Showing posts with label Guides. Show all posts
Showing posts with label Guides. Show all posts

Dec 7, 2009

WoW Patch 3.3 priest gear and changes

With wow patch 3.3 very close on the horizon, I figured now might be a good time to go over the few changes priests will be seeing. I'm also going to provide a list of possible juicy items for you to look forward to from the Icecrown Citadel raid, the Icecrown dungeons and the Emblem of Frost vendor. After all, you can't look to take down Arthas without sporting some new threads, right?

Let's start off with the class priest changes.

Divine Hymn: Cooldown reduced to 8 minutes (currently at 10 minutes). This was largely done to help ensure that certain cooldowns would become available faster when working on encounters with limited attempts. In other words, it sucked that Trial of the Grand Crusader attempts would last for about 3 minutes or so before a wipe was called. Another 7 minutes would be needed before the cooldowns were free again. This will help reduce the down time.

Power Word: Shield: You can cast this on non-raid and party targets who are friendly. Now you can keep Varian alive a little bit longer when Horde are beating him down.

That's it for the healing changes. What about for our shadow guys? Shadow priests will be seeing some DPS increases for sure with these changes:

Improved Devouring Plague: The spell dishes out 10/20/30% of it's periodic effect damage instantly (Currently does 5/10/15%).

Mind Flay: Increases the range of Mind Flay to 30 yards (Currently at 20). The other difference is that the Glyph of Mind Flay doesn't provide the range increase since it's already included in the base spell now. Instead, the new Glyph of Mind Flay increases the damage done by Mind Flay by an additional 10% when the target has Shadow Word: Pain.

Shadowform: The talent affects Devouring Plague and Vampiric Touch to see benefits from your haste rating. The period length and duration will be reduced by haste and the mana cost has been reduced from 32% to 13% of your base mana. This is a great help in case priests need to switch in and out of forms for specific reasons (like firing off a few heals during an intense part of an encounter).

Vampiric Embrace: The ability provides a 30 minute buff to the priest that cannot be dispelled (Currently is a debuff applied on targets that can be removed). The healing generated will result from single-target shadow damage spells only.

Our Shadowfiend has seen some changes.

Avoidance (passive ability) : Damage taken from area-of-effect spells and abilities are reduced by 90% but it no longer applies to AoE caused by players.

Priest upgrades from the new heroic 5 mans

Well, this is it. patch 3.3 is expected to be the last major content patch before Cataclysm comes out and there's a ton of gear for us from Icecrown.

Although none of these have any gem sockets in them, you might wish to consider Prelate's Snowshoes (Tyrannus in Pit of Saron on heroic), Braid of Salt and Fire (Ick in Pit of Saron on heroic), or Strip of Remorse (Chest from Halls of Reflection on heroic). Of the two belts, you probably want the Strip if you're Discipline. Mord'rethar Robes (Devourer of Souls in Forge of Souls on heroic) and the Suspiciously Soft Gloves (Marwyn in Halls of Reflection on heroic) do not have haste on them but have a decent amount of critical strike rating.

I wonder what makes them so suspiciously soft.

Looking for some weapons? Surgeon's Needle is a decent dagger from Forgemaster Garfrost (Pit of Saron). Pair it up with the Shriveled Heart from the chest that is offered in the Halls of Reflection.

For trinkets, there's the Ephemeral Snowflake which drops from Marwyn. The unique component of the trinket is that when you heal a target with one of your spells, you gain 11 mana. Just think about that for a sec. The 11 mana kicks in whenever a Renew ticks. It happens when your Circle of Healing heals 5 different targets. I'm not sure if it will still grant the mana if your targets are at full health. The on use effect is a hefty 464 haste rating which lasts 20 seconds. I suppose you could cycle it with Power Infusion during high stress situations.

Priest raiding loot

Even though the instance is gated, there's still some great drops from the early bosses. For instance, look at the Althor's Abacus trinket which has a chance on heal to cause another nearby friendly target to be instantly healed for 5550 - 6450. The extra 179 spellpower from it is handy. Even better? It drops from the Gunship encounter which means it'll be accessible from the start. Out of the 10 mans, there's the Sliver of Pure Ice which seems really lackluster (it's like a mana potion every 2 minutes).

Need a new neck? Bone Sentinel's Amulet is available if you get lucky with Lord Marrowgar. Holiday's Grace will have to wait until the plague wing with Festergut is opened up. For the Shadow Priests, there's always Amulet of the Silent Eulogy (off of the Gunship encounter).

There's several choices when it comes to rings. Remember that the Ashen Verdict will award you with their own reputation rings that will increase in quality based on your standing with them. Otherwise, I would pair the Ashen Band of Wisdom with either Ring of Rapid Ascent (Gunship Battle) or Marrowgar's Frigid Eye (Lord Marrowgar).

For weapons, there's a nice assortment to select from. Frozen Bonespike will be available immediately from Lord Marrowgar. Feel free to pair that up with Shadow Silk Spindle. The other option is a nifty little mace called Trauma. Every time you heal a target, there's a chance the target of your heal will heal themselves and friends within 10 yards for 217 each second for 6 seconds. From the 10 mans, start off with Midnight Sun (Gunship battle) or Mag'hari Chieftain's Staff.

Crystal Spire of Karabor version 2? I think so!

There's also the Corpse-Impaling Spike for wands (but you'll fighting with the other DPS casters for that as well).

Since we Priests like our tier sets and our haste, there's the Plague Scientist's Boots. These will come later though since the boots drop from Festergut. Incidentally enough, the Crushing Coldwraith Belt seems to have the exact same stats as the boots. Holy Priests will want to consider the Lingering Illness later on (also from Festergut). The only wrist upgrades will be Death Surgeon's Sleeves (Rotface 25) and Bracers of Dark Blessings (Lady Deathwhisper on 10s).

Among cloaks, there are two choices: Frostbinder's Shredded Cape (Valithria Dreamwalker who comes later on and won't be immediately accessible) and Greatcloak of the Turned Champion (The Deathbringer who is available).

Priest tier gear

Our tier stuff is going to be the last items we wear for the rest of the expansion.

Crimson Acolyte Gloves - 60 Emblems of Frost Crimson Acolyte Hood - 95 Emblems of Frost Crimson Acolyte Leggings - 95 Emblems of Frost Crimson Acolyte Robe - 95 Emblems of Frost Crimson Acolyte Shoulderpads - 60 Emblems of Frost What about the craftable stuff?

You can make the following legs and boots with these Ashen Verdict recipes:

Pattern: Leggings of Woven Death Pattern: Deathfrost Boots Pattern: Lightweave Leggings Pattern: Sandals of Consecration Whatever you do, I wouldn't advise crafting the legs. You're most likely going to replace them with tier anyway. Go for the boots if you're unlucky with boot drops (but don't purchase the Primordial Saronite to craft it, just rely on drops and hope your guild is generous).

Not much is known about the heroic gear at this time. Some items have been discovered but you can expect them to be slightly higher up versions of the normal raiding loot.

Good luck in there!

Nov 14, 2009

WoW Absolute beginners' guide to Arathi Basin

A couple of weeks ago, I wrote up a basic look at the Battlegrounds for all the new players who don't know anything about it. From the looks of it, Blizzard expects an influx of new players, too, so newbies will always be on the lookout for 'For Dummies'-type information. Because we're such awesome folks over here at WoW.com, we're ready to oblige. Last week we answered some basic questions about the game's first Battleground, Warsong Gulch. This week, we'll answer some beginner's questions about Arathi Basin, the next Battleground leveling players are eligible to enter. Hit the Read More button to, you know, read more.

ARATHI BASIN

What is Arathi Basin?
Arathi Basin is a resource accumulation Battleground with 15 players on each side. The goal is to gather 1600 resource points (2,000 points prior to Patch 3.2), with the first team to reach that number winning the match and ending the game. There are five resource nodeswhich can be controlled by capturing the associated, nearby flag -- an 8-second channel (formerly 10 seconds) action similar to opening a chest (you'll see a progress bar). Once a flag is tagged, teams must protect it for one minute until it comes under their control. The one minute window allows opposing teams to recapture a tagged flag.

The rate at which resources are gained depend on the number of resource nodes that a team controls -- the more nodes, the faster resources are accumulated. Capturing all five bases guarantee a rapid gain of resources and can be difficult or impossible to overcome if allowed to continue uncontested for a certain period of time. Players also gain honor and reputation according to the resources gained, so teams that win the match get the maximum bonus honor while teams that lose have varying levels of honor gain. It is virtually impossible to have a tied game of Arathi Basin.

The five nodes are the Farm, Blacksmith, Lumber Mill, Gold Mine, and Stables. The Farm is nearest to the Defiler's Den, the Southeastern part of the map where the Horde contingent spawns. The Stable is on the Northwestern part close to Trollbane Hall, where Alliance players start the game. The Lumber Mill is situated to the central West of the map, with the notable geographic feature of being atop a small cliff. It's always fun there. At the center of the map is an island where the Blacksmith is, and slightly Northeast to it would be the Gold Mine.

