i have to say first good job to mythic you got a lot right with 1.4 the new RVR system is grate it relay is. that is until you have to take on the keep :/
lag lag lag is all i can say its terrible whats the main problem the door.
we need more ways in to the keep and not just one at a time with a rat oger or jumping from a flying bird we need large scale ways in which can be solved with this ideas.
ladders
siege towers
damaging walls
undermining
making new capture points available at a cirtan point wold be nice to have more than one way to win than just to take the keep
and this would be grate as well mounted combat that would be epic. but we will have to see
Thursday, 16 December 2010
Wednesday, 15 December 2010
i want permeant stealth and a radar too
if the WH and WE got permeant stealth it would not be op it would help both class out greatly and make us that bit more affective in combat and help us in ambushing.
improve stealth a 30s ability with 30s cool down. stealth needs no time limit but you can keep the 30s cool down. and while where at it both WH & WE openers need a buff the movement buff needs to be stronger it should stop people from moving and make them stand still same for the ani caster one as well it should really take a chunk out of them, and burn armor should burn armor giving them an armor de buff. this would help both class.
radar i so want it this would make the WH &WE the scouts they are really need to be not only that but WH & WE and gutter runners should not show up on it making it evan on both sides so both scouts have to kill each other and use the environment to hide form destro a cat and mouse game so to say.
improve stealth a 30s ability with 30s cool down. stealth needs no time limit but you can keep the 30s cool down. and while where at it both WH & WE openers need a buff the movement buff needs to be stronger it should stop people from moving and make them stand still same for the ani caster one as well it should really take a chunk out of them, and burn armor should burn armor giving them an armor de buff. this would help both class.
radar i so want it this would make the WH &WE the scouts they are really need to be not only that but WH & WE and gutter runners should not show up on it making it evan on both sides so both scouts have to kill each other and use the environment to hide form destro a cat and mouse game so to say.
Labels:
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witch hunter
Tuesday, 14 December 2010
just when we where ok this pops up
take a look here.
its the typical nerf BLA thread which we see all the time but hers sum good comments on it form the forum.
Just a little bit ago, I used heart seeker on my WE and hit someone for 2750 dmg. Note how this isn't the last tick of a 5 point finisher that takes several seconds to build up and another 9 seconds to actually go off. And I'm not even in a single piece of sov yet. Clearly WEs need to hit harder...
Also looking at the mitigations you posted, it looks like you were pretty clearly debuffed and the WH was using seal of destruction.
this is what i was going to put that the WH used SOD.
it all so comes dow to was he in a group if he was he should blame the healers for not helping him out, 1v1 bal is a dam good ability to use but in a group not so good and with cleansing wind RR ability 1v1 it may be taking a hit.
Pretty sure good witch elves hit me for 8k+ damage in 2-3 gcd's all the time with witchbrew (or even without) all the time as a medium armor mdps, and thats all burst damage and not a dot that you have 9 seconds to deal with
Sounds like a l2p issue if you haven't figured that out
yep i get this all the time a WE will pop out of no where and just take down the healer happens all the time.
A couple things I think I should point out here:
-Yes, WE finishers do need some work, but it's not as bad as most people make out because of the way the rest of the two classes balance each other out.
-Neither BaL nor RB is a be all, end all, i win button, like many seem to think.
-BaL and Inquisitor's Fury let the WH have more sustained dps than a WE. Tactics let the WE have more burst dps than a WH.
-Anyone WH who actually uses vindication is retarded.
-When equally leveled and geared, my WE's abilities and auto-attacks hit harder than their mirrors on the WH.
-Overall, the classes are one of the closest pairs in terms of class balance when looking at destruction and order mirrors
the voice of reason i have said from day one on my blog WH and WE are the most balanced class in WAR
its the typical nerf BLA thread which we see all the time but hers sum good comments on it form the forum.
Just a little bit ago, I used heart seeker on my WE and hit someone for 2750 dmg. Note how this isn't the last tick of a 5 point finisher that takes several seconds to build up and another 9 seconds to actually go off. And I'm not even in a single piece of sov yet. Clearly WEs need to hit harder...
Also looking at the mitigations you posted, it looks like you were pretty clearly debuffed and the WH was using seal of destruction.
this is what i was going to put that the WH used SOD.
it all so comes dow to was he in a group if he was he should blame the healers for not helping him out, 1v1 bal is a dam good ability to use but in a group not so good and with cleansing wind RR ability 1v1 it may be taking a hit.
Pretty sure good witch elves hit me for 8k+ damage in 2-3 gcd's all the time with witchbrew (or even without) all the time as a medium armor mdps, and thats all burst damage and not a dot that you have 9 seconds to deal with
Sounds like a l2p issue if you haven't figured that out
yep i get this all the time a WE will pop out of no where and just take down the healer happens all the time.
A couple things I think I should point out here:
-Yes, WE finishers do need some work, but it's not as bad as most people make out because of the way the rest of the two classes balance each other out.
-Neither BaL nor RB is a be all, end all, i win button, like many seem to think.
-BaL and Inquisitor's Fury let the WH have more sustained dps than a WE. Tactics let the WE have more burst dps than a WH.
-Anyone WH who actually uses vindication is retarded.
-When equally leveled and geared, my WE's abilities and auto-attacks hit harder than their mirrors on the WH.
-Overall, the classes are one of the closest pairs in terms of class balance when looking at destruction and order mirrors
the voice of reason i have said from day one on my blog WH and WE are the most balanced class in WAR
Monday, 13 December 2010
thank you marauders
pre 1.4 there was about 2 may be 3 posts a day complaining about witch hunters in one shape or form partly due to the fact they had no idea about the WH and how they worked as a class. well as of 1.4 coming in everyone and his mother is now complaining about marauders, all i can say is its nice not to be complained at for a change
Sunday, 12 December 2010
shadow warrior and odd mastery trees
the SW is not the only one to suffer from strange abilities in mastery trees, but what do i mean by this well,
my alt is a SW and looking at the mastery tree its odd where glass arrow sits in the tree.
am not going to get in to how bad an ability it is but as it says in the tree a path for long range bow attacks so why have an aoe ability in the tree it would be much better in the skirmisher tree if it was swapped with shadow sting it would make more sense to me.
you see this makes me think that mythic rushed the mastery trees at launch and it can show in sum trees like the WL. first off that tactic and ability should only be available to that class so the 50% crit damage increase is available for the marauder witch hunter and white lion (with out there pet) you see it should be made a core ability and a new tactic put in its place.
the tree is all about striking from behind so how about a tactic that is geared towards that end or how about one that extends PW and STH duration length.
but back to my main point what should a mastery tree do, well you have 2 lv 40 WH's RR 80 just for arguments sake they both have sovereign gear offensive with the same tali's and such. they should be the same but what makes the 2 WH different well one is judgment spec (WH a) and the other is confession spec (WH b). WHa is an ambush guy and as such his mastery tree improves his abilities and makes him a better ambusher, WHb is a 1v1 type of guy and is has abilities and improvements to aid in his task.
i can say the current mastery trees are not this way inclined WAR could relay take a look at the rogue tree from WOW all the tree if aimed at increasing your effectiveness in that particular role you will be filling it makes far more sense this way.
my alt is a SW and looking at the mastery tree its odd where glass arrow sits in the tree.
am not going to get in to how bad an ability it is but as it says in the tree a path for long range bow attacks so why have an aoe ability in the tree it would be much better in the skirmisher tree if it was swapped with shadow sting it would make more sense to me.
you see this makes me think that mythic rushed the mastery trees at launch and it can show in sum trees like the WL. first off that tactic and ability should only be available to that class so the 50% crit damage increase is available for the marauder witch hunter and white lion (with out there pet) you see it should be made a core ability and a new tactic put in its place.
the tree is all about striking from behind so how about a tactic that is geared towards that end or how about one that extends PW and STH duration length.
but back to my main point what should a mastery tree do, well you have 2 lv 40 WH's RR 80 just for arguments sake they both have sovereign gear offensive with the same tali's and such. they should be the same but what makes the 2 WH different well one is judgment spec (WH a) and the other is confession spec (WH b). WHa is an ambush guy and as such his mastery tree improves his abilities and makes him a better ambusher, WHb is a 1v1 type of guy and is has abilities and improvements to aid in his task.
i can say the current mastery trees are not this way inclined WAR could relay take a look at the rogue tree from WOW all the tree if aimed at increasing your effectiveness in that particular role you will be filling it makes far more sense this way.
