Your Warhammer Online Gold will be delivered to you in less than 45 minutes! We strive to offer the fastest and most reliable service on the web for all your gaming needs.



Fast and Safe Warhammer Online Power leveling !



Cheap Warhammer Online Power leveling !



Warhammer Online Gold Store Open 24/7


Warhammer Online justcame out, and you can expect to see Warhammer Online Gold at low prices very soon in our store! Make sure to check back in a few days



Warhammer Online Gold Story


As we Know there are people play Warhammer Online, but most of them don't have enoughWarhammer Online Gold. Then it comes up that we don't have good items in the game. We also don't have much time for playing the game. Where can we get


Warhammer Online Gold? Now,Let's Choose wow-gold-powerleveling.com! Join wow-gold-powerleveling.com,Be Rich Now! We are fans of game. We pursue the enjoyment that games can take to wow-gold-powerleveling.com. Whether get Warhammer Online Gold via our effort or purchase it, it can make wow-gold-powerleveling.com stronger. Have a try, maybe it fit you. I am not saying that we should Warhammer Online Gold, becawow-gold-powerleveling.come you will loose the interest in game. That's the same truth as in our real life, if someone gives you much money, you will loose your value.



Based on Games Workshop's popular Warhammer fantasy world. Dominated by force of arms and


magic, this world provides a rich setting for hundreds of tho wow-gold-powerleveling.com ands of players to experience the epic


nature of war and the glory of battle.


Join one of six Armies and fight for the Armies of Order (Dwarf, High Elf and Empire) or


the Armies of Destruction (Greenskin, Dark Elf, or Chaos). Wage war across three unique battlefronts.


Next generation Realm vs. Realm game system integrating both PvP combat and PvE quests on the


same map in support of the greater war.


Engage in four levels of RvR combat:


- Skirmishes: Incidental PvP combat


- Battlefields: Objective-based battles in the game world


- Scenarios: Instanced, point-based battles balanced with NPC Dogs of War


- Campaigns: The invasion of enemy lands culminating in the assault on their capital city


Undertake a wide variety of PvE quest types related to an army's war efforts, including:


- Public quests that benefit from the participation of the entire army


- Conflict quests that pit players against an enemy with opposing goals


- Branching quests that let you choose the outcome of the quest and your reward


- Xmas quests that reward exploration with high value loot


Aust combat system introduces Player Tactics (earned powers you equip prior to battle) and


Morale Skills (combat options that increase in power when the momentum of battle is in your favor).


Player models that change to reflect the relative power of a character (i.e., Orcs grow in size and


Dwarfs' beards get longer). wow-gold-powerleveling.com Customizable armor and a visual guild system allow a player to make their


character truly unique.


Embark on an epic quest to complete the Tome of Knowledge and unlock Warhammer lore, detailed


monster information, and major story plotlines.


Online play requires a subscription and Internet connection.



Now Warhammer Online Gold and Warhammer Online Powerleveling be Preparing!



If you wanna buy Warhammer Online Gold or Warhammer Online Power leveling,



Please join wow-gold-powerleveling.com now!

Warhammer US Powerleveling

by: wow guide | 7:50 PM | 0 com »

We have Warhammer Gold,Warhammer Power leveling, Warhammer Gold and other services on Warhammer Online.



Get Warhammer Gold asap? Buy Warhammer Gold from us now !



Here is the best place for the Warhammer players to buy your Warhammer Online Gold %26amp; Warhammer Powerleveling. We are the professional website for Warhammer Gold %26amp; Warhammer Powerleveling selling. We just offer the lowest price for Warhammer Gold and the best service, we are 24/7 online, if you have any questions with buying Warhammer Gold, you can contact us anytime and we will try our best to solve your problems. Our slogan: Cheapest price, Fastest delivery, Best service!

Questions by Cody %26quot;Micajah%26quot; Bye (Managing Editor) and Garrett Fuller (Industry Relations)



Answers by Mark Jacobs, CEO/VP of Mythic Entertainment



Few names in the massively multiplayer online gaming industry hold as much clout as the often quoted Mark Jacobs. Having been a part of the online gaming industry since the early 1980s, Mark has been a fundamental factor in the gradual evolution of massively multiplayer online gaming. With the release of Mythic Entertainment's latest MMORPG, Warhammer Online, it looks like Mark has again played a fundamental role in the evolution of MMO gaming. But with any MMOG, the work isn't done when the game is released, and the Ten Ton Hammer staff sat down with Mark to discuss the future of Warhammer and his thoughts on their initial launch. We hope you enjoy the discussion!



--------------------------------------------------------------------------------



Ten Ton Hammer: What's your general sense of how the launch went? We're past the first weekend and into the first real week; how do you think things went?





Jacobs attests that WAR had the smoothest launch in MMO history.





Mark Jacobs: I think it was the smoothest launch in MMO history. For six days there were no crashes. No real emergency patches. No downtime. Not only did the entire game not crash, but no servers even crashed. So for the first six days, things were fabulous. Of course that evening we had two crashes and then two more after that, but that's the only real blemish on the record.



But when you have 55 servers up, that's some pretty good up-time.



Ten Ton Hammer: How are you dealing with game balance? Obviously you had plenty of testing in beta, but now you're seeing it in full speed. How are you dealing with the class balances, faction balances, etc.?



Mark: It's about what we expected. We got a lot of it right. The beta testers told us a lot, but they didn't tell us everything. They never do. So, we have our strike teams looking at everything - the reports, the metrics - and we're going to balance things. No MMO ever comes out fully balanced.



I think we're certainly in better shape than where we were with Camelot. Are we perfect? No. I'd be hard pressed to think of any MMO, especially one that's PvP geared that is, within sixty days, didn't have some major balancing adjustments to the game. Hopefully we won't be making major adjustments, but we're certainly going to be balancing things.



When you have 55 servers and they're busy almost all day every day, you get a lot more data than when you do during beta.



Ten Ton Hammer: In regards to RvR balance, when you look at scenarios versus open world RvR, it seems like the instant gratification for scenarios is very high. Are you offering some sort of similar reward system for open world RvR? It seems like players are drawn to the scenarios, and the open RvR has been a bit lesser populated.



Mark: That's the way it will be in the beginning. Whether they're coming from WoW or LOTRO or Camelot, right now scenarios are very quick and easy ways to level and get gear. We knew that people would be drawn to that. However, we expect them to start to move over to the open RvR once they get past the first couple tiers.



In terms of loot and all that, we certainly are going to provide a lot of encouragement to people to get involved with open RvR.



Ten Ton Hammer: How are you planing on handling gold farmers in WAR? You crafted a fantastic blog about this subject very recently, and I totally agree with your sentiments. But you must have some larger schemes in mind than just players reporting to the CSRs. Do you have something larger in mind for these gold seller scum bags?



Mark: I sure do. (pauses)



Ten Ton Hammer: Can you comment on that?



Mark: (very cryptically) Nope.



Ten Ton Hammer: (laughs) Alright.



Mark: One step at a time. Certainly you know and anyone who has been around me for any period of time knows that I can't stand these guys. I have no use for them. I think they're helping to undermine MMO gaming, and as somebody who has been making online games since the dawn of time, I have no use for somebody who wants to help destroy what has taken over two decades to build up. And that's what these guys are doing.



You can pretty much expect that this is just the first shot. This is the easiest. We're hoping to discourage them. Discouragement is good; it takes less time, less effort, and less cost. But we ain't stopping here.



Ten Ton Hammer: How did you end up creating a game that has combined really meaningful PvP with some really quality PvE experiences? A number of games have tried to blend the two in the past, but few have reached such an outstanding level of PvP gaming that your studio has attained. What kind of tricks and secrets did you use to come up with this formula?



Mark: A lot of hard work. A lot of willingness to take feedback from other people. One of the things I talk about in many of my interviews is that I don't think that I'm the world's greatest game designer. I don't think that I'm a genius. I think that I'm a pretty good game designer. One trait that I try to spread among as many people as I can in the company is that you have to be willing to listen. Nobody is right all of the time. Nobody is perfect. Just as I can take criticism when one of my ideas is bad or something we do as a company is dumb. I think that a great designer has to be willing to listen to other voices and go 'yeah you are right I wasn't thinking.' Whether it is how we are trying to mix PvE and RvR, or things like the tome or the quests.



This has all evolved from both internal and external feedback, and that's the secret sauce. I mean, I've spoken out before against the idea of the Vision, as opposed to a vision. You know a small 'v' versus a capital 'V'. When you have a small 'v' that's a good thing. That's the initial vision for a game. That's what I did with Warhammer. But I don't have the vision with a capital 'V', that's when bad things happen.



Ten Ton Hammer: (laughs)



Mark: It's true! Thats when bad things happen in almost every field - and it doesn't matter if you are making games, making movies, television, or writing books - when you are so caught up in that Vision that you have. When you are the only one who can be right. Sometimes absolute greatness ensues but its easier the less complicated things are. I've yet to see an MMO that has that kind of Vision, where you can tell that it is some one man's, one woman's Vision, truly succeed. WoW is not that kind of vision. Its the vision of a lot of very talented people at Blizzard who did their job and did it very well. And so if you are looking for the secret sauce that's where it is. Hard work and a willingness to listen.





According to Jacobs, Vision with a capital 'V' almost always leads to trouble.





Ten Ton Hammer: How are you planning to equalize server populations? I know that's been the thing that's.....



Mark: Always! That's always going to come up. That's always going to be a pain in the butt. I mean one of the things that we did already that no one else has done was the server clone idea. I can't believe that it took so long for anyone to think of it. Now, I'm glad I was the one who thought of it!



But we are going to take other steps as well. I've already announced that we're going to have free character transfers if the servers don't even out over the next week or so. What's funny is that if you look back at WoW's launch, people had horrendous queues. While people weren't very understanding, they were more understanding.



After two days - just two days - people are going %26quot;Oh my god! What are you going to do about the server queues!? It's an epic fail!%26quot; I'm like - it's been two days! Two days since we launched! Then the population started evening out some more, and they're going to continue to even out. We're going to wait before we do anything drastic, like people putting in transfers. It doesn't really make the problem better, necessarily.



It's pretty humorous, really. If you go back four years and compare the two games, we have far less problems than Blizzard had in terms of their queuing. And yet, we get blown out of proportion. We're going to do whatever we need to do.



In terms of ongoing balance, it's important for people to understand that just because you're outnumbered on a server, doesn't mean that the other guys are going to win. That's the beauty of this; you can have Destruction have 20% more people than you, but in scenarios you can still kick their butt. Even in open RvR; if you go back to the Camelot days, how many times did the underpowered realm - in terms of numbers - win? It was all the time! For a lot of the people that are always complaining about their being more Destruction people, it just means that you get into a scenario faster. And for those Destruction people complaining about their not being enough Order players, within 24 hours, people should have moved to a different server.



It's not like people can go %26quot;Oh my god, it took us six months to get our characters to level gazillion and now I need to move because there's nobody online to play with.%26quot; When we tell people that this is what we're going to do and we have plenty of servers up, and they choose to go to the crowded server....



Y'know we put warning after awrning up telling people not to choose the crowded servers, and yet I get to watch a board that shows how many people are logging in and creating characters and new people keep going to the crowded servers. So what can we do, right? If we shut of character creation there, then the guilds will get pissed. So we can't do that. If we give people a bonus for growing to the less crowded servers, then the guilds still bitch because we gave a (hypothetical) 10% leveling bonus if they would move to that server.



Since we're not past week one of our initial launch, we're not going to overreact. We learned our lesson from the years of DAOC.



Ten Ton Hammer: So no server mergers in the near future?



Mark: Oh god no! The funniest bit was that when this stuff first started, people told us that we needed to merge servers. It was Friday. And so I'm keeping track of how many servers are mid to high population levels. I even told people on the Vault about it.



The next day, four more servers had moved from low pop to mid pop. I just want to tell people that this will keep happening and to just be patient. We opened extra servers than we would normally, because we wanted people to have those option. We listened to our community.