So, what's the deal with this place?
The physical entrances to Arathi Basin (not that you need them anymore) are located in Hammerfall and Refuge Pointe in the Arathi Highlands. In customarily nebulous fashion, Arathi Basin is supposedly such a resource-rich land that members of the League of Arathor and the unfairly villainous-sounding Defilers constantly clash over it. We can only assume that there's a lot of gold there, as well as some lumber, and a fair amount of livestock. And boy, do the Alliance and Horde forces need their livestock.

What's in it for me?
Unfortunately, none of the gold found inside the gold mine. Aside from honor, though, players get brownie points with the League of Arathor and the Defilers, Alliance players earning the Knight of Arathor and Horde players getting The Defiler Achievements. Either one grants another 10 Achievement points to brag about. Other Achievements can also be pursued if you get some more experience playing the Battleground. If you're not into those things, there's always those Arathi Basin Marks of Honor -- three for those on the winning team, one for those on the losing side -- which you'll need to purchase gear or turn-in in your quest for more honor. And everybody loves more honor.

Cool, I'm sold. What's next?
While Warsong Gulch opens up to players as early as Level 10, Arathi Basin has a slightly higher requirement. It's about perfect, too, since Level 20 is when players can get mounts. Considering players need to get from one node to another in the most expedient fashion, mounts are a good thing. The brackets for Arathi Basin are as follows:

20–29 30–39 40–49 50–59 60–69 70–79 80 As with all Battlegrounds, players would do well to be on the higher side of the level bracket in order to better appreciate the Battleground experience. That said, even lower level characters can contribute greatly by keeping their eyes open and alerting their teams to incoming enemies. The Battleground is also bigger than Warsong Gulch, so it's quite possible to avoid too much combat, particularly by keeping guard in relatively quiet nodes.

Let me at 'em! Uh... what do I do?
Easy, fella! My first suggestion would be to get a mount. You'll need one. Fortunately, players can now get mounts at Level 20 since Patch 3.2 worked it in. In the old days, players ran on foot for about twenty levels in Arathi Basin (when Level 40 was the minimum level to obtain a mount), which made the first two brackets of the Battleground rather unpleasant. Arathi Basin is a game of responsiveness, and the team able to support attacked nodes the fastest will win.

While there are many strategies to winning Arathi Basin, one of the best pieces of advice I can give to new players is to always fight near a flag. Making sure a flag is never left alone and is always protected is highly underrated, even by experienced players. Blizzard has already added an incentive to players to protect the flag with the Honorable Defender buff. This increases the honor gained from killing enemy players by 50% as long as you're within reasonable range of the flag. The only way Blizzard could make the message any clearer would be for them to have 50-foot tall neon signs pointing at the flag saying, "Fight Here!"

This means it's always ill-advised to leave a node unguarded. Resist the urge to go where the fighting is, despite the common lull that can happen when a node isn't being attacked. Sometimes a player's worst enemy in Arathi Basin can be boredom, which can strike those who nobly stay to defend the flag. One of the absolute worst things any player can do in Arathi Basin is to needlessly fight on the roads, which doesn't quite achieve anything.

It also goes without saying that having more nodes is better. While controlling three nodes is a slow and steady way to win the game, there's always the danger of losing a node and having the tide turn. As difficult as it may be to pull off, a five-cap or control of all five nodes is the best way to ensure victory, even if maintained only long enough to gain a sizable lead. For new players, simply providing warm bodies to protect flags and call out incoming enemies is key. Don't be afraid to type in the chat channel by typing /bg and keeping your team informed. Even lowbies can help immensely in this respect.

On to Alterac Valley!
Arathi Basin is a fun, fast-paced game that, if you play it right, might even end up with very little PvP at all. It's actually kind of Zen. After we take a quick look at all the other Battlegrounds (don't hold your breath, we've got four more to go...), we'll look at specific strategies every class can employ in each one. In the meantime, don't be afraid to cause some Battleground mayhem! Next week, we'll take a beginner's look at Alterac Valley.

Mar 22, 2009

Warhammer Tradeskills Feature

Welcome to the first installment of an in-depth look at Warhammer Tradeskills, featuring Apothecary, Cultivation, and Butchering. Read on for all the juicy details!

Special thanks to Gary Astleford and Phillip Chan for writing this piece!

Apothecary

"Oooh, that's a nice one! Clear as crystal, and not a bubble to be seen in it! Where'd you say these came from, again? Tilea? How impressive! Fine, then, I'll take the lot of them. Best not be any broken ones! The last lot was half shards by the time it was delivered!"

-- Gertrude Weiss, Apothecary (overheard in Altdorf's market)

Apothecary is a crafting production skill that allows you to create potions that apply various temporary augmentations to your characters. A secondary feature in Apothecary is the crafting of dyes. By finding a pigment and grinding it down with a mortar and pestle, anyone can create a substance which is capable of dyeing cloth, leather, or even metal! Whether a Swordmaster or a Witch Elf, all players can benefit from the abundant selection of concoctions available.

The central item of the Apothecary craft is the vial. Vials are rated depending on their quality, which ranges from Apprentice to Master Apothecary. A vial provides the necessary container for the completed potion. Any merchant or vendor in the Age of Reckoning would quickly be put out of business without an unlimited supply of such vials.

"It's not all about black cauldrons, newt eyes, or ghoul essences! Which isn't to say those bits don't have their place in the profession, mind you, but these rumors make us sound like common witches!"

-- Vander "The Warlock" Kohl, prior to his arrest and execution

An empty vial doesn't make for much of a potion, so you must place a main ingredient, culled from Cultivation or Butchering, into the waiting container. There are other ingredients too: some that increase the number of potions you can create with a single vial, some that extend the duration of the potion's effects, and even some that make it possible to create something better than what you originally planned. Finally, the concoction must be stabilized. Throwing too many ingredients into a single brew makes it volatile and more difficult to concoct.

With all your ingredients in place, you can combine them together in a frenzy of maniacal whimsy, creating wondrous potions that do anything from enhancing your character to gluing your victims to the ground. So grab a vial, a main ingredient, and brew away! Be sure to experiment with different combinations, and share your homebrewed recipes with others!

Cultivation

"All the horrors of tomorrow are hidden in the seeds of today."

-- Chaos Proverb

Cultivation is a gathering skill that feeds ingredients to Apothecary. You can learn this valuable skill from specific trainers in the world. Cultivation has undergone some very interesting changes lately. For example, the merchants have tapped the market and are now hoarding seeds to sell to hapless players. How opportunistic!

Don't despair! The beauty of plants is their ability to generate seeds, thereby propagating their species. If a burgeoning grower is careful, he only needs one seed to populate an entire garden of plants that will sustain him indefinitely.

"That which grows from the soil represents a miracle from the bosom of Rhya, yet even it will sit idle and rotten if not for the gifts of Taal."

-- Father Eichmann, Priest of Taal and Rhya

Merchants in the Age of Reckoning are a shrewd bunch, and have hedged the market on the various plant-growing necessities: soil, watering equipment, and fertilizers are bought and sold across the world. Luckily, all their proceeds go to the war effort. Waaagh!

Recent reports from the front indicate that new types of plants are being discovered on a daily basis. Some are so powerful that they might become attuned to only one cultivator! How bizarre!
Butchering

"A sharp knife's the most important tool a butcher can have. Fine steel is the best choice, but beware of rust. Treat the edge like a delicate flower, and oil your whetstone between each stroke. After all, it's always less painful to slice off your thumb with a keen blade than to carve out a pound of flesh with a dull one."

-- Gerard Fleischer, Journeyman Butcher

Another gathering skill is Butchering. The Butcher's craft feeds ingredients to Apothecaries. Rather than spend time nursing seeds, a Butcher can exert his unfettered dominance over beasts in the Age of Reckoning. Kill for sport! Kill for purpose! Or kill because you want a Rhinox Horn for the rarest of brews! From the claws of the noble griffon, to the bile from the liver of a lowly boar, all beasts in the Age of Reckoning conceal some medicinal use.

"I met the most curious little man on the road to Talabheim. His cart was laden with all manner of goods: jars of tripe steeped in scented oils, unborn calves baked in clay, even the tender portions of a lion preserved in brine that was taken from the Great Ocean.

"The latter, he said, would make me irresistible once I'd imbibed it.

"Of course I bought one! It hasn't made me irresistible yet, but it did give me the bloody flux. If I ever find that filthy Halfling, I'll see his tender portions preserved in brine ..."

-- Overheard in the Ten Tailed Cat

Do you feel like drinking some strange animal's blood, or devouring the organs of your feral prey? You can also harness the multiplicative power of Squigs or the adamantine quality of insect chitin in your potions today!

The beasts of the Old World are fierce, but you are fiercer. Butcher them all, I say, and harvest the best bits for your own diabolical concoctions. Anything to make you meaner, leaner, and harder to kill!