Saturday, 11 December 2010
shout out to Hadrune's ammo dump
well i was going to do a post on crafting and i may still do one i donut know but you can see his post here
i do agree that combo talismans would be pretty amazing idea to use as well as seeing more interesting potion that do different things, i would like sum throw away potions which just do random things to you not important to RVR but it would add to the experience.
i do agree that combo talismans would be pretty amazing idea to use as well as seeing more interesting potion that do different things, i would like sum throw away potions which just do random things to you not important to RVR but it would add to the experience.
grab your glass its time for a bit of wine
this will probably sound very winey but it is so here it goes.
witch hunters are only good 1v1 or small group skirmish we have no group abilities to offer a group and this depress me most greatly. i want my WH to have stronger armor having light armor is fine if your not on the front lines or behind the lines throwing heals, i can not survive in a large combat situation i die and if i do hover round the edge of combat i get very quickly pawned off. with 1.4 i can see a problem coming for all class everyone seems to be going defensive spec and its only going to get worse what happens when we start getting RR 100 in to the lake all abilities need to be boosted and its not just WH its everyones, soon we will get posts from people unable to do damage to other players as they are too heavily armored or are just too strong and you get taken down by one hit by them. also all mastery trees need to be looked at particularly the white lions so tell us what going on mythic.
and relax
witch hunters are only good 1v1 or small group skirmish we have no group abilities to offer a group and this depress me most greatly. i want my WH to have stronger armor having light armor is fine if your not on the front lines or behind the lines throwing heals, i can not survive in a large combat situation i die and if i do hover round the edge of combat i get very quickly pawned off. with 1.4 i can see a problem coming for all class everyone seems to be going defensive spec and its only going to get worse what happens when we start getting RR 100 in to the lake all abilities need to be boosted and its not just WH its everyones, soon we will get posts from people unable to do damage to other players as they are too heavily armored or are just too strong and you get taken down by one hit by them. also all mastery trees need to be looked at particularly the white lions so tell us what going on mythic.
and relax
Friday, 10 December 2010
a class played well
its all ways good to see a class played well but more so when its a shadow warrior so props to this one proving thers more to SW than meets the eye
Thursday, 9 December 2010
new renown tactics the right direction but mythic need to keep going with this
so the new renown tactics came out which is good this i like good on mythic keep this up and put more out like this, so more renown tactics will they bring back the increased damage to other races i hope they do, it gave you a nice boost agents your foes which is never a bad thing.
but i want mythic to go further in this and have class specific RR tactics and abilities this would be grate for example you take a dwarf engineer with riffle spec and tinkerer as well well he could have mastery sniper RR he could invest points in lets say it has 3 ranks,
rank 1 increases crit hit for this ability by 10% when you crit hit it builds up so 10% 20% 30%
rank 2 would decrease time it takes to cast the ability but increases cool down time
rank 3 head shot would increase crit damage by 25% from sniper shot
this would help out class going down one mastary path you could then substitute the other path you go down with by investing sum RR points in it or if you just want to go down grenadier then you can spend both RR and mastery points in it.
it would work for all class and would be a welcomed ability and boots to how we spend mastery points and RR as well.
but i want mythic to go further in this and have class specific RR tactics and abilities this would be grate for example you take a dwarf engineer with riffle spec and tinkerer as well well he could have mastery sniper RR he could invest points in lets say it has 3 ranks,
rank 1 increases crit hit for this ability by 10% when you crit hit it builds up so 10% 20% 30%
rank 2 would decrease time it takes to cast the ability but increases cool down time
rank 3 head shot would increase crit damage by 25% from sniper shot
this would help out class going down one mastary path you could then substitute the other path you go down with by investing sum RR points in it or if you just want to go down grenadier then you can spend both RR and mastery points in it.
it would work for all class and would be a welcomed ability and boots to how we spend mastery points and RR as well.
Saturday, 4 December 2010
my 1.4 witch hunter spec
you can see my mastery build here and my RR build here (note still under construction subject to change welcoming others to try it out voicing there opinions)
well crit hit is still around but you will find that it can differ depending on what opponent you fight and if the have TB or not as there RR choice. i do have to say i am liking the build so far but i may change tactics i use i may try running with vindication to see what happens WS seems to be coming more in to its own as splitting STR and WS i can am doing more damage to my opponents which is all ways nice :)
well crit hit is still around but you will find that it can differ depending on what opponent you fight and if the have TB or not as there RR choice. i do have to say i am liking the build so far but i may change tactics i use i may try running with vindication to see what happens WS seems to be coming more in to its own as splitting STR and WS i can am doing more damage to my opponents which is all ways nice :)
Friday, 3 December 2010
my witch hunters Christmas list to the holiday snotling
dear holiday snotling
thank you for last years Christmas presents you got me this year i would love to expand my horizons and go sum where new next year for the summer holidays, i hear britonia and lustria are good that time of year,
i would all so like a new sword and pistol combination and can i choose what stats are on them ? i would all so if i may like to have sum extra training in my abilities to make me more deadly, i would all so like to dye all my cote and hat as well.
with all my holiday blessings to you and miss snotling
gigelica
thank you for last years Christmas presents you got me this year i would love to expand my horizons and go sum where new next year for the summer holidays, i hear britonia and lustria are good that time of year,
i would all so like a new sword and pistol combination and can i choose what stats are on them ? i would all so if i may like to have sum extra training in my abilities to make me more deadly, i would all so like to dye all my cote and hat as well.
with all my holiday blessings to you and miss snotling
gigelica
Monday, 29 November 2010
straight to the core
one thing i always want for both the witch hunter and the witch elf is for pistol whip and on your knees to be a core ability. would this change the class no would it unbalance them no but it would give us more flexibility and more options for us to use on the battle field.
it would give us more chance to use more points in other trees and get whole new builds. one thing i will say about 1.4 is that the WH and WE are going in to free fall like the marauder pop did. and at the moment we offer on group utility to a group what do i give to a group what makes them want me as a class.
for both the WH & WE i predict that the pop will fall dramatically in the coming months :(
dount get me wrong i love my WH and i will keep playing him but we are slowly becoming outcasts of war
it would give us more chance to use more points in other trees and get whole new builds. one thing i will say about 1.4 is that the WH and WE are going in to free fall like the marauder pop did. and at the moment we offer on group utility to a group what do i give to a group what makes them want me as a class.
for both the WH & WE i predict that the pop will fall dramatically in the coming months :(
dount get me wrong i love my WH and i will keep playing him but we are slowly becoming outcasts of war
Wednesday, 24 November 2010
my new one stop shop
my new one stop drop for all war info on RR builds armor sets weapons and it has a career builder as well go check it out i recommend it to all
http://wardrobe.war4scrubs.com/Default.aspx
http://wardrobe.war4scrubs.com/Default.aspx
the post 1.4 witch hunter
with the new renown stats that are know up and running there is a grate chance for people to experiment and see what new layouts there are and how best to use this to there advantage.
so pre 1.4 was dominated by crit hits that i think we can agree on my WH was geared with this in mined but with the new reduce crit hits and reduce damage this will no longer be the case i carnt do the damage i was doing and it makes a big difference.
if your opponent isset up like this it can be a pain in the ass particularly as the 2 hander is the flavor of the month i dount know about the other servers but there has been a huge increase in the swordmaster pop on order side which is nice as mythic may take notice and sort the SM out.
so how to combat the new stat well tho way forward at the moment seems to be parry and weapon skill its still too early to say as if your opponent goes down this route it will mean they will take a hit in one of there stats particularly if they favor crit damage reduction. time will tell but it may not take long to see its all so nice to see new faces old and new returning to the fight so welcome back see you in the fight
so pre 1.4 was dominated by crit hits that i think we can agree on my WH was geared with this in mined but with the new reduce crit hits and reduce damage this will no longer be the case i carnt do the damage i was doing and it makes a big difference.
