 1 hour or until the character dies
  • So far it’s normal. Normally the buff will be disabled when the Sorceress is there. Now comes the trick: The buff will only be disabled if the sorceress is alive.
  • Now let the Sorceress die and the buff will be activated again
  • DO NOT RELEASE THE SORCERESS! Stay on ground until the timer runs out.
  • This time the buff will do full damage (as it does on level 40)
  • For full 5 minutes you will now have an significant advantage over everyone other in the low-level zone

Have fun pwning Order!

This little exploits allows following advantages:

  • If you get hit, you will deal reflect 200 damage to the attacker. As a tank you can rape your enemies this way and they will kill themselves by hitting you!
  • If you attack an enemy you deal additional 180-300 damage, which is HUGE amount of damage in Tier 1 where most people run with only 1000-1500 HP! 

Warhammer Online Gold Making Guide

Saturday, February 14, 2009

Warhammer Online: Patchnotes 1.2



Patch notes for the latest game update 1.2 are here! The list of changes is huge: over 500 bug fixes, 10 plus pages of career balancing, numerous RvR improvements, UI improvements, improving performance and server stability and a considerable review of dungeon loot itemization.

Patch highlights

  • New Careers! Unleash the savage fury of the relentless Orc Choppa, or take up the doom-laden oath of the unstoppable Dwarf Slayer. These two new melee-focused careers relish the thrill of fighting on the front lines and laying waste to all foes that come within reach of their mighty blades.
  • Bitter Rivals join the battle! Introducing the newest live event for Warhammer Online: Age of Reckoning. “Bitter Rivals” focuses on the ancient hatred that burns between the Dwarf and greenskin races. Millennia of conflict in the Worlds Edge Mountains have honed the enmity that exists between the Orcs and Goblins and the stout Dwarfs to a razor-sharp edge, and when these nemeses meet in battle, it is war without mercy.
  • Fight for control of the warped Twisting Tower! The battle rages in this new Tier 4 Scenario found deep in the heart of the maddening Chaos Wastes. Here, the warping power of Chaos is at its peak, transforming the very fabric of reality in defiance of all reason. Warriors of Order and Destruction must grapple for control of this ancient citadel, for if the secrets of the Twisting Tower should fall into enemy hands, the tide of battle will surely turn. Like the Reikland Factory, the Twisting Tower will be available for all players for a limited time as a preview to accompany the Bitter Rivals event. Be sure to stake your claim to the Twisting Tower while you can!
  • Answer the Call to Arms with new Realm vs. Realm gameplay enhancements! Introducing the new Open RvR Rallying Cry system that summons you to key battles for Tiers 1 and 2. The new Zone Control Domination System for Tiers 2 through 4 rewards a realm that truly conquers the battlefield. Also, many improvements to siege weapons ensure that the mighty engines of war are now more lethally effective than ever. See below for additional details.
  • New treasures await! Across-the-board itemization improvements have been made to the Fortresses, world dungeons, and city dungeons of WAR, including better world drops, quest rewards, Influence rewards, and more!
  • Crafting System Improvements! We’ve made many improvements to the game’s crafting system, including pairing-off specific gathering skills with specific production skills in order to make crafters more self-sufficient. Also, the leveling curve of trade skills has been improved and fewer components are required to create items. Last, but certainly not least, is the addition of new craftable items!
  • Easy Public Quests make their debut in Tiers 2, 3, and 4. Scaled for courageous bands of 1 to 3 adventurers, these Public Quests offer a rewarding PvE experience without a large commitment of forces. You’ll find one Easy Public Quest in each Chapter, so gather a few friends, or venture out alone… if you dare!
  • Multiple mail attachments! Now you can send several attached items with a single mail message.
  • Two new secret lairs await! Finding the new hidden lairs is only half the battle. Figuring out how to open the door - and surviving the dangers inside - is another matter, entirely!

The full 1.2 patch notes can be found here. Enjoy!

Saturday, February 7, 2009

Warhammer Online: Stacking Standard buffs exploit



There is an exploit with the Warhammer Guildstandards. The Battlestandard on the keep is giving out a buff to everyone near the keep. If you run in and out of the keep range, the buff will stack up. If you're having Toughness, Armor and Initiative in your Standard, then you can stack them up to a reasonable high amount which will reduce the damage you receive by a great amount making defending of the keep ridiculous easy!

Wednesday, February 4, 2009

World of Warcraft: Alchemy 1-450 Leveling Guide



With the newest expantion World of Warcraft: Wrath of the Lich King, the proffesions got overhauled. One of the great changes is, that Flasks now will last 4 instead of 2 hours if you have Alchemy maxed out, which can save you 1000's of gold in the long term, as you'd only need 1 Flask per 4 hour raid

Example: A Wrath of the Lich King flask costs ~80-90g on most servers. If you're rading 3 days per week, that: 90*3*4 = 1080g in only one month or up to 13.000g in one year! Not taking into account, that you get Flasks or free if you chose to specialize in the Elixir Mastery.

This guilde will show you the fastest and easiest way to get from 1 to 450 skill in Alchemy. You'll need many herbs so prepare before starting, by either buying them from auction of if it's to exepnsive farm them yourself (or with one of your alts).

Vials you will need:

  1. Empty Vial x 80
  2. Leaded Vial x 90
  3. Crystal Vial x 85
  4. Imbued Vials x 100

Herbs you will need:

  1. Peacebloom x 60
  2. Silverleaf x 60
  3. Mageroyal x 20
  4. Briarthorn x 90
  5. Stranglekelp x 50
  6. Bruiseweed x 35
  7. Wild Steelbloom x 10
  8. Kingsblood x 40
  9. Liferoot x 40
  10. Goldthorn x 50
  11. Khadgar’s Whisker x 20
  12. Sungrass x 70
  13. Blindweed x 35
  14. Arthas’ Tears x 25
  15. Golden Sansam x 60
  16. Mountain Silversage x 30
  17. Felweed x 60
  18. Ragveil x 20
  19. Netherbloom x 40
  20. Dreaming Glory x 40
  21. Nightmare Vine x 40

Alchemy 1-50

Create 60 Minor Healing Potions

For this you will need:

60 Peacebloom
60 Silverleaf
60 Empty Vials

For 1-50 you should be making minor healing potions. Create 60 healing potions, but do not sell them yet. We will need them later in the leveling process. Once you hit skill level 55, talk to the Alchemy trainer to learn Journeyman Alchemist. The minimum level required to learn this is level 10, for the case you're not 70 yet, you should do some leveling.