Talisman Making

"Me mum, she was somethin' special. Could take somethin' what was downright ordinary and turn it into somethin' magic. She gave me this ribbon here 'fore I left for the front lines, told me to tie it on my spear 'n never take it off. I've been in a dozen battles since then, 'n I ain't never been hurt. Not so much as a scratch.

"It's mum's ribbon what keeps me safe, I tell ya. If Sigmar himself told me to take it off, I'd tell the old boy to stuff himself."

-- Corporal Alfons Hirsch

Talisman Making is a crafting production skill that allows you to transform magical objects found in the world into useful trinkets and charms. Talisman Making trainers can be found everywhere in the world, and with a little practice an amateur curio collector can transform himself into a powerful hedge wizard.

Curious objects, gold dust, and primal magical essences, once placed into a relic box, can yield spectacular results with only a few chanted words. Such products include trinkets to hang from your sword that make it sharper, or charms to place in your staff that open your mind to the Winds of Magic.

"I am unsure as to the nature of this power. Is it the faith of those who use such charms that makes them so effective? Or is there some other magic at work? I must continue my research. I shudder to think that some otherworldly influence is
at work here, corrupting the brave men and women of my village."

-- Father Josef, Priest of Schwarzmarkt

Is a Sorceress making your life difficult? Place a charm in your armor that will make her blood run cold when her spell bounces harmlessly from your chest. Laugh dismissively when that pesky Knight of the Blazing Sun swings his sword at you, then cleave his skull in two with the strength of twenty men. Any advantage can be the deciding factor in wartime.

Talismans are things of incalculable value in the Age of Reckoning. Their ability to enhance otherwise mundane equipment can go a long way towards making a deadly warrior even stronger. Test out a variety of Talismans and watch your power grow.

Salvaging

"Gimme dat choppa, ya lout!"

"Why for should I, Worglob?"

"'Cuz I's bigger'n you, Iggrul, 'n if ya don't I'm gonna stomp yer guts out! Dat's why!"

"Oi, dat's as good a reason as I's heard all week! Here ya go!"

-- Worglob gets his due from Iggrul somewhere in Barak Varr

Salvaging is a gathering skill that allows players to break down equipment into its basic elements. As they crusade for their causes, great warriors and life-giving healers are always finding powerful artifacts and magical items. Such items, once discovered, render their dented shields, bloodstained swords, and cracked staves obsolete.

Why throw out or sell old equipment when you can siphon out its base magical properties and use them to make your new gear that much more effective? Want a little more oomph in your swing? The power within the sword you used in Saphery can always be transferred to a new weapon that you can employ in Caledor. After all, waste not, want not!

"So few people know the worth of their weapons. Some blacksmith worked for weeks, maybe months, to forge the blade, to sharpen it. And for what? So a pea-brained, self-titled 'hero' can toss it aside when a better one comes along? How pathetic!"

-- Karsten Vogt, Quartermaster

Salvaging the magical properties of equipment can be a difficult and risky business. The energy within magical items is elusive, and can often escape even the best salvager's efforts. Even when successfully collected, some small amount of power will always drain away into the Aether. Oftentimes a salvager must focus on only one property within an item. Some salvagers are lucky and find that they can maintain the potency of a property with no loss of effectiveness.

Scavenging

"How ya 'spect ta make any Karls if'n ya don't crack the gold teeth outta them jaws? Ain't like the dead need 'em no more."

-- Dussel, Bone-Picker

Scavenging is a gathering skill that allows players to obtain Talisman Making ingredients from the bodies of the dead. If you though that your enemy's Superstition or misguided faith was only there to warm the cold nights in High Pass with laughter and jeering, you were wrong!

Scavengers are encouraged to rifle through the pockets of their victims in search of treasured keepsakes. When following this calling, you should feel free to callously loot the dead bodies of your foes. Claim their sacrosanct symbols and valuables for your own indulgent purposes!

"I'm constantly amazed by the sentimentality of these Empire curs. It seems like every single one of them carries a pendant or a symbol of some kind. For all the prattle and pomp of their faith and conviction, I'd expect their gods to pay some attention to them when I'm cutting them down like chaff."

-- Morvass Dreadsong, Blackguard

Wasn't there a soldier in Reikland that wore a locket given to him by his long lost love? Or a greenskin in Barak Varr that wore a scorpion sting for luck? Take these things because you can! Take them because you enjoy it! Take them because their original owners won't be needing them ever again! This is war!

The Age of Reckoning is filled with many humanoid creatures, but not all of them carry religious or superstitious symbols. Don't be disappointed if you don't find an interesting curio -- instead, take their extra gold!

Mar 17, 2009

Warhammer Thulf the Quest Giver

Source: stuntystomper.blogspot.com
Those that follow my adventures from pre-WAR know i have always played MMOs on a roleplay server when i had the chance. I'm not a hardcore roleplayer, but i like the immersion and dislike people standing around in the major city talking about the Superbowl or having names like xXPowerBarbie13Xx. In addition its great that you can run into player driven events any day. With AoC being a PvP centric game we had some issues the political/diplomatic kind on the RP server tho, an attack always became a major affair of state when you just wanted to have some nice PvP. Therefore the decision for WAR to move to a "normal" server.

From the Witching Night event i still had tons of those Leather Mask of the Gobbo items. Since quite a while i had the idea to pose with Thulf as a quest giver in the greenskin newbie area and hand them out.

What better occasion than a lot of Choppas running around there? On Friday early evening i placed myself at the Snouts' Pens in Mount Bloodhorn and posed as a quest giver - asking for grey trash items from the Stunties to bolster the greenskin supplies. One thing i realised: The chat messages have to be quite short, if you add too many item links, those will make the message too long and it won't display. Therefore i had to shorten my message a bit. In addition to some pre-thought of lines for communication i also used the OrcTalk addon for slang flavour...

I know on "normal" servers players often are not that open for roleplay, as they're not used to it or don't have any interest in it. In addition the english servers are cross-cultural and some players don't speak english that well.

I had no expectations for this experiment and was prepared to stand there lonely for a while. I posed as a quest giver for around 40min and had two or three really nice conversations. I only handed out a few masks as many players were just running past, busy with their newbie quests, not reading the chat or not being interested in any interaction. Only one conversation i can describe as roleplay, the rest was people wanting to do the "quest" but needing pointers or high level players on their alts that already had masks themselves, but thought its a cool idea. As it was early evening the area was not bustling with activity the whole time tho. The result was okayish, but not great. I guess I'll try it again once everyone can create a Choppa and see how it goes then.

I can only encourage everyone to add to the server life with player driven events, be it regular 6vs6, player quests or just any other event that is open for others to participate.
More Warhammer Hacks

Mar 11, 2009

Warhammer Witch Hunter Feature

This time around, GOA Community Managers interviewed some expert Witch Hunter players, as we have done in the past with the Rune Priest and Chosen careers. If you want to learn more about Witch Hunters, suggestions on how to play them, how useful they are, and their pros and cons, read on!

“Wrapped in his long jacket and molded soft leather armor, and concealed by the shadows, he slowly approached the unsuspecting target with ashen stakes at the ready. His emotionless face was partially hidden by his wide-brimmed hat; his eyes were cold and lethal as the weapons he was holding. He crept closer, as silent and icy as the snow. With a quick gesture, he ran the victim through the back. The unaware prey fell down writhing in pain. His gaze was impassive, and in an instant, all that remained was the echo of a gunshot lingering in the air.”

The Witch Hunter Compared to the Other Careers

Witch Hunters are generally known as melee fighters. They are characterized by various abilities, some of which can be used only when invisible to the eyes of the enemy. They move silently and mercilessly on the battlefield. They pick the victim they will follow, kill with lethal precision and then purify with the holy fire of their torch. This is all accomplished in the name of their faith and to rid their path of heretics.

Here is what Thomas Leuterer from the Gorthor server thinks:

“Quoting the Holy Scriptures: ‘Burn the heretic. Kill the mutant. Purify the unclean one.’ Do you need any other explanation? Joking apart, I am a great fan of the Warhammer lore and I have always loved the Witch Hunter. Cynical and cruel, they are motivated by a holy mission whose result justifies the means. I didn’t choose this career because of the DPS but for the charming background… and the hat.

“There is going to be a nasty surprise in store for those who think that this is a brave and unblemished character, devoted to the well-being and the defense of the Empire. The Witch Hunter is deadly, and won’t have any problem committing the most atrocious crimes if need be.”
Calamityjane from the Karak Norn server says:

“The Witch Hunters are technically on the side of the good but are far from being the ideal heroes. A Witch Hunter does not hesitate to burn entire villages to the ground, dispensing judgments of heresy and witchery here and there with the aim of rooting out corruption. This is very much a charismatic character.

