Warhammer online
Moderator: Thanas
Warhammer online
Anyone have any of those recruit a friend deals left that are still good or is that promo over or whatev.I got some bros from High school on it - and I don't want to pay 50.00 to find out I hate it. shoot me el-PM if you can help.
Re: Warhammer online
PM me with a name and a valid email and I'll send you one. It's not a code for a trial, you have to sign someone up and it emails with account info.
I'll also need preferred server name and which realm
I'll also need preferred server name and which realm
Re: Warhammer online
Okay, and done. I have 5 more trials I can send out if anyone's interested.
Re: Warhammer online
Ugh, I really don't like having three posts in a row but the original warhammer online thread is way down there and this isn't worth its own thread. Here is a guide a guildie of mine did up for people moving from WoW to Warhammer to picking their classes. I feel it's inaccurate on several classes since she never played most of those classes but it should make an okay guideline.
Now for server selection. As bad as it is, the website waralytics is probably the only real source on which servers have a viable population. Unfortunatly because they figured they would be taking a huge chunk of WoW's population at launch Mythic made far too many servers. I would go with the top five or six on that list. Even those are listed as Med/Med population so even at prime time you won't have to wait to get in.
Dusk wrote:-Disclaimer: Work in progress- just posting what I have so far.
So you're just coming from World of Warcraft for whatever reason, and you are wondering which class you should choose that speaks to your favorite playstyle? Never fear! Dusky B has compiled this handy guide on WAR's classes to help you get started. This guide has been compiled by a 3 year WoW player who has also been playing WAR since closed beta. Simply read the section on your favorite WoW class to identify which strengths of the class you preferred and take to heart the suggestion of what WAR class will suit your style as a starting point.
Be advised that these reccomendations are intended only as places to begin, and the individual player may find that his or her true calling in Warhammer is vastly different from what it was in Azeroth.
Priest: Holy
If your favorite thing in WoW was healing your little heart out from the back line, but you felt confined by the limits of class healing spells, you may very well enjoy the Runepriest or Zealot careers. These classes are very heavy on healing with no need to do damage in a group to "charge you up." The specialization ladders are geared towards either AoE spells, single target spells, or spells done over time. Damage spells of these classifications are paired up with healing spells of the same classification. You cannot be a "damage spec" or a "heal spec" on a zealot or runepriest. Your + damage or + healing on all spell types is improved by the intellect stat for spell damage, or the willpower stat for healing.
The strengths of these classes are their flexibility and healing power. The zealot or runepriest has the option of being very mobile in PvP situations by concentrating on instant casts and HoTs, and can be very powerful in sheer numbers healed.
If in WoW you found yourself wishing your instant casts or AoE heals were more powerful, you will find improvement on those aspects with Runepriest or Zealot.
This may also be a good option for Restoration Druids and Restoration Shaman
Priest: Shadow
Former Shadow Priests may find satisfaction following either of two paths, depending on what you craved from your experience.
If you were a player who enjoyed "helping" the group through your damage and buffs, you may enjoy the Archmage or Shaman careers. This Archetype thrives on a balance of damage and healing done. Healing spells done will charge up the strength or effectiveness of your damage spells (up to 5 charges) most notably either increasing the power of the spell or shortening the cast time. Damage spells done will likewise improve the strength or effectiveness of your healing spells (also up to 5 charges) either increasing the strength (healing done) of your heal spell, or shortening the cast time (for powerful instant cast heals) etc. If you've ever been locked in damage mode as a shadowpriest and wished you could drop a heal in shadowform, the balance of Archmage or Shaman will likely appeal to you. However be warned that in the climate of the Warhammer game world, these classes are viewed by others as healing classes, and you will be expected to fill empty HP bars when needed. Alternatively, Archmage and Shaman careers may also be largely enjoyed by the former Discipline Priest to a large extent based on the survivability as a healer/caster hybrid as well as the flexibility. If you specced your priest in such a way as to solo, you will find a similarly rewarding experience with Shaman or Archmage. This is also a viable path for the Balance Druid and perhaps the Elemental Shaman.
