not too many of these vids around and is all ways good so see that T2 is still active
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.
Tuesday, 12 October 2010
GUARD GUARD GUARD
well guard is back in but with the promise from andy that it will be being looked at donut get too comfy thinking your 2 hander guarding tank is safe.
for any witch hunter calling for a guard is like trying to ride a unicorn, try as you might you will all ways end up on the floor and go no where fast the only time i get a guard is in guild gropes as they know the real mdps need it the most how is a which hunter going to survive in the AOE soup thats thrown left right and center how can i survive with out casing too much hassle for the healers having to heal me.
in a scenario grope that would just stop and i have been in scenarios where i have had no heals at all making anything i do useless as i have no survivability to speak of and not for getting the time when me and a guild tank a sword master the only tank order tank built to run with a 2 hander gets abuse for putting a guard on me and what where we doing focusing on the rdps dealing out the damage AOE stile indeed i would never be able to get close to them or be burnt down in seconds when i pop out of stealth.
but it comes down to this if a 2 hander tank puts his guard on a healer should he defend the healer 100% this will never happen as a healer will stay at the back and probably loose the guard by being out of range so why not be sensible and but it on to the mdps next to you who needs that extra sevivabilaty.
for any witch hunter calling for a guard is like trying to ride a unicorn, try as you might you will all ways end up on the floor and go no where fast the only time i get a guard is in guild gropes as they know the real mdps need it the most how is a which hunter going to survive in the AOE soup thats thrown left right and center how can i survive with out casing too much hassle for the healers having to heal me.
in a scenario grope that would just stop and i have been in scenarios where i have had no heals at all making anything i do useless as i have no survivability to speak of and not for getting the time when me and a guild tank a sword master the only tank order tank built to run with a 2 hander gets abuse for putting a guard on me and what where we doing focusing on the rdps dealing out the damage AOE stile indeed i would never be able to get close to them or be burnt down in seconds when i pop out of stealth.
but it comes down to this if a 2 hander tank puts his guard on a healer should he defend the healer 100% this will never happen as a healer will stay at the back and probably loose the guard by being out of range so why not be sensible and but it on to the mdps next to you who needs that extra sevivabilaty.
Monday, 11 October 2010
bring back witch hunter weapon buffs
one thing i am all ways asked is what dose a witch hunter contribute to a grope besides signal target DPS well i say we can give you all a moral parry for about seven seconds and what else they say and i say we can weaken the other class with exit wound and make them 5% more likely to crit hit. so other than that what else ?
all which hunters have probably had this conversation at sum point about what do you give to the group or war band and i will say we are a very solo class with probably about 99% of which hunters sticking to one build and nothing else, this is what sent me to go and experiment with the inc tree which gives you more dot damage and sum other good abilities. and there are sum WH out there who have experimented and prospered.
know this is not a god all WH go the same way like sum conformist sheep post i try to stay away from it but it can come in at sum points indeed i ran with that spec and is very good but its so good you just donut want to change as the saying goes if its not broke dount fix it, indeed one of the things i dout like is the fact i have nothing i can give anyone.
so with that in mined lets look back at relay early stuff sumthing that got left on the concept board and that is witch hunters should be able to buff other peoples weapons know i dout know if it made it in to bata but i know it was one of the concepts that was there from what i could fined WH gave out a buff on your weapons and by the sounds of it it was crit hit, and stats de buffers as well.
would love to see this put in the game it would help make the WH more group friendly and not a lone wolf who gets the blame for kill stealing ;p
all which hunters have probably had this conversation at sum point about what do you give to the group or war band and i will say we are a very solo class with probably about 99% of which hunters sticking to one build and nothing else, this is what sent me to go and experiment with the inc tree which gives you more dot damage and sum other good abilities. and there are sum WH out there who have experimented and prospered.
know this is not a god all WH go the same way like sum conformist sheep post i try to stay away from it but it can come in at sum points indeed i ran with that spec and is very good but its so good you just donut want to change as the saying goes if its not broke dount fix it, indeed one of the things i dout like is the fact i have nothing i can give anyone.
so with that in mined lets look back at relay early stuff sumthing that got left on the concept board and that is witch hunters should be able to buff other peoples weapons know i dout know if it made it in to bata but i know it was one of the concepts that was there from what i could fined WH gave out a buff on your weapons and by the sounds of it it was crit hit, and stats de buffers as well.
would love to see this put in the game it would help make the WH more group friendly and not a lone wolf who gets the blame for kill stealing ;p
Saturday, 9 October 2010
what no steam tank's
after looking around at the new RVR setup thats coming which i am looking forward to theres still summating missing and thats steam tanks.