“The Witch Hunter is not famous for their resistance to the enemies’ attacks.
They stand out for their exceptional charisma and ability to turn invisible before their foes. They are also cunning and agile, and all these characteristics together with the ideals that motivate them, make this character a lethal weapon for the enemy siege line.”
Kasch from the Dragonback Mountains server agrees with Calamityjane and says:

“According to their mission, the Witch Hunter has to quickly kill the Healers and all the foes that can inflict damage from long range. As soon as the effect of the Incognito Ability fades away, they become weak and don’t live for long – given that the enemies are not that happy to see them approaching out of the blue from behind. As such, they must be quick and effective, and after that they can finally die.”
Fenris from the Carroburg server also gave his opinion:

“I mainly play with the Witch Hunter because of the Incognito Ability. It allows me to be independent and ‘operate’ on my own against the enemy siege line.”
Fighting as a Witch Hunter

Fighting as a Witch Hunter is a challenge. A Witch Hunter cannot rely on the same physical strength or armor as a career devoted to the front line would do. However, with a bit of effort, they can fight beside tanks in the battle against Chaos.

That’s what Calamityjane from the Karak Norn server points out:

“Some would be surprised to find out that Witch Hunters can be excellent attackers, but they have a lot of different defensive strategies and they can fight side by side with tanks to send the heretics back from where they came from. As a Witch Hunter, I try to take care of my group and my game style changes according to the situation.

“Nevertheless, the vast majority of Witch Hunters needs strategy and the ability to inflict damage at the right time, or to find a way to escape if something goes wrong.”
And Fernis from the Carroburg server says:

“It is necessary to learn the tactic “Hit and Go” to survive in RvR.”
Thomas Leuterer of the Gorthor server stresses the action phase:

“Fighting is tough and it doesn’t always pay but it is the difficulty itself that makes the success more satisfying. A Witch Hunter has to think before acting and cannot launch himself against strong foes with impenetrable armor and long swords.”
Other strategies include also the defense of the Healers within the warband, as Calamityjane of the Karak Norn server states:

“The Witch Hunter is one of the most versatile careers that a warband leader could dispose of in RvR – and this may be surprising to those who think this career is characterized only by a few tricks. For example, the Witch Hunter stands out for his ability to fight against expert foes, withdraw and protect the Healers of the group.”
Fighting Against a Witch Hunter

It is arduous to fight against a Witch Hunter. They are not only a potentially invisible foe, but the amount of damage over time they can cause could kill before their time those who do not take the fight seriously. The challenge moves on a defensive level, in order to limit the initial maximum damage that this character can develop.

In spite of this, if they cannot hide, the Witch Hunters become easy targets, because of their weak armor and defense – as also Thomas Leuterer of the Gorthor server

explains:

“Their strength is built on the damage they can quickly inflict on casters, the ability to reduce the healings received by the target, and to hide from and catch the targets they choose, not only by chance. The weak points are… the excessive

fragility and … Well, that is enough!”

Kasch from the Dragonback Mountains server says:

“The weak point is represented by their survival chance, which is very low. Witch Hunters don’t have big armour but it is possible to balance this weakness, at least a little bit, by increasing the ability with the weapons, and as a consequence, the

probability of avoiding hits.”
Final Considerations

Witch Hunters are characterized by an exceptional charisma and a respectable background. They are at their most effective when they can move behind and surprise enemies with their powerful sword strikes, then unleash pistol shots to finish them – it’s thrilling! If you prefer strategy to direct attacks, taking out strategically critical victims, and if you don’t mind hiding in the shadows, then the Witch Hunter is the right character for you!

But . . . are you afraid of the dark?

Interview with a Witch Hunter

We had the pleasure of speaking with Calamityjane, the Rank 40 Witch Hunter who plays on the English Karak Norn server in the guild Ascension. Read on to see what Calamityjane had to say about Witch Hunters!

Why did you choose to play a Witch Hunter?

From the moment I picked up WAR, the Witch Hunter just stood out for me. Their rich history and striking imagery got me hooked from the get-go and I haven’t looked back since. Fictional characters such as Van Helsing and Solomon Kane bear to mind when thinking of this class and they inspire the imagination of a reckless hero, hunting down evil ghouls and goblins. Technically, Witch Hunters are on the side of good, but they are far from being your average hero. A Witch Hunter don’t hesitate burning entire villages, making accusations of witchcraft and heresy left, right and centre if it means that they can uproot evil. Plain and simple, the career is just cool.
You’re a member of ‘Ascension’ of Karak Norn. Please tell us about your guild and your place in it!

Ascension is one of the best guilds I have ever been a part of, not only in this game but from other MMO’s as well. The guild is full of friendly and skilled players who love nothing more than giving the bastardly Destruction a bit of no-good.

How do you see your role in a party or a Warband? Are you a solo player or a team player?

If I join an organized Warband I very much see myself as a team player. When fighting multiple enemies, assisting your fellow team-mates and prioritizing single targets is very important. Team play is the key and that’s what this game is all about. Further, forming a small death squad of two or three Witch Hunters is a force to be reckoned with and is prone to leave a nasty stain. The Witch Hunter is second to none for scouting ahead of the main Warband, alerting them to danger. Also, picking off unfortunate stragglers while scouting is immense fun!

How do you adapt your play style after different circumstances in RvR?

The Witch Hunter can be one of the most versatile classes to have at a Warband leader’s disposal in RvR, which may come as a surprise to those who think the class is a one-trick pony. For instance, if you are facing well-organized opposition, hanging back and protecting the all-important healers of your group is something Witch Hunters excel at. A second and obvious role we fill is to sneak behind enemy lines and causing havoc within their healer ranks, spreading fear and panic in the name of Sigmar. Some might find it surprising that Witch Hunters can be excellent front-line troopers, but we’ve got a lot of defensive tricks and so we can fight alongside tanks to push heretics back to whence they came. I try to provide for my team and my play style will change between these three styles depending on the situation at hand.

How is the game User Interface working out for you and do you use any custom mods to enhance your game play?

The game interface is smooth and clean and I haven’t considered using any mods quite a while. Recently however I’ve started to use mods for fun. I recommend Dammaz Kron in particular as it keeps track of your most heated rivalries and makes hunting heretics even more fun. I also use Scrolling Combat Text and the Crafting Willard as making potions can be somewhat arduous without it.

What are the perks and flaws of the Witch Hunter, in your opinion?

Nothing comes close to the burst damage of a Witch Hunter; spiking down single targets is its forte. You can happily go off hunting the unclean all by yourself as the Witch Hunter can pretty much solo any class if you get a stealth jump on them. There is nothing more satisfying than giving a bullet to the back of the head of a blasphemous non-believer or setting them alight and slowly watching them burn into cinders. There are drawbacks however like with any class; we are technically a fairly squishy class that wears light armor and despite our tricks we can be taken down quickly with concentrated attacks. Like any career, the Witch Hunter has its few niggles but I am sure all of them will be ironed out in time. All in all I think the class pre-patch 1.2 is well balanced and in the right hands it can be used effectively to carry out Sigmar’s fury.

Do you have any advice to offer players who are eager to play a Witch Hunter?

Stick with it. The career isn’t the easiest to play and requires a lot of patience, but once mastered it can be a most enjoyable and rewarding class. I cannot think of anything better than spending an afternoon of bringing uncompromising justice to the forces of Destruction than with the Witch Hunter. It is loaded with fun and keeps bringing me back for more.

Lastly, do you have anything you’d like to share with the community?

I hope some of this inspire you good folks to come roll a Witch Hunter and even better if you come to Norn I will welcome you with open arms and a suspicious looking eye and if not and you happen to make one of them heretic Witch Elves I’ll have a bullet with your name on it.

Make love and war! I will await you on the battlefield.

Warhammer Online For Free for 10 Days!

Get ready to come and swell the ranks of Order or Destruction – you can play Warhammer Online for free and under no obligation for 10 days!

In addition, if you join the forces of the Old World between March 5th and March 11th, you will be able to take part in the "Bitter Rivals" event and be one of the first to preview the two new careers: the Dwarf Slayer and the Greenskin Choppa.

Warhammer® Online has a community of hundreds of thousands of players online 24/7, who clash in a merciless war to capture Keeps and enemy Capitals. So what are you waiting for? Join the Warhammer® Online adventure for a free 10-day trial by visiting our official web site.