If you enjoyed the risk associated with a shadow priest in dealing heavy damage through shadow word death as a shadowpriest, or love the "shadowcaster" aspect for whatever reason, please see also Sorcereress and Bright Wizard.
Warlock: Demonology
Warlocks that favored the durability of soul link, or the benefit of having a pet may find their calling with the Magus or Engineer classes. While Magus is more in keeping with the roleplaying feel of the Warcraft warlock, it is worth noting that the Engineer was in fact designed as the Order mirror to the Destruction class. This Archetype is considered a ranged pet class with the equivalent of mail armor. The classes are gifted with a specialties in either AoE, Damage over Time, or Direct damage abilities. It is important to note that while warcraft players are used to summoned pets that can follow them and chase down enemies, Magus and Engineer "pets" (or turrets and bombs) are static, and attack your enemies from the point you summon or create them. This is extremely valuable in defense of RvR objectives, but take a little getting used to at first.
Warlock: Destruction
Warlocks that favored sheer high damage output and big crits as a spellcaster will find themselves at home as a Sorcerer or Bright Wizard. However great power is not without a price, and these archetypes must keep firm control on their power or risk a painful backlash. As these classes cast their spells they build up raw magical power. As this becomes more "full" critical chance and damage increases exponentially, but you also increase the chance on casting to "lose control" of the raw power and suffer backlash damage. You can manage this damage either by receiving heals, stopping your cast rotation to "cool off" your magic, or dumping it all at once in a damage spell and starting your rotation again with a fresh power buildup pool.
If you favor ranged damage with a steady output, but don't want to put up with a backlash mechanic see also Shadow Warrior.
Warlock: Affliction
Warlocks that favored killing by loading up a target with DoTs, and moving on to the next target while the spells did their work may be comfortable as a Sorcerer/Bright Wizard with a specialization in DoTs r as a Magus/Engineer in the DoT ladders.
Rogue
Melee dps that prefer a stealth mechanic have the option of a Witch Elf or Witch Hunter. These classes are very well mirrored in functionality, the most notable difference is that Witch Elf is a female character only class for destruction, and the Witch Hunter can be either gender. Both are very popular roleplaying choices. The Warhammer stealth mechanic is very different from the Warcraft in that it is not unlimited. Upon entering stealth the player can only remain hidden for a short time, or until their action points run out. The initiative stat serves to make it easier to see a stealthed character, and if you take much damage, use an ability, or perform an action like clicking on a node or door, you will be revealed and your stealth spell will go on cooldown. However you may go into stealth while in combat, and so drop aggro in PvE situations, and minor damage like DoT's will not cause you to become unhidden. It also bears mentioning that unlike Warcraft, stealth is only effective against players and humanoids. beasts, demons and undead will sense your presence reguardless.
The specialization ladders are all viable, unlike in Warcraft where certain specs were preferred for certain activities. Each spec is tailored to the player's particular playstyle, in either toe to toe combat and armor debuffs, concentration on damage over time attacks, or positional attacks. These classes are given light armor equivalent to leather (but often feels almost as weak as cloth.) Class mechanics make heavy use of a single self buff/target debuff attack at a time that persists through death for a 2 minute duration, charge-up moves and finishing moves as well as disarm, silence and stat leaching. Cat form Feral Druids may find themselves very fond of this Archetype's Toe to Toe specializations.
Mage
Mages have a number of directions to turn.
A spellcaster that prefers the "glass cannon" playstyle, and favors doing as much damage as possible before dropping will likely be happy as a Sorcerer or Bright Wizard. Both classes (as mentioned in the Destruction Warlock section) are ruled by a backlash mechanic. The higher you drive up your buildup, the greater your crit chance and damage, and the greater your chance to eat backlash damage. Fire mages in particular that enjoyed the "pyromaniac" RP playstyle will get a lot out of being a bright wizard. The player that is more interested in looking "cool" or "sexy" in the game world will likely prefer to play as a dark elf sorcerer.