Alchemy 50 -125

Create 50 Lesser Healing Potions

You will need:
50 Minor Healing Potions
50 Briarthorn

Next we will be using the Minor Healing Potions we made in the last step and create Lesser Healing Potions. We should hit skill level 110, if not you should make some Elixirs of Wisdom.

Elixir of Wisdom Mats:
5 Mageroyal
10 Briarthorn
5 Empty Vials

Hitting skill level 110, talk again with your Alchemy trainer and learn Healing Potion, and brew them until you hit skill level 125.

Create 15 Healing Potions

You will need:
15 Bruiseweed
15 Briarthorn
15 Leaded Vials

Alchemy 125-200

At skill level 125 talk to the Alchemy Trainer again and buy Expert Alchemist Skill. The minimum level required is 20. Next we continue brewing Healing Potions until your skill is at level 140.

Create 15 Healing Potions

You will need:
15 Bruiseweed
15 Briarthorn
15 Leaded Vials

Reaching skill level 140, we begin brewing Lesser Mana Potions until we hit skill level 155.

Create 15 Lesser Mana Potions

You will need:
15 Mageroyal
15 Stranglekelp
15 Empty Vials

At skill level 155 we will switch to Greater Healing Potions and continue until we hit skill level 185.

Create 30 Greater Healing Potions

You will need:
30 Liferoot
30 Kingsblood
30 Leaded Vials

At 185 we start brewing Elixir of Agility until we're at skill level 200.

Create 15 Elixirs of Agility

You will need:
15 Stranglekelp
15 Goldthorn
15 Leaded Vials

At level 200 talk to the Alchemy Trainer once more and learn Artisan Alchemist. It will requires a minimum level of 35.

Alchemy 200-265

Now we will continue making Elixirs of Agility until we hit skill level 210.

Create 10 Elixirs of Agility

You will need:
10 Stranglekelp
10 Goldthorn
10 Leaded Vials

Next we will be making Elixirs of Defense until we hit skill level 215.

Create 5 Elixirs of Defense

You will need:
5 Wild Steelbloom
5 Goldthorn
5 Leaded Vials

Then we will be making Superior Healing Potions until we're at skill level 230.

Create 15  Superior Healing Potions

You will need:
15 Sungrass
15 Khadgar’s Whisker
15 Crystal Vials

After that we will be making Elixirs of Detect Undead until unit we reach skill level 250.

Create 20 Elixirs of Detect Undead

You will need:
20 Arthas’ Tears
20 Crystal Vials

Last step for now will be to make Elixirs of Greater Agility until we're at skill level 265.

Create 15 Elixirs of Greater Agility

You will need:
15 Sungrass
15 Goldthron
15 Crystal Vials

Alchemy 265-300

In this section we will be using 2 recipes, which need to be purchased from Alchemy Supply vendors:

  • Superior Mana Potion
  • Major Healing Potion

Next we will be making Superior Mana Potions until we hit skill level 285.

Create 20 Superior Mana Potions

You will need:
40 Sungrass
40 Blindweed
20 Crystal Vials

Then we will be making Major Healing Potions until we get to skill level 300.
Create 15 Major Healing Potions

You will need:
30 Golden Sansam
15 Mountain Silversage
15 Crystal Vials

Alchemy 300-375

Visit a Master Alchemist Trainer and learn Master Alchemist. You must be at least level 60 to be able to learn it. They can be found at:

  • Alchemist Gribble located in the tower at Honor Hold in Hellfire Peninsula.
  • Apothecary Antonivich located in Thrallmar in Hellfire Peninsula.
  • Lorokeem located in Lower City in Shattrath City.

After that, we will need to brew Volatile Healing Potions until we're at skill level 315.

Create 15 Volatile Healing Potions

You will need:
15 to 20 Golden Sansam
15 to 20 Felweed
15 to 20 Imbued Vials

Next step we will be making Sneaking Potions until we're at skill level 330.

Create 15 Sneaking Potions

You will need:
15 to 20 Ragveil
15 to 20 Felweed
15 to 20 Imbued Vials

After that we'll be making Super Healing Potions until we hit skill level 350.

Create 20 Super Healing Potions

You will need: (Approximately)
40 Netherbloom
20 Felweed
20 Imbued Vials

Last step in this section will be to brew Major Dreamless Sleep Potions until we reach skill level 375.
Notice: It turns green at 370, but it's the cheapest potion for skilling at that level. You can buy it from Leeli Longhaggle (Alliance) in Allerian Stronghold in Terokkar Forest or from Daga Ramba (Horde) in Thunderlord Stronghold in Blade’s Edge Mountains.

Create 25 Major Dreamless Sleep Potions

You will need: (Approximately)
40 Dreaming Glory
40 Nightmare Vine
40 Imbued Vials


Alchemy 375-450

Now we need to visit the trainer once again. They can be ound in Northland.

Trainer Locations:
Alliance:
Lanolis Dewdrop - 58,62 in Valgarde, Howling Fjord.
Falorn Nightwhisper - 57,71 in Valiance Keep, Borean Tundra.

Horde:
Arthur Henslowe - 41,54 in Warsong Hold, Borean Tundra.
Wilhelmina Renel - 78,28 in Vengence Landing, Howling Fjord.

Neutral:
Linzy Blackbolt - 42,32 in Dalaran.