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or

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Mar 7, 2009

PTS Patch 1.2: Guild Crafting Materials and High Guild Rank Mounts

Tonight on the EU PTS a larger zone domination test was organized. As part of it, GOA created a guild (highest rank) and people could join it. While i had no time to stick around for the RvR, i managed to sneak into the guild long enough to check out all the guild benefits you can buy from the guild vendor. The first screenshot collage shows you all the mats you can buy from the guild vendor (those need different guild ranks) and in addition some potions you can brew with those mats. The rez potion (cost you 62.44s in mats) is really cool - being a standard bearer i can also rez with the banner, but could prove useful. You also see that the snare potions are not fixed and the resulting potion will always have the same effect. In addition to what you can see on the screenshot you'll be able to buy different seeds (only different in level not in type from what you get at every other vendor) and also different containers and curios for talisman makers.

juicy stuff: New guild rank mounts! Since the test guild "Eternal Destruction" was of the highest rank, not only could we buy the guild rank 25 mounts, but also the new improved mounts (faster & lower dismount chance) you can get at guild rank 37. The mounts you can buy from the guild vendor have three additional colors and the faster ones are slightly armored, but have the same color then the other ones from the guild vendor. While normal mounts have 50% speed increase, the armored ones have a 60% speed. So people don't need to worry that it will make such a difference in RvR. 10% is not that much tho, we had a short race and it was a tad faster, but not very. Here are the pics of all the guild rank Orc boars:

The cost of 150g is really cheap for the better mounts IMO. It's just that guild rank 37 is not that fast to reach. Thirst is at rank 29 currently, still some levels to make. I know not all will ride boars, so here is a screenshot of an armored dark elf mount. I also met Oziriz, a reader of my blog, inside the Viper Pit and could convince him with a few coins to show of the Chosen steeds (1,2,3,4,5). Talking about blog readers, i met quite a few during my adventures on the PTS. If you play and see me standing in IC, say hello... :)

At the start of todays RvR event i was also able to catch Magnus (GOA) for a few words on his Black Orc in full Conqueror gear. He was joining the fray to fight Order in Praag himself. Overall i've to say that the atmosphere on the EU PTS is very relaxed and people are willing to test things out. Hell, I've send a huge chunk of bug reports myself. The more i see from the patch 1.2, the better it looks. While crafting has been easy before in WAR, after the patch it will still be easy, but much better to understand for people and they ironed out some bugs. And finally crafting will be useful, all of the trades. Personally I'll need to switch around my trades a bit (due to the BoP seeds/plants), but that's fine.

Ragbag, EU Dev Chat & EU PTS R40 Templates

Right now there is a lot of misinformation spread when it comes to the difference between EU and US service and upcoming features. There ARE issues, i talk about them regularly as i think the EU customers should have access to the same features and service then the US got and that not months afterwards.

PhoenixRed posted a larger article at the Warhammeralliance about "The Treehouse of WAR Customer Service" and the problems between EU & US service. You can read my answer in the thread (here). Regis at Wizards & Wenches, a fellow EU blogger, talks about some of the issues in his blog here. Despite the issues you'll find in those threads (and that i have myself), i feel there are a few facts people often mix up or are misinformed about. You can read more critic at the above threads, but here are some infos...

Facts
# Due to timezone and translation into four other languages, GOA usually is one day late with updates, patches and info. (Question remains if this delay could be prevented if they would get a day headstart from Mythic)
# Official Forums: While people are afraid (due to the lackluster GOA website) the EU forums won't be of the same quality then what the US hosts, GOA promises (credible) they'll be equal and of the same quality then the US offers.
# While people are afraid the split between EU/US forums will take us (EU) further away from the developers, it does not have to be that way. GOA already mentioned they'll get dedicated forums for better direct access to the developers so they can ask questions the EU community has and also relay issues the EU community points out faster.
# Did you realize there will be an EU dev chat on the 19th of March? I know i missed it, as i read the herald announcement right before and they looked the same more or less. Thanks to Nic for pointing it out to me. GOA states the EU dev chats will be a regular thing.
# GOA states they have access to all promotional stuff Mythic does. EU WILL get access to dog/wolf pets and EU players WILL definately get a shot at the special Choppa/Slayer heads. GOA works this out at the moment and we should see news on it soon. While its obvious that different marketing campaigns will have a different focus/timing, question remains why Mythic/GOA can't work this out ahead so details are ready at the same time, would prevent an uproar like we see at the forums now.

Overall things could get much better soon, but deeds will show, not talk and promises. And to be honest i fail to understand why GOA/Mythic don't come more forward with correct informations aggressively spread over the forums to counter all the negative opinions, when some are formed purely due to uninformed players.

With the upcoming official forums, GOA offers you to change your nickname that will be displayed with them. Go and check what you entered back then and change it if necessary.

Since we were discussing findings on the PTS in the forum these day, we found out that the EU PTS indeed has been running on an older build then the US server. For the testers this is very confusing as we talk about the same things but about different numbers with our fellow US players. GOA says it was because Mythic wanted the EU PTS to focus test different things. Well, might be so, but it still is confusing and why can't the focus test run with the current build? Talking about the EU PTS, it was just updated to the latest build and also available now R40 Templates for Choppa/Slayer, equipped with fitting gear. Go crazy!

Did you know that with 1.2 the quest part of your tome can have more then one page? I did not either until i read it over at the Captain's Blog.

Some of the new blue items inside Lost Vale will be repairable tokens all classes can use. It remains to be seen how useful those really will be, but at least for RvR where wards play no role, this could be viable. More info and some stats here.

Are you thinking about doing your own podcast? Or need some pointers which programs to use? CoTCast has some tools & guidelines for you. CoTCast is by far the funniest WAR podcast i know, check it out if you haven't. Hmm.. maybe i should record them a bumper if i can come up with something. ;)

Source: stuntystomper.blogspot.com

Mar 4, 2009

Warhammer Witch Elf Tier One Scenario Guide

Pay attention to here,warhammer latest news: Warhammer Witch Elf Tier One Scenario Guide is here. Read it now!

MMORPG.com Warhammer Online Correspondent Andrew Bobb writes this Warhammer Witch Elf Tier One Scenario Guide to getting the most out of your Warhammer Witch Elf in Tier One scenarios.

The Witch Elves are the primary melee damage dealers of the Dark Elf race. They dual wield daggers and combine status effects, damage over time, and rapid high damage attacks to quickly subdue their foes. This culminates in the release of built up Bloodlust through a Frenzy attack for big damage. A Witch Elf is an assassin, so do not engage in prolonged fights.

In RvR, Witch Elves provide a lethal boost to the main attacking force, but are even more effective as flankers harassing the enemy's ranged support. You can do this solo or with one or two additional players for support, depending on the number of players in the scenario. If too many players are missing from the main force, this will have the twofold effect of weakening their combat effectiveness and giving your tactic away to the enemy. If taking support, a healer or another damage dealer are ideal choices.

You can queue for RvR scenarios from level 1, but with only Throwing Dagger, Slice, and Flee available, your effectiveness will be limited. You will receive a temporary hit point boost for balance, but will still be lacking in additional abilities. Should you still desire to fight at level 1, hit and run tactics will be your best contribution to the team. Flank the enemy, hit the ranged support units, and then get away.

Open the attack with Throwing Dagger while closing on your prey. If you hit them from behind, this has a snare effect, preventing your target from running away. Follow with repeated use of Slice when you reach melee range. If you attract the attention of more than one target, activate Flee and get away. If they give chase, you will have pulled valuable combatants away from the opponent?s main force.

This guerrilla approach to playing the Warhammer Witch Elf will continue to prove useful as you go up in level. By level 4, you will have a Frenzy ability to release your Bloodlust (Puncture), a stacking damage over time ability (Envenomed Blade), and a damage booster with a chance to cause a debuff (Kiss of Agony). At this point the Witch Elf can really bring the pain. Additionally, this is a good point to begin playing as a front line attacker if this is the way you prefer to play.

At level 5 the art of assassination is revealed. The Agonizing Wound ability is your back stab skill, a damaging attack which ignores armor when used from behind. When flanking, this will be your new opener until level 10. If your target does you the service of trying to run away, keep hitting them from behind with Agonizing Wound for a really quick finish. Chasing scared Shadow Warriors around the backfield while the tanks are busy elsewhere is pure ecstasy for a Druchii.

Having spent the last five levels sating your lust for murder, you have reached level 10. All that sneaky backfield treachery is about to reach new heights of awesome. With level 10 you gain Shadow Prowler and Vehement Blades. Shadow Prowler is an invisibility skill that slowly drains Action Points while you are invisible. Vehement Blades is an opening attack from the invisible state that builds 2 Bloodlust, causes your opponent to take damage when they use melee abilities, and makes all your abilities cost half as much for a short time.

You now have ultimate access to your opponent?s backfield, and all the soft targets that tend to stay there. However, due to the AP drain of Shadow Prowler, it is best to wait until you are almost there to use it, or keep AP restoration potions handy. You do not want to run out of AP behind enemy lines. That said, open with Vehement Blades out of Shadow Prowler, stack Envenomed Blade three times, and then release your Bloodlust with Puncture for a big damage assault with lingering effects.

By level 10 you will also have unlocked a second Frenzy with a debuff (Heart Render Toxin), a skill to use your back stab from any direction for a short time (Feinted Positioning), a detaunt to weaken attacks from non-targeted opponents (Enchanting Beauty), a morale skill that deals massive damage (Sever Nerve), and a second damage booster with debuff (Kiss of Death). This provides a variety of tactical options for dealing with different situations. You should now set two skill bars: one for your backfield guerrilla tactics, and the other for front line combat. Your backfield skill set should focus on pouring on the damage with Kiss of Agony and Puncture being you damage boost and Frenzy choices. The skills to use on the front line should focus on debuffs which support the whole team effort. Kiss of Death and Heart Render Toxin are more useful here.