The former spellcaster that preferred doing high damage output from a safe distance well out of harms way would likely be very much at home as a Shadow Warrior. Shadow Warriors are a flexible class that can specialize as a very long range stationary playstyle, a short range mobile playstyle, or a melee specialization. These options are broken down into "stances" that are available to any shadow warrior, but each stance is strengthened through the specialization ladders. This is a very good option for those that often chose to play WoW as Ice mages for the combination of survivability and sustained damage. Oddly, the Order shadow warrior is mirrored in mechanics by the destruction Squig Herder, a pet class.
Mages that loved being a magic user but loathed being "too squishy" in cloth can finally find some relief as a Magus which is remains in keeping with the sorcery playstyle, but grants you the equivalent of mail armor in addition to an arsenal of stationary pets. If you crave the ability to cast damage spells as well as heal, Archmage and Shaman are offered by Mythic. However just as I mentioned on these classes in the Shadow Priest section, the archmage and shaman classes are seen as healer hybrids, with emphasis on healer. The combination of damage and healing may be extremely fun and convenient for soloing or for PQ contribution, but don't expect the WAR community to excuse you from healing because you prefer doing damage.
Archmages and Shamen are NOT considered dps caster classes but rather as damage fueled healing classes.
Warrior: Fury
Fury Warriors capitalized on high melee damage output above all else, without the aid of stealth or positional attacks afforded the rogue, accepting the protection of heavier armor in exchange. The Marauder class suits this role to a T and seems to be designed with the people who are sick of being asked "are you tank spec" in mind. While the class armor is not as protective as plate and more akin to a heavy mail, marauder armor does offer more protection than witch elf or witch hunter armor. Marauder's class mechanic order mirror is in fact the White Lion pet class, and there is currently no other option for a heavier armor melee non pet class. The upcoming Choppa and Dwarf melee dps classes may change this and become similar offerings to ex-fury warriors playstyle wise. Specialties in this class include emphasis in different damage styles (AoE, direct, etc) and is represented by differing left arm mutations. Marauders are a male only class.
Warrior: Protection
Tanks that are designed to tank are in abundance in Warhammer, what may be suprising however, is that tanks actually are effective and useful aditions to RvR combat through abilities like hold the line and guard, as well as the heavy armor and sheilds that lend peerless survivability. Tanks will not only be in demand for their aggro holding and damage absorbtion for PvE encounters and public quests, but also are charged with aggressively attacking the enemy lines, using the player's own cunning, and not game taunt mechanics, to irritate enemy players so that they focus their attacks on the tank, while the tank protects the allies at his rear. Differing tank classes are also gifted with knockbacks, knockdowns, interrupts and damage absorbtion spells.
Tanking Classes include: Swordmaster/Black Orc, Ironbreaker/Blackguard and Knight of the Blazing Sun/Chosen.
Each archetype set includes a pure tanking specialty, a damaging specialty, and a group buffs or enemy debuffs specialty.
Ironbreaker and Blackguard are a good straightforward tanking class. The class mechanic (Hate and Grudge) are generated in a similar way to WoW's rage, through taking damage, and doing damage to power certain class abilities. However these classes also have an attack power pool to draw from as well for other abilities, which can be refilled in combat with your hate/grudge buildup.
This Archetype is noted for it's anti magic, enemy debuff abilities and CCs, and good damage output abilities for a tank class. Dwarf Iron Breakers and Dark Elf Blackguards are available in both genders.