Alchemy 375-385

Create 10 Guru's Elixir

You will need:
30 x Pygmy Oil
10 x Imbued Vial

Alchemy 385-395

Create 10 Elixir of Mighty Strength

You will need:
20 x Tiger Lily
10 x Imbued Vial

Alchemy 395-405

Create 10 Elixir of Mighty Agility

You will need:
20 x Goldclover
20 x Adder's Tongue
10 x Imbued Vial

Alchemy 405-410

Create 5 Runic Healing Potion

You will need:
5 x Goldclover
10 x Icethorn
5 x Imbued Vial

Alchemy 410-425

Create 15 Runic Mana Potion
This will go green at 422 but keep making them until you we reach 425.

You will need:
30 x Lichbloom
10 x Goldclover
10 x Imbued Vial

Alchemy 425-435

Create 10 Transmute: Earthsiege Diamond

You will need:
10 x Dark Jade
10 x Huge Citrine
10 x Eternal Fire

Alchemy 435-450

At this level you have the free choice o what you'll be creating. Depending on your class, chose one of the Flasks below:

Create 15 Flask of the Frost Wyrm (Caster)

You will need:
75 x Icethorn
75 x Lichbloom
15 x Frost Lotus
15 x Enchanted Vial

OR

Create 15 Flask of Stoneblood (Tanks)

You will need:
105 x Lichbloom
45 x Crystallized Life
15 x Frost Lotus
15 x Enchanted Vial

OR

Create 15 Flask of Pure Mojo (Healers)

You will need:
105 x Icethorn
45 x Pygmy Oil
15 x Frost Lotus
15 x Enchanted Vial

OR

Create 15 Flask of Endless Rage (Melee DDs and Hunters)

You will need:
105 x Lichbloom
45 x Fire Leaf
15 x Frost Lotus
15 x Enchanted Vial

Congratulation! You've mastered Alchemy and can call yourself Grandmaster Alchemist and enjoy all of it's benefits and saving huge amounts of money in raids.

Sunday, January 25, 2009

Warhammer Online: Squig Herder Template/Build



PvP build, your three top stats will be:

  • Ballistic Skill = adds to ranged DPS
  • Toughness = reduces incoming DPS
  • Wounds = adds to hit points

Assign 25 points as follows:

Quick Shootin: 15
In Quick Shootin tree buy

  • Run Away
  • Da Waaagh is Strong
  • Rotten Arrer
  • Shootin Wif Da Win0d
  • Behind Ya
  • Arrer o’ Mork

Don't buy

  • “Splinterin Arrers”

Assign remaining 4 points in “Big Shootin” tree. Any additional points should also be placed in “Big Shootin”, no reason for the bottom skill in the tree.

Assign 80 RvR in ...

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

  • Fortitude level 1 = 1 point
  • Fortitude level 2 = 3 points
  • Fortitude level 3 = 6 points

  • Sharp Shooter level 1 = 2 points
  • Sharp Shooter level 2 = 4 points

  • Sure Shot level 1 = 5 points
  • Sure Shot level 2 = 10 points
  • Sure Shot level 3 = 15 points

The main purpose of this build is to put out massive ranged AOE damage..

Here are the planned active morale skills

  • Level 1 = Point Blank
  • Level 2 = Squig Goo
  • Level 3 = Explosive Shots
  • Level 4 = Arrer O’ Mork

Tactics can be changed anytime, as long as you are not in combat. There are 5 of them, I would set each set to a different use. One for PvP fight, one for PvP heal, one for PvE Group, and one for PvE solo. Here is my set for a “PvP fight”:

  • Steady Aim
  • Strength in Numbas
  • Da Waaagh iz Strong
  • Shootin’ Wif Da Wind

Build Strength

This build will makes you overpowered! 

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

Saturday, January 24, 2009

Warhammer Online: A Few New Exploits



Squig Armor (PvP)

First of the exploits is with the Squig Armor ability. If you use Squig Armor next to a postern keep door, no one will be able to open the door as long as you stand there.
Nice to prevent reinforcements running back into the keep

Expolsive Snotling

At Black Crag (16k, 40k), you'll find some Explosive Snotlings which grants you one more chance at a battle brew backpack.

White Lion Parry Exploit

Last but not least, the White Lion 100% parry exploit. Simply equip the riposte tactic on and summon your pet 10 times and pew, your pet should have 100% parry rate, ready to own every PvE and PvP target.

Have fun exploiting

Thursday, January 22, 2009

Warhammer Online: Warhammer Prima Guide



After releasing the Warhammer Prima Altas in the last post, here comes the Warhammer Prima Guide. Unlike the Atlas, it focuses on the classes, base mechanics as well as leveling and PvP tips and tricks.

Warhammer Prima Guide Part 1
Warhammer Prima Guide Part 2
Warhammer Prima Guide Part 3
Warhammer Prima Guide Part 4
Warhammer Prima Guide Part 5 
Password: http://mmo-worlds.blogspot.com/ (the URL itself is the password and don't forget to add the / at the end)

Note: In order to read the Guide you'd need to install Adobe Reader (if you don't have it installed already).

Warhammer Online: Warhammer Prima Atlas Guide



For all newcomers to Warhammer Online, this guide may be quite useful and even veterans may find the one or another tip in this guide. The Atlas itself contains basically all the Zones and Maps from Warhammer Online, with detailed legends of all important location, may it be Chapter Camps, War Camps, Public Quests (PQs), Lairs, Dungeons, Keeps, Battle Objectives and Flightmasters.

Warhammer Prima Atlas Guide Part 1
Warhammer Prima Atlas Guide Part 2
Warhammer Prima Atlas Guide Part 3
Warhammer Prima Atlas Guide Part 4
Password: http://mmo-worlds.blogspot.com/ (the URL itself is the password and don't forget to add the / at the end)

In the next day's I'll also post the "Warhammer Prima Guide".