if your opponent isset up like this it can be a pain in the ass particularly as the 2 hander is the flavor of the month i dount know about the other servers but there has been a huge increase in the swordmaster pop on order side which is nice as mythic may take notice and sort the SM out.
so how to combat the new stat well tho way forward at the moment seems to be parry and weapon skill its still too early to say as if your opponent goes down this route it will mean they will take a hit in one of there stats particularly if they favor crit damage reduction. time will tell but it may not take long to see its all so nice to see new faces old and new returning to the fight so welcome back see you in the fight
Tuesday, 23 November 2010
stand still and come to me my pray
well i have been exasperating with the new RR stats improvements and there is a huge chance to create a defensive witch hunter particularly with parry and disrupt.
so the first one to take it the parry increase tactic and can quite nicely push up your parry rate up so with this what can this do for you well riposte so its around 450 damage every time you parry an attack but put that in with the confession tactic you disarm them for 2s and you will all ways critically hit, but you dount want to do it that way well then go disrupt rout then take vindication 35% damage increase for 10s slice and dice time.
so the first one to take it the parry increase tactic and can quite nicely push up your parry rate up so with this what can this do for you well riposte so its around 450 damage every time you parry an attack but put that in with the confession tactic you disarm them for 2s and you will all ways critically hit, but you dount want to do it that way well then go disrupt rout then take vindication 35% damage increase for 10s slice and dice time.
Friday, 19 November 2010
rat capture part 2
we it out my friends hope you all enjoying the new RvR as much as i am it takes a bit of getting use to but its not too hard to figure out, at the moment most people are wandering around in big gropes so its hare to pull of a solo kill but i have piked of sum of the stragglers. i must say this is going to be interesting transition for me to see what tactics still work and what new tactics people come up with in the coming months.
Tuesday, 16 November 2010
rat capture part 1
with the release of 1.4 only 2 days away i am looking forward to it with grate gusto. but how is a witch hunter to deal with the skaven on the battle field........... for that and more come back on friday :P
but i want to say well don to the people that have stuck with the game from launch its been one wiled ride but the past 2 months have given me hope that warhammer online is going to be grate its a shame it could not of been from day one as many people where permanently put off by the game but if you stuck with it then good on you.
but i want to say well don to the people that have stuck with the game from launch its been one wiled ride but the past 2 months have given me hope that warhammer online is going to be grate its a shame it could not of been from day one as many people where permanently put off by the game but if you stuck with it then good on you.
Sunday, 14 November 2010
so where will mythic take us next ?
its probably too soon to be discussing anything as mythic keep there cards close to there chest, so what do i want and that is ogre kingdoms i have 2 ideas how i would like to see this.
but firs for those not in the know what are the ogre kingdoms?
Far to the east of the Old World within the craggy valleys and cave networks of the Mountains of Mourn lie the Ogre Kingdoms. These brutish monsters foray into the outside world in their hundreds to find food and war. Ogres believe that might makes right, excelling at two things: eating and fighting.
Individually, an Ogre is more than a match for a unit of Men, for these creatures stand over ten feet tall and are almost as wide. They are aggressive brutes ruled by their stomach and lust for violence, their Ogre Bulls gathering together into huge stampedes.
so thats the ogres but would i like to see them used well as you can see in altdorf the empire hired ogres as mercenaries and ogres will do anything for gold, so this is what i say give the skaven to desto and let order have the ogres they can have there own RVR dungeon. where destro have to kill the ogre king to stop order from enlisting them in to there armies and the same for the skaven as well that way you can balance out who dose what so desto have to stop us from geting ogers and we can stop them from having skaven.
next is plane and simple a LOTD type map that can give out a sovereign level PVP gear and we can finally put the grater ward to sum use.
but firs for those not in the know what are the ogre kingdoms?
Far to the east of the Old World within the craggy valleys and cave networks of the Mountains of Mourn lie the Ogre Kingdoms. These brutish monsters foray into the outside world in their hundreds to find food and war. Ogres believe that might makes right, excelling at two things: eating and fighting.
Individually, an Ogre is more than a match for a unit of Men, for these creatures stand over ten feet tall and are almost as wide. They are aggressive brutes ruled by their stomach and lust for violence, their Ogre Bulls gathering together into huge stampedes.
so thats the ogres but would i like to see them used well as you can see in altdorf the empire hired ogres as mercenaries and ogres will do anything for gold, so this is what i say give the skaven to desto and let order have the ogres they can have there own RVR dungeon. where destro have to kill the ogre king to stop order from enlisting them in to there armies and the same for the skaven as well that way you can balance out who dose what so desto have to stop us from geting ogers and we can stop them from having skaven.
next is plane and simple a LOTD type map that can give out a sovereign level PVP gear and we can finally put the grater ward to sum use.
Saturday, 13 November 2010
out with the old and in with the new
well on the 18th 1.4 is going to come out of its cage and say hi and completely change the face of war as we know it. but before we say good bye lets remember the good times then lets go forth and kick ass and look forward to beyond 1.4 if this goes right then mythic fingers crossed for you so heres a 10 gun salut from helga
Thursday, 11 November 2010
with a feather in my cap
this is what the new warpforge sets are going to look like and am liking the feather in my new hat looks amazing i all ways wanted one in my hat just to give me that right good look but the one that stands out is the knights i may have to make a knight just to have the armor. but coodos are in order for mythic so you at the office go grab a bear on me
Wednesday, 10 November 2010
what if WAR went free to play ?
most people think that this would be the end of war but they never say how so lets look at the other games that went free to play.
one that i am thinking of looking at is POTBS this is just about to go free to play but has a Cretan content which you must pay for its still going strong despite the free to play model it has taken, so could war do the same yes if it is implemented right but you have to look at the industry to see what my happen down the path for the MMO industry.
WOW is huge i dount think i need to stress this point but it has cornered the market on subscriptions and most people can afford to play 2 MMO's let alone have the time to play them, when you buy an MMO you ecspect it to grow over time and to change WAR has been going throw its biggest change at the moment. as i think every one will agree that it will kick ass when 1.4 comes out.
any readers of the escapist will of seen the article form a industry big wig this week saying that the free to play format for MMO's is the way forward and that the sub is dead. at the moment it looks like the MMO is going to change big time will WAR change with it and it will if it wants to survive.
one that i am thinking of looking at is POTBS this is just about to go free to play but has a Cretan content which you must pay for its still going strong despite the free to play model it has taken, so could war do the same yes if it is implemented right but you have to look at the industry to see what my happen down the path for the MMO industry.
WOW is huge i dount think i need to stress this point but it has cornered the market on subscriptions and most people can afford to play 2 MMO's let alone have the time to play them, when you buy an MMO you ecspect it to grow over time and to change WAR has been going throw its biggest change at the moment. as i think every one will agree that it will kick ass when 1.4 comes out.
any readers of the escapist will of seen the article form a industry big wig this week saying that the free to play format for MMO's is the way forward and that the sub is dead. at the moment it looks like the MMO is going to change big time will WAR change with it and it will if it wants to survive.
Monday, 8 November 2010
pimp my mount
with the new store open and a bit barren at the moment i would like to recommend my idea to mythic and that is .......
LET ME DECORATE MY MOUNT
if its just new mounts fine i would splash out on a new mount but let us have trophies for the mount its self just to help my mount stand out from the rest and let i will let you in on a secret mythic people will pay for this big time, i am willing to bet that the most perches item on the store is the new trophies but you see you can take this one step more buy all so selling new armor skins and why not let the community submit ideas for new skins for it do this and i will love you for ever and a day yours Gigelica
LET ME DECORATE MY MOUNT
if its just new mounts fine i would splash out on a new mount but let us have trophies for the mount its self just to help my mount stand out from the rest and let i will let you in on a secret mythic people will pay for this big time, i am willing to bet that the most perches item on the store is the new trophies but you see you can take this one step more buy all so selling new armor skins and why not let the community submit ideas for new skins for it do this and i will love you for ever and a day yours Gigelica
Sunday, 7 November 2010
ranked scenarios
i can confirm that it will be performance/skill based.