Swordmaster and Black Orc playstyles are based on a sliding scale or balance type mechanic. By using the abilities in the first pool of abilities, you unlock the next pool of available abilities, and by using the second pool of abilities, the third tier of abilities is made available. The tanking specialties are very straightforward. The buff ladder is very effective for buffing yourself and your group. The damage specialization is more focused on buffing the damage you and your group do rather than handing you dps abilities. Black Orcs, like any other greenskin does not have a female to the species and are a male only class. Swordmasters are available in any gender.
This archetype is noted for extreme survivability and little damage. Able to solo extremely difficult mobs. Albiet slowly.
Chosen and Knight of the Blazing Sun classes are under construction. Chosen is a male only class, Knights may be any gender.
Warrior: Arms (mortal strike)
under construction
Hunter
Melee hunter- While speccing to play as a melee hunter was not terribly viable as an end game hunter in WoW, many people wished it was and preferred fighting shoulder to shoulder with their animal ally. If you've ever wished that your elf hunter could get right in the midle of the action with a big frickin axe, White Lion was intended for you. Pets in WAR do not need to be trained. You can set them for passive, agressive or defensive behaviors. White Lion pets grow and visibly age as you level, gaining longer mane and armor later in life. Appearance of lion pets is random and changes upon summoning. Pets in Warhammer do not need to be fed.
Archer (no pet hunter)- If you couldn't care less about the pet itself, but instead specced to be a pure ranged damage, you may want to consider the Shadow Warrior. Please see my description of this class in my section for Mages.
Ranged Hunter- If you favor standing back and doing your damage while the pet charges forward into harm's way on your behalf, you would be most at home as a Squig Herder. Squig herders are not the mirror to the high elf white lion pet class, but actually related to the high elf Shadow Warrior. If you crave something as similar as possible in playstyle to your WoW hunter, you will find it in the herder. Rather than havin a single squig as a pet, the Squig Herder has at his disposal an arsenal of squigs for a variety of situations.
Dwarf with a Gun- If you coveted the idea of of a beer-breath dwarf with a gun in his hand, you owe it to yourself to look into the Engineer class. The "Pets" are nothing more than stationary bombs or turrets, but the dwarf engineer is a very useful class in dps, as well as extremely effective for defense of objectives. Dwarf Engineers are mirrored by the Chaos Magus. Please see descriptions on the Magus in the section for demonology warlocks and mages.
To be continued...
Now for server selection. As bad as it is, the website waralytics is probably the only real source on which servers have a viable population. Unfortunatly because they figured they would be taking a huge chunk of WoW's population at launch Mythic made far too many servers. I would go with the top five or six on that list. Even those are listed as Med/Med population so even at prime time you won't have to wait to get in.
Re: Warhammer online
I'd be interested to know if the invite restricts you to the server and side picked when it's sent, at least until the first payment comes in.
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Re: Warhammer online
I've been playing it on and off for a couple hours now and it seems to be willing to let you transfer characters for free once it's installed without payments. (I haven't actually tried this feature yet, mind you).Stormin wrote:I'd be interested to know if the invite restricts you to the server and side picked when it's sent, at least until the first payment comes in.
"It's you Americans. There's something about nipples you hate. If this were Germany, we'd be romping around naked on the stage here."
Re: Warhammer online
General Zod wrote:I've been playing it on and off for a couple hours now and it seems to be willing to let you transfer characters for free once it's installed without payments. (I haven't actually tried this feature yet, mind you).
Ah, okay. It would have been a dickish move anyways.
Edited cause I suck at reading.
Re: Warhammer online
lol. When I first advertised my Warrior Priest to WOWers, they said"so, you're essentially a meelee Shadowpriest, right?"Stormin wrote:Ugh, I really don't like having three posts in a row but the original warhammer online thread is way down there and this isn't worth its own thread. Here is a guide a guildie of mine did up for people moving from WoW to Warhammer to picking their classes. I feel it's inaccurate on several classes since she never played most of those classes but it should make an okay guideline.