Note: In order to read the Guide you'd need to install Adobe Reader (if you don't have it installed already).

Tuesday, January 20, 2009

Warhammer Online: Level 40 instant respawn in chaos wastes



Near the top-right corner of the Chaos Wastes map:

respawn1

there is a mob named "Templar Armand" standing under a tree that instantly respawns.
Additionally, the non-aggro mobs that are near him dont pull with him no matter whether you are Order or Destruction.

respawn2

Warhammer Online: A few Engineer Tips and Tricks



  1. PvE use Skirmisher and Ancestral inheritance or Stubbornness, most mobs you fight are melee, so you will benefit much more from Skirmisher since Ballistics doesn't add nearly as much to grenadier abilities as to rifleman.
  2. PvP once you get to Tier 3 and receive 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.
  3. 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.
  4. 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.
  5. 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 don't have to worry about dying 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.

Warhammer Online: 10 Odd Tome Unlocks



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

AHHHHHHH

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

The Never-Rester

Getting unlocks for unlocks is a pretty sweet deal, and this one is achieved after your 777th Tome unlock (making it your 778th!). You get a Turquoise Tome trophy for this baby.

The Priest's Pain

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

B Good

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

The Exhibitionist

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

Lady Godiva

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

The Might of Poultry

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

A Little Off The Top

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

The Drunkard

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

The Extremist

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

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

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

Warhammer Online: Killing Level 31 Mobs for easy Experience/XP



There are mobs in Talabecland called Rotting Masons near the Bridge by the Reikland Emissary Castle PQ. They are lvl 31 mobs and have under 350 hit points. walk round outskirts of the castle and all mobs near the castle walls named rotting mason have very low hp and they pop as your walking around castle walls outskirts.

Warhammer Online: Solo Nerx Gutslime (Hero) for Easy Loot (healers only)



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

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

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

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

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

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

That's about it hope this helps someone.

Monday, January 19, 2009

Warhammer Online: Guide to Bastion Stairs



One of the high end dungeons in Warhammer where the Bloodlord set is found. You can go through the instance on the most bottom right corner of Chaos Wastes or you can run up from Praag. The coordinates for the entrance is 64487, 63406 on the Chaos Wastes map. Before you can actually do any of the bosses here you must have enough influence points from the Public Quests in side the instance. If you’ve done Gunbad then you should be familiar with it. There are three portals you can take and it will vary in difficulty of the mobs and bosses. All three portals three public quests in them.

Left Portal:Trail of Carnage
Level: 33+
Boss: Thar’lgnan 1 bar influence
Loot: Bloodlord Boots
Public Quests:

  1. Rise of Carnage
  2. Bloodherd Labyrinth
  3. Trail of Carnage

Right Portal: Path of Fury
Level: 35+
Boss: Lord Slaurith 2 bar influence
Loot: Bloodlord Shoulders
Public Quests:

  1. Fury’s Ascent
  2. Halls of Rage
  3. Path of Fury

Middle: Steps of Ruin
Level: 37+
Boss: Kaarn the Vanquisher Full influence
Loot: Bloodlord Helm
Public Quests:

  1. Step of Anger
  2. Step of Hatred
  3. The Brass Legion

For the fourth place, the Rift of Rage is after Steps of Ruin, this is where Skull Lord Var’Ithrok is and he drops chest and gloves. To get into the portal you need to be attuned and the quest you need are:

  1. 1: Blood on the Steps
  2. 2: Leashing the Bull
  3. 3: Infinite Patience
  4. 4: Vanquishing the Skull Lord

This shouldn’t be hard to find a group since a lot of players are still in their mid 30’s and some are 40’s that are still doing this. I say when you are about level 35 or so you should start running the first portal and start getting your influence up because most groups won’t run with you if you don’t have either 1 bar or 2 bars of influence filled up.

Sunday, January 11, 2009

Warhammer Exploits: AFK at PQ and Get Great Contribution (Warrior Priest)



  1. Play as a Warrior Priest first of all.
  2. Get in a group of 5 melee players in the game.
  3. Activate your ability for Prayer Of Devotion.
  4. Move your character to the middle of all the melee players you have.
  5. Now go AFK in the game.
  6. Come back and you will see you have 450+ to the roll over all the other players in the group.
  7. This is because Prayer of Devotion gives you 20% to chance to heal party members when they hit a NPC in the game.
  8. Then the healing is added to your contribution in the game. (hence make sure you have 5 melee players in your group.
  9. Enjoy all the extra contribution you can easily get AFK

Sunday, January 4, 2009

Sword Master review



PvE

For now, PvE is very easy. I can take on 2-3 mobs one after another without a period of rest at all. However, when you just finished killing your first mob and you suddenly have two on you, then it gets very difficult. I may live, I may die, it’s all up to how well I do (dice rolls mainly). I’ve tanked PQs as well, without too much of a problem. I feel that my DPS is pretty good considering my spec. It can kill stuff easily, but not as quick as my 2h SM counterparts, like it should be. Overall, even if PvE is boring, it’s still easy to do and enjoyable when RvR gets frustrating.

The Good

  • Good spot in DPS
  • Mechanic makes me use almost all my moves (aside from a few off-spec openers)
  • Easy to take and hold aggro
  • Bosses in PQ's are easily tanked, even with many other people beating on the mob
  • Casting mobs are easily dealt with

The Bad

  • Attacking two mobs at once can be dicey, most of the time I run away (unless it’s clear that I can win)

RvR

Completely different story. The 1-2-3 mechanic of the SM seems to hinder it some, as I may need a snare RIGHT NOW instead of having to wait a few seconds to cycle through my moves. Aside from that little quirk, the mechanic is actually quite nice.