When we did our first launch with the CE and the SE, people were asking us to open a few extra servers because of large guilds or alliances. So we did. And of course people started complaining.



But it really doesn't matter. We opened with far fewer servers than what we will need to contain all the sales that we're going to get over the next month. We know - or at least we hope - what our numbers will be, and since we have plenty of servers to handle that, I'll think we'll be just fine.



Ten Ton Hammer: So do you think you came out with the right amount of servers?



Mark: I think we did come out with a couple too few for the CE, and I think we did come out with the right amount for the first week with the SE. What other people have to realize is that if we put too few servers on and a problem happens at two in the morning, we're not going to be able to do anything about that. The people that give you the high sign to put up more servers may not be there at two or three in the morning. Now the CSRs are there and we do have people watching, But these servers are delicate, it's almost a feel thing.



It's not like we're just watching the numbers and trying to make a decision when to move people over. We really prefer to have a few extra servers now and wait and see what happens over the next week. It hasn't even been a week yet since we went on sale.



Ten Ton Hammer: Are there any plans for reducing scenario wait time? Some players have been getting anxious with how long it's taking one faction compared to the other to get into a RvR scenario.



Mark: This is another thing that involves server population and people that are willing to jump into those RvR scenarios. If you can't seem to get into the RvR scenario, that's why we have open world RvR.



But if one side wants to do open RvR and the other side doesn't, that's going to be a problem. That's a problem with any game, not just WAR. It could be something that happens on the WoW PvP servers or the Camelot servers. If guys don't want to RvR, then they have to sort it out among themselves. You can't force people to RvR. You can't force 'em to PvE.



These things will sort themselves out once we have the transfers going, then people can make the choice if they want to stay on their server or not. They might look at the servers and discover that one is a bit more PvE oriented, so they'll move to that server. But activating anything now, that's just going to make the problem worse.





So will the Orc Choppa be coming back into the game in the next four months? We'll have to wait and see.





Ten Ton Hammer: Do you think there will ever be a time where you tell players what tendency a server has? Maybe put %26quot;RvR Scenarios%26quot; or %26quot;PvE%26quot; or %26quot;Open World RvR%26quot; in parenthesis beside the server name?



Mark: Oh absolutely! If we see that something is going on regularly, that this particular server is really into RvRing, then we would absolutely do something. whether it's flagging or allowing free transfers off those servers. We would tell players that %26quot;Sorry guys, no one is RvRing on your server. Why don't you move to another one?%26quot; I have no problem with that. We want people to be happy.



Ten Ton Hammer: The pace of the game is really fascinating; it is not boring. Every time I sit down and play, there's always something to do. Was it your philosophy to give players so many options that they'll never be bored?



Mark: That's one of the keys to the design of this game. I wanted to cut out time sinks whenever possible. It should be really intense. What I'm hoping is that people will settle into a natural rhythm after awhile where they might start up a separate character and take things a little slower. Part of the thing with time sinks is that it gives people time to talk and start to build a community. Now I think people will begin to start that community due to all the action that's going on, and you'll see all the guilds in the scenarios and then in the open RvR.



I wanted a game where I wasn't spending a ton of time waiting or healing or riding on this thing to go to this other place. That all makes the game feel more grindy. I would get annoyed when I couldn't do some things or I'd have to wait for things. Our pacing is absolutely on purpose.



Ten Ton Hammer: What can you tell us about the future? What's coming down the pipe?



Mark: I can tell you without any fear of contradiction that one of the things we are looking at is bug fixes. That is a priority item for us.



On a decidedly different track, over the next four months we're looking at bringing back some of those classes that we cut or some of the other content that was cut. Or giving players some additional things that they want and have been asking for.



That said, we're not making the game more PvE. We're not talking about that. But I did sit down with Rob and I have a list of 21 items on my board. Out of those 21 items, I have nine things that I consider to be hot button items from the players perspective. This is taken from my experience and what I've seen on the forums. Out of that nine, we'll probably be able to get to six or seven that will go in fairly quickly.



Then there are the changes that need to come in because I didn't want to have any point in the game where the player can say that they'd rather stick a hot poker in their eye than do that again. There are a couple of things that are on that list for WAR. And I just go, %26quot;How the heck did this not get fixed before we launched?%26quot; The answer is frankly that we thought it was fixed but it somehow made it in. These are the things that can get really annoying to the player over time.



A perfect example would be like when you get booted or want to switch toons and you get stuck in the server queue again. We thought it was fixed, but we're going to go in and fix it again. To me, that's something that's really important to fix right away. That's not a balance issue. Nobody is going to be pissed off about us fixing this dumb bug. That's one of the things that I really want to do over the next thirty days; get a whole bunch of these annoyances or bugs out of the way and then get ready for a couple big content patches.



Ten Ton Hammer: Thanks for your time, and it's always great talking with you Mark!



Mark: Thank you very much!

Warhammer OL: decisive century team. Warhammer Online Power Leveling



WARHAMMER ONLINE GOLD Buy Warhammer Gold |Warhammer CD Key warhammER Gold



The game is full of a fierce fight against war, players will choose to camp or allegiance to order destruction of camp, in the harsh world of Warhammer into continuous war, to defend the honor and interests of camp, Gongchengluede, swept through the enemy's castle, achievements WHO is not the heroic feats legend! At the same time, %26ldquo;Warhammer Online%26rdquo; true to the %26ldquo;Warhammer%26rdquo; grand and glorious epic picture of a black sense of humour so that the audience for war at the same time feeling %26ldquo;Warhammer%26rdquo; exceptional charm.



Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite Warhammer topsites Aion Gold Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite wow gold Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite WARHAMMER GOLD Warhammer Online Power Leveling



aion gold Warhammer Online Power Levleing warhammer online, warhammer online Accounts Warhammer Online Power Leveling Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite runescape power leveling aion power leveling



%26ldquo;Warhammer Online%26rdquo; is produced by the highly acclaimed %26ldquo;Camilo of the dark ages%26rdquo; of the EA Mythic produced by the new online games. Game Workshop to 25-year history of the %26ldquo;Warhammer%26rdquo; as the background, the campaign against the introduction of next-generation systems, %26ldquo;Warhammer Online%26rdquo; at E3 last year on the initial World War II to the exhibition has become the focus of attention. %26ldquo;Warhammer Online%26rdquo; in North America has entered Beta testing phase and is expected to be in this fall in North America, Europe, New Zealand, Australia and Southeast Asia simultaneously listed.



Buy warhammer gold runescape Gold Runescape Money runescape power levleing Warhammer Gold on sale war gold aoc gold Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite warhammer oNline gold runescaPe GOLD Runesacape Money Runescape MONEY lotro gold Buy Warhammer Gold |Warhammer CD Key Lotro Gold Buy Warhammer Gold |Warhammer CD Key WARHaMMER GOLd Consumer demand for WAR is mounting with all units of the game's Collector's Edition having been pre-sold in North America. In addition, the title is receiving significant media attention, picking up numerous critic awards at this year's E3, BuY WARHaMMER GOLd Consumer demand for WAR is mounting with all units of the game's Collector's Edition having been pre-sold in North America. In addition, the title is receiving significant media attention, picking up numerous critic awards at this year's E3, cHeap WARHaMMER GOLd Consumer demand for WAR is mounting with all units of the game's Collector's Edition having been pre-sold in North America. In addition, the title is receiving significant media attention, picking up numerous critic awards at this year's E3, WARHaMMER ONLIne GOLd



At the same time, %26ldquo;Warhammer Online%26rdquo; will be coming out 08 ChinaJoy. 17 to 19 July, the Shanghai New International Expo Centre # 2-21 EA booth, so that our common feelings of %26ldquo;Warhammer Online%26rdquo; shock charm!



cheap warhammer gold warhammer gold Buy Warhammer Gold |Warhammer CD Key buy wow gold Buy Warhammer Gold |Warhammer CD Key Warhammer Online Power Leveling



Became the focus of attention at the E3 exhibition to be this year on July 15 in Los Angeles in the opening victory. This time, %26ldquo;Warhammer Online%26rdquo; in a masterpiece of the public come to the fore, many of the ranked strength of strong single game, the only nominated %26ldquo;most anticipated game,%26rdquo; the nomination of online games.

Server update on Monday

by: wow guide | 7:50 PM | 0 com »

We will bring down all servers next week on Monday 29th September at 8am CET in order to run a short update. The purpose of this update is to change the way in which server queues work which will mean that, if you crash out of the game, you will not need to wait in a queue if you immediately try to reconnect. We expect this operation to be finished by mid-morning.



Thank you for your understanding, we will update you as this operation progresses.

Just before the launch of Mythic Entertainment's Warhammer Online: Age of Reckoning, I had the opportunity to sit down and talk about the game. We covered a lot of ground in our short interview, and in this half, we talked about talking about everything from the finished product itself to the GOA head start issue to Mythic's decision to forgo official forums and his thoughts on accountability.


advertisement



I started out my conversation with Mark by asking him a question that I asked both Jeff and Josh before him. Was there anything that got into the finished product of the game at the last minute that you were worried wouldn't make it? His answer was the same as Jeff's. %26quot;I'm glad the auction house got in on time,%26quot; he answered with a bit of a chuckle. %26quot;That one was touch and go there for a while.%26quot;


After the auction house, Mark told me a little bit about some of the other kinds of issues that needed last minute resolving before launch beyond the shiny and obvious features. Specifically, he wanted to tell me about the crash to desktop issues that people had been having throughout beta and into head start. He said that just before launch, a fix had been implemented that would take the already small number of these, and cut them in half before the official launch.


%26quot;While they [the CTDs] were low to begin with in the Head Start, they were still higher than I'd like,%26quot; he said. %26quot;So getting rid of 50% of them now is a really good thing.%26quot;


From there, I wanted to ask Mark about the issues that European players had been experiencing with GOA in terms of everything getting started on time and a myriad of other issues.


So, how does Mark feel about how that situation resolved?


%26quot;Right now,%26quot; he answered, %26quot;I feel great. I mean, GOA had a ton of people playing and everything is running beautifully. They've turned it around nicely.%26quot;


%26quot;There were issues,%26quot; he said. %26quot;As I posted on the forums, we were in constant contact with them. We had some very meaningful discussions with GOA over that time, and the results now speak for themselves.%26quot;


He continued to comment on the fact that ever since the major issue was resolved, things have been running smoothly and they're doing a much better job of community management and Mythic is happy with this renewed effort.


From there, we talked about the decision to give those players who were inconvenienced by the whole ordeal a free week of play. Originally, I had thought that the decision had been Mythic's to make, but it turns out that it was entirely GOA's move.


%26quot;It's their money,%26quot; he said. %26quot;We can talk, but in the end, it's their money and we didn't force them to do it. Did we talk about the issue? Absolutely, but in the end, they made the decision.%26quot;

It's not hard to notice the lack of actual informational material presented about Warhammer's career paths these days. Sure, there's plenty of glorification of their %26lsquo;mechanics' available, with some lore mixed in, but when it comes time to sit down and get into the action %26ndash; all that really accounts for is a nice back story about how angry you are from your troubled childhood, and how you somehow got hold of that gigantic sword you suddenly decided it was a good idea to start swinging around.


advertisement



The intention with these articles %26ndash; focused on RVR and PVE career mechanics for Warhammer's characters, is to really provide an in depth look at what each of the many paths has to offer.


Now you may find yourself asking, %26ldquo;Who the heck is this guy, and who cares what he has to say?%26rdquo; I wish I had a satisfactory answer that could convince everyone I'm 100% right about everything. I'm sure most of us would like that ability. I'm simply someone who's been PvPing in online games (mostly MMO's, earlier on in MUD's) since their debut well over a decade ago. I look at myself as a fair and balanced writer with an approach to analysis that provides everyone with a fair and in depth glimpse of what they can expect as if they were actually playing the character.


I should note that I've beta'd WAR for the majority of their closed beta, and leave it at that. Each analysis posted isn't from a 3-4 hour experience I had RVRing one day like so many others decide to throw up because they got rolled in Nordenwatch. They come from hundreds of hours of playtime in PVE and PVP scenarios. I won't review classes I haven't extensively played %26ndash; and I won't assume to provide you with any information I haven't acquired first hand.