Priest: Shadow
If you were a player who enjoyed "helping" the group through your damage and buffs, you may enjoy the Archmage or Shaman careers. This Archetype thrives on a balance of damage and healing done. Healing spells done will charge up the strength or effectiveness of your damage spells (up to 5 charges) most notably either increasing the power of the spell or shortening the cast time. Damage spells done will likewise improve the strength or effectiveness of your healing spells (also up to 5 charges) either increasing the strength (healing done) of your heal spell, or shortening the cast time (for powerful instant cast heals) etc. If you've ever been locked in damage mode as a shadowpriest and wished you could drop a heal in shadowform, the balance of Archmage or Shaman will likely appeal to you. However be warned that in the climate of the Warhammer game world, these classes are viewed by others as healing classes, and you will be expected to fill empty HP bars when needed. Alternatively, Archmage and Shaman careers may also be largely enjoyed by the former Discipline Priest to a large extent based on the survivability as a healer/caster hybrid as well as the flexibility. If you specced your priest in such a way as to solo, you will find a similarly rewarding experience with Shaman or Archmage. This is also a viable path for the Balance Druid and perhaps the Elemental Shaman.
The class mechanic for AM is pointless. As a WP, I actually do what the Shadowpriests in WOW do. Heal and damage, all at the same time.
I played all 3 Order Tank classes. let just say, if you're a warrior Prot spec in the oldstyle(I have no idea how WOTLK Prot play now), prepare to be pleasantly surprised.Warrior: Protection
Tanks that are designed to tank are in abundance in Warhammer, what may be suprising however, is that tanks actually are effective and useful aditions to RvR combat through abilities like hold the line and guard, as well as the heavy armor and sheilds that lend peerless survivability. Tanks will not only be in demand for their aggro holding and damage absorbtion for PvE encounters and public quests, but also are charged with aggressively attacking the enemy lines, using the player's own cunning, and not game taunt mechanics, to irritate enemy players so that they focus their attacks on the tank, while the tank protects the allies at his rear. Differing tank classes are also gifted with knockbacks, knockdowns, interrupts and damage absorbtion spells.
Tanking Classes include: Swordmaster/Black Orc, Ironbreaker/Blackguard and Knight of the Blazing Sun/Chosen.
Each archetype set includes a pure tanking specialty, a damaging specialty, and a group buffs or enemy debuffs specialty.
First of all, ignore the class mechanic. The Class mechanics only augment the different playstyles of each class, they in no way represent the class actual role and speciality.
Dwaves vs Orcs= Hard and Tough.
Humans vs Chaos= Utility
Elves vs Dark Elves= Damage. Well, in the case of the SM, pretends to do damage.
First of all, You're going to have to think about what role your tank should have. Is he going to be the traditional Prot warrior, holding down aggro and being hard and tough? The feral Bear who's toughness and armour is legendary? If so, choose IB and BO tanking talent class. By going down the route of stone, you gain immense KBs tactics, enhance your skills and toughness. However, do know that the Ironbreaker tanking buffs are single player, vs the Black Orc party wide buffs. In return, the Ironbreaker has better utility as grudge improves his buffs, is not reliant on a combo mechanic for his tanking abilities and can deal better damage when fully grudged up. Overall, best tank in the game.Black Orcs with their self heals and the like are similarly extremely powerful tankers, and often favoured by Destruction.
A Paladin tanker that deals aggro on reactive damage? While there's no true equivalent, the Knight of the Blazing Suns and Chosen are for you. You get auras that boost people near you, giving you an instant utility miles better than any other class. Both class tankers are also similar in role and toughness/skills unlike other tank opposites, although the KOTBS has a better damage output due to tactics. The Chosen appears to be more....... defensive in nature, while the KOTBS appears more offensive. Nevertheless, the KOTBS equivalent of thorns make them an excellent utility tanker. Boosts to stats while debuffing your enemy make both of them highly useful in pvp.