While my DPS is lower (especially against other tanks), I feel that the debuffs I can do really hinder an opponent that chooses to ignore me. Plus, I can take a good amount of punishment unsupported before I go down. With a healer, I’ve taken on 4-6 Destruction and not died. Most of the time it was just one healer helping my out. In small scale engagements the SM does fairly well, but larger scale battles (roughly 10 or so) the SM really feels useless. I find that I use my rank 1 morale ability, demolishing strike, as my main form of DPS, rather then a supplement. Why? Because all the damage I can do can be undone in less then a second (I saw a Zealot heal itself from about 10-15% health to FULL in one cast). Sometimes I really feel like giving up because whatever I do can simply be brushed aside and ignored. All my debuffs, while great against one target, are HORRIBLE when facing multiple opponents, since your stance resets upon switching targets.

The Good

  • Small scale battles (about 5 or so on each side) are good, I feel useful
  • I can wreck havoc with my interrupts against a single caster
  • Throw is a great ability, great for stopping runners! All classes should have something akin to this in my opinion…

The Bad

  • The 1-2-3 Mechanic works against the SM in large scale battles, as the SM often has to switch targets
  • No way to break out of snares and/or roots
  • Goes down fairly quickly without healing support
  • Heavily relies on demolishing strike for DPS, all other forms negated by healing
  • Going against a healer is a joke, can’t kill it and they just wear you down.

Saturday, January 3, 2009

Bright Wizard Class Review



Bright Wizard to Rank 26, RR 10

Bright Wizard is a TON of fun to play, and is definitely overpowered.

As a Bright Wizard I don’t really fear anyone, least of all Melee classes, lowest on the food chain is most definitely Witch Elf’s and Marauders. These guys are a joke, and can basically be ignored to you feel like dealing with them, then utterly destroyed in no time at all.

A witch elf gets at you:

  • Shield of Asquishy (or whatever its name is) buys you second to finish your current target.
  • Root, walk a few feet.
  • Disarm
  • Dot
  • Dot
  • Nova Stun

Fireball
If he is really persistent or you don’t want to fight, detaunt. 3 sets of CC without even trying. And that’s not even the most effective way of killing them, that’s just getting them off you, and still normally enough to kill them.

The only melee that i even ever be slightly concerned about is Chosen, and that’s only if they have dedicated healers. Only because once that chosen (tanked and getting healed) gets on you, you can’t shake him in the 8 seconds it takes to shake anyone else. However generally your own healer will notice and out heal his dps. At which case it just becomes interesting to see how long he will whack you before becoming disinterested and running off to hit the healer.

On a side note, there morale ability really hurts, hitting for 1/4 our health easy, but then, big heals crit at twice that, so I can only imagine how much some of our abilities hurt.

I can kill most targets with Fireball

Fireball Barrage
That’s pretty much it. If there still alive I either DOT DOT or just SEAR. I don’t really see how this fits the TTK at all, and I realize that Fireball Barrage is being looked at.

Since I got FB (fireball barrage) I pretty much just spam
Fireball and FB. They just hit so freaking hard. My
Fireball his for something like (not exact figures) 350 then another 350 over time. That’s 700 a hit without a crit. 2 of these and a
fireball barrage = anyone without a healer. That’s 3 second cast, instant, 3 second cast.

Changing from Barrage to Combustion

I don’t really use Combustion, I don’t really worry about it either. It doesn’t seem that a lot of the important abilities for Bright Wizards have combustion. There is SEAR, but it’s on a timer. Most of the others are AOE effects or skills I don’t use a lot. So it’s just not important at all to me. Not to mention that even without FB at all, I hit so damned hard, and kill so fast. That it doesn’t matter in the slightest.

Correct me if I’m wrong, (I’m at work so no in game reference and didn’t play yesterday so memory might be not so good) but the following are the skills I use a lot and whether they have
combustion.

  • Fireball – No
  • Ignite - No
  • Boiling Blood - No
  • Fireball Barrage - No
  • Sear - Yes
  • Nova - No
  • Shield of Asquishy - No
  • Flame Cage - No
  • Disarm (name?) - No

Now I might be wrong about 1-2 of those, but as I stated, I don’t worry about it so much that I never really checked. I ‘think’ some of them might have chances to explode based on your current Combustion, but in truth, that’s never really a worry anyway. Healing is quite heavy now, so going absolutely full power will funnel popping 80 health of you every 1-2 seconds is NOTHING. Let alone the occasional explosion. 1x 3 second heal could fix an explosion and 10 funnels from massive nuking, let alone some dot heal sitting on you.
Combustion might be vital if I didn’t already annihilate people, but at the moment, it doesn’t factor for me at all.

Melee

  • I have never lost a 1v1 to a melee.
  • I have beaten a few 2v1’s against both melee.
  • Just blow the crap out of 1 real quick while CC'ing the other, then finish.

Ranged

The 2 things that I watch for as a Bright Wizard:

  • Sorceress'
  • Zealots

Sorceress' hurt, and there Shadow Knives and (disastrous cascade ? ) are to be watched carefully. Most of the time I die, its to Sorceress' or Zealots (or just a bucket load of 10x people focus fire). Sorceress' have (from playing against them) a lot of the same issues as Bright Wizards, just in different spells. But having not played 1 this phase (I did last phase) I wouldn’t want to comment further.

Zealots I have only had a few 1v1’s, there the class that’s to be feared the most as a BW. Mostly before you have FB. They have some massive heals, shield spells and they can hurt, not in massive 500+ hits, but definitely hurt. I think its Warp Reality that really stings. Generally they can make the fight last long enough that funnel power combined with their dots really start to take there toll.

Problems

Healing really can throw out a lot of survivability. So you come up with some tricks to deal with it. Smack someone with a fireball. Healer goes to heal him.
Fireball the Healer, Drain AP of healer (morale), dot, Nova stun,
Fireball Barrage, Sear. If he is still standing and pops his big heal + shield, then dot dot and move back to original target,
the healer will right now be crapping himself so much and focused on restoring himself to 100% that you will kill the other target before he gets back to his group job.