With that out of the way, I'd like to start with the Chosen career %26ndash; A tank class that can best be described by combining EQ's Bard class with Steroids and enough utility skills to fill up four action bars. I date myself a bit and reference a class from the first Everquest because the Chosen use auras to buff themselves, and/or debuff anything within 30 feet of them. These auras activate instantly, with a 2.5 second cool down; lingering for 12 seconds before they deactivate %26ndash; meaning you can have as many as three active at one time if you constantly rotate their activation, and sneak in an attack every once in awhile. Granted, its worth the buffs, but as anyone who played a Bard back then knows its not very fun to constantly spam 3-4 buttons over and over and over while watching everyone else smash things.





The auras range from strength and toughness buff/debuffs, to adding resistances to yourself and your group and even making everything around you more vulnerable to magic. There's a lot of utility at the Chosen's disposal, and not just from his Chaotic Auras.





While some of your skills are general cookie cutter push X to deal damage, push Y to taunt skills, the Chosen gets quite a few skills early on that really stand out. As early as level 5, you'll receive a melee attack that does entirely spirit damage (Ravage) which completely ignores your target's armor and goes straight to a resistance check, which is lovely because lower level NPCs (and a decent amount of PCs until their 30's) actually have nearly zero resistances to magic, and you'll mow right through them, cleaving off about 1/10th of their total wounds each shot. While you obviously won't be doing 10% of someone's total hp in PvP using Ravage, you'll still be dealing spirit damage and seeing a very irrelevant amount of it mitigated.


At level 8, you'll get an attack that can't be defended against (Cleave), however it really doesn't do enough damage to warrant usage. With Ravage's spirit damage, it just makes more sense to keep using what works %26ndash; even if it occasionally gets blocked, it still does more damage over a period of time. Cleave does come in handy if you find yourself against another tank class that's used a morale ability or just happens to be blocking everything you throw at them, whack then with Cleave a few times, while low on damage, its better then not doing any.






At level 9 you get your standard snare + damage ability (dizzying blow). It's nice to have something to keep things from getting away, it cools down in just 5 seconds (it lasts for 7) so you'll be able to spam it on someone attempting to get away.


Before mentioning the very tactical skill you get at level 10, I should state that the Chosen have very high Wounds, and coupled with some toughness points from your equipment and RR abilities, you've really got a character that can withstand a ton of punishment. Hold the Line is a shield skill that increases your chances to dodge and disrupt (essentially ignore) enemy skills by 45%, for 12 seconds. It also provides everyone in your group (behind you, up to 40 feet) with the same bonuses at 15% as long as they stay behind you. This effect can stack three times on someone, meaning a tank could have 75% (45 + 15 + 15) added to their dodge and disrupt chances if they had 2 tanks in front of them using the skill. Hold the line is a very cool and potentially life saving skill if you're covering healers and/or ranged DPS while under heavy fire.


Another attack that should be noted is Withering blow, which deals damage and removes your target's action points (great for shutting down healers). Along with Repel, a knock back ability with often hilarious results, as at times it looks like you picked up the player and threw them like a hail mary pass instead of just tapping them back a few yards. Try knocking someone off a hill when the opportunity arises%26hellip; wave afterwards. This tactic is effective with all classes that receive a knock back ability, as you can literally propel your target completely out of a fight by knocking them down a hill or off a cliff. Instead of bothering to go straight for the healers, or to focus your damage on a particularly tough tank, just line yourself up and smack them out of the area %26ndash; they'll have to waste valuable time heading back, and will be completely taken out of the action for a while.


Another ability of the Chosen that really stands out is acquired at level 16 %26ndash; a morale ability (built up over time in combat, triggered at any time you'd like %26ndash; they're found in the lower right hand side of the screen by default) called Grapple. Grapple holds you and your target in place for 10 seconds, and there isn't anything they can do about it except hope you die. While you can still cast spells and use abilities, it effectively denies any escape, or tactical advantages some classes receive by attacking from the side/rear. A truly fantastic and menacing skill, usable once every minute as long as you've built up your morale bar.


Getting tied down too much in PvP? You've got the Juggernaut ability to look forward to; it removes all roots, snares, stuns and disarming effects immediately, and can do so again in 60 seconds. Later down the road you'll receive a career tactic that reduces that cool down to every 20 seconds %26ndash; aptly named Unstoppable Juggernaut. I really don't see a need for that tactic, however, if you're getting disarmed over and over, retreat and throw up a few auras to debuff your enemies a bit. Aside from in PvE, I rarely get disarmed in PvP at any level, its just one of those situations that doesn't arise often enough to warrant tactical consideration.


Blast wave (level 15) is another notable ability, as it deals PBAOE (point blank area of effect) spirit damage to everything within 30 feet, which is also the range of your auras. I note that here because everything under the effect of an aura when this spell is cast also loses a ton of resistances for 20 seconds. And by a ton I'll throw in some perspective. At level 5, your targets would lose 47 to all their resists. This scales almost ludicrously with your level. It's enough to effectively negate any chance they have of not taking almost complete damage from any spell cast at them. You can use the Blast wave skill in conjunction with the level 25 aura, Dreadful agony, which deals moderate spirit damage every 3 seconds. This effectively makes you a walking DPS machine to an opposing group, dealing damage after nullifying their resists. Follow up a target of choice with an ability like Ravage, which just deals spirit damage, and you'll watch them scatter or drop like files.


Maybe you're still having a problem getting things to stick around when using the combo mentioned above. Are dizzying blow or grapple just not cutting off your enemies escape quick enough? Use the petrify ability (level 30); it'll root anything within aura range (30 feet, up to 4 targets) for 10 seconds. Damage gives them a chance to break the root, however. So pick your target wisely when you decide to start swinging after activating petrify.


Finishing up the Chosen's already insane number of aggravating abilities are the Bane Shield, and Touch of Palsy skills (attained at levels 35 and 40, respectively). Bane shield is one of those abilities you activate when you know you're probably about to die anyway. Let's say the enemy group finally decided to single you out and surrounds you, 8 or so enemies swinging away. Bane shield makes them all take a moderate amount of spirit damage every time they hit you. Every time. If they hit you 7,234 times, they take damage each time. Combine this with the blast wave and dreadful agony and you've got a decent chance at wiping out half the enemy group before they get you.


I mentioned touch of Palsy in the previous paragraph; however it really bears mentioning separately, as it's absolutely devastating. If you haven't figured out by now, it's difficult to get away from a Chosen. However, now I'm going to say let them run %26ndash; but cast touch of palsy on them first. They'll take damage, albeit low damage, every half second they're moving. Every half second. Even if it deals 50 damage, every half second, just about anything will be dead or close enough to it when it realizes what is happening. It only lasts 10 seconds though, so be careful when you cast it, if it's a healer standing still, don't bother; however if they turn and run, let em have it. Also, note the people that jump around and think that circling you makes them good at PvP, hit them with this too. Point and laugh after they kill themselves.


Now when it comes down to picking a mastery tree, really any of the three are viable paths. While you can't directly enhance the Blast Wave/Dreadful Agony combo from one tree, splitting your points between the Dread and Discord trees is certainly an OK move in my book %26ndash; as much as I'm usually opposed to that sort of thing. Doing this will enhance a lot of key abilities and really give you the spirit damage and debuff skills you need to tear through just about anything.






Throwing three points into Corruption for the Dire shielding tactic isn't a bad idea either if you're just playing around. This allows your Bane shield to also take hold on any group mates within 30 feet of you. Great for those situations when everything just turns sour and you'd like to walk away knowing at least a few people went down with you.


In terms of overall statistics for your Chosen, go with Wounds for . . . wounds, Toughness for the damage reduction and strength for damage. Ballistics and willpower are almost useless %26ndash; but you can throw some extra RR points (if you have them) into intelligence to boost your spirit damage on some attacks. You can also consider the initiative tactic so you'll have a slightly smaller chance to get critically hit and evade attacks.


I should mention two more things to wrap this up. Most people's perception of 30 feet in real life is probably quite wrong. It's just as inaccurate in WAR, as 30 feet roughly equals between three or four of your characters put side by side. Closer to 3. Line of sight applies to all auras, as it should. I should mention that anyone wishing to play a Chosen really needs to be aware when playing this class. To put it nicely, to be effective you need to know what your doing. If you can't watch your targets debuff bar (under their picture when you target them) while timing auras and attacks correctly, you really won't be much more than a glorified meat shield lumbering around aimlessly. Anyone looking to just run around and smash things should probably steer clear of the chosen class, as you won't even be close to as effective as you could be if you weaved auras and used your debuffs and skills effectively. Anyone who likes to play a melee utility class, the Chosen really stands alone, I should note, however, that without timing and skill behind your ability activation, your dps will be rather low compared to most other classes. So what is the downside to all this? Action Points. Your abilities need to be used in constant succession and tactically in order to remain effective. If you're sloppy, can't stop hitting the %26ldquo;1%26rdquo; key over and over, or do some other mundane effects and mismanage your action points, you'll find yourself standing around unable to do anything for a few moments. While this is generally not a big deal %26ndash; your auras and other skills cool down slightly longer then the global cool down. You'll really be hurting if all you've got left is expensive-to-cast skills at a crucial moment while your lacking the action points to use them. Finishing this off - you'll want to stick with the sword and board combo (Shield + a one handed weapon) while its tempting (and certainly viable since you have such high HP) to go with a two-hander for the extra damage you lose your mitigation from your shield's armor and blocking % (which can easily get over 30%), meaning you'll die faster overall, and your auras and abilities won't have the time they need to really harass your enemies. The RVR shields have almost unfair blocking %'s on them. I fully expect them to be toned down a bit, but for now using a shield = a whole lot of damage not getting through.

THE BATTLE FOR SKULL PASS

by: wow guide | 7:50 PM | 0 com »

The Battle For Skull Pass is a boxed set that introduces you to the Warhammer game and the grim world that serves as the game's backdrop. Players across the globe have been playing Warhammer for decades. It is a game of tabletop battles between armies of fantastical warriors, war machines, and hordes of implacable creatures.





AN INTRODUCTION TO WARHAMMER


Battle For Skull Pass is an ideal way for you to get into Warhammer. It gradually teaches you the rules through a series of scenarios. Like all games of Warhammer, these scenarios take place as a part of the overall storyline of the Warhammer world. The Battle For Skull Pass scenarios are set during the invasion of the Dwarf goldmine settlement of Skull Pass by Goblins' from the Crooked Moon tribe.



However, the Battle For Skull Pass boxed set isn't all about rules and scenarios. The set contains enough high-quality Citadel miniatures to get you started, along with objective markers to add detail to your battlefield. These miniatures and models are included in the set so you can begin playing right away. Once you get the hang of the game, you can even go back and paint these models for your next step into the hobby.



The scenarios in Battle For Skull Pass show you how to use each of the miniatures in the boxed set. Each successive battle introduces a new element to the game, culminating in a final battle that uses everything in the box. These scenarios are fun to play and quick to complete. Once you have played them all, it's not a bad idea to talk over how they worked and what went right or wrong. Then you can swap sides and play them all again. The Battle For Skull Pass lets you master the rules as you venture into the dark world of Warhammer.



THE BATTLE FOR SKULL PASS WEBSITE


To coincide with the release The Battle for Skull Pass boxed set we created a separate website dedicated to supporting it. This is the perfect place to visit if you want to know more about the game.



The site contains loads of great hobby content such as painting guides for each of the models that come in the set, as well as for several support models you can add to your forces, instructions for building the terrain pieces, additional scenarios to play, ideas for extending your miniature collection, and much, much more.

Official Warhammer WAR Online Thread


Greetings, all.



With the popularity of Warhammer: Age of Reckoning (WAR) Online, I've decided to create an official, master thread for the topic.



Please post here if you want to:


- Find other WFRP Forumites playing WAR


- Post your character/server information


- Announce/seek a Guild


- Discuss other aspects of WAR.