While pursuing front line combat, use potions to enhance your armor and provide health regeneration. This will help to counter the vulnerability of your light armor and reduce the demand on your healers. Enchanting Beauty will bolster your defenses further by ensuring most combatants in the fray are only hitting you for half damage. Don't forget about Feinted Positioning and Agonizing Wound either. Ignoring the heavy armor of an enemy tank will bypass their greatest asset.

With basic combat tactics covered, it is time to bring strategy to the battlefield. The 3 RvR scenarios for Tier 1 are Khaine's Embrace, Gates of Ekrund, and Nordenwatch. All three are capture and control missions, which focus on gaining and maintaining control of focal points on the battlefield. The focal points are illuminated with a bright circle of light and have flags at the center. The focal points glow blue for Order control, red for Destruction control, and Green for neutral.

Gates of Ekrund and Nordenwatch both feature hree control points; one close to either spawn point and a third centrally located. At the Gates of Ekrund, they are situated in a straight line. At Nordenwatch, the control points form a V shape. Gaining control of the neutral points simply requires standing near them until the progress bar fills. Order controlled points take twice as long to claim as they must first be reverted to neutral status. The more players standing near the point, the faster control is gained.

Khaine's Embrace is unique, as it features two control points rather than three. The mechanic of this scenario requires right clicking the control point flag to begin a five second action to claim the point. Once both points are claimed by one side, a countdown begins. After lock down, a battle horn sounds and massive explosions occur, killing anybody near the control points and the Altar of Khaine. The control points then reset to neutral.

The battle generally begins with each team claiming a point them fighting over the third, or trying to take the other side's point in the case of Khaine's Embrace. This generally results in a massive stalemate somewhere in the middle. So, WOW Witch Elves, it is time to put your espionage skills to use and take control of the field. Take one of the side paths and hide, or Shadow Prowl at level 10, close to the Order side control point and wait for the enemy to abandon it for further conquest. When they leave, slip in for a quick and uncontested claim. After a satisfyingly wicked laugh, go attack from behind.

These tactics should serve you well as you work your way through Tier 1 RvR. This will also provide a solid tactical foundation as you progress to Tier 2. However, these methods are not the only options available to you. One of WAR's best features is the balance of the RvR system. Experiment with your skills; maybe you will discover tactics that are even more effective for your play style. Go forth and slaughter, beautiful Daughters of Khaine.

Warhammer Bots: Bugged lvl 35 Mobs

From Dragonwake go to Isle of the Dead. Head to the Ritual of Death PQ. There are four locations where two Deathwracked Servants spawn by a column. These mobs will not attack you.. ever. They will die randomly, and respawn randomly (Sometimes less than 5 seconds). They give loot (I farmed at least 10 blues and countless greens) and coin and credit for a dark elf kill (I got two pips now) and exp.

Sure, you can go there and kill them over and over, but to maximize this exploit why not bot it? I have no autoit or programming experience so I made a ghetto bot with my nostromo gamepad. The same could be duplicated exactly on the g15 I imagine. Here is what I rigged up with my lack of programming skill.

Position your character so that one is directly behind the other. Set your mouse so that it is on a point where one mob overlaps the other. Set up the gamepad to click left THEN right at a short interval and loop it. I used .1 seconds. Set and loop a kill sequence, as caster I just tossed a few DoT's and a DD.

What happens. You kill the first, as he drops you right click and loot, it auto loots, when the first has dropped to the ground the second becomes available to be clicked on. It left clicks, kills, then loots and continues to click until the first respawns.

I left this going while at work, sleeping, doing other things etc...

Only problem I ran into was the server going down, and my bags getting full.

WARNING: The Tormented Spirits wander and will kill you if you are in the wrong spot. The key is to be in a spot close enough to loot and kill both mobs, but not too close to be in a path of a spirit. If you set your kill macro to be defensive enough you can take a spirit every once in a while (They respawn slow).. but it causes problems as you may click OFF them and they will kill you while you take down a servant. Also, it can push the PQ along, if it goes into stage 2 you are ****ed. I recommend avoiding the Spirits, and it is not too difficult. I have found 3 spots where I can kill both servants and not agro the spirits. One is in the screenshot I have posted. Be careful one does not wander across the path of your mouse pointer or you will click and pull it. Also, make sure your loot screen does not interfere with you clicker. If you leave this on for an extended period of time your bags WILL get full and the loot screen won't go away.

Exp starts really sucking at 38 (100exp a kill) but this is pretty much free exp until 39, and unlimited coin.

Feb 19, 2009

Warhammer level 37 instant spawn


Warhammer level 37 instant spawn - I found a perfect grinding spot in Thunder Mountain. If you go stand exactly where I am on the picture you will see 2 Moltenback Snarlers. When you one it respawns immediatly. Very good spot for mindless grinding or setting up an easy bot or G15-macro. Accessible for both Order and Destruction players.

Warhammer online Invincibility Exploit

Use the print screen jump on any building located near the red dot in the image below. Face the wall, and be staring at the building on a flat side(harder to do on corners of walls). Make sure you are not at an angle (or you will travel down the wall while doing the print screen jump). I find it best to print screen jump on what looks like a support strut running up the side of the wall. Spam print screen and jump alternating VERY fast. Do it the right amount and you will end up falling into the building/into the water beneath the world.

From there you just swim around and attack everything. Monsters in CH15 PQ don't evade bug. Easy farming for inf+chest rewards.

You will need to decide when to stop stacking the printscr+jumps to properly fall into the building. I cannot tell you when to stop because it's different for each persons computer(the printscreen jump bug relies on interface lag that causes your jumps to stack onto each other while near an almost verticle surface : It relies on how long it takes your computer to screenshot)

It takes some practice to get print screen jumping working. Warhammer online Invincibility Exploit does work. For those who are not used to print screen jumping it may take a long time or you may end up on the roof of the building instead. I can reproduce this exploit and will provide screenshots later.

Warhammer cheat - how to scavenge 30% quicker

Scavenging 30% faster skipping animated / timer in Warhammer Online.

Be sure to have autoloot checked.

When scavenging, allow the scavenge timer bar to get about 1/4 full, and perform any instant cast action.

After this you can walk away and will still get the scavenged loot placed in your bag.

This will allow faster scavenging since you dont have to wait through the animation or the timer.

You can start another scavenge before one if finished.
Really allows me to get alot of scaveneges in PQ's.

More Warhammer Online Hacks.

Warhammer level 21+ solo, influence + gunbad

Mythic changed the XP function for level 21-31 last week. Players can take advantage of this by going to Gunbad.

When you zone in, choose the left path over the bridge toward a couple champion goblin squiq herders and their 5 non-champ pet squiqs. These non-champ squiqs are level 25. I was able to kill them at level 21 as a witch elf, depending on your class type, your milage may vary. They were worth 1680 xp each at level 210, by level 25 they were down to 750 exp each, but still worth 5 times as much as normal mobs. (which they are).

So, first go across the bridge, kill all 10 of the squiqs, if you are level 21, killing 10 will result in 16,800 xp to kill 10 mobs... seeing as most quests for this level only give out around 2500-3000 xp, this is insane xp. Once you kill those 10, they will need to be given some time to respawn. Move further into the cave and hug the right wall... now, I am not sure how tough this will be for non-stealth classes. This tip may end here for non stealthers.... anyway if you get past, you can get to another non-champ squiq area that is even better.... because it is inside a PQ that gives Gunbad influence.

The first stage of this PQ is to kill 18 squiqs. If you are solo, you are getting the mad XP for each kill, plus you get 600 influence per squiq kill. If you repeat this stage 1 of this PQ, 8 times you will be max faction for Gunbad. To get the most out of my time, I would queue up for scenarios right outside the Gunbad entrance, zone in, kill the first 10 squiqs for XP, if the scenario pops I take it. if not then I moved into the next area for XP and INF.

Jan 21, 2009

3 Warhammer online Cheats

Explosive Snotlings After Live Event
Go to Black Crag and at 16k, 40k you will find there is still a spot with explosive snotlings spawning. You can get 1 more chance at a battle brew backpack.

White Lion Parry Exploit
You can get 100 percent parry with a white lion. Put the riposte tactic on and summon your pet 10 times. You should have 100 percent parry after this.

Squig Armor Exploit
If you stand up against a postern keep door and put on your squig armor, nobody will be able to open the door with you standing there.

Nov 30, 2008

Warhammer Dark Elf Early Quest Guide

Here is a warhammer guide to all the starting quests if you start out as a warhammer dark elf. These are in no particular order, just the order in which I did them. You will find coordinates, and notes on each quest. These quests are easy to solo with the exception of the Public Quest. These quests will get you from the Elf starting location to Akrana's Storm. Quests from killing Dark Sprites to releasing Cold Ones to feed on your kin. I did not include any storyline as that would take up a massive amount of room. The coordinates listed are for the center of where the item, NPC, or MOB is located. I hope you enjoy this guide and it becomes of use to anyone who is starting the game.