A few zealots in there, and it started to become ridiculous. However it just became necessary to get 2-3 Bright Wizards to target the zealots first. 3x Fireballs hitting someone is GG. This is all without using any other little toys like the rank 3 morale, and the anti healer spell (playing with fire??) which I don’t spec.

Don’t get me wrong, I absolutely love this class. And I guess that’s the problem, I know its overpowered, and id be terrified to play against it, especially is melee.

On a side note, RVR is still utterly dominated by range.

Mastery Tree Review

Incineration

This seems still far and away the best spec for a BW if you want to blow things up.
Fireball Barrage is just crazy good, and fun as hell to boot (who can’t love multiple fireballs raining from the sky in quick succession?). I don’t think it in and of itself is overpowered, it’s the matter of the stacking damage add procs. I also like that channeling ceases when the target goes out of LOS/range (which is what we Order all complained about Shadow Knives last phase, and you guys fixed….kudos!). I have noticed that the animation goes kind of wonky if the first hit is disrupted. Instead of getting the six quick graphical hits, you get more like pause, hit, pause, pause, hit, hit.

I think the tactic to make Sear heal for 25% damage 25% of the time should really be made 100% of the time to make it attractive. It might actually be worth using a tactic slot on then, as right now I think every BW pretty much stacks INT tactics, or maybe rarely takes the +AP on crit one (I do usually when Conflag specced).

Immolation

This line feels like it should have more potential than it does. Detonate is a fun spell, though frustrating when it gets disrupted since you can’t try again for 10 seconds. Also, since DoTs have been changed to not tick until 3 seconds after application, is there any chance we can get the 3s recast removed? It’s frustrating when you want to use an ability that requires the target to be hexed, you hit Ignite, and it’s disrupted (and Boiling Blood is on cooldown). Now you have to wait 3 seconds to try and hex again to use another ability that requires it.

Withering Heat feels underpowered compared to
Fireball Barrage. First off it channels 6 hits in 6 seconds instead of 6 hits in 3 seconds, and each hit is much, much less than FbB. The snare is nice, but even chain casting it on a mob, it takes like 4-5 withering heats to kill the mob, and it’s easily in my face after the second or 3rd. Channeling in one spot for 6 seconds is an eternity in RvR though.

Conflagration

Spreading Flames feels like it could use a bit of a damage boost since player HP were raised (not necessarily double, maybe 25-50%). It’s a fun spell, but really no more of an annoyance right now.

Annihilate is oh so much fun if you can pull it off, especially if you’re using it with Funnel Power (though you better have a healer watching you!). The channeling aspect kind of sucks though when you have to be such close range to use it, it’s too easy for people to hit you and (in the future) knock back your channeling. I’ll repeat what I said about spells like this in previous phases though, I hope you can find some way to make them not go through walls. I would hate to see keep sieges devolving into who can bring more AoE/PBAoE to bear on the door through the walls.

Choking Smoke is also nice, though the cast time feels kind of long, and the graphic is much smaller than the effect I believe (which is also a problem with Pit of Shades). This may be intentional to tone down graphic lag, however it’s probably pretty frustrating for people who suddenly find themselves silenced and never saw an effect to show it. Disable effects in general actually aren’t communicated real clearly, I frequently find myself disabled in a fight and have no idea what I was hit with to cause it (and mouse over debuff icons in the heat of battle isn’t really practical).

Friday, January 2, 2009

Marauder Class Review



Monstrosity

Switching from Brutality to Monstrosity, I’m firm in the belief that
Monstrosity is not gimp at all like people think it is. Monstrosity’s strength is threefold:

Survivability, AoE, and Healer Disruption. Arguably Savagery will be the better healer killer with the 75% debuff (would have to test), but the ability for me to AoE knockdown is certainly valuable (you can do the AoE interrupt in Savagery, so both specs/arms have that advantage), but Savagery can’t live up to the survivability power of Monstrosity. With the tactic to boost
toughness, and the monstrosity arm active, I gain a whopping 45 toughness. Combined with the +1 toughness per level
tactic, that’s 65 toughness in all (and brings a template level 20 marauder to 204 toughness). The difference in my survivability when switching these specs is astronomical.

Monstrosity, however, does not live up to it’s AoE name at all, and has a very weak single target game (flail being the main move, my tooltip registers a total 106 damage on flail, I’m 8 points in monstrosity). My AoE combo is Demolition (70 dmg), Concussive Jolt (93), Mouth of Tzeentch (70), Demolition (70)…and then I have to wait 17 seconds for concussive jolt to cooldown before I do it again. Total damage (by tooltip) of this combo is: 203.

In reality I’m sure it hits for more (seems to), but still is rather weak. Usually I can take out only 15-20% of a Bright Wizard’s health with this combo, and less on targets with more toughness. It’s honestly not worth AoEing anything. It could POSSIBLY work with stacking a bunch of AoEers in an organized group (I doubt it…1 AoE heal negates 4-5 dps’ers worth of AoE damage)… but Chosen are much better suited to doing this with Quake + Raze.

My suggestion to Monstrosity is to do 1 of these 4:

  • Make Monstrosity into a AoE support line.
  • Savagery is already a sort of single target offensive support line,
    Monstrosity could be the same but with AoEs.
  • Make Demolition spammable.
  • Make Demolition do substantially more damage, and give it a 3s cooldown instead of 5.
  • Raise the damage on all our AoE abilities.

Overall

Monstrosity is much more enjoyable then Brutality imo. I have lower DPS, sure, but with some DPS support, we can actually kill a healer with a well timed Concussive Jolt and enough damage.

Problems with Marauder as a Whole

The biggest problem we have is that we’re extremely, as much as Chosen, healer dependent. It’s a requirement to kill anything that isn’t alone. In mass situations (5v5 or more) I still feel like we sit behind the lines way too much because of tab target -> death. Speccing Monstrosity has helped me enormously, but I still can’t contribute without a dedicated healer or 3+ DoKs spamming
AoE heals.