The feature that we will be introducing will attempt to fill Scenarios with players of similar rating. If there are not enough players of like ratings, it will continue checking outward until eventually automatically populating the Scenario regardless of rating.
Obviously with the decoupling of Scenarios from the Campaign, this frees us up to explore more options with this system in subsequent versions. We're not quite ready to talk about what those options are, but some of them are frequently requested features.
And before anyone asks, no, they are not Premade vs. PUG queues. As we have stated before, we desire to offer a fair solution that will not compromise the frequency at which Scenarios occur. For now, this is the solution that we are implementing.
whoot say i to this but i do have a a question of too as to how the system will work will it be individual or group based and i think every one can say that sum times we go better in gropes we know than just us agents the world. and how will we be judged on the ranking is it possible to go down as well as up on this table we will have to hold on and see
The feature that we will be introducing will attempt to fill Scenarios with players of similar rating. If there are not enough players of like ratings, it will continue checking outward until eventually automatically populating the Scenario regardless of rating.
Obviously with the decoupling of Scenarios from the Campaign, this frees us up to explore more options with this system in subsequent versions. We're not quite ready to talk about what those options are, but some of them are frequently requested features.
And before anyone asks, no, they are not Premade vs. PUG queues. As we have stated before, we desire to offer a fair solution that will not compromise the frequency at which Scenarios occur. For now, this is the solution that we are implementing.
whoot say i to this but i do have a a question of too as to how the system will work will it be individual or group based and i think every one can say that sum times we go better in gropes we know than just us agents the world. and how will we be judged on the ranking is it possible to go down as well as up on this table we will have to hold on and see
Saturday, 6 November 2010
its not easy being a signal target MDPS
in my opinion the WH and WE are the hardest class to play in WAR, why you ask as it takes skill and not just spamming one button skill but to be an effective WH or WE you must make the most out of all the skills you have in order to take down your opponent.
most people will clam that its just use torment then BAL to win but any WH worth his salt will know that is not true, for example BAL can be dispelled by a healer if they are on the alert for it and most of destro healers are, what it comes down to is i wish we had more AOE abilities to use at the moment we only have dragon gun which you have to speck to use and the moral reversal of fortune.
first of dragon gun got nerft too hard to the point where it is useless and ROF what happened to you an aoe disarm it was a grate ability to use just disarming a large grope of destro it saved my life a number of times as well as doing 1200 damage which is the same as sever nerve but only on one target, if they had to change it they should of taken away the damage and left it as an aoe disarm would of been a grate moral tool to use but no they made it a direct line damage attack so any one in front of you takes 1200 damage which is nothing to a large group of desto backed up by healers
so my massage is to mythic is sort out DG and make ROF a AOE disarm and thats just for the start the disarm was only for 3s so its quite effective and would allow the WH to bring summating more to the group play the other thing i want us to have is (and this for the WE as well) a AOE silence this would add so much to both class and would be such a valuable tool for us.
so please please please mythic can we have one
most people will clam that its just use torment then BAL to win but any WH worth his salt will know that is not true, for example BAL can be dispelled by a healer if they are on the alert for it and most of destro healers are, what it comes down to is i wish we had more AOE abilities to use at the moment we only have dragon gun which you have to speck to use and the moral reversal of fortune.
first of dragon gun got nerft too hard to the point where it is useless and ROF what happened to you an aoe disarm it was a grate ability to use just disarming a large grope of destro it saved my life a number of times as well as doing 1200 damage which is the same as sever nerve but only on one target, if they had to change it they should of taken away the damage and left it as an aoe disarm would of been a grate moral tool to use but no they made it a direct line damage attack so any one in front of you takes 1200 damage which is nothing to a large group of desto backed up by healers
so my massage is to mythic is sort out DG and make ROF a AOE disarm and thats just for the start the disarm was only for 3s so its quite effective and would allow the WH to bring summating more to the group play the other thing i want us to have is (and this for the WE as well) a AOE silence this would add so much to both class and would be such a valuable tool for us.
so please please please mythic can we have one
Friday, 5 November 2010
thinking of coming to the EU
well server transfers have been confirmed and are all ready in motion so if sum of you yanks are thinking of making the move to the EU servers so for english speaking and good times com on over to karack norn of karack asgul but let me tell you what's its like over here to sweeten the deal.
server instability
yes this was an issue when we first where handed over by GOA but the sever is safe as houses
destro rule the server
not true any more i am glad to say order have finally got the act together on both servers and are fighting back on an even pegging about time too it only tuck us two years to shake off the dis-order that we have and are finally countering destros moves
guilds hardcore and casual
there are a grate many of good guild out there on the servers from your hardcore players to my guild executed with its casually hardcore play
donut know which toon to bring over
i dount know what its like on KA but on KN we are lacking good tanks and healers
get use to bomb squads
yes on the US servers the malay train is king of the RVR but on EU the well organized bomb teams are deadly not as big a threat as they use to be but still deadly who knows may be you can show us how to mealy train.
looking for a good time
looking for action in the rvr lakes then i have never had a problem finding what to do be it ORVR or SC
server instability
yes this was an issue when we first where handed over by GOA but the sever is safe as houses
destro rule the server
not true any more i am glad to say order have finally got the act together on both servers and are fighting back on an even pegging about time too it only tuck us two years to shake off the dis-order that we have and are finally countering destros moves
guilds hardcore and casual
there are a grate many of good guild out there on the servers from your hardcore players to my guild executed with its casually hardcore play
donut know which toon to bring over
i dount know what its like on KA but on KN we are lacking good tanks and healers
get use to bomb squads
yes on the US servers the malay train is king of the RVR but on EU the well organized bomb teams are deadly not as big a threat as they use to be but still deadly who knows may be you can show us how to mealy train.
looking for a good time
looking for action in the rvr lakes then i have never had a problem finding what to do be it ORVR or SC
Thursday, 4 November 2010
entitalments
- Server Transfer - $19.99 USD, this will grant you a code that can be redeemed for one server transfer for a single character.
- Starter Mount Pack – $8.99 USD, all characters on an account will receive a deed to obtain a mount usable at level 2 giving players a 25% speed boost and have a 100% chance to dismount upon damage.
- Trusty Mount Pack – $9.99 USD, all characters on an account will receive a deed to obtain your choice of a new mount usable at level 20 giving players mounts of up to 60% speed boost and have a 55% chance to dismount upon damage
- Trinkets of the World Pack – $4.99 USD, all characters on an account will receive two tokens to spend at the new Trophy Vendor in the capital cities. Each token can be used to purchase one of 14 different trophies.
- Specialized Training Pack – $9.99 USD, all characters on an account will recieve one War Tract that will allow them to immediately advance one full level when used
- Herald Pet Pack – $9.99 USD, all characters on an account will be granted adoption papers to the Snotling Herald vanity pet. This pet will follow you around and give you a boost!
so quite a bit of back lash there mythic to deal with all ready people are venting there frustrations at it 20$ for one character transfer is a bit too steep. i think the marketing department needs a quick kick in the ass not too bothered about the other stuff its just vanity items the trinkets may be might tempt me depending on what is on offer. but i ecspect a coming storm from the player base to complain about this, i would love for some one to step forward from the marketing pit to step up and say what's going on but on one will be willing to put there head on the firing line
Wednesday, 3 November 2010
i have a gun so why not let me use it
one thing all ways comes back when anyone complains about WH or compares the WH with the WE "its not fair you have ranged finishers" well mythic gave us a gun so why are we not allowed to use it, first off we only have one non accusation ability with it and thats snap shot i think at last time i used it id did 15 damage to stop sum one running away.
so the next ones we have are absolution witch is a good finisher i can shoot it on the move or close range but a WH is a MDPS the only time i can use this on you is if you are running away from me and i have accusations so i can only fire it ones if i donut catch up to you but if you willing to show me your back then i will just stick you with my torment.