The last tanking class is also one of the more......... disappointing variant. The Blackguard is highly anti-magic. While both of these classes are meant to be offensive and are "weaker", only the Blackguard is a damage dealer. The SM combo mechanic tends to swing it towards "burst" type damage, which is simply too low if he's using a shield. Which he needs because unlike the Black Orc, he's simply too weak to stand up to anything if not shielded. The Blackguard is also superior in anti-magic abilities, as his abilities work via debuffs and not limited to self, which is what the SM does. The advantage is that the SM allows for increased party damage via debuffing spirit resistance and other skills, but utility wise, he's still worse off than the KOTBS. The combo mechanic allows him to deal out more steady DPS, as they preserve AP, but unlike the BO, he can't capitalise on that, and steady DPS do not down players. The Blackguard also find himself lacking in terms of straight burst DPS.
Still, Destruction may like the Blackguard, but for Order players, avoid the feminine bitch like the plague! Sorry elvies, but you're on your own. The closest in WOW thinking would be the Arms/Prot Warrior, which specs deep enough to get Mortal Strike, while using the remainding talents for Prot. This is even more equivalent when you arm yourself with a 2-hander, although no respective WAR player does that.
In theory, aura class mechanic gives you instant, superior utility, combos give you more steady utility and DPS while grudge/hate gives you upgraded abilities(tanking buffs for IB, increased dps for blackguard). But that's in theory.................
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner
Re: Warhammer online
Mind if I send that to Dusk to improve the guide?
Re: Warhammer online
Okay, I love pet classes - but I'm so far unimpressed with my Squig herder. I'm thinking Magus now. hehe. That is anawesome guide - thank you again, stormin'!
Re: Warhammer online
Magus is not really a pet class. The pets are completely immoble which means they are great for defense but if you are traveling and get attacked you wont have it out and will have to summon.
I KILL YOU!!!
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Re: Warhammer online
This might be a silly question, but does WAR have respawn penalties, or am I just not a high enough level to notice them? I know they were fairly obvious in WoW and City of Heroes (once you hit level 10 for CoH), but so far I'm not seeing anything even though I've been killed a couple times.
"It's you Americans. There's something about nipples you hate. If this were Germany, we'd be romping around naked on the stage here."
Re: Warhammer online
Yes, you get a wounds debuff when you respawn, 3 minutes if you're killed by a player or 15 if you die to a mob. It is a stacking debuff so if you respawn a bunch (as in an Open RvR situation) you'll start losing some serious health.General Zod wrote:This might be a silly question, but does WAR have respawn penalties, or am I just not a high enough level to notice them? I know they were fairly obvious in WoW and City of Heroes (once you hit level 10 for CoH), but so far I'm not seeing anything even though I've been killed a couple times.
There are no penalties in terms of experience or repair costs, however, and you can get the debuff removed by a healer mob in the camps (at a price that increases with your level).
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Re: Warhammer online
Ah, okay. I thought my health fluctuating so much was just a consequence of going into RvR sections, but that explains it.Jaevric wrote: Yes, you get a wounds debuff when you respawn, 3 minutes if you're killed by a player or 15 if you die to a mob. It is a stacking debuff so if you respawn a bunch (as in an Open RvR situation) you'll start losing some serious health.
There are no penalties in terms of experience or repair costs, however, and you can get the debuff removed by a healer mob in the camps (at a price that increases with your level).
"It's you Americans. There's something about nipples you hate. If this were Germany, we'd be romping around naked on the stage here."
Re: Warhammer online
Chardok wrote:Okay, I love pet classes - but I'm so far unimpressed with my Squig herder. I'm thinking Magus now. hehe. That is anawesome guide - thank you again, stormin'!
What level did you get your squig herder to? They get better. Until about 21 when they can get the 1 second cast time tactic for plink I have been using Run n Shoot as my main shooting style with the Horned squig for increased range.