We lack appropriate damage. I’m well out damaged by any RDPS class, even when I’m on top of them (let alone when I’m not!). To me, if I have to brave the front lines, there should be some (huge) benefit to it. Either my damage should be superior, or my CC/control should. Currently RDPS outdo me in both categories, as well as having superior
AoE damage. It’s very frustrating to be rooted, break it, and then be rooted again right afterwards…then a 5s disable after that. I have no way of preventing a group of RDPS from doing these things to me. I’ve said it many times, and with all my heart and head believe it to be the right thing: but CC should be concentrated on defensively specced tanks (Corruption spec for Chosen for example). By putting the CC on tanks, you gain these benefits:

You can always do something about avoiding CC

Stay out of melee range. With the CC focused on the ranged classes as it is, you can’t do this as they CC you from range…or CC you to get out of range. Since healers/RDPS are the best first targets (you won’t kill a SM with a healer), and those 2 archetypes have a thing for standing next to each other, it’s pretty unavoidable that you’re going to have to run into them and be rooted.

Tanks truly become the “protector” types. Still, as they have been for all of the time I’ve been in beta, tanks are still the weakest archetype by far. They don’t contribute anything really meaningful when compared to other classes. Why bring a tank who can debuff things for -30% damage when you can bring a RDPS to root it for -100% damage, or disable it for the same? Their damage also doesn’t compare to RDPS or even melee DPS (to be expected, but I’m listing all the ways they could contribute). The only thing they do well is die well…literally, and most people have figured out they’re no threat, so they ignore them…making that role pretty much obsolete as well.
RDPS become the true squishies they should be (imo the challenge of playing a RDPS should be your own survival…prekiting should be a must), and gain a dependence on having other classes (tanks) around, just like everyone else does atm. This is my biggest gripe about RDPS atm: they depend on no one else in order to be effective, while every other archetype is dependent on another archetype to do their job (all melee need healers atm, and healers generally need DPS, with the exception of the melee healers, but I do know you guys are focusing a lot on adjusting the melee healers so I’ll leave that be). If everyone else is dependent on someone else, it’s only fair to make RDPS depend on something.

Praises to Marauder as a Whole

Ok, praises: first, Wave of Horror. I wish my tanks had this. It’s a (dark) godsend. Second, a renewable snare. Ya, I think it should last much longer (WE snare lasts 15 seconds, mine is 5…which allows for only 2 skills to be used before I have to renew it), but it is SO vital to have such a tool on any melee class. Third: Mutating Release. Consider giving tanks this skill too. Often enough I use it and am just re-rooted, but sometimes that isn’t the case and it allows me to get back in the fight.

I also think the marauder’s look is superb. He still needs tons of polish graphics wise (but that’s the whole game yet), but he looks like a barbaric psycho with a temper…exactly what he should look like! In addition, Convulsive Slashing is my favorite animation so far, and I do like seeing the wave animation of
Demolition spread out over my foes (although it’s bugged yet and doesn’t always fire).

Miscellaneous Improvements that Would be Nice

Some of the animations/sounds I don’t like, they don’t have enough impact. Flail is a good example. It only feels like I’m grazing my target’s skin, not Flailing it off. The same is with animations/sounds for a lot of different skills: they just don’t feel like they have BAM! impact. Take Slam (or any melee stun) in DAoC for example. The sound, the way your target’s body rocks, and the red streaks that circle his feet give a feeling of “BAM! you’ve just been stunned!” (or “BAM! AAAH CRAP!” if you’re the other guy). Eviscerate from WoW rogues produces a similar effect. The explosion of light and telltale sound let you know exactly what just happened. They’re crisp, impactful animations and sounds.

Mouth of Tzeentch, when it interrupts a target, should have some sort of after-effect. I know there’s a tactic that increases your target’s build times by 1s afterwards, but 1s more to spellcasting (and it’s an anti-spellcasting tool) is rather pitiful. It’s better used on melee due to all the instant casts. I rather see, “When
Mouth of Tzeentch interrupts a target, that target can not use skills for X seconds,” with X being approx. 3 seconds.

Monstrosity needs 1 more skill dedicated to it. It only has 4 skills (Flail isn’t listed on the appropriate mastery page btw), while
Savagery and Brutality have 5.

Thursday, January 1, 2009

Witch Hunter Review



RvR Method

Obviously things are different with every encounter but I’ll try to describe my general strategy. Most important is to stay out of sight as much as possible. I use houses, trees, rocks, whatever I can find to avoid attention. The goal is to work my way around back of the main enemy group. When I’ve done so I stop behind some piece of cover and use Incognito. Then it’s a straight line to whichever target I have chosen.

My pecking order goes Zealots, Sorceresses, Disciples, everyone else. If I don’t go for the healers first it’s extremely difficult to drop my target. I take Sorceresses before Disciples just because I can typically kill them much faster, and I likely won’t get a chance at a second target. So, I open my attack with Sudden Accusation to build 2 accusations and slow them so I can keep applying damage.

My main damage combo is essentially what I use in PvE - Punish The False, 4x Torment or Fervor, Burn Heretic! The difference is I always have to interrupt the damage chain in order to manage the situation. For example, I have to use Sigil Of Sigmar in every encounter. The very first thing which will happen to me when I begin an attack is that I’ll be snared or rooted. Popping out of that as quickly as possible is vitally important. I’ve also been getting flung rather lengthy distances lately by, I believe, Zealots.
I have no counter for that one and honestly causes me quite a bit of grief. I have to pop a Snap Shot in combo with the Running Is Useless tactic, which I always have active during RvR, and run my way back into combat. Interference aside, as soon as the snare from Sudden Accusation wears off I use Pistol Whip to keep my target in range as well as to take the heat off for a couple seconds. By that point I usually have my 5 accusations and set off my Burn Heretic! All the while I do my best to catch the parries so I can whip out a Confess!