next in the witch hunters bag of tricks we have TBP a finisher so useless i donut know anybody who has finished sum one with it its crap this needs to be looked at by mythic and i wold recommend they look as WE finishers as well as the WH burn heretic dragon gun
and finally we have the mastery trees finishers yes dragon gun and exit wound, lets start with DG yes at one time it was op but they hit it out of the park with the nerf bat it way too much and its useless so it needs its damage looking at.
and know for my personal favorite at the moment EW at the moment there is nothing wrong with it it could do with the debuff values increased by a bit and the new stat add to it but other than that its fine same range as absolution but less damage but the damage you can do with its effect is worth it
so the next ones we have are absolution witch is a good finisher i can shoot it on the move or close range but a WH is a MDPS the only time i can use this on you is if you are running away from me and i have accusations so i can only fire it ones if i donut catch up to you but if you willing to show me your back then i will just stick you with my torment.
next in the witch hunters bag of tricks we have TBP a finisher so useless i donut know anybody who has finished sum one with it its crap this needs to be looked at by mythic and i wold recommend they look as WE finishers as well as the WH burn heretic dragon gun
and finally we have the mastery trees finishers yes dragon gun and exit wound, lets start with DG yes at one time it was op but they hit it out of the park with the nerf bat it way too much and its useless so it needs its damage looking at.
and know for my personal favorite at the moment EW at the moment there is nothing wrong with it it could do with the debuff values increased by a bit and the new stat add to it but other than that its fine same range as absolution but less damage but the damage you can do with its effect is worth it
witch hunting in 1.4
so the new patch is nearly here and the notes are out but nothing had been done to the WH so its nice to see but we will see, we are bound to get complanests from the WE community but i think i would be if i was playing in there shoes.
not much you need to know for the new patch RVR changes are the most important and time will tell if they will be successful or not, but i am going to keep an open mined and take to the field with a new confidence in WAR i do like what they have don with the game but i wish they would go on more with the RVR dungeon idea there a lot of stuff that could be add to it. but we will see if they do more i hope they will time will tell who knows what we will be blogging about next year
not much you need to know for the new patch RVR changes are the most important and time will tell if they will be successful or not, but i am going to keep an open mined and take to the field with a new confidence in WAR i do like what they have don with the game but i wish they would go on more with the RVR dungeon idea there a lot of stuff that could be add to it. but we will see if they do more i hope they will time will tell who knows what we will be blogging about next year
Tuesday, 2 November 2010
GUARD the compromise
last month the two handed tank community was up in arms as they where about to lose there guard, as you had to have a shield to use it, anyone can tell i all ways get annoyed at this subject when it comes up as being a witch hunter we get the short end of the stick by getting no guard at all.
so the dust has cleared and guard remains for the moment so lets look at what tanks where saying
sword and bored
many tanks where complaining that S&B specking is too boring and not enough DPS
well to me this is just wrong i have taken on tanks that can put out sum big numbers with there S&B specks
the whole point is to give you more survivability when you go S&B not to mention numerous threads on the forum of tanks complaining they where taken down by a MDPS. to me it sounds like people are not specking right for the S&B.
no guard no love
if you take away guard then my grope will not take me to IC
this is the second biggest point people said which just bogals the mind tanks are the best at crowd control so i have no simpaty for anyone who put this. and if that did become the case then find a guild that will take you there are more guild out there than crimson.
no guard no sub
if you do this mythic i will un-sub
i wish they had stood there ground on this issue andy did say thay will come back to this so tick tock
so there you have it but the name of the title is called guard and compromise so what is the compromise, well i have a number of ideas
1. take guard off two handers many are not using it or just apply it ones and forget about it
2. a new ability for them in stead of guard
3. a complete re-looking at tanks by mythic
4. less damage more parry on two handers
5. more damage for one handers less parry but more block
6. armor de-buff for using two handers
so those are my ideas not every one will agree comments welcome
so the dust has cleared and guard remains for the moment so lets look at what tanks where saying
sword and bored
many tanks where complaining that S&B specking is too boring and not enough DPS
well to me this is just wrong i have taken on tanks that can put out sum big numbers with there S&B specks
the whole point is to give you more survivability when you go S&B not to mention numerous threads on the forum of tanks complaining they where taken down by a MDPS. to me it sounds like people are not specking right for the S&B.
no guard no love
if you take away guard then my grope will not take me to IC
this is the second biggest point people said which just bogals the mind tanks are the best at crowd control so i have no simpaty for anyone who put this. and if that did become the case then find a guild that will take you there are more guild out there than crimson.
no guard no sub
if you do this mythic i will un-sub
i wish they had stood there ground on this issue andy did say thay will come back to this so tick tock
so there you have it but the name of the title is called guard and compromise so what is the compromise, well i have a number of ideas
1. take guard off two handers many are not using it or just apply it ones and forget about it
2. a new ability for them in stead of guard
3. a complete re-looking at tanks by mythic
4. less damage more parry on two handers
5. more damage for one handers less parry but more block
6. armor de-buff for using two handers
so those are my ideas not every one will agree comments welcome
Saturday, 30 October 2010
Thursday, 28 October 2010
witch hunter 101
welcome class to the first witch hunter 101 in this session i hope to give you all sum good tips and tricks to playing the class
the first thing i must bring to you all and that is think before you strike!
look at what is going on the battle felid as a whole and is it worth going after that DOC, first look at what is around his is he alone or are there other people with him if so what class are they and will it be a problem is that tank just going to knock you away when you start attacking or is a DPS class going to pile in on you, if there are 3 healers in a grope get the one at the back or will the other healers react and start to heal him, is it worth going after the target there could all ways be a bigger fish that you just cant see.
the first thing i must bring to you all and that is think before you strike!
look at what is going on the battle felid as a whole and is it worth going after that DOC, first look at what is around his is he alone or are there other people with him if so what class are they and will it be a problem is that tank just going to knock you away when you start attacking or is a DPS class going to pile in on you, if there are 3 healers in a grope get the one at the back or will the other healers react and start to heal him, is it worth going after the target there could all ways be a bigger fish that you just cant see.
Monday, 25 October 2010
DPS armor sets
looking nice from what i can see so far
Doomflayer (Offensive)
Str - 289
WS - 182
Wou - 170
Init - 141
7% melee crit chance
80 melee power
30% auto attack speed
4 AP per second
6% critical damage
3% reduced chance to be parried
Set Bonuses
2 piece - On Hit: 10% chance to increase your next two Melee attacks within 10 seconds by 516.
4 piece - On Hit: 10% chance to increase Melee Power by 238 for 10 seconds.
Warpforged (Offensive)
Str - 374
WS - 228
Wou - 212
Init - 178
9% melee crit chance
120 melee power
35% auto attack speed
4 AP per second
10% critical damage
6% reduced chance to be parried
Set Bonuses
2 piece - On Hit: 10% chance to increase your next two Melee attacks within 10 seconds by 662.
4 piece - On Hit: 10% chance to increase Melee Power by 308 for 10 seconds.
5 piece - 2m cooldown - Nearby enemies immediately lose all of their Morale.
Doomflayer (Defensive)
Wou - 289
Tou - 182
Init - 170
Str - 141
6% reduced chance to be crit
600 armor
80 hit points every 4 seconds
4 AP per second
3% melee crit chance
80 fortitude
Set Bonuses2 piece - On Being Hit: 10% chance to form a barrier that will absorb up to 1625 damage over 5 seconds.
4 piece - On Hit: 10% chance to deal 723 damage to your target, healing you for 150% of the damage done.
Warpforged (Defensive)
Wou - 374
Tou - 228
Init - 212
Str - 178
9% reduced chance to be crit
700 armor
120 hit points every 4 seconds
4 AP per second
5% melee crit chance
120 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to form a barrier that will absorb up to 2120 damage over 5 seconds.
4 piece - On Hit: 10% chance to deal 927 damage to your target, healing you for 150% of the damage done.