for one the lore of the game is all so behind me as there are chapters in the war story for empire where they call in steam steam tanks and use them but in the warhammer rule book for empire there where 12 built but only 8 survive and are in service, so how would they work well quite like the flying bombers theat are going in to 1.4 but it takes 3 players to control them so thats one driver one to drive the tank as well as using an steam vent venting out steam to damage any players close to the tank one main gunner with a 120 degrease angle of fire the cannon its self will fire normal shot explosive shot sticky shot as well as a cone of steam the final player will control the turret on top of the tank firing sniper rounds and a spotter round debuff so a target takes more damage. so this is the mechanic the tank will have like in the game the tank will have steam points that build up as the tank moves thay will not build up fast when it is stationery it build up fast the players must keep on using abilities to spend the steam points but must avoid spending them all the steam tank will stall and take doable damage, but if thay let it build up too much it will explode killing the crew and anyone around the tank will take massive damage.
thats the first idea i have for it the second is this , when the middle most zone is captured for example praag a steam tank will spawn in the chaos wastes warcamp this is the invasion so to say both keeps will belong to destro so order must gaine a foot hold the steam tank npc will drive to the keep and start atacking the walls and destro players to help take the keep once order have the keep its back to the new rvr play of taking the other keep and resources
for one the lore of the game is all so behind me as there are chapters in the war story for empire where they call in steam steam tanks and use them but in the warhammer rule book for empire there where 12 built but only 8 survive and are in service, so how would they work well quite like the flying bombers theat are going in to 1.4 but it takes 3 players to control them so thats one driver one to drive the tank as well as using an steam vent venting out steam to damage any players close to the tank one main gunner with a 120 degrease angle of fire the cannon its self will fire normal shot explosive shot sticky shot as well as a cone of steam the final player will control the turret on top of the tank firing sniper rounds and a spotter round debuff so a target takes more damage. so this is the mechanic the tank will have like in the game the tank will have steam points that build up as the tank moves thay will not build up fast when it is stationery it build up fast the players must keep on using abilities to spend the steam points but must avoid spending them all the steam tank will stall and take doable damage, but if thay let it build up too much it will explode killing the crew and anyone around the tank will take massive damage.
thats the first idea i have for it the second is this , when the middle most zone is captured for example praag a steam tank will spawn in the chaos wastes warcamp this is the invasion so to say both keeps will belong to destro so order must gaine a foot hold the steam tank npc will drive to the keep and start atacking the walls and destro players to help take the keep once order have the keep its back to the new rvr play of taking the other keep and resources
Friday, 8 October 2010
what i want to see in the RVR dungeon
one thing i like in toval and the lotd is the traps you can set for any invading destro and i would like to see mythic take this idea and do summating big with it, we know about the first boss with the two rat ogres where it will go attack destro if you pile on the dps and vice versa but what after that ?
so order took down the boss and whipped destro know what we know there are going to be more boss, so will order get a short cut to the next boss but destro have to go a different rout where order can spring traps on them delaying there arrival.
i would love it if mythic did this and i hope they do thats the probably the biggest part i want to see in the new patch will be this dungeon
so order took down the boss and whipped destro know what we know there are going to be more boss, so will order get a short cut to the next boss but destro have to go a different rout where order can spring traps on them delaying there arrival.
i would love it if mythic did this and i hope they do thats the probably the biggest part i want to see in the new patch will be this dungeon
Thursday, 7 October 2010
got to love the moderators
Leap of Faith Ability
Renown Ability Level 40
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Renown Ability 75 ft range
Instant cast 5s cooldown
Requires: Stand in front of an invisible bridge
Requires: Be in a temple carved in sand stone
You jump across to an enemy 75ft away.
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who says the moderators donut have a sense of humor
Wednesday, 6 October 2010
no more guard from 2h tanks oh the shame
well this is not a big deal for me as i dount play a tank, i can imagine its going to piss off the 2h tanks, but i hardly get a guard any way, why would a squishy mdps need one not like we have a low survivability :|
being a mdps class i all most never get a guard it all ways goes to the healers, its not like if i had a guard me and a 2h tank could storm the lines and dps the same target. put this to a 2h tank and they will probably call you a noob but there it for not realizing this.
and relax :)
being a mdps class i all most never get a guard it all ways goes to the healers, its not like if i had a guard me and a 2h tank could storm the lines and dps the same target. put this to a 2h tank and they will probably call you a noob but there it for not realizing this.
and relax :)
Tuesday, 5 October 2010
new armor and a new stat
well back when the rvr packs where first announced the word from mythic was that sovereign would still be the best in game, well not any more introducing rank 90 doomflayer and rank 100 warpforged. both sets will have defensive and an offensive set (wish they would do the same for invader and warlord) so expect new weapons as well in the coming months.
and good news for tanks the new stat will still not convince them that a witch hunter should not be able to take down a tank, its called fortitude its basically melee power but for toughness. from my witch hunter point of view as long as the stat is not too op and is balanced right it should do well, all i want mythic to do is to add this to exit wound and any other ability that has a toughness de buff this should help balance things out
and good news for tanks the new stat will still not convince them that a witch hunter should not be able to take down a tank, its called fortitude its basically melee power but for toughness. from my witch hunter point of view as long as the stat is not too op and is balanced right it should do well, all i want mythic to do is to add this to exit wound and any other ability that has a toughness de buff this should help balance things out
we cant all have good days
well to day has been a bad day for my witch hunter, its been one of those days where nothing seems to go right jumping sumone who seams to be alone then a lode of destro come streaming over the hill :O dead
and my dueling has been crap of late but i get them down to 30% or so so its not all bad. but then you get to scenarios and order just get steam rolled by destro.
hasn't been a good day but am still looking forward to the new content cant help but wonder what we will be getting after this content ?
and my dueling has been crap of late but i get them down to 30% or so so its not all bad. but then you get to scenarios and order just get steam rolled by destro.
hasn't been a good day but am still looking forward to the new content cant help but wonder what we will be getting after this content ?