....



Right now I'm playing:



Server: Kislev


Faction: Order


Main Toons: Ironoath (Dwarf Ironbreaker), Marissa (Human Witch Hunter), Vitae (Human Warrior Priest)



Server: Mordheim


Faction: Destruction


Main Toons: Dimwit (Gobbo Shaman), Corruptor (Chaos Zealot)



This message was edited 1 time. Last update was at Mon, 2008 Sep 22, 10:51 AM (CDT)


Hi Folks,



I am reprinting my post from another thread that I started - in the wrong place. I was watching the thread from last week that was referencing Warhammer online. I was just wondering how it was going and if folks were happy with it. I played WoW for a bit (who hasn't) and I was curious to see if this was any better.



I was also curious to see if anyone was guilding - I would want to join one if I started playing and figured that the folks here are pretty decent - who better to play with?!



Oh, if folks could give me a bit of an idea of the strengths of each faction, what they play, and if there is any problems balancing Order/Chaos, that would rock. I had heard that Order was getting romped because everyone has gone to the Dark Side.



Cheers


How the game is going?



Being possibly the worst person to answer this I'll try to do just that. Answer how it's going. For me. So this is all just my personal thinking. And all from the point of just one black orc character.



First of all - I'm a total newbie when it comes to this sort of games. I haven't played even WoW. Ofcourse I know it, have seen people playing it and now (or atleast I think I know) something of it as I'm a student of audiovisual media(art).



So it was quite a bit of shock that I found myself holding the game and cursing the name of Warhammer. I mean just add %26quot;warhammer%26quot; to it's name and I buy it. Sad for my vallet. Installed the game the same night and hopped into the boots of a black orc. And was totally confused. I have been playing computer games for ages but the whole system was little hard to grasp as it seems to be quite obvious that the games target audience is gamers who know what they are doing. But whatta heck! After I had slain my first 100 dwarfs I was right at home.



The Graphics are decent (nothing special in any way) but warhammerish enough that I have been taking screen captures to our RPG group for references sake. The gamesystem is quite simple (at least on the lower levels) but atleast it's quite easy to handle once you get to know it.



The main thing is that the feeling is there! One of the first things was to throw %26quot;mud%26quot; on dwarven statues to make them statues of Mork (or Gork?) and after that you had to bring beer to get the giant drunk enough to do his work. There's a lot of stupid little things like small re-spawn gaps for %26quot;monsters%26quot; and dwarfs in barrels (I actually got an impression that dwarf reproduce in barrels... ) but mostly it's quite good %26quot;dark and gritty%26quot;-stuff.



Especially when you go to the RvR-gounds. I got myself killed instantly. A couple of times. Before I got realised I still need to pump-up and get some levels. As I told this to one of my friends he complained about it but agreed as I asked how it usually goes in combats of WFRP. PCs get killed before the learn how to fight.



All in all - not %26quot;the best game ever%26quot; but entertaining enough. For me atleast.



Hope to hear about other players and how they're seeing the game.


I am enjoying it quite a bit.



I played a lot of WoW, probably 300+ hours worth all said and done.



WAR does incorporate some features from WoW, but it still has a lot of stuff to make it unique.



I particularly enjoy the Public Quests, which don't require a group or party or even picking up the right Quest from a certain person -- as you wander the regions, you may stumble into a large Public Quest that any and all can participate in. So far, that's been my favorite element.



Some of the character abilities are also pretty neat. I like the Ironbreaker Grudge (while it mechanically feels like Rage Points from WoW at the moment, it feels thematic and works well for the archetype).



But my favorite class ability is without a doubt the WAAAAGH!! of the Goblin Shamans... Your offensive spells raise your Mork (defensive spell) meter, while defensive spells raise your Gork (offensive spell) meter... The higher the meter, the more effective those types of spells are. To optimize play, you find yourself swapping back and forth between offense and defense to appease Gork n' Mork. Which feels both very thematic and is quite fun and interesting in application.



The regions and realms are pretty, detailed and so far very different. I think the best visual effects I've run into so far have got to be for Chaos... the starting area and ability effects are moody, dark and very well done. The mutations on your marauders or the dark spells of the zealots. Very evocative.



I'm having a lot of fun just running around willy nilly right now, but I can really see how the game would shine (as most MMOs do) with a solid guild and group of buddies to romp around with.

The guys over at TenTonHammer scored an exclusive post-launch interview with Mark Jacobs, the man behind the game.


I think it was the smoothest launch in MMO history. For six days there were no crashes. No real emergency patches. No downtime. Not only did the entire game not crash, but no servers even crashed. So for the first six days, things were fabulous. Of course that evening we had two crashes and then two more after that, but that's the only real blemish on the record.


There have been a lot of these interviews the last few weeks, but of course, they each have some tasty nugget of quotation goodness for you to devour.

News Blue Posts

by: wow guide | 7:50 PM | 0 com »

Below is the list of the questions that you unknow. The answers we all get from the blizzard, so find out if you still want to know.



Defense in WotLK


We think defense was a little too easy to get in BC. Most tanks (warriors anyway) walked in Karazhan almost uncrittable in just heroic and quest reward gear. Those +defense gems might have well not existed. It just felt like defense ought to take a little bit of effort to max out (using the crit barrier as the limit -- I realize it continues paying dividends beyond that point). Wer'e not sure yet how far we want to push it in the opposite direction though. It could be that the current numbers are too punitive and tanks will explode to Mr. Anub'arak.



Death Knight's ghoul too OP?


The ghoul does too much damage. He gets, IIRC, 100% of the master's Strength, which is very generous when most pets scale at 30% or so of the master.



Beyond that specific issue, pet classes are a huge design challenge. When the pet does 30-40% of your damage, and dies, you lose a chunk of damage that isn't comparable to any other dps loss by a class in the game. The alternatives aren't very appealing either -- the brick that can't be killed and does no damage, or the frail being that dishes out massive damage before collapsing when looked at. It's even worse when %26quot;pet%26quot; is a spec, as it is for locks and hunters, because then either the pet is disposable for the other specs, or it's OP for the pet spec.



I can't offer any great insight into how we're going to tackle the problem, but it does keep me up at night sometimes.



With all these tabbards available, will we be getting something like a keyring for them too?


We don't have any immediate plans for a Tabard UI but something to consider is that the Tabard vendor in Dalaran sells most of the tabards for very cheap. There really is no reason to hang on to them unless you're wearing them. Also, the Tabard vendor there will replace certain quest Tabards (such as the Tabard of the Illidari) if you destroy it.





When will Druids see their forms upgraded?


You absolutely deserve new skins and we want to do it right, and we want to do it soon. I don't want to promise any more specifics than that until we see what problems arise when LK ships and what we need to fix. In our opinions, Raven Lord and epic flight form set the bar.





Is the expansion being rushed?


It's not being rushed. BC was in a similar state at this period. We just didn't announce it so early, and the design churn was probably not quite as visible.



Could we please have Mallet of Zul'Farrak and Goblin Transponder put in our Key Ring?


We have plans for these items (and getting them out of your bags). Unfortunately, we won't be able to get to it in time for Wrath of the Lich King, but we do want to eventually address how these work.



We supply cheap wow gold, the cheapest wow gold to our loyal and reliable customers. You may buy cheap wow gold here. There is wow gold for sale; you can buy very cheap wow gold here. We have mass available stock of wow gold on most of the servers, so that we can do a really instant way of wow gold delivery.

WotLK Beta Build news

by: wow guide | 7:50 PM | 0 com »

The beta update to news, many class and professions changes again. Several crafted items have had their stats added in the latest build news.



Engineering


Cloth - Visage Liquification Goggles


Leather - Weakness Spectralizers, Greensight Gogs


Mail - Truesight Ice Blinders, Electroflux Sight Enhancers


Plate - Armored Titanium Goggles, Charged Titanium Specs



Inscription


Faces of Doom


Iron-Bound Tome



Death Knight (8970: Skills | Talents)


Blood



Blood Aura - Now healed by 2% of the damage done, up from 1%. (Rank 2)


Blood Presence - Now %26quot;heals the Death Knight by 2% of damage dealt%26quot; instead of %26quot;heals the Death Knight by 2% of damage dealt by abilities%26quot;.


Will of the Necropolis - Now reduces the cooldown of your Anti-Magic Shell by 1/2/3, down from 5/10/15.


Blade Barrier - Duration increased to 10 seconds from 8 seconds.


Blood Strike - Now does %26quot;an additional 33.0 bonus damage per disease%26quot; instead of %26quot;Each disease on the target causes an additional 33 damage%26quot;.


Heart Strike - Wording change to %26quot;bonus damage per disease%26quot; from %26quot;Each disease on the target causes an additional%26quot;.


Frost



Blood of the North - Changed to only work when spell hits, not on use. Now is caused by both Blood Strike and Pestilence.


Frost Presence - Now reduces spell damage taken by 5% instead of increasing magic resistance by 1 per level.


Icy Touch - Now reduces melee and ranged attack speed by 14% for 12 sec


Obliterate - Now does %26quot;bonus damage per disease%26quot; instead of %26quot;additional damage for each of the Death Knight's diseases on the target%26quot;


Unholy



Death Grip - Now has an 8 to 30 yd range.


Bone Shield - Changed to %26quot;Each damaging attack that lands consumes 1 bone%26quot; from %26quot;Each spell or attack that lands consumes 1 bone%26quot;.


Death Strike - Now %26quot;heals the Death Knight for a percent of damage done%26quot; instead of %26quot;heals the Death Knight for 100% of the damage done %26quot;.


Reaping - Changed to work only whenever you hit instead of whenever you use a spell.


Scourge Strike - Now does %26quot;bonus damage per disease%26quot; instead of %26quot;additional damage for each of the Death Knight's diseases on the target.%26quot;

warhammer online Elven Careers?

by: wow guide | 7:50 PM | 0 com »

ok well i have looked and looked all over the fourms for elf only careers i remember there were a few on the old BI fourms. Can anyone point me in the right direction. i am looking for something along the lines of waywatcher or warhawk rider.



wolf42 got together a collection of unofficial careers called the Tome of Unofficial Careers. I believe it is on strike-to-stun.net for download. Check that out.


well i looking more for advanced careers past kithband warrior i guess i should have made that more clear im new to posting on the fourms so i forget to be as detailed as possible


Assuming you are looking for actual %26quot;Waywatcher%26quot; and %26quot;Warhawk Rider%26quot; careers, that where posted on a Prior forum. I cannot locate a current version of them.


The various articles on elves at Critical Hit shoud be helpful and contain a number of careers. They were statted for first edition WFRP last I looked but should be easy enough to convert.

The New Motorbike Mount

by: wow guide | 7:50 PM | 0 com »

From the deta news, we have posted motorbike for many times. And it is is causing a few grumbles from some players. The obvious reason is the mount's looks. In a game with swords and magic, you don't expect a chopper motorcycle to zoom past, loud engine included. But generally, the mount seems very popular.



On the official forums, there are some other facts about it from the forum thread. Remember that this is still beta, and the vehicle is being tested, so any of these things might change:



It's Bind on Equip, and you don't need to be an engineer to use one of these mounts


It carries a passenger


Players cannot be dazed/dismounted from this mount. Not even be forced to dismount via polymorph


Players receive no fall damage in this thing. The motorcycle has its own hitpoints which eat fall damage then regenerate at a very fast rate. If you fall from a high enough distance to kill the motorcycle, you still jump out of it unharmed when it dies and you simply make a new one


The bike counts as a separate item when targeting, so it's hard to target people driving it


It can carry flags in Warsong Gulch



Do you like it? Seems from it appear, most of the friends didn't like. One of my friends said: %26quot;This better have some insane drawbacks apart from requiring sick/insane mats. This is just flat ridiculous. I do WSG once in a blue moon (probably less), but this is going to make me never touch WSG again. No dazed or forced dismounting in anyway? Everyone is going to have one of these. There's not going to be a horse (undead and living), chicken (mechanical or otherwise), or any other land mount used period.%26quot;

warhammer Looky what I found!

by: wow guide | 7:49 PM | 0 com »

I was browsing about the internet when I stumbled upon this page:



http://www.scribd.com/people/documents/1236841/folder/21056



Someone has gathered some WFRP stuff up for grabs. Theres much material from the old BI site, and many fan sites. The downside is that you'll have to sign up to download them, so I haven't actually tested if the linkz work...



you can get the maps just by viewing the images





http://static.scribd.com/profiles/images/kp0osxzvazta8-full.jpg





nice maps



I wonder if the creator of the site has the right to publish all of that material. And even if he has, I am a bit annoyed that there is no mention of the creators of it all. Not so worried about the LF (assuming that they are published in one piece); we did grant everyone the right to publish the complete issues on their site, and we made sure that the writers of the articles, and the other people who worked on the issues, were mentioned. But I see material by people like Dave Graffam, Andreas Blicher (the wonderful maps), Dave Allen, and others, without a mention of their name.