5 piece - 2m cooldown - Your group becomes immune to Stagger, Knockdown, Root and Knockback effects for 5 seconds.
Doomflayer (Offensive)
Str - 289
WS - 182
Wou - 170
Init - 141
7% melee crit chance
80 melee power
30% auto attack speed
4 AP per second
6% critical damage
3% reduced chance to be parried
Set Bonuses
2 piece - On Hit: 10% chance to increase your next two Melee attacks within 10 seconds by 516.
4 piece - On Hit: 10% chance to increase Melee Power by 238 for 10 seconds.
Warpforged (Offensive)
Str - 374
WS - 228
Wou - 212
Init - 178
9% melee crit chance
120 melee power
35% auto attack speed
4 AP per second
10% critical damage
6% reduced chance to be parried
Set Bonuses
2 piece - On Hit: 10% chance to increase your next two Melee attacks within 10 seconds by 662.
4 piece - On Hit: 10% chance to increase Melee Power by 308 for 10 seconds.
5 piece - 2m cooldown - Nearby enemies immediately lose all of their Morale.
Doomflayer (Defensive)
Wou - 289
Tou - 182
Init - 170
Str - 141
6% reduced chance to be crit
600 armor
80 hit points every 4 seconds
4 AP per second
3% melee crit chance
80 fortitude
Set Bonuses2 piece - On Being Hit: 10% chance to form a barrier that will absorb up to 1625 damage over 5 seconds.
4 piece - On Hit: 10% chance to deal 723 damage to your target, healing you for 150% of the damage done.
Warpforged (Defensive)
Wou - 374
Tou - 228
Init - 212
Str - 178
9% reduced chance to be crit
700 armor
120 hit points every 4 seconds
4 AP per second
5% melee crit chance
120 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to form a barrier that will absorb up to 2120 damage over 5 seconds.
4 piece - On Hit: 10% chance to deal 927 damage to your target, healing you for 150% of the damage done.
5 piece - 2m cooldown - Your group becomes immune to Stagger, Knockdown, Root and Knockback effects for 5 seconds.
Thanquol's Incursion will you be going
one question that comes up is will you be going to the new dungeon and how often will you go, one thing i will say this will free up the RVR lakes of the big players and there rr80's so it will be nice for the lowbies for there play time it will give them a nice boots, and as they say while the cats away the mice shall play
but will i be going and how often will i be going and will it be worth my time to go so i get to play as skaven maybe no big deal is it to get the new armor probably but then what if i get the both sets and i am only rr94 then i no longer have the incentive to go.
another thing is people as saying sum of the boss are too hard but it is erly days so this could be the case but i would emplor mythic to keep the boss hard its more fun to defeat a hard boss that an easy one.
but will i be going and how often will i be going and will it be worth my time to go so i get to play as skaven maybe no big deal is it to get the new armor probably but then what if i get the both sets and i am only rr94 then i no longer have the incentive to go.
another thing is people as saying sum of the boss are too hard but it is erly days so this could be the case but i would emplor mythic to keep the boss hard its more fun to defeat a hard boss that an easy one.
Sunday, 24 October 2010
coodose to mythic
haven't had time to post summating in the past couple of days i would comment on the new stuff on the PTS server but haven't had the chance to go on warpstone yet :(
so as an outsiders prospective then from what i have seen so far mythic seem to be doing all right, but i myst congratulate them for listening to the community. and what we want and how we have found things
anyone who played star wars galaxy back in the day will remember how badly sonny online handled the community and ignored the suggestions that anyone gave and went ahead and destroyed there own game
its good to see that mythic are taking on what the community is saying for the new armor sets. i haven't seen the witch hunter ones yet so am looking forward to when they put those out there.
so as an outsiders prospective then from what i have seen so far mythic seem to be doing all right, but i myst congratulate them for listening to the community. and what we want and how we have found things
anyone who played star wars galaxy back in the day will remember how badly sonny online handled the community and ignored the suggestions that anyone gave and went ahead and destroyed there own game
its good to see that mythic are taking on what the community is saying for the new armor sets. i haven't seen the witch hunter ones yet so am looking forward to when they put those out there.
Thursday, 21 October 2010
the dwarf hammer the lost class
once more my friends we travel back to bata to see what mythic had for us in there goody bag of tricks and that my friends was the dwarf hammer this was to be the dwarf mdps class the idea was he was mediam armored and swung his hammer to create shock waves and stuns aplenty, but thay cut him out of the game shame he sounded like a good class. so to day i tip my hat to the class that never was the dwarf hammer
Wednesday, 20 October 2010
MDPS know your role in the RVR dungeon
one thing that all ways bugs me is in the sc where particular pugs donut know how to win the game but this dose stretch to the organized gropes as well for example calidor woods
when we take the flag stay there destro have to come to us and the longer we hold it the better but no people run off and get killed and boom goes the dynamite oder lose once more.
so as attempt to try and get the mdps ready for the RVR dungeon this is what you have to do. so far i can see two roles for us the first is just the traditional DPS role and the second is the take the healers out and the third is to defend the order healers,
not too difficult but try telling that to the DPS of order on KN and see what response you get, its like trying to destroy a brick wall with a tooth pic. indeed it seems to of taken 2 years for order to catch up to and cotton on to the tactics that destro use on us and use them back on them. this is my point of view of whats been going on and sum may disagree with me indeed it would be nice to get a destruction point of view of order on KN have we gotten better and what it like on your end ?
when we take the flag stay there destro have to come to us and the longer we hold it the better but no people run off and get killed and boom goes the dynamite oder lose once more.
so as attempt to try and get the mdps ready for the RVR dungeon this is what you have to do. so far i can see two roles for us the first is just the traditional DPS role and the second is the take the healers out and the third is to defend the order healers,
not too difficult but try telling that to the DPS of order on KN and see what response you get, its like trying to destroy a brick wall with a tooth pic. indeed it seems to of taken 2 years for order to catch up to and cotton on to the tactics that destro use on us and use them back on them. this is my point of view of whats been going on and sum may disagree with me indeed it would be nice to get a destruction point of view of order on KN have we gotten better and what it like on your end ?
Tuesday, 19 October 2010
Skaven warlock engineer
being an old warhammer player i remember playing ageist the skaven with my empire army, and one guy all ways stood out and that was the warlock engineer.
so we know they will be in the game and that they can fix siege weaponry and will be able to buff up you and your allies with stuff thay can put down as yet nothing has bean said about it, but we also know they have this as well
what is that you ask its a warpfire flamer i think it could work out in to a flame breath ability would be nice if we could control it and just set fire to the battlefield. so with that in mined what else could these guys could throw out there from this point on its all speculation.
these guys are Jezzails is basically a long ranged riffle with a bit of luck we will all so see this in the arsenal for him to use i can see it working like snipe shot but with more umph
this little bad boy is a skaven ratlin gun, just think standing on top of a wall and hosing down the enemy this it good times
this might possibly make an appearance as a siege weapon and be able to be built by the warlock engi but what i want to be able to call on bolts from this at will like an artillery strike. bliss say its going to be grate when thay bring out the skaven i know i will be a
so we know they will be in the game and that they can fix siege weaponry and will be able to buff up you and your allies with stuff thay can put down as yet nothing has bean said about it, but we also know they have this as well
what is that you ask its a warpfire flamer i think it could work out in to a flame breath ability would be nice if we could control it and just set fire to the battlefield. so with that in mined what else could these guys could throw out there from this point on its all speculation.
these guys are Jezzails is basically a long ranged riffle with a bit of luck we will all so see this in the arsenal for him to use i can see it working like snipe shot but with more umph
this little bad boy is a skaven ratlin gun, just think standing on top of a wall and hosing down the enemy this it good times
this might possibly make an appearance as a siege weapon and be able to be built by the warlock engi but what i want to be able to call on bolts from this at will like an artillery strike. bliss say its going to be grate when thay bring out the skaven i know i will be a
Skaven Warlock Engineer
for the win
Monday, 18 October 2010
VINDICATION and not running with brute strength
ask any witch hunter and they will tell you all the same and that is that all the tactics slots they use are the same brute strength, inquisitors fury, fanatical cleansing, flanking. but with the new changes on the way mythic may of accidentally set the tactics in stone namely brute strength all class have one like this but affecting a different stat.