Explination:
From: Who you get the quest from.
Name: The name of the quest.
Description: A description of the quest.
XP and Money: Experience and money gain for completing the quest.
Chose: Means you get a choice of one item from 2 or more items.
Note: Notes of interest for the quest.
Numbers inside the ( ) are coordinates where you will find the item, NPC, etc

Narthain Beach
From: Gorthan Rakar (15514,6912)
Name: Blood Feud
Description: Kill Sea Guard, they are along the Narthain Beach. Return to Gothan Rakar at the Dark Elf galley on the western side of the beach.
Item: Sea Guard 0 of 4
XP: 1000 Money: 52 brass
Chose: Initiate's Warming Draught or Class Boot armor
Note: The Sea Guard is located west of Gorthan at (20070,7168). Kill any 4 of them. You can even kill one that an NPC is in combat with.

From: Gorthan Rakar (15514,6912)
Name: The Joys of War
Description: Go to the Reaper Bolt Throwers along the dunes on the southern side of Narthain Beach. Use the artillery to fire on the approaching Spearman and Mages. Kill several in this manner. Return to Gorthar Rakar on the western side of Narthain Beach afterwards.
Item: Reaper Bolt Thrower Victims 0 of 4
XP: 824 Money: 52 brass
Chose: Initiate's Fleeting Potion of Clout or Initiate's Fleeting Elixir of Allaying
Note: Go south of Gorthan and you will see four Dark Elf Bolt Throwers located at (17227,9961). Right click on any one of them and then click the target icon in the center of the 3 icons that pop up. You will then see a four-point target rectacle on your screen. Point it at your target and wait for the four points of the rectacle to close in and stop. You are then locked on your target. Left click once to fire and then repeat once the thrower is reloaded. Once you have killed 4 targets you will be kicked off the thrower.

Nov 29, 2008

Warhammer online guide: Shaman PVP Guide

Warhammer PvP Guide for the Shaman:

This guide took a lot longer then I expected, I figured about a week, however it has been about two weeks. I wanted to make sure I did not make any mistakes with the Shaman as I am not heal spec'ed like most people believe I should be.

The first thing I wanted to make sure of before writing a guide is that I was at least in tier three, this is easily made with the Shaman, as he is almost in tier four:

I also wanted enough actual PvP experience, so my second goal was to participate in at least 1k kills, since I am approaching 3k that was no problem at all:

The Good:

Extremely versatile class, switching damage dealing to full healer in the switch of slotted tactics. Decent survivability for a healing class. The ability to leech AP really extends the power that the class can deal, either by healing or damage dealing.

The Bad:

While I can deal out decent healing, I cannot even think about coming close to a virgin heal spec'ed Zealot, I believe this would still be true even if I went with a virgin heal build on the Shaman.

The Ugly:

Face it, you are a goblin! There are only two Goblin classes in WAR, healer and ranged DPS, both of these are prime targets for enemy players. When they see a Goblin, they look for a staff or bow and react accordingly. The only class that gets more focus fired upon then my Shaman is my WE. When you notice your front line starting to collapse, you need to MOVE ASAP.

Decent Skills:

'Ere we Go' = Adds damage to your groups next attack. This is probably the skill that I really need to use more of, instant and useful. If you are in "heal mode" and you have no targets that need healed, this is the first spell you should fire off.(Assuming you are in a full group)

Yer not so bad = Leeches your current target for AP and gives that AP to yourself. Awesome skill here with a short cool down. You should pop this anytime your AP gets close to 50%, and then just mana burn.(I guess in WAR mana burn would actually be "AP burn")

Brain Bursta = this is your staple damage spell, nothing special however, it is mostly used in PvE.

Big Waaagh = This has a short cool down and should be one of your second most used spells anytime you are in "damage mode" in PvP.

Life Leaka = instant and modified by a slotted tactic ability in damage mode. At level 29 the tactic removes 150 Willpower and 150 Intelligence for 15 seconds. Useful against healers and nukers, if they are not attacking you they are attacking your teammates, so it is always useful.

Bunch o' Waaagh = Channeled damage, this is my "thought you could run" spell. I always use this when my target has 20% or less of their health. Usually noob players(Yes, there are a decent amount of noobs or unskilled players in PvP in tier three) always try to run away way too late.

Da Waaagh is coming = this attacks acts like a "chain lighting" attack in Diablo 2. Hits one target then branches out to hit two more and branches one other time to hit yet another two targets. ONLY use this when you are hitting someone that has 4-6 people around them. It is an extremely inefficient spell if you only have one target that is alone.

Eeeek = Knocks back EVERYONE within it's range, and also knocks you in a random direction. Awesome ability, however it will cost you your life if used often in places like Tor Anroc.(It is still usually worth it however) You cannot predict which direction you will be knocked in, however you will know where your enemies are going. If you line up face to face they will be knocked straight back, line up to their left and they will be knocked back far to their right. Think of you as a "gallon of water", when you click the ability the "gallon" hits the surface of the water and a wave goes out, originating in the middle, that "wave" is your knock-back and is exactly how this spell works.

Mork's Buffer = This is an hour long buff that adds to all resists for an hour,(For your whole group) you really need to get in the habit of using this automatically anytime after you die and are brought back to life.

Gather Round = What "seems" to be a lobie group heal. Costs a really expensive 65 AP! I have noticed however then when slotted for healing,(tactics = Plus to WP and plus to % to crit heal) it does a very decent heal, as much as 250% of the heal listed in the tooltip. Using this spell if you are damage spec'ed is a total waste.

Bigger, Better, An' Greener = greatly interruptible direct heal spell. You really will not use this a lot. You should use your shield and your big HOT, before this is even thought about. The ability bar does get knocked back quite a bit if you take any damage while trying to use this ability.

Bleed Fer' Me = instant, 24 second low damage DOT spell, however it does heal your defensive target for the full amount. I only use this if I know the enemy target is going to be alive for awhile.(Such as a tank class) It does help quite a bit if you have already used your shield and big HOT, and you are under attack. Of course if you are not under attack, simply use "Bigger, Better, An' Greener".

Gork'll Fix It = A small direct heal with a little better HOT for 9 seconds. Use this instead of "Bigger, Better, An' Greener", if you are under attack.

'Ey, Quit Bleedin = a 30 AP spell that heals for 1130 over 15 seconds at level 29. This will be your most used spell, whether you are healing or doing damage. If you are tactic slotted for healing, this will do an average of about 1500 over 15 seconds making it heal 100 health every second on average.

Don't Feel Nothing = instant shield that mitigates 500 damage at level 29. Another very commonly used ability.

General Notes:

I really have two "modes" for my Shaman, I must choose one before I enter PvP. I either choose "damage mode" or "healing mode". If in damage mode I slot "Divine Fury"(Adds 25% more damage at the cost of 20% of your healing power) and "Leaky Brainz".(Life Leaka will now also reduce your target's WP and INT by 150 for 15 seconds) If I am in healing mode I slot "Discipline" (Raises WP by 116) and "Extra Special Mushrooms".(Raises your chance to crit heal by 10%)

As I have said before I was a little concerned that by doing a damage build, I would actually greatly gimp my healing abilities, this turned out to be incorrect. A Zealot, spec'ing in healing and being a dedicated healer in a PvP scenario usually averages between 70k and 100k in healing. Being damage spec'ed and entering a PvP scenario slotted for healing and with nothing on my mind but healing, I usually average between 40k and 60k in healing.(Not as good as a Zealot, but certainly not gimped.)

Since I am a "must win at any cost" type of player, sometimes I find myself in a PvP scenario where I must continuously utilize my abilities, such as running up to the Order and Eeeek'ing them, forcing them to take a lava bath.(In Tor Anroc) Since I am not a noob and know how to play my class, I can also use my Shaman as a utility toon such as flag/bauble holder. I try to do what the team needs to win, whether it is healing, damage, or utility.

Please feel free to ask any questions you might have about the Shaman!

Nov 24, 2008

A Warhammer Guide to World Domination

Mythic Entertainment recently published a new guide on the Warhammer Herald: a guide to world domination.

In the warhammer guide, the author gives tips for sacking a city, and Mythic points out that this guide is not meant to be realm-specific; while it outlines attacking Altdorf, the strategies can be taken into consideration when laying siege to the Inevitable City as well.

The culmination of the ever-present conflict in Warhammer Online is the capture and ransacking of the enemy’s capital city. Herein we’ll detail the steps necessary for opening the gates of the city, and ultimately taking it for your realm. Later on, we’ll have more specific guides for each step along the way, but every razing and pillaging group of warriors must start somewhere, so let’s begin with the basics.Opening up the gates of either city is a long and arduous process that begins in the Tier 4 zones primarily. In order to force your enemy’s city into the contested state, you and the fellow warriors of your realm must first capture 2 fortresses in the Tier 4 zones within 12 hours of each other.In order to attack these fortresses, you must first capture the zones prior to the Fortress zones in Tier 4 by Zone Control (participating in Scenarios, queuing for Scenarios, capturing Objectives and Keeps, Killing enemy players and completing PQs). What this means is you’ll first push to a zone between your Tier 4 home and the enemy’s (Praag for example), and once you’ve taken control of that zone you would push forward to Reikland or Chaos Wastes (depending on your allegiance) and capture the objectives there.