It pisses me off a bit that people spend a lot of time to create high quality fanwork, and then find their work getting distributed, possibly without their consent, and without them getting the credit for what they have done.



I must admit, there are several .pdfs on my hard-drive who unfortunately I have no idea who created them as they did not put there name on the .pdf itself.





(Having said that, at least one of them is full of copyright violations which probably explains the lack of attribution.)



Ah, this is the internet, guys.............. Get over it.





Nothing we can do about it.



Isn't this just a backup copy of stuff from BI's web site while FFG gets its act together? I don't see the fuss about making the errata available, perhaps I missed something?



What I think is Drakar's point is this: anyone that publishes stuff on the internet is incredibly naive if he honestly believes it won't spread around, beyond those sites the author has direct knowledge of.





1) Besides, it's not as if this uploader claims to be the author of those documents.


2) Besides, it's not as if these documents weren't free all along.





Being uploaded to various file sharing hubs is not something I would get mad about. Primarily because there is absolutely nothing you could do about it (even if you get scribd to take down the material, it will just pop up elsewhere).





Instead, be happy your stuff is available from yet another source! Really, the only constructive stance here is to be flattered your stuff is being copied about!



Not to mention that all current WFRP/DH material is available for download. Someone I know did just that, including Thousand Thrones, which as I understand it, was available 3 days after it was released.





One of the WFRP 'packages' (just short of gig) that he 'found' had all 4 of the LF's bundled in with it. I guess that could be seen as a form of flattery.





He 'found' this material in Denmark. Now I don't know if this is true, but I've been told by numerous people that all these 'free' books are available from European sites, particularly Denmark, because it's not illegal to post books in their entirety there.





If that's true, it's a shame.

With a well-known franchise at the core, years of development and hype, and the marketing power of Electronic Arts behind it, %26quot;Warhammer Online%26quot; represents the most aggressive challenge yet to %26quot;World of Warcraft's%26quot; dominance in the high-risk/high-reward massively multiplayer online category. %26quot;Warhammer%26quot; matches its competitors in most categories and even exceeds them with its pervasive social options. Unfortunately, that advantage is outweighed by a steep learning curve that makes getting started a chore. Unless and until that and some technical problems are addressed, %26quot;Warhammer Online%26quot; will have a tough time drawing players away from the competition.



As of its opening weekend, the game suffers some terrible lag and occasional stability issues. Hopefully, these are launch problems that will be ironed out in the coming weeks, because they make it nearly impossible to play the larger battles -- arguably the core of %26quot;Warhammer Online%26quot; -- in any meaningful way.



The Warhammer franchise began 25 years ago as a set of rules for two people at a table, each with their own army of painted miniature figures. It has endured as a grittier counterpart to Dungeons %26amp; Dragons, set in a dark world of religious heresy, mutants and demons: Imagine if the Inquisition came to Tolkien's Middle Earth.



The new MMO version from developer Mythic Entertainment mimics many of the key features from the ultra successful %26quot;Warcraft,%26quot; which boasts 11 million subscribers around the globe. Players take on quests, fight monsters, win treasure and become more powerful. Repeat ad nauseum, while paying a monthly fee.



One of the key reasons %26quot;Warcraft%26quot; has been so successful, however, is the way it smoothly eases players into a streamlined but deep online word that quickly becomes addictive. %26quot;Warhammer Online,%26quot; however, is distinctly unfriendly to newcomers. Instead of quests moving players along a single track of advancement, there are multiple ways to advance on multiple progress bars. There are influence, renown, masteries, morale, tactics, chapters, tiers, SCs, PQs, RvR, and BOs. It's easy enough to puzzle out eventually, and it'll prove particularly gratifying to long-time MMO players eager to sink their teeth into a meaty new game. But the steep learning curve will alienate some people who would more easily take to %26quot;Warcraft.%26quot;



The tradeoff is that %26quot;Warhammer Online%26quot; is a much more social experience, designed to throw players together in groups, often fighting against other players. In most MMOs, these %26quot;player vs. player%26quot; activities tend to be the stuff of the endgame, accessible only to those who have spent literally hundreds of hours leveling up their characters and winning powerful magic items. They tend to require an intimate understanding of the gameplay mechanics and class balance, and often a regular group of dedicated players. But in %26quot;Warhammer Online,%26quot; it's a pervasive part of the gameplay, slickly built to be accessible and constant, whether a player logs on for five, 15, or 50 hours a week.



There are plenty of solo missions, but many are designed to throw players into the fighting or cooperative missions where players join forces against computer-controlled enemies. In either case, it's easy to join via an %26quot;open group%26quot; panel, which shows nearby gatherings that aren't yet full. This is a much more inviting way for players to help each other than the typical MMO system of having to find a group by typing into the chat channel esoteric acronyms like %26quot;WH14 LFG T2 Bos%26quot;.



Like most MMOs, there isn't much of a storyline beyond the usual excuses to gather troll ears, talk to specific computer controlled characters, or deliver doodads. But the %26quot;Warhammer%26quot; universe boasts a rich lore, neatly arranged in the game's %26quot;Tome of Knowledge,%26quot; where players track their progress through the world and tick off accomplishments.



At the outset, would be %26quot;Warhammer%26quot; denizens can choose to join any of six races, or factions, grouped into opposing pairs: dwarves vs. orcs, elves vs. dark elves, and good humans vs. evil humans. Each has a capital city that can eventually be captured by the opposing faction, temporarily changing the balance of the entire game.



%26quot;Warhammer Online%26quot; is full of evocative artwork for the imaginative characters and locations, shot through with clever touches. There is a generous variety of visual styles for each of the six races, ranging from the stately elves to the intolerant human inquisitors to the sniveling goblins. While it's full of detail, however, there's a shortage of scope. Unlike other recent MMOs that play out against grand vistas, %26quot;Warhammer%26quot; constantly takes place in valleys or is socked in by fog.



Variety is striving to present the most thorough review database. To report inaccuracies in review credits, please click here. We do not currently list below-the-line credits, although we hope to include them in the future. Please note we may not respond to every suggestion. Your assistance is appreciated.

A Guide to Playing the Chosen

by: wow guide | 7:49 PM | 0 com »

Warhammer Onine Corresponsent Lou Rossi writes a guide to playing Destruction's Chosen class in Mythic Entertainment's Warhammer Online: Age of Reckoning. If you haven't already had a chance to try this class, this article will surely motivate you.

Warhammer: Marauder Masteries

by: wow guide | 7:49 PM | 0 com »

Twisted both physically and mentally, the forces of Warhammer Online: Age of Reckoning's Chaos are nothing more than a shell of a human from ages ago. Now gifted in the art of war, they serve their dark purpose by trying to eliminate the Empire from the face of the planet. The Chaos Marauder is a brutally efficient killing machine who uses mutations to increase their lethality. We've got a complete list of every mastery ability this dangerous class can get and which paths you can follow just inside..





Marauder Masteries








Action Points = AP







Note: All damage and cost numbers scale with rank. The numbers noted here are for comparison value only.






Marauder Guide | Marauder Abilities






Path of Savagery










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Scything Talons


Career Tactic


3








0



N/A

Passive


0


Gift of Savagery further increases your Weapon Skill and Initiative by 24








Wave of Mutilation



Ability





5


30 AP


N/A

Instant


20s


A wave of horror spreads forth from you dealing 210 damage over 21 seconds to all enemies within 30 feet and reducing their Weapon Skill by 18 and initiative by 12






Exhaustive Strikes


Career Tactic


7


0


N/A

Passive


0


Any time you critically hit an enemy while Mutated they will lose 40 Action Points






Cutting Claw


Ability


9


35 AP


5 ft

0


10s




Undefendable claw attack that deals 55 damage and reduces target armor by 75% for 10 seconds









Deadly Clutch


Career Tactic


11


0


N/A

Passive


0s


Tainted Claw will now reduce all healing used on the victim by 75%








Draining Swipe



Ability





13


30 AP


5ft

0


20s




You quickly rake your target twice, dealing 27 damage each hit. The victim will regain Action Points 50% more slowly for 10 seconds











Lashing Power



Morale



Rank 4





15


Rank 4 Morale


N/A

Instant


60s


For 20 seconds, each time you are hit, there is a 33% chance that the same amount of damage will be done to an enemy within 30 feet and you will be healed for that amount.

















Path of Brutality










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Corrupted Edge


Career Tactic


3








0



N/A

Passive


0


Gift of Brutality further increases your Strength and Initiative by 24








Guillotine



Ability





5


35 AP


5 ft

0


10s


Requires target to be below 50% health. A powerful blow inflicting 100 damage to a weakened target






Growing Instability


Career Tactic


7


0


N/A

Passive


0


The power of Chaos begins to take control of your body as you become wounded causing all your critical hits to deal additional bonus damage. This effect will become more potent as your health slips away ranging from a 20% increase when you have 90% hitpoints up to 180% increase when you have 10% hitpoints remaining






Mutated Aggressor


Ability


9


40 AP


N/A

0


0


Chaotic energy surges through you increasing all damage you inflict by 25% for 10 seconds








Unstable Convulsions



Tactic





11


0


N/A

Passive


0s


Convulsive Slashing now gains a 50% chance to remove an Enchantment from the victim each time that it hits them. Each time an Enchantment is successfully removed they will suffer 18 damage.






Wave of Terror


Ability


13


30 AP


N/A

Instant


10s




Wildly lashes out at all targets directly in front of you dealing 64 damage and removing 150 Morale points from your victims











Forked Aggression



Morale





15


Rank 4 Morale


N/A

Instant


60s


For 20 seconds, all damage dealt to you is mirrored back to the attacker with a 50% bonus














Path of Monstrosity










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Hulking Brute


Career Tactic


3








0



N/A

Passive


0


Gift of Monstrosity further increases your Toughness by 24






Concussive Jolt


Ability


5


25 AP


N/A

Instant


20s


A great wave of concussive force knocks down all targets 30 feet in front of you inflicting 27 damage








Insane Whispers



Tactic





7


0


N/A

Passive


0


Mouth of Tzeentch will now disorient your enemies for 5 seconds, causing all of their abilties to take an additional 1 second to build up








Thunderous Blow






Ability





9


30 AP


5ft

Instant


5s




A blow to the head which disorients the target, inflicting 55 damage and increasing build times by 1 second for 5 seconds











Crushing Blows



Tactic





11


0


N/A

Passive


0s


While you are using the Gift of Monstrosity, all of your hits have a 25% chance to remove 225 points of Morale from the enemy






Wrecking Ball


Ability


13


25AP/Sec


2s

Instant


13s




Spinning in a circle with club arm extended, aimlessly inflicting 22 damage every half second to all targetes within 20 feet for up to 3 seconds. This effect will end if you break your concentration or run out of Action Points











Energy Ripple



Morale





15


Rank 4 Morale


N/A

Instant


60s


A large burst of power courses through you dealing 292 damage to all targets within 30 feet knocking back all targets around you and stunning them for 7 seconds










Quick! Get me a WAR Guild



Warhammer Online: Age of Reckoning has a little something for everyone. Public Quests, a solid story line, RvR that's getting some rave reviews, but even with all this it can become a bit tedious if you're all by yourself. This is where the importance of guilds come in. Guilds for many people are more than just a way to get better loot. They're an online group of friends that over time become more like a family than a guild. How do you choose a guild that's right for you though? To help you out with that, Ten Ton Hammer gives you the Guild of the Week! An overview of the many different guilds that make up WAR and make it great. Each week we'll feature a new guild and give you the information you need that will put you on the path to finding a guild that fits your playstyle and needs. This week, we introduce Iron Phoenix, Ten Ton Hammer's WAR Guild of the Week for 9/28/08- 10/4/08!