so what the problem well you have to have it to give you the extra boost it gives to the stats that has made it such a must to have i would love to run with out it but it would under power me that i would not be able to compete this is a death nell for any mdps not taking it.
well now on to fanatical cleansing with the reduction in crit RR coming in up to 50% yes thats quite a big chunk of my damage i can put out and t4 is all about crit hits and reduction it will be annoying as hell to try and penetrate throw this new defensive ability but we will have to see
the final problem that may arise form the new renown rewards in vindication but let me tell you what it dose every time you disrupted a spell for 10s your damage is increased by 35% not to menshen when combined with flanking it could take you up to 50% increase in damage. yes its a good ability but you have to sacrifice strength or your weponskill to increase your disrupted rate so in the end its not that viable even if you take the shroud of magnes. but with the new RR you can get 18% disrupted rate and possibly creating a new witch hunter play style i can see it may be being a problem but i donut think it will we will have to wight and see for 1.4.
so what the problem well you have to have it to give you the extra boost it gives to the stats that has made it such a must to have i would love to run with out it but it would under power me that i would not be able to compete this is a death nell for any mdps not taking it.
well now on to fanatical cleansing with the reduction in crit RR coming in up to 50% yes thats quite a big chunk of my damage i can put out and t4 is all about crit hits and reduction it will be annoying as hell to try and penetrate throw this new defensive ability but we will have to see
the final problem that may arise form the new renown rewards in vindication but let me tell you what it dose every time you disrupted a spell for 10s your damage is increased by 35% not to menshen when combined with flanking it could take you up to 50% increase in damage. yes its a good ability but you have to sacrifice strength or your weponskill to increase your disrupted rate so in the end its not that viable even if you take the shroud of magnes. but with the new RR you can get 18% disrupted rate and possibly creating a new witch hunter play style i can see it may be being a problem but i donut think it will we will have to wight and see for 1.4.
Sunday, 17 October 2010
a look at what might of been
indeed way back in 2004 a warhammer online was in development by climax but it was dropped by games workshop but its good to looks at what could of been.
just looking from the video we see elves men and dwarves so thats order no problem but what destro races are another story, we can see scaven so its possible that they would of been in the game as well as orks but heres the interesting thing we see zombies so may be the vampire counts would of been a payable race.
game play its self i dount know i think it was an PVP based but focusing for on the PVE. it would of been interesting to see what i would of looked like and what we may be all blogging about to day.
and for those of you interested in the lore we would not be fighting agents the chaos god tezhe we would be fighting ageist nergul the god of plagues and such other things its all so nice to see other races in there. i all so remember rumored that you could play as demons as well.
Saturday, 16 October 2010
the new dawn in warhammer
1.4 is going to bring a new age for war and like any fan for any MMO i am trying to get my friends back in to the game that left and to get them to give it another go.
new RVR changes
probably the biggest part of the patch that am looking forward to and what i will hammer home the most when trying to get my friends to come back to war, i got one of mine on to the PTS on friday and he defiantly said he would come back for a bit to see war in 1.4
class balancing then and now
probably one of the most difficult things to get right in any game, and will all ways be an issue as i will be posting later about vindication this may case a problem but i doubt it will its been there siting on many a witch hunters back pocket for 2 years but thats for later. you can never have happy people all the time (take the 2 handers that threatened to leave if they tock guard away from them) and we will all ways have the same nurf this class thread on the forum. quite a lot of people have left over class balancing i know sum who left over the bright wizard and sorcerous domination period we had.
RVR renown rewards
all ready have a post about this but i do wish that mythic would do more to it like adding class specific ones thay would help benefit your class so like summating to make if harder for an enemy to see me when i am invisible.
for me there are a lode of things they i could mention but if you know sum one who left the game then try to get them back for 1.4 as i think this is the pach that could build up an bigger player base
new RVR changes
probably the biggest part of the patch that am looking forward to and what i will hammer home the most when trying to get my friends to come back to war, i got one of mine on to the PTS on friday and he defiantly said he would come back for a bit to see war in 1.4
class balancing then and now
probably one of the most difficult things to get right in any game, and will all ways be an issue as i will be posting later about vindication this may case a problem but i doubt it will its been there siting on many a witch hunters back pocket for 2 years but thats for later. you can never have happy people all the time (take the 2 handers that threatened to leave if they tock guard away from them) and we will all ways have the same nurf this class thread on the forum. quite a lot of people have left over class balancing i know sum who left over the bright wizard and sorcerous domination period we had.
RVR renown rewards
all ready have a post about this but i do wish that mythic would do more to it like adding class specific ones thay would help benefit your class so like summating to make if harder for an enemy to see me when i am invisible.
for me there are a lode of things they i could mention but if you know sum one who left the game then try to get them back for 1.4 as i think this is the pach that could build up an bigger player base
Thursday, 14 October 2010
Confession X
back in the day witch hunters use to speck fully in confession partly due to dragon gun being a bit op heres a good video of this back in day good times
Wednesday, 13 October 2010
HO NO
just read Werit's blog on what has happened to WARDB for those for you that donut know what it was it was war's primary item database it was a good sight but it hadn't been up dated for a bit :( a sad day but never fear there are other places to go but i shall let werit tell you.
black guards and sword masters the neglected tanks
of all the order tanks on karck-norn its the sword master which i hardy ever see as orders assault tank you think you would see them the most but no the majority of tanks are knights and iron breakers.
which i do find most strange considering the most order tanks go for the 2 hander of which the sword master excels at this is the tanks thats is made to have the 2 hander spec. not that they are bound to do this they can go SnB but they do lean towards the grate sword.
and from what i can tell its the same for the black guard on KN out of all destro tanks its black orks then chosen and finally black guards so there is probably sum one saying that this is false but this is just from what i see from playing the game.
i do have a black guard on the KA and i do like the tank i am currently building him as a healer killer and its working out well i can put out sum nice damage and the black guard has sum nice abilities he is currently in t3 at the moment and i may leave him there un till the next patch comes in.
which i do find most strange considering the most order tanks go for the 2 hander of which the sword master excels at this is the tanks thats is made to have the 2 hander spec. not that they are bound to do this they can go SnB but they do lean towards the grate sword.
and from what i can tell its the same for the black guard on KN out of all destro tanks its black orks then chosen and finally black guards so there is probably sum one saying that this is false but this is just from what i see from playing the game.
i do have a black guard on the KA and i do like the tank i am currently building him as a healer killer and its working out well i can put out sum nice damage and the black guard has sum nice abilities he is currently in t3 at the moment and i may leave him there un till the next patch comes in.
new renown rewards
well they just posted the new renown rewards which you can see here but am going to put the witch hunter big positive ones below
• These are the Renown stat rewards; Might (Strength), Blade Master (Weapon Skill), Marksmen (Ballistic Skill), Impetus (Initiative), Acumen (Intelligence), Resolve (Willpower), Fortitude (Toughness), and Vigor (Wounds).
o I; Costs 1 Renown Point, adds 4 points to the specified stat.
o II; Costs 3 Renown Points, adds 12 points to the specified stat.
o III; Costs 6 Renown Points, adds 22 points to the specified stat.
o IV; Costs 10 Renown Points, adds 34 points to the specified stat.
o V; Costs 14 Renown Points, adds 48 points to the specified stat.
• Reflexes; Adds X% to your Parry chance.
o I; Costs 1 Renown Point, increases your Parry chance by 3%.
o II; Costs 3 Renown Points, adds 4% Parry chance to your Reflexes for a total of 7%.
o III; Costs 6 Renown Points, adds 5% Parry chance to your Reflexes for a total of 12%.
o IV; Costs 10 Renown Points, adds 6% Parry chance to your Reflexes for a total of 18%.