All in all, it’s a suicide mission. I may take one down with me but I won’t escape. This is partly because, I feel, most people don’t play aggressively enough. Sure, we can all complain that when you stick your neck out it gets chopped off, but if everyone is pressing forward, there’s no way the Ranged DPS classes can knock out everyone. Resultingly, I’m abandoned behind enemy lines. I might be okay (maybe) with this fairly high likelihood of demise if I could be more certain of making a kill. Right now I would say I have between a 60 and 75% chance of taking out my target. That may even be a bit generous.
My success or failure seems to hinge on whether the healers in my target’s party realize that I’m on to one of their squishies. I simply don’t have the burst damage to take out a caster with even one healer assisting them. You may say, “But it’s 2 on 1. You ought to lose.,” and that may be mostly right, but the nature of a stealth class makes it so you can almost always depend on being outnumbered.

I average between 20k and 30k damage in Talabec dam. I am totally not satisfied with that. I’ve seen Witch Hunters rack up high 30s but compared to the 50k+ I’ve seen Sorceresses and Bright Wizards score, I am highly disappointed. Heck, I’m competing with Warrior Priests and Disciples for damage scores. I think a large part of that is the fact that I both spend too much time setting up a kill and then spend further time getting back to the fight after being killed. I’m just not in action enough. Beyond that though, I do believe that Ranged DPS is overpowered right now. It seems to me the utility of being able to strike from range is not being properly factored into a class. The only way a Melee DPS class will be comparable to a Ranged DPS class is if the Melee class has a significantly higher damage output. The difficulties and dangers in applying that damage require it. As it stands now Ranged DPS can do more damage with almost no risk.

Unfortunately I’ve missed most of the keep action so far, but I’ve still been able to get some open field RvR in. I think I fare better in these situations. I devote my time to mopping up stragglers and reinforcements. 1v1 I tend to do well against any opponent, and using ambush I can keep it that way. Still, when I’m forced to go after a target within a group, even if I have an equal number of allies doing their little stare down, my results are frustrating.

Tactics

The deal with tactics is that right now only the top two mean anything. If it’s not the best then it never gets used, simply because I have limited slots. This is also why I only select passives for my renown abilities. The tactics are too specific and they require I swap something else for them. The passives are 100% bonus, no trade-off, and always useful.

  • Currently, I use Jagged Edge and Brute Force for PvE, and Jagged Edge and Running Is Useless for RvR. Here’s the whole rundown.
  • Brute Force - Damage is good. Damage is what I’m all about.
  • Flanking - Might be good for boss raids when I have more tactic slots.
  • Full Confession - Sounds good but not quite good enough to be used.
  • Inquisitor’s Fury - Auto Attack just doesn’t seem to be important enough to use this skill.
  • Running Is Useless - Love it. Makes my job possible in RvR.
  • Righteous Steel - This isn’t damage. I need damage. I’m currently not certain whether Confess! can be used after you parry or your enemy parries or both. It’s possible this parry increase could translate into damage and disarms but I kinda doubt it.
  • Unwavering Faith - Not Damage. I need damage.
  • Emperor’s Ward - I tried this out for a bit and I don’t think I ever saw it go off. Either it’s bugged or it sucks. Don’t know.
  • Jagged Edge - Adds some damage. Don’t know how much. Maybe I should look into that to see if I should keep using it.
  • Trial By Fire - This might be good. Particularly for raid bosses.
    Persistent - Also not damage.

A Note Regarding Dyes: I’ve seen some of the dyes look good on certain classes, but Witch Hunters are not one of them. All the colors are too bright and are sloppily applied to our textures. I’d go around default color if it weren’t for the fact that the quests keep giving me neon green items.

Final Thoughts and Suggestions

Despite some of the difficulties this is still one of the more enjoyable classes. He has a great style and some fun skills. He needs work in two primary areas - damage and ambush. With the kinds of situations that ambush requires we put ourselves in, it’s important that we be able to act fast. If a healer is going to be able to save you from a Witch Hunter it needs to be a very quick healer and not just one who’s awake. We also need ways to be able to get out of those nasty situations. Addressing the first issue will naturally help the second. Also, I’m a little perplexed about the 60s Incognito cooldown. We have no other way to reach our targets alive, and yet I do not think it’s intended that we only make one attack per minute. Either Incognito needs to be more usable, which I think I’d rather not have, or we need other ways to get to grips with our enemies. This is a little tricky since it was Mythic’s lauded position that they would not have stealth in their game, and yet here we are testing out stealth for one class that it sort of makes sense for and one that it makes zero sense for. If they choose to make stealth and openers more important to the Witch Hunter’s play then they will not only have included stealth but created a class very similar to the stealther from that game which shall not be named. I’d much rather emphasize mobility. This would allow us to both get in and get out. Hit and run. Like a proper skirmisher.

Tuesday, December 30, 2008

Warhammer Online Builds: White Lion Template



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

  • Strength = Increased melee damage
  • Wounds = Increased hit points
  • Toughness = Lowers incoming damage.

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

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

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

80 RvR points to be placed in:

  • Might level 1 = 1 point
  • Might level 2 = 3 points
  • Might level 3 = 6 points
  • Might level 4 = 10 points
  • Might level 5 = 14 points
  • Fortitude level 1 = 1 point
  • Fortitude level 2 = 3 points
  • Assault level 1 = 2 points
  • Assault level 2 = 4 points
  • Assault level 3 = 6 points
  • Opportunist level 1 = 5 points
  • Opportunist level 2 = 10 points
  • Opportunist level 3 = 15 points

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

Here are the planned active morale skills:

  • Level 1 = Sever Nerve
  • Level 2 = Flying Axe
  • Level 3 = Dominance
  • Level 4 = Blade and Claw

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

  • Brute Force
  • Pack Hunting
  • Lion Heart
  • Hack and Slash

Build Strength:
All around decent DPS and survival skills.

Build Weakness:

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