Monday, 4 October 2010
if christopher lee gets a power metal album we should get summating too
first of all yes christopher lee is doing one it going to release on the 15 of march, second what will we be getting in the new RVR dungeon. well we know its for rr 65 and above so i think it quite possible to get warlord and sovereign but what else will we be getting ? new weapons may be but what i want to see is new pocket items.
pocket item could be epic and there are sum that do quite well but i donut think mythic when far enough with the lotd items most give shields or make your attacks unblock able, what i want to see are more class specific ones this would be amazing particularly if its just more than a buff.
for ecsampule a pistol drops this item is for a which hunter and it replaces absolution with a doable absolution know i know thats op but jest imagine other items for other class, engineers could have new items to drop and mages could summon new demons when you get in to it it could open up new doors to game play.
pocket item could be epic and there are sum that do quite well but i donut think mythic when far enough with the lotd items most give shields or make your attacks unblock able, what i want to see are more class specific ones this would be amazing particularly if its just more than a buff.
for ecsampule a pistol drops this item is for a which hunter and it replaces absolution with a doable absolution know i know thats op but jest imagine other items for other class, engineers could have new items to drop and mages could summon new demons when you get in to it it could open up new doors to game play.
Sunday, 3 October 2010
RVR dungeon sweet
well it looks like that what the new skaven zone will be, its good the have a big grope dungeon in at last but not only that we have to take on the other realm as well, it all so looks like this is what will dicide who is a scaven all so no news on loot if there is any it all so looks like as well we will not be accessible at certan points no news yet as to how this will work you must all so be rr65 and above to enter, sounds like if anything drops its going to be warlord and sovereign would be nice if we got sum new stuff from it but we will know soon but am looking forward to it.
Saturday, 2 October 2010
leave my torment alone
there has been a bit of speculation of late as to what will happen to this ability and it worrying, this is down to tanks companying about it as well as other class finding summating to pick on the wh and we about.
i do hope they keep torment that way it is with a percentage armor pierce and not a fixed number, this will gimp the class severally and we donut want that we are signal target dps with the lowest toughness bace value we have the light armor and can die very quickly in any zerg.
at the moment this is all speculation but mythic have said thay are looking at this ability we just have to let them know we do not want we have had the ability for two years and only know are we getting QQ about it and it the what we can pick on the witch hunter this month for.
just go back and see the old threads on dragon gun, burn away lies if you dount believe me.
i do hope they keep torment that way it is with a percentage armor pierce and not a fixed number, this will gimp the class severally and we donut want that we are signal target dps with the lowest toughness bace value we have the light armor and can die very quickly in any zerg.
at the moment this is all speculation but mythic have said thay are looking at this ability we just have to let them know we do not want we have had the ability for two years and only know are we getting QQ about it and it the what we can pick on the witch hunter this month for.
just go back and see the old threads on dragon gun, burn away lies if you dount believe me.
Friday, 1 October 2010
why complain yet
when facebook changed its layout people where up in arms about it, and with the coming changes to war people are already crying about it know sum are quite right to do so but others are not and are just crying out and afraid of change am sad to see the old system go but the new changes look good but here are my concerns
1 the scaven
we dount yet know how affective thay will be i would like to see the assassin in there but we may see him in another patch, i would of loved to see them as a third realm but we will have to see.
2 lack of attention on guilds
so guilds can no longer take keeps quite the puzzle as to why this happened it was all ways a good fight if you have a vested interest in a keep guild pride was on the line and if you held the line it was a grate feeling to hold on to your keep for your guild. defiantly shall miss this
3 what's going to happen to fault finder
RVR ability for mdps at rank 40 as only a ram and rat ogre can hit the door i have herd nothing on this what so ever i do hope we get a good compensation for loosing it
so far this is what has bothered me particularly the lack of guild love but we will have to hold on and see, i am looking forward to seeing the pts server soon.
1 the scaven
we dount yet know how affective thay will be i would like to see the assassin in there but we may see him in another patch, i would of loved to see them as a third realm but we will have to see.
2 lack of attention on guilds
so guilds can no longer take keeps quite the puzzle as to why this happened it was all ways a good fight if you have a vested interest in a keep guild pride was on the line and if you held the line it was a grate feeling to hold on to your keep for your guild. defiantly shall miss this
3 what's going to happen to fault finder
RVR ability for mdps at rank 40 as only a ram and rat ogre can hit the door i have herd nothing on this what so ever i do hope we get a good compensation for loosing it
so far this is what has bothered me particularly the lack of guild love but we will have to hold on and see, i am looking forward to seeing the pts server soon.
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