• Opportunist; Add X% to Melee Critical chance.
o I; Costs 5 Renown Points, increases Melee critical chance by 2%.
o II; Costs 10 Renown Points, adds 3% Melee critical chance to your Opportunist for a total of 5%.
o III; Costs 15 Renown Points, adds 4% Melee critical chance to your Opportunist for a total of 9%.
o IV; Costs 15 Renown Points, adds 5% Melee critical chance to your Opportunist for a total of 14%.
so far i am liking what we have here it will definitely give me what i want as most WH abilities are triggered by crit hits so a 14% increase will be quite nice and the parry will all so be nice for my inc/jug spec a 18% is quite big as well if i have other parry boosting things. the other stats that interest me are these ones
• Expanded Capacity; Adds to your Action Point Pool.
o I; Costs 10 Renown Points, increases Action Point Pool by 10.
o II; Costs 15 Renown Points, adds 15 Action Points to your Expanded Capacity for a total Pool increase of 25.
o III; Costs 20 Renown Points, adds 25 Action Points to your Expanded Capacity for a total Pool increase of 50.
• Regeneration; Adds to your In-Combat Health Regeneration.
o I; Costs 10 Renown Points, increases Health Regeneration by 35 points.
o II; Costs 15 Renown Points, adds 35 Health Regeneration to your Regeneration for a total increase of 70.
o III; Costs 20 Renown Points, adds 70 Health Regeneration to your Regeneration for a total increase of 140.
• Quick Escape; Adds a 5% chance to increase your movement speed.
o I; Costs 10 Renown Points, increases movement speed by 25% for 5 seconds.
o II; Costs 15 Renown Points, your Quick Escape will now last 10 seconds.
o III; Costs 20 Renown Points, your Quick Escape will now increase movement speed by 35%.
• Improved Flee; Adjusts your Flee Skill by the values below.
o I; Costs 10 Renown Points, Flee duration increased by 5 seconds.
o II; Costs 15 Renown Points, Flee will no longer stop Action Point regeneration.
Activate Abilities – All Renown purchases of this type require a minimum of Renown Rank 20 to purchase.
• Cleansing Wind; Cleanse used to remove Curses, Ailments, and Hexes.
o I; Costs 10 Renown Points, cleanses all Curses, Ailments, and Hexes from you on a 5 minute cooldown.
o II; Costs 10 Renown Points, reduces the cooldown on your Cleansing Wind to 2 minutes.
o III; Costs 10 Renown Points, heals you by X(scales with level) per Curse, Ailment, and Hex removed by Cleansing Wind.
• Resolute Defense; Crowd Control Immunity.
o I; Costs 10 Renown Points, you are immune to Crowd Control effects for the next 10 seconds.
o II; Costs 10 Renown Points, increases the duration of your Resolute defense by 5 seconds.
o III; Costs 10 Renown Points, reduces the cooldown on your Resolute Defense to 2 minutes.
• Efficiency; Action Point Cost Reduction.
o I; Costs 10 Renown Points, the action point cost of abilities is reduced by 100% for the next 10s.
o II; Costs 10 Renown Points, the duration of your Efficiency is increased by 5 seconds.
• Last Stand; Provides Immunity to damage and causes the player to die at the end of the duration.
o I; Costs 10 Renown Points, you are immune to damage for the next 10 seconds and die after the duration is over. You cannot be resurrected for 30 seconds after using this ability.
o II; Costs 10 Renown Points, increases the duration of your Last Stand by 5 seconds.
so interesting i would like to see more class ones to improve different abilities over all they look good but every thing is subject to change so we will have to see what will happen but every thing looks good so far.
• These are the Renown stat rewards; Might (Strength), Blade Master (Weapon Skill), Marksmen (Ballistic Skill), Impetus (Initiative), Acumen (Intelligence), Resolve (Willpower), Fortitude (Toughness), and Vigor (Wounds).
o I; Costs 1 Renown Point, adds 4 points to the specified stat.
o II; Costs 3 Renown Points, adds 12 points to the specified stat.
o III; Costs 6 Renown Points, adds 22 points to the specified stat.
o IV; Costs 10 Renown Points, adds 34 points to the specified stat.
o V; Costs 14 Renown Points, adds 48 points to the specified stat.
• Reflexes; Adds X% to your Parry chance.
o I; Costs 1 Renown Point, increases your Parry chance by 3%.
o II; Costs 3 Renown Points, adds 4% Parry chance to your Reflexes for a total of 7%.
o III; Costs 6 Renown Points, adds 5% Parry chance to your Reflexes for a total of 12%.
o IV; Costs 10 Renown Points, adds 6% Parry chance to your Reflexes for a total of 18%.
• Opportunist; Add X% to Melee Critical chance.
o I; Costs 5 Renown Points, increases Melee critical chance by 2%.
o II; Costs 10 Renown Points, adds 3% Melee critical chance to your Opportunist for a total of 5%.
o III; Costs 15 Renown Points, adds 4% Melee critical chance to your Opportunist for a total of 9%.
o IV; Costs 15 Renown Points, adds 5% Melee critical chance to your Opportunist for a total of 14%.
so far i am liking what we have here it will definitely give me what i want as most WH abilities are triggered by crit hits so a 14% increase will be quite nice and the parry will all so be nice for my inc/jug spec a 18% is quite big as well if i have other parry boosting things. the other stats that interest me are these ones
• Expanded Capacity; Adds to your Action Point Pool.
o I; Costs 10 Renown Points, increases Action Point Pool by 10.
o II; Costs 15 Renown Points, adds 15 Action Points to your Expanded Capacity for a total Pool increase of 25.
o III; Costs 20 Renown Points, adds 25 Action Points to your Expanded Capacity for a total Pool increase of 50.
• Regeneration; Adds to your In-Combat Health Regeneration.
o I; Costs 10 Renown Points, increases Health Regeneration by 35 points.
o II; Costs 15 Renown Points, adds 35 Health Regeneration to your Regeneration for a total increase of 70.
o III; Costs 20 Renown Points, adds 70 Health Regeneration to your Regeneration for a total increase of 140.
• Quick Escape; Adds a 5% chance to increase your movement speed.
o I; Costs 10 Renown Points, increases movement speed by 25% for 5 seconds.
o II; Costs 15 Renown Points, your Quick Escape will now last 10 seconds.
o III; Costs 20 Renown Points, your Quick Escape will now increase movement speed by 35%.
• Improved Flee; Adjusts your Flee Skill by the values below.
o I; Costs 10 Renown Points, Flee duration increased by 5 seconds.
o II; Costs 15 Renown Points, Flee will no longer stop Action Point regeneration.
Activate Abilities – All Renown purchases of this type require a minimum of Renown Rank 20 to purchase.
• Cleansing Wind; Cleanse used to remove Curses, Ailments, and Hexes.
o I; Costs 10 Renown Points, cleanses all Curses, Ailments, and Hexes from you on a 5 minute cooldown.
o II; Costs 10 Renown Points, reduces the cooldown on your Cleansing Wind to 2 minutes.
o III; Costs 10 Renown Points, heals you by X(scales with level) per Curse, Ailment, and Hex removed by Cleansing Wind.
• Resolute Defense; Crowd Control Immunity.
o I; Costs 10 Renown Points, you are immune to Crowd Control effects for the next 10 seconds.
o II; Costs 10 Renown Points, increases the duration of your Resolute defense by 5 seconds.
o III; Costs 10 Renown Points, reduces the cooldown on your Resolute Defense to 2 minutes.
• Efficiency; Action Point Cost Reduction.
o I; Costs 10 Renown Points, the action point cost of abilities is reduced by 100% for the next 10s.
o II; Costs 10 Renown Points, the duration of your Efficiency is increased by 5 seconds.
• Last Stand; Provides Immunity to damage and causes the player to die at the end of the duration.
o I; Costs 10 Renown Points, you are immune to damage for the next 10 seconds and die after the duration is over. You cannot be resurrected for 30 seconds after using this ability.
o II; Costs 10 Renown Points, increases the duration of your Last Stand by 5 seconds.
so interesting i would like to see more class ones to improve different abilities over all they look good but every thing is subject to change so we will have to see what will happen but every thing looks good so far.
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