Protip: When being chased by a melee run sideways and use Run n Shoot at the person chasing you.
Re: Warhammer online
Jaevric wrote:Yes, you get a wounds debuff when you respawn, 3 minutes if you're killed by a player or 15 if you die to a mob. It is a stacking debuff so if you respawn a bunch (as in an Open RvR situation) you'll start losing some serious health.General Zod wrote:This might be a silly question, but does WAR have respawn penalties, or am I just not a high enough level to notice them? I know they were fairly obvious in WoW and City of Heroes (once you hit level 10 for CoH), but so far I'm not seeing anything even though I've been killed a couple times.
There are no penalties in terms of experience or repair costs, however, and you can get the debuff removed by a healer mob in the camps (at a price that increases with your level).
Don't forget that the debuff naturally expires even when the character is logged off. So if you are getting close to the end of the night you can save yourself some silver by just taking the wounds debuff and it will be gone in the morning. This also works for buffs and item use timers such as your book of binding.
Protip: Apothecary is one of the best tradeskills for self-sufficiency. Not much can beat being able to make a large pile of 20 minute duration buff pots for a handful of brass coins. Strength, Int and Ballistics skill potion items are available from nearly any merchant that sells crafting supplies. Scavenging is another way to make money and provide your apoth with heal potion components and water. Butchering can be real $$ at high levels.
Now for UI mods. These are pretty essential for play in my opinion. Heres the ones I use:
Curse Client Great for quickly and easily downloading and updating UI mods
Auto Dismount: Means I don't have to click the horse icon to dismount.
Chat Fade Off: Stops the chat window text from fading because the game client doesn't save that setting between sessions.
CraftingWillard: Essential for Apoth and Tali making.
Curse Profiler: Needed for the Curse Client. It saves new items you have found and what they dropped off of for the WarDB site which is a great free resource.
EZCraft: For lazy people crafting. No more Drag and Drop.
Join Selected Scenarios: Fewer clicks to Que up for scens you want to do while ignoring the bad ones.
KillingBlow: Gives a notice when you get the deathblow on someone and shows their name and how much xp and rp you got.
LibSlash: Essential for most UI mods.
LoyalPet: Keeps pets from acting retarded.
Moth: Moves the tool tip so it's right beside the curser. Really nice for picking out targets at range.
NPC Item Sale Price: Displays how much the item will sell for at the vendor.
QQ DPS Meter: Little display that shows your average Damage Per Second.
Reported!: Easier reporting of game mail gold spams.
Squared: Group, scenario and warband members display is put in the middle of the screen much easier to see their health. Allows even bad healers like me to keep a lot more people alive.
Tome Titan: Cause I'm too lazy to tab out of game to find out tome unlocks and boss strats.
WindowMovers: Not very useful.
XpStatus+G: How much xp/rp/guild xp/money earned in the session, how much til next level and how long at current rate before you get there.
ZmailMod: Mail multiple items and allows opening multiple mails and quickly getting the sent item.
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Re: Warhammer online
When you enter RvR zones, your stats will be boosted up to a certain level if you haven't hit that level yet, as well, which could also account for the fluctuations.General Zod wrote: Ah, okay. I thought my health fluctuating so much was just a consequence of going into RvR sections, but that explains it.
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Justice League:BotM:MM:SDnet City Watch:Cybertron's Finest
"Well then, science is bullshit. "
-revprez, with yet another brilliant rebuttal.
Justice League:BotM:MM:SDnet City Watch:Cybertron's Finest
"Well then, science is bullshit. "
-revprez, with yet another brilliant rebuttal.
Re: Warhammer online
To be honest....... I'm still wondering what real utility the Magus brings.they're quite unnoticeable in RVR play.Chardok wrote:Okay, I love pet classes - but I'm so far unimpressed with my Squig herder. I'm thinking Magus now. hehe. That is anawesome guide - thank you again, stormin'!