Ten Ton Hammer's WAR Guild of the Week 9/28/08- 10/4/08


Warhammer Online: Age of Reckoning is now in full swing and you're having a blast! You've got your Public Quests down, you're questing for the betterment of your chosen faction, and your significant other is wondering what in the hell this %26quot;No DPS! HEALS!%26quot; chant you keep screaming from the other room is, as you RvR. Yes, life is good in WAR, but you still feel like you're missing something. Playing solo is starting to wear on your experience. What do you need to fix this little problem in an otherwise exceptional game? You, my friend, need a guild. Guilds are an important part of any MMO experience. They provide a sense of camaraderie. They provide a sense of team accomplishment. And most importantly, sometimes they provide off color body function jokes in guild chat that make you laugh so hard, you run straight into a group of order players you didn't see while you were doubled over.



You obviously want to join a group of like minded folks, but how do you make that choice? Easy, you interview them! Ten Ton Hammer realizes the importance of having a good guild to play with and to that end, we present you with our WAR Guild of the Week segment. A feature designed to give you a little insight into the guilds of WAR and help give you a place to start when looking for the right guild for you.



This week we introduce Iron Phoenix, an Order guild on the Iron Rock server.





Guild Name: Iron Phoenix


Guild Type: Order


Server: Iron Rock


Members: 68 (as of right now)


Looking for: Mature casual gamers


Guild Website: www.iron-phoenix.com



What kind of guild is Iron Phoenix and what are they all about?



IRON Phoenix is a gaming community dedicated to providing its members with a mature, fun, and exciting gaming home. Here, we ensure that our members will be treated with respect. In this way we guarantee that IRON Phoenix will be the best gaming experience you have ever had. Our motto has always been real life first!



Our community consists of members over the age of 18. Most of which have families and jobs that may limit their play. What this means is a more relaxed style of play for everyone. IRON Phoenix is built on the foundation that you play when you can and you take care of what matters most, real life.



What other games have Iron Phoenix been involved in and what sort of success have you seen in those games?



Iron Phoenix has been around since 1999 and will be here for a very long time. We are not a flash-in-the-pan clan that springs up to play a game and dies out with that game. In our history, we have fielded teams in Tribes, Mechwarrior, Jedi Knight, Unreal Tournament, Rainbow Six, Planetside, America's Army, Star Wars Galaxies, City of Heroes, World of Warcraft, Battlefield, Eve Online, Team Fortress, and many more. Our name is typically well known on the servers we play on.



What are the goals of Iron Phoenix in Warhammer Online: Age of Reckoning?



To have fun is our primary goal. We aim to enjoy all the content WAR has to offer Instances, Public Quests, and to have a strong RvR presence.



What sort of time commitment are you looking for from members per week? Are there level requirements or restrictions for members?



We do not require any kind of play time per week and there are no level or class restrictions of any kind.



Do you require the use of Ventrillo/ Teamspeak for your guild members?



We encourage the use of Teamspeak, as it makes grouping much easier, but it is not required for in game membership only. Membership in the over all community does require Teamspeak.





What level of importance do you place on the social aspect of your guild? Is Iron Phoenix all about the end goal or more about the people involved?



Obviously we want to be successful and do well in the game, but our primary drive to have fun and enjoy the company of our fellow gamers.



Does Iron Phoenix charge Guild dues/taxes? If so, how much and what are they used for?



Our Guild Tax rate is set to 30% to fund RvR equipment.



If someone wanted to join your guild, what would be the best way to do so? Who should they get in contact with and is there an application involved?



To join us in game join the Iron channel /channel Iron or send a tell to our Directors. Their mains are Artair, Hooli, Talion, and Addar. For full community membership visit out site at www.iron-phoenix.com or send us an email at applications@iron-phoenix.com and request an application

war is reporting that Warhammer Online has registered 500,000 members making it the fastest selling MMO of all time!



Quote:


Half a million users have registered to play Mythic's Warhammer Online: Age of Reckoning, according to publisher Electronic Arts.



The figures come after only one week on sale, with EA claiming the title is the fastest-selling MMO of all time.



%26quot;In just one week we have a half a million people playing WAR online, and the ranks of Order and Destruction are growing at a record-breaking pace for a new MMORPG,%26quot; offered Mark Jacobs, co-founder of Mythic Entertainment.


Congrats to the team at Mythic!

Greetings!



Your feedback is very important to us and it's always our goal to make your play experience an even more enjoyable one.



In response to popular demand, you'll now be able to queue for all of the scenarios available in your current tier, across all three pairings. For instance, if you're in Nordland, you can queue for the Nordenwatch scenario as usual. You can also queue up for Khaine's Embrace (the Tier 1 scenario in the High Elf vs. Dark Elf pairing) and the Gates of Ekrund (the Tier 1 scenario on the Dwarf vs. Greenskin pairing), all without leaving Nordland. No travel is required at all; just click the WAR symbol on your interface as you normally would, and use the arrows at the top of the window to scroll through the different scenarios.



We know many have been waiting for this feature and we have a lot more great additions coming on the horizon. We look forward to your continued feedback as we work to take WAR to the next level%26hellip;WAAAGH!!!

http://thottbot.com/wotlk/i42970



imp sap v2


have fun rogues.


Improved Distract was better.


If I'm remembering correctly, Imp Sap made it so that rogues didn't pop out of stealth after sapping something, yes? And it was seen as a necessary talent for all rogues, so much so that it was eliminated and Sap was changed to not break stealth.



How is this glyph for increasing Sap's duration close that that Imp. Sap?


I don't think they're really the same thing. Most PvE encounters you have more than enough time to down adds/etc before the sap wears off.



Wouldn't this be more of a PvP thing? I dunno, I don't see it as being as necessary as Imp Sap was.


Not even close. Imp Sap made sap usable as a crowd control, otherwise its sap pull and maybe the rogue dies maybe he doesn't. Imp Sap altered the mechanics of the skill in a unmistakable way. This won't even get used, if you look at the other glyphs it is completely out classed.

WAR: Witch Elf Masteries

by: wow guide | 7:38 PM | 0 com »

The Witch Elf in Mythic Entertainment's Warhammer Online dances with death, wielding her two daggers with an ease borne of ultimate confidence and her faith in Khaine. Don't get too close, as those blades bite with more than just their sharpened edge. Three Mastery Paths are available to Witch Elves to help them decide in which direction they want to focus their fighting, whether to increase the Carnage, expand the Suffering or stoke the fires of Treachery. All of these Mastery skills can be found right here at Ten Ton Hammer, with everything you need to know to choose your path.



A potion filled from the legendary Cauldron of Blood which fills you with power, increasing your chance to disrupt enemy magic by 100% for 7 seconds.



Witch Elf Masteries





Witch Elf Masteries










Action Points = AP | Blood Lust = BL







Note: All damage and cost numbers scale with rank. The numbers noted here are for comparison value only.






Witch Elf Guide | Witch Elf Abilities






Path of Carnage










NAME


POINTS


COST


RANGE


CAST TIME


COOL-


DOWN


DESCRIPTION






Sharpened Edge





Career Tactic


3








0



N/A

Passive


0


All of your Frenzies will now reduce the victim's armor by 75% for 3 seconds.






Elixir of Insane Power





Ability


5


25 AP


N/A

Instant


60s


A vile brew which drives you into a rage for the next 7 seconds. All of your attacks will ignore the victim's armor.






Broad Severing





Career Tactic


7


0


N/A

Passive


0


Sever Limb will now sweep out in an arc in front of you, striking enemies within 20 feet.






Pierce Armor





Ability


9


35 AP


5 ft

Instant


10s


A powerful stab that slices through the target's defenses, dealing 35 damage to your target and ignoring all of their armor. If the target suffers from an Ailment, then their armor will also be reduced by 24 for 20 seconds.





Builds 1 Blood Lust






Swift Blades





Career Tactic


11


0


N/A

Passive


0s


Increases your chance to parry attacks by 10%. Each time you parry an attack, you will regain 20 Action Points. This effect will not trigger more than once every 3 seconds.






On Your Knees!





Ability


13


35 AP


N/A

Instant


10s


You spin around and strike nearby enemies with a pair of quick, punishing attacks which deal damage to victims within 30 feet, and knock them down for 2 seconds.





1 BL = 12 dmg per hit, 2 targets


2 BL = 16 dmg per hit, 3 targets


3 BL = 21 dmg per hit, 4 targets


4 BL = 25 dmg per hit, 5 targets


5 BL = 29 dmg per hit, 6 targets





Requires BL


Costs 20% less AP per BL








Blade Spin








Morale





15


Rank 4 Morale


N/A

Instant


60s


Deals 320 damage over 5 seconds to all enemies within 30 feet.














Path of Suffering










NAME


POINTS


COST


RANGE


CAST TIME


COOL-


DOWN


DESCRIPTION






Kiss of Doom





Career Tactic


3








0



N/A

Passive


0


Increases the chances for all of your Kisses to trigger by 25%.






Elixir of Blades





Ability


5


25 AP


N/A

Instant


60s


A powerful witch's brew which hastens your reactions for the next 7 seconds. Any time an enemy strikes you, you will deal 20 damage back to them.






Septic Blade





Career Tactic


7


0


N/A

Passive


0


Envenomed Blade will now also reduce the victim's chance to critically hit by 25%.






Black Lotus Blade





Ability


9


30 AP


5 ft

Instant


10s


A deadly strike which deals 30 damage to your target and infects them with Black Lotus toxin, causing all healing that they receive for the next 10 seconds to become 50% less effective.





Builds 1 BL






Healer's Bane





Career Tactic


11


0


N/A

Passive


0


All of your Path of Suffering attacks gain a 25% chance to reduce the victim's healing abilities by 75% for 10 seconds.






Witchbrew





Ability


13


35 AP


N/A

Instant


10s




You consume a noxious liquid distilled from blood which fills you with power, causing your next several attacks to each deal an additional 20 Spirit damage to all enemies within 20 ft of your target.



1 BL = 2 attacks


2 BL = 3 attacks


3 BL = 4 attacks


4 BL = 5 attacks


5 BL = 6 attacks



Requires BL


Costs 20% less AP per BL











Fling Poison








Morale





15


Rank 4 Morale


N/A

Instant


60s


Deals 320 damage over 5 seconds to all enemies in front of you, up to 65 feet away.














Path of Treachery










NAME


POINTS


COST


RANGE


CAST TIME


COOL-


DOWN


DESCRIPTION






Swift Movements





Career Tactic


3








0



N/A

Passive


0


Reduces Feinted Postioning's cooldown time by 40 seconds.






Elixir of the Cauldron





Ability


5


25 AP


N/A

Instant


60s




A potion filled from the legendary Cauldron of Blood which fills you with power, increasing your chance to disrupt enemy magic by 100% for 7 seconds.









Baneful Touch





Career Tactic


7


0


N/A

Passive


0


Any time you attack an enemy from the sides or rear, there is a 25% chance that the victim will lose 40 AP.






Heart Seeker





Ability


9


25 AP


5 ft

Instant


20s




A shocking strike which deals 45 damage and stuns your target for 3 seconds.



Must be behind target


Builds 1 BL









Masterful Treachery





Career Tactic


11


0


N/A

Passive


0




After hitting an enemy with Treacherous Assault, Vehement Blades or Enfeebling Strike, you will deal 20% more damage for 10 seconds.









Sacrificial Stab





Ability


13


35 AP


5 ft

Instant


10s




You offer up your target as a sacrifice, stabbing them twice and healing yourself for all damage that you dealt.