To read more, head over to A Guide to Total World Domination: or, How to Sack a City in Warhammer Online.

Nov 6, 2008

Warhammer Trade Skills Guide

The Ultimate WAR Online Tome of Knowledge Achievement Warhammer trade skills guides tells you all the detailed information you need to be a head of other gamers. Specific and complete information are given in this article which could help your game into a new level.

The Warhammer online tome of knowledge achievement trade skills guides and its subtypes are enumerated below.

Ancient Lament

Every wound instills a scar even though how light it is. Ages may passes even up to the Sundering Times yet the wound remains fresh among the minds and memories of every elves. The Achievement lore of which talks about the weeping of the seas that seems to be lost and those lands wherein people bounded there is shattered upon by acts of betrayal and treachery. The silence songs and myth of steels seems to be powerless, pale, and words seems to be lifeless.

Creating

A man who is endowed with his unscrupulous and crooked ambition can be renowned free from the invasion and affectation of army quartermasters. In this regard, the man has its innate skill to create and shape his own supplies, materials, weapons, and armors. This man could also make use of the few and little coins and pennies which can liberate his poor fellow comrades and brothers at the same time.

Firebrew

This trade skill guide is much concerned on the Greenskins who is said to be allowed to drink anything which is much comparable to the Dwarfs chagrin. The achievement lore of which involves the Mugs fire brew which is regarded as the rarest, unique, as well as the most honored among the barkeeps that are titled as the master brewer. Since they have already created scores and points of brews, these brewers are given along with his long, continuous, as well as illustrious career. Although it sounds strange, there would only be one brewer that will bear his name as the master brewer. The recipe and ingredient in making Fire brew remains to be confidential and is closely guarded secret. This secret remains hidden by the Mugs wherein they could not even share it with their own sons and successors.

Medicinal Purposes

This proves to be very useful with the ill effects that are carried along the worst nights and days of illness. Available achievement under this include sweat it out; shock it up, grease for gut, shameful ailments, chills for chills, and shameful ailments.

Modification

It seems that the world is truly strange and regarded as the varied place for everyone. One thing might work for a single person yet may fail with others.

Reaping

A decent always produces so much like those supplies, armies, and men. When the time reaches to the point that is at its very low point, they reap their resources from their enemies.

Whacky

This Warhammer online tome of knowledge achievement trade skills guide talks about the Ruinous powers that extend further which makes its way through the use of corrupted powers.

Do you want to get left behind, or always be one step ahead of everyone else in Warhammer Online?

Oct 20, 2008

The Warhammer Performance Guide

For the most part, Warhammer is a well polished game and Mythic deserves a lot of credit for creating it. There are a few graphical anomaly’s and the occasional drop in FPS. However, there are some reporting a “memory leak” in the game while others are complaining of “lag” when loading new zones. Then there is a minority of players complaining about Bluescreens (BSOD), disconnects, horrible FPS throughout the game and unplayable conditions when playing in RvR areas and Scenarios.

Dailywarhammer has decided to create a “Warhammer Performance Guide” designed to help improve your system’s ability to run Warhammer. We cannot guarantee any of these steps will “cure” your issue, but at the very least they should help your overall experience. This guide will be available in the Forums. We ask that you signup and contribute to the thread as we will consistently add information to improve the guide. We want this to be a helpful guide for those who are having issues running the game. The guide includes tweaks, macros, addons, and strategies to improve system performance and frame rate.


If you have not already done the basics (chances are you have) then please follow this guide starting from part 1.

Part 1-The Basics

-Defragmenting: Defragment your hard drive through windows. You will g


ain increased performance in and out of the game. You should already know how to defragment your computer. But if you don’t just do a quick google search and the information is there. Defragmenting should always be the first place you start when trying to increase performance.


-Task Manager-Stop Unwanted Programs: This will help eliminate some unnecessary programs from running in the background. This will free up valuable system resources. CTRL+ALT+DELETE will grant access to the task manager. Look under Processes and use Tasklist.org to indentify which programs can be ended and which programs are needed. *Note* Please research the names thoroughly and don’t delete necessary programs that will make windows unstable. We do not take responsibility for your actions. We are merely stating that, if this is done properly, it will help your overall system’s performance.


-Antivirus: You should run a complete anti virus scan and anti spyware scan.

-Power Options (Vista): Windows Vista has some advanced power options that have a huge impact in overall system performance. Windows XP doesn’t seem to have this. For those having shuttering frames in Vista, please try the following:


In Vista:

1. Open Control Panel, type power in the search box.
2. Click “Change power-saving settings”
3. Make sure the power plan is on “High Performance”.
4. Click “Change plan settings” under “High Performance”.
5. Click “Change advanced plan settings”.
6. Scroll down to “Processor power management” and expand that window. Check the values for minimum and maximum processor state. They should both be at 100%. If not, change both of them to 100%.

This seemed to help some “stuttering” issues within the game. We found that our settings were at 5% min and max. By increasing to 100%, we noticed a moderate difference in overall frame rate.


Part 2-Drivers & Settings:

-Drivers: Nvidia has released new drivers for all graphics cards as of September 25th. If you do not have Nvidia hardware, check with your hardware manufacturer for the latest drivers and software updates. We also recommend you boot into safe mode, remove drivers from Add&Remove Programs, restart back into safe mode, install your new drivers, and then restart into windows normally. If you have Drivercleaner, run this program after uninstalling the drivers through the Add&Remove Programs Utility. This will create a clean installation to eliminate any registry problems or potential blue screens in the future.

You may also want to re-install your soundcard drivers (unless you have onboard sound) and any other PCI device drivers you might have.

-Video Card Settings: Depending on your system and specs, you may want to adjust your game settings and video card settings to acquire better performance.

Our system:

Intel e6700 core 2 duo over clocked to 3.25 GHZ.
BFG 8800 GTX OC2 (NO SLI)
EVGA 780I SLI
4GB (800mhz) OCZ Platinum Edition RAM
Windows Vista x64
Koolance Liquid Cooled System
Nvidia Control Settings:
4xAA/4xAS
AA Gama Correct: On
AA Mode: Enhance The Application Setting
AA Transparency: Supersampling
Conformant Texture Clamp: Use Hardware
Error Reporting & Extension Limit: Off
Anisotropic Sample Optimization: On
Negative LOD Bias: Clamp
Texture Filtering Quality: Quality
Trilinear Optimization: On
Triple Buffering: On (only when vertical sync is on)
Vertical Sync: On

Note* Try adjusting vertical sync on and off. Make sure to adjust triple buffering to the same setting (on or off) as vertical sync. Vertical sync makes the game stay in sync with your monitor’s refresh rate. We had best results with it on.

Adding WAR.exe to 3D Settings (great article on warhammer alliance)

-Ingame Settings: Choose between “balanced”, “best framerate”, or “high quality” for your game settings. We did not notice a huge difference between the three. But for low-end systems, use the “best framerate” option. The game still looks great regardless of the option you pick. But we are looking for the fastest performance.

Windowed Mode:
Set your game for windowed mode, and set the resolution to match your desktop. For some reason, windowed and full screen modes look exactly the same, but windowed mode is far superior in performance. This will help your framrate. Uncheck full screen, and check windowed mode for best results.

Part 3- Macros & Addons

-Macros: “A few macros increasing performance” is an article written at Curse.com which includes a list of macros which seem to help low-end computers play Warhammer.

-Addons:

Buffthrottle from Curse “adds a minimum delay in between consecutive refreshes of a given frame’s buffs and debuffs. This helps performance immensely in situations where there are a large number of buffs/debuffs flying around.”

The default delay is set to half a second (0.5) - you can tweak it to your liking by setting the BuffRefreshDelay variable, like so (change the number to the delay you’d like, in seconds)

  • /script BuffRefreshDelay = 0.5″

If you are experiencing poor performance in RvR situations where numerous players are in close proximity, then this should help improve frame rate.


Squared is a highly-customizable unit frame addon similar to the widely-known WoW addon “Grid”. It provides a very compact view of health for you, your group, your warband, or your scenario. Clicking on a square will target the associated player.

To install this Addon, simply create an “Interface” folder in your base directory, and an “Addons” folder in the newly created interface folder. Unzip addon into “Addons” folder.

Part 4- Tweaks

/reloadUI in game will drastically help performance. This will reload the games UI which should help clear some issues with performance. Use this regularly.

Please Note* This project is constantly being updated. If you have an issues or want to contribute to this project, please post your thoughts, experiences, and feedback.