Hell, Squig Herders are at least annoying due to their bloody pets and hit & run tactics. Come on. You know you want to. Choose a meelee class:D
BLOOD FOR THE BLOOD GOD!
nope. To elaborate on the Warrior Priests and Disciple of Khaine, while their aim is the same, unlike the Shadowpriest, gameplay is........... different. We're meelee classes afterall, unlike the SP ranged. Its just that unlike all other healing classes, we can rely heavily on our damage stat to get heals, unlike the flex and single target heals.Mind if I send that to Dusk to improve the guide?
Also, the most significant difference between SP and WP/DoK is this. GROUP HEALS. Our single target heals suck, even if you spec into the healing tree. Our group heals are pure win in keep battles.
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner
Re: Warhammer online
Magus is exactly like Engineer except made of failure and weak damage. AoE pull into like five guys doing aoe damage is pretty awesome though.
As for picking classes, just go with a Witch Elf if you want to get insane kill ratios in scenarios at low levels or a DoK if you want to be completely independent of bad healers. If you are leveling with a friend, Black Orc and Marauder is a deadly pair. Orc can heal itself and hold aggro on about 30 equal level mobs at a time while the Mara aoe's them all down.
Talismans shouldn't be underestimated either. I've been stocking my lowb alts with +9 8hour talis and it has made quite a difference. Sucks that I have to level up another toon but my guild is made entirely of Tanks and Healers, the Choppa should fix that a little bit though.
As for picking classes, just go with a Witch Elf if you want to get insane kill ratios in scenarios at low levels or a DoK if you want to be completely independent of bad healers. If you are leveling with a friend, Black Orc and Marauder is a deadly pair. Orc can heal itself and hold aggro on about 30 equal level mobs at a time while the Mara aoe's them all down.
Talismans shouldn't be underestimated either. I've been stocking my lowb alts with +9 8hour talis and it has made quite a difference. Sucks that I have to level up another toon but my guild is made entirely of Tanks and Healers, the Choppa should fix that a little bit though.
Re: Warhammer online
Weird...I did my first scenario with my Magus the day before yesterday, and I was number 1 (Got, like 35 kills by myself and held a choke point with just my blue and some dude...) I dunno. Maybe I was just lucky, but I was top of the list at the end of the scenario (Which we won, BTW); there were about 30 people total (incl. order) in the scenario.
- White Haven
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Re: Warhammer online
They STILL haven't removed Electromagnet/Rift? That was ruining high-tier RvR back when I played, and that was months ago.
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Re: Warhammer online
No, but they did boost the other lines in Engineer so that it's not worth speccing for anymore. Every engineer on my server is now Grenadier.White Haven wrote:They STILL haven't removed Electromagnet/Rift? That was ruining high-tier RvR back when I played, and that was months ago.
- White Haven
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Re: Warhammer online
Out of curiosity, have they fixed the TTK on tiers 3 and 4 yet? It was great in low-tier, but as you got closer and closer to endgame DPS scaling ramped up into the stratosphere while healing/damage prevention/health/survivability scaling inched up slowly. Was great if you played a Witch Elf or a Bright Wizard, not so hot as anything else.
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Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Out of Context Theatre, this week starring Darth Nostril.
-'If you really want to fuck with these idiots tell them that there is a vaccine for chemtrails.'
Fiction!: The Final War (Bolo/Lovecraft) (Ch 7 9/15/11), Living (D&D, Complete)
Re: Warhammer online
White Haven wrote:Out of curiosity, have they fixed the TTK on tiers 3 and 4 yet? It was great in low-tier, but as you got closer and closer to endgame DPS scaling ramped up into the stratosphere while healing/damage prevention/health/survivability scaling inched up slowly. Was great if you played a Witch Elf or a Bright Wizard, not so hot as anything else.
More people are higher level and have better gear/resists so for the most part people don't die as fast. The improvements in a lot of the set gear helped a lot.