Must be behind targetRequires BL


Costs 20% less AP per BL












Overwhelming Dread




Morale





15


Rank 4 Morale


N/A

Instant


60s


All enemies within 30 feet instantly lose 125 AP, and will regain AP 50% more slowly for the next 10 seconds.










WAR: Swordmaster Masteries

by: wow guide | 7:38 PM | 0 com »

Call the High Elves a snoody or sissy race if you'd like but nobody questions one carrying a huge sword around. A unique type of tank, the Swordmaster can hold their own in battle using a variety of taunts and shield moves. What kind of special skills can this powerhouse utilize? We have your complete list of Mastery abilities right here.

or those of you familiar with other websites on the Curse Network, you'll recall that we try to provide daily news for the games we support. Warhammer Alliance will be no different, as starting today we're beginning what we hope to be a daily recap of all the recent developer posts, official news, and pieces from the community.



Mark Jacobs on patch 1.01 (Source)


Quote:


Originally Posted by Mark Jacobs


Folks,



Later tonight we'll be posting the patch notes for tomorrow's version. And being the impatient person that I am, I thought I'd take a wee bit of the goodness and good news from the notes and post them here. Again, this is *not* a preview of the entire patch notes but just some of the cool bits. Snarkiness/explanation from yours truly in BOLD.



1) Players no longer need to scroll down through the EUALA when logging into the game. The window now defaults to the bottom, and players need only check the Agreement box and click accept. And much rejoicing was heard throughout the streets. It's still there and you still have to accept it but we are no longer going to require the scrolling bit for now.



2) The war against the gold sellers continues! We have made improvements to the Appeal system to allow players to report spam messages from gold sellers more quickly. This is only another way we are trying to fight these guys and make it as easy on you folks as possible. We're not there yet but we'll get there.



3) TAB-targeting should now more consistently select the nearest enemy in the player's field of view. I know, some of you have heard this before but this version is better than the last version.



4) The /ignore command will now work more consistently. While /ignore worked well most of the time and for most people it was a bit quirky. Hopefully it isn't quirky anymore.



5) We have made several improvements to the chat window, and it should now be more intuitive to use and set up.



6) Player pets have learned to behave themselves. Yes, they have been sent back to obedience school more than once but hey, these things have a mind of their own at times. Bad Simba, bad lion.



7) The delay between sending multiple mails has been reduced from 20 seconds to 5 seconds. This is another one of those %26quot;first step%26quot; things.



8) A feature has been added to User Settings which allows players to auto loot corpses by default.



9) Corrected an issue that was preventing players from adding new friends to their friend list even while the number of existing friends was below the list's size limit. All together now, let's say bug!



Lots more in the tonight's patch notes but please keep in mind that this version is heavily focused on bug fixes and needed improvements but not on the kind of %26quot;OMG look at what they added!%26quot; stuff. That will come later but for now, our focus is on fixing stuff and not adding lots of new stuff that could break the game.



Enjoy!



Mark


WarDB Guild Roster Syndication (Source)



Quote:


Today we introduced a highly requested syndication feature to WarDB.com: Guild Rosters! You can now publish your guild roster from WarDB onto your guild's website quickly and easily, by following these steps. This is the latest but definitely not the last for syndication, and we will no doubt improve guild syndication in the coming weeks and months based on community feedback.



You can also add Tooltip integration and a Search Box to your website if you'd like -- allowing your visitors to not only share item links with tooltips directly on your website, but also search WarDB.com!



Head over to the Vengeance roster page to check out an example, or stop by the roster syndication page to learn how to display your guild's roster on your website!


We've created a feedback thread specifically for the Guild Roster Syndication feature, so please head over to the thread and let us know what you think!

This came over the wire last night, pretty cool IMO.





Anyone ever tried anything like this?





Free ingame item also!!!




CHICAGO--(BUSINESS WIRE)--The leading manufacturer of innovative professional gaming gear, SteelSeries, today announced the release of the Warhammer%26reg; Online: Age of Reckoning%26trade; Limited Edition Keyset for SteelSeries Zboard%26trade;. Designed specifically for the highly anticipated


Warhammer Online: Age of Reckoning PC game by Mythic Entertainment%26trade;, a studio of Electronic Arts Inc. (NASDAQ: ERTS), the keyset will immerse gamers in a rich and chaotic fantasy world where the armies of Order and Destruction battle for survival.








Working closely with Mythic Entertainment, SteelSeries has developed a custom Warhammer Online keyset with dedicated short-cut keys and beautiful game graphics that will enable quick mastery of the game, increase the users' actions per minute (APM) and deliver unparalleled levels of immersion.








%26ldquo;Warhammer Online: Age of Reckoning is one of the most anticipated MMO's in 2008,%26rdquo; said Bruce Hawver, CEO of SteelSeries. %26ldquo;SteelSeries is thrilled to be working with Mythic Entertainment in creating a keyset for the SteelSeries Zboard designed specifically to bring more realism and ease-of-use to Warhammer Online fans everywhere.%26rdquo;








%26ldquo;This Limited Edition Keyset is a valuable offering for Warhammer Online: Age of Reckoning gamers,%26rdquo; said Jeff Hickman, Executive Producer for Mythic Entertainment. %26ldquo;Our collaboration with SteelSeries makes it easy for players to immerse themselves in the game, and to bring their performance to new heights.%26rdquo;








The Warhammer Online: Age of Reckoning Limited Edition Keyset for SteelSeries Zboard gives gamers:





%26bull; An intuitive layout for faster reflexes in battle;


%26bull; 16 dedicated keys for commonly used chat, group and social commands;


%26bull; 12 popular single-press emote keys including Shout, Brandish, Mad and Laugh; and,


%26bull; Immersion in the epic war with official game graphics








With every purchase of the Warhammer Online: Age of Reckoning Limited Edition Keyset, gamers receive a bonus in-game item - Kemmler's Arthritic Hand. When used, this exclusive item will temporarily increase a character's action point regeneration rate.













Fab! Read on for more....

Following the recent announcement that Mythic Entertainment was cutting a few classes and a few cities from their MMO, we were anxious to chat with the team to see how things had progressed. As was said before, the team decided to eliminate some of the content in order to better meet their own expectations. Given that the game still has twenty other classes and two massive capital cities, it seems hard to complain about the missing content. Though we've covered the game in detail throughout the development cycle, there are still plenty of surprises in store. The team was willing to share a few of them with us during our recent demo.

'The Badlands' is the name given to the arid, rocky country that lies between the Worlds Edge Mountains and the Dragonback Mountains. To the north of the Badlands lie the Black Gulf and the Blood River, and to the south, the Blind River and the Marshes of Madness. Thorny scrub brush and gnarled, ash-grey trees are all that grow in the dusty, barren wastes of the Badlands. What water can be found is a foul and stinking brown, thick with mud and unfit for any creature to drink. Contributing to the dismal mood are twisting formations of jagged rock and the omnipresent ruins of the Mourkain Empire, still adorned in leering skulls and other emblems of death and decay.



badlands_thumb.jpg



This desolate land is home to some of the most vicious and brutal tribes of greenskins to be found anywhere. These tribes war constantly with one another, and many of the most successful greenskin leaders in the history of the Old World emerged from the Badlands to lead their tribes on a path of destruction and conquest. The harsh environment and constant state of conflict weed out the weak and unworthy. In the Badlands, only the strongest survive.



It is hard to imagine a less hospitable place for a Dwarf to visit, and yet they have come to the Badlands in force to carry out an important mission. In response to the fall of Karak Eight Peaks and the resulting blow to the morale of his people, the wise High King Thorgrim Grudgebearer has proclaimed that the Dwarfs will forge mighty weapons, more powerful than any the world has ever known. These weapons will be crafted from the best and rarest materials in the Old World, and one such ingredient is the gem called Brynduraz, or 'Brightstone' in the language of men.



or_ExtColor_Badlands_MorgheimMound_s.jpg



In an age long past, the Dwarfs mined Brightstone from the tunnels beneath Mount Gunbad. It was in the Time of Woes that a horde of Night Goblins attacked the gold-rich mines and drove the Dwarfs out. Many years later, Mourkain Necromancers divined the existence of a powerful intersection of magical ley lines beneath the Gunbad mines. Determined to reach this nexus of power, they used their undead laborers to dig a great tunnel joining the mines with their own Empire, which at that time stretched across the Badlands. In the deepest hollow of the Gunbad tunnels, they built a great obsidian henge to channel the potent energies of the ley line convergence. The Mourkain never had the chance to use this power, for their great empire was destroyed soon after the completion of the henge.



or_ExtColor_Badlands_MorgheimStructRuins_s.jpg



Rumors of the existence of the Mourkain tunnel eventually reached the Dwarfs, but the tale was widely dismissed as a fanciful legend. Interest in the story was renewed when the High King announced his ambitious plan. Because the Gunbad mines were the only known source of Brightstone, the Dwarfs had tried many times to reclaim it. All such attempts had failed disastrously, for the Night Goblins were too well entrenched. A secret tunnel leading into the depths of the mines, however, might just give the Dwarfs a chance.



or_ExtColor_Badlands_MorgheimTomb_s.jpg



Even if the Dwarfs can find the tunnel, shipping cartloads of Brightstone safely back to Karaz-a-Karak will be a monumental undertaking. Like the nearby Marshes of Madness, the Badlands are tainted with the warping power of Chaos. All manner of predators both living and dead prowl the barren, rock-strewn hills and valleys. Ghouls stalk the craggy bluffs while packs of ravening Chaos Hounds hunt for easy prey under the light of the green-tinged moon, Morrslieb. Black-feathered carrion birds circle high above, searching with greedy eyes for their next feast. In the southern reaches of the Badlands dwells a great tribe of Ogres, and they will suffer no trespassers to enter their territory.



It will take every ounce of courage the Dwarfs can muster - and no small amount of good fortune - if they are to complete their task in the Badlands. If they can find the legendary Gunbad tunnel, they will bring much-needed hope to their people, and that alone may be enough to turn the tide of the war in their favor.

Patch Notes for You Here!

by: wow guide | 7:38 PM | 0 com »

Fixed a bug in which talismans were not properly removed from the backpack slot after being applied to an items. They will now properly disappear from the backpack once applied.



-Fixed an issue which was keeping Scenarios from opening up on highly populated servers. Scenarios should now be queuing properly on all servers.



-Fixed an issue which was causing keep doors to stay open after the keep had been captured. The doors will now close in the event of a successful capture.



Early reports also indicate that people who were not able to authenticate to the patcher this morning are able to do so now. We'll know more about what that means when the servers come back up.

Warhammer Online War Journal has posted their latest %26ldquo;Launch Edition%26rdquo; version up. The even offer the promise



We'll be updating our War Journal daily with commentary, impressions, andecdotes, battle hymns, pee-pee jokes, and, of course, pro tips. Use this index to help you navigate this soon-to-be sprawling feature. We've conveniently broken it up by day, so be sure to bookmark it, and check back regularly!



One of the journalists decides to find out if he can get away with AFK'ing in scenarios and PQ's.



On a whim, I made an Order character on Monday (a Warrior Priest, the class I wanted to play from the start) on the server where some other colleagues rolled. I queued for a scenario the second I popped into the world, and sure enough, I was in and fighting within two minutes of character creation. I then proceeded to AFK through six or seven scenarios while working on an article, and reached level three without having taken five steps. How does that make you feel?



To be frank, the free levels and renown ranks were only a secondary motivation. What I really wanted to find out was whether or not WAR had any safeguards in place to prevent this kind of thing. Apparently, it hasn't, and unless they're implemented soon, I suspect that AFKing through scenarios will be the preferred way for players to level alts once WAR's new-game sheen wears off.



ProTip: You can also AFK your way through public quests. Just find a big enough raid %26mdash; excuse me: %26ldquo;warband%26rdquo; %26mdash; phone up your cousin, and talk garbage while your influence meter magically fills up!

After years of development, today is the official worldwide release of %26ldquo;Warhammer Online: Age of Reckoning.%26rdquo;



Here's what Jacobs told us during the interview:



Jacobs: If you're looking for the best RvR [Realm vs. Realm] in any online game, you come to %26ldquo;Warhammer.%26rdquo; This is what we do well. This is the most core reason to play our game. If you're looking for the latest and greatest RvR of any MMO, you come to play our game.



Our number-one focus is RvR, but we have spent so much time and resources on PvE [Player vs. Environment]. We've put so many things in there, that if you're a casual player you should come here. One of the things that certain games have done %26mdash; and we won't mention names %26mdash; is that they're trying to go back to an old school, we-want-people-to-work-harder-to-level [style of gameplay] and make it less fun. No, we're not going to do that. We want you to have fun in our game, and we want you to feel like you can accomplish something. You won't come in and go, %26ldquo;If I can't get four hours in straight, I'm going to feel awful.%26rdquo;



Also, you come if you're tired of %26ldquo;WoW%26rdquo; %26mdash; and it's not that there's anything wrong with %26ldquo;WoW.%26rdquo; All online games have a lifespan. That's just a fact, and it doesn't matter whether you're %26ldquo;Ultima Online%26rdquo; or you're %26ldquo;EverQuest%26rdquo; or you're %26ldquo;Dark Age of Camelot%26rdquo; or you're %26ldquo;WoW%26rdquo; %26mdash; none of these games are going to last forever. And that is simply human nature; we're not built to do something forever. Whether it's a job or a relationship or a game, why would you want to do the same thing forever?



So I think for a lot of %26ldquo;WoW%26rdquo; players, and players of other games, if you're looking for a different experience, even if you're not interested in RvR. Look at our PvE, our Public Quests, the Tome of Knowledge, open grouping, our crafting system %26mdash; you'll get all these things that are different from %26ldquo;WoW%26rdquo; and other games. That's why you come.

All game currency and items from Warhammer Online remain property and ownership with Funcom. Wow-Gold-Powerleveling.com holds no responsibility to lost or altered items after item(s) have been delivered. Wow-Gold-Powerleveling.com assumes no responsibility after transactions of items have been made which includes scams, lags, patches, hacks, character expiration, or rollbacks. All information given to us will not be disclosed to any third parties. They are solely used for the purpose of providing everyone with great service, operation, and statistics.



New Warhammer Online Site Live!



Great news! We've lowered Warhammer Online Gold prices on global servers any districts to give you the best deals around.






Delivery Time


We will be able to delivery your Warhammer Online Gold purchase in minutes on Warhammer Online any servers, however we will try to deliver Warhammer Online Gold much sooner than that. All quoted delivery time assumes that buyer can be readily contacted. For fastest service, include a note with your payment that includes the following delivery information:






Character Server



Character Name



We will try to meet you at in-game after the payment is received and verified. Please contact us first if you want the instant transfer of the information.



Wow-Gold-Powerleveling has great flexibility in finding exactly what you need. With fast and courteous 24/7 service, your gaming needs Warhammber Online Gold can be satisfied any time of the day, 365 days a year.



Good communication, lowest price, live customers support, flexible payment methods and instant Warhammer Online Gold delivery are the reasons that make us different from other Warhammer Online Gold supplier.


You don't want to talk to somebody who doesn't understand you well.


You don't want to wait for email reply.


You don't want to send the payment only by paypal.


You don't want to be ripped off. We are here for you to avoid all those problems.



Due to increasing fraud activities in this business, now we don't accept echeck, unconfirmed address and unverified account with paypal anymore, you can pay by fax, by money order, by personal check to send us your payment or some other ways. But we will not deliver your Warhammer Gold order until your money order or checks cleared. We are now creating a trust list and all customers whom had bought Warhammer Online Gold from us without payment issue will get priority service.

Your Warhammer Online Gold will be delivered to you in less than 45 minutes! We strive to offer the fastest and most reliable service on the web for all your gaming needs.



Fast and Safe Warhammer Online Power leveling !



Cheap Warhammer Online Power leveling !



Warhammer Online Gold Store Open 24/7


Warhammer Online justcame out, and you can expect to see Warhammer Online Gold at low prices very soon in our store! Make sure to check back in a few days



Warhammer Online Gold Story


As we Know there are people play Warhammer Online, but most of them don't have enoughWarhammer Online Gold. Then it comes up that we don't have good items in the game. We also don't have much time for playing the game. Where can we get


Warhammer Online Gold? Now,Let's Choose wow-gold-powerleveling.com! Join wow-gold-powerleveling.com,Be Rich Now! We are fans of game. We pursue the enjoyment that games can take to wow-gold-powerleveling.com. Whether get Warhammer Online Gold via our effort or purchase it, it can make wow-gold-powerleveling.com stronger. Have a try, maybe it fit you. I am not saying that we should Warhammer Online Gold, becawow-gold-powerleveling.come you will loose the interest in game. That's the same truth as in our real life, if someone gives you much money, you will loose your value.



Based on Games Workshop's popular Warhammer fantasy world. Dominated by force of arms and


magic, this world provides a rich setting for hundreds of tho wow-gold-powerleveling.com ands of players to experience the epic


nature of war and the glory of battle.


Join one of six Armies and fight for the Armies of Order (Dwarf, High Elf and Empire) or


the Armies of Destruction (Greenskin, Dark Elf, or Chaos). Wage war across three unique battlefronts.


Next generation Realm vs. Realm game system integrating both PvP combat and PvE quests on the


same map in support of the greater war.


Engage in four levels of RvR combat:


- Skirmishes: Incidental PvP combat


- Battlefields: Objective-based battles in the game world


- Scenarios: Instanced, point-based battles balanced with NPC Dogs of War


- Campaigns: The invasion of enemy lands culminating in the assault on their capital city


Undertake a wide variety of PvE quest types related to an army's war efforts, including:


- Public quests that benefit from the participation of the entire army


- Conflict quests that pit players against an enemy with opposing goals


- Branching quests that let you choose the outcome of the quest and your reward


- Xmas quests that reward exploration with high value loot


Aust combat system introduces Player Tactics (earned powers you equip prior to battle) and


Morale Skills (combat options that increase in power when the momentum of battle is in your favor).


Player models that change to reflect the relative power of a character (i.e., Orcs grow in size and


Dwarfs' beards get longer). wow-gold-powerleveling.com Customizable armor and a visual guild system allow a player to make their


character truly unique.


Embark on an epic quest to complete the Tome of Knowledge and unlock Warhammer lore, detailed


monster information, and major story plotlines.


Online play requires a subscription and Internet connection.



Now Warhammer Online Gold and Warhammer Online Powerleveling be Preparing!



If you wanna buy Warhammer Online Gold or Warhammer Online Power leveling,



Please join wow-gold-powerleveling.com now!

Warhammer OL: decisive century team. Warhammer Online Power Leveling



WARHAMMER ONLINE GOLD Buy Warhammer Gold |Warhammer CD Key warhammER Gold



The game is full of a fierce fight against war, players will choose to camp or allegiance to order destruction of camp, in the harsh world of Warhammer into continuous war, to defend the honor and interests of camp, Gongchengluede, swept through the enemy's castle, achievements WHO is not the heroic feats legend! At the same time, %26ldquo;Warhammer Online%26rdquo; true to the %26ldquo;Warhammer%26rdquo; grand and glorious epic picture of a black sense of humour so that the audience for war at the same time feeling %26ldquo;Warhammer%26rdquo; exceptional charm.



Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite Warhammer topsites Aion Gold Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite wow gold Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite WARHAMMER GOLD Warhammer Online Power Leveling



aion gold Warhammer Online Power Levleing warhammer online, warhammer online Accounts Warhammer Online Power Leveling Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite runescape power leveling aion power leveling



%26ldquo;Warhammer Online%26rdquo; is produced by the highly acclaimed %26ldquo;Camilo of the dark ages%26rdquo; of the EA Mythic produced by the new online games. Game Workshop to 25-year history of the %26ldquo;Warhammer%26rdquo; as the background, the campaign against the introduction of next-generation systems, %26ldquo;Warhammer Online%26rdquo; at E3 last year on the initial World War II to the exhibition has become the focus of attention. %26ldquo;Warhammer Online%26rdquo; in North America has entered Beta testing phase and is expected to be in this fall in North America, Europe, New Zealand, Australia and Southeast Asia simultaneously listed.



Buy warhammer gold runescape Gold Runescape Money runescape power levleing Warhammer Gold on sale war gold aoc gold Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite Warhammer Accounts | Warhammer Game Card | War Gold War Power Leveling|War Accounts |Warhammer Topsite warhammer oNline gold runescaPe GOLD Runesacape Money Runescape MONEY lotro gold Buy Warhammer Gold |Warhammer CD Key Lotro Gold Buy Warhammer Gold |Warhammer CD Key WARHaMMER GOLd Consumer demand for WAR is mounting with all units of the game's Collector's Edition having been pre-sold in North America. In addition, the title is receiving significant media attention, picking up numerous critic awards at this year's E3, BuY WARHaMMER GOLd Consumer demand for WAR is mounting with all units of the game's Collector's Edition having been pre-sold in North America. In addition, the title is receiving significant media attention, picking up numerous critic awards at this year's E3, cHeap WARHaMMER GOLd Consumer demand for WAR is mounting with all units of the game's Collector's Edition having been pre-sold in North America. In addition, the title is receiving significant media attention, picking up numerous critic awards at this year's E3, WARHaMMER ONLIne GOLd



At the same time, %26ldquo;Warhammer Online%26rdquo; will be coming out 08 ChinaJoy. 17 to 19 July, the Shanghai New International Expo Centre # 2-21 EA booth, so that our common feelings of %26ldquo;Warhammer Online%26rdquo; shock charm!



cheap warhammer gold warhammer gold Buy Warhammer Gold |Warhammer CD Key buy wow gold Buy Warhammer Gold |Warhammer CD Key Warhammer Online Power Leveling



Became the focus of attention at the E3 exhibition to be this year on July 15 in Los Angeles in the opening victory. This time, %26ldquo;Warhammer Online%26rdquo; in a masterpiece of the public come to the fore, many of the ranked strength of strong single game, the only nominated %26ldquo;most anticipated game,%26rdquo; the nomination of online games.

Questions by Cody %26quot;Micajah%26quot; Bye (Managing Editor) and Garrett Fuller (Industry Relations)



Answers by Mark Jacobs, CEO/VP of Mythic Entertainment



Few names in the massively multiplayer online gaming industry hold as much clout as the often quoted Mark Jacobs. Having been a part of the online gaming industry since the early 1980s, Mark has been a fundamental factor in the gradual evolution of massively multiplayer online gaming. With the release of Mythic Entertainment's latest MMORPG, Warhammer Online, it looks like Mark has again played a fundamental role in the evolution of MMO gaming. But with any MMOG, the work isn't done when the game is released, and the Ten Ton Hammer staff sat down with Mark to discuss the future of Warhammer and his thoughts on their initial launch. We hope you enjoy the discussion!



--------------------------------------------------------------------------------



Ten Ton Hammer: What's your general sense of how the launch went? We're past the first weekend and into the first real week; how do you think things went?





Jacobs attests that WAR had the smoothest launch in MMO history.





Mark Jacobs: I think it was the smoothest launch in MMO history. For six days there were no crashes. No real emergency patches. No downtime. Not only did the entire game not crash, but no servers even crashed. So for the first six days, things were fabulous. Of course that evening we had two crashes and then two more after that, but that's the only real blemish on the record.



But when you have 55 servers up, that's some pretty good up-time.



Ten Ton Hammer: How are you dealing with game balance? Obviously you had plenty of testing in beta, but now you're seeing it in full speed. How are you dealing with the class balances, faction balances, etc.?



Mark: It's about what we expected. We got a lot of it right. The beta testers told us a lot, but they didn't tell us everything. They never do. So, we have our strike teams looking at everything - the reports, the metrics - and we're going to balance things. No MMO ever comes out fully balanced.



I think we're certainly in better shape than where we were with Camelot. Are we perfect? No. I'd be hard pressed to think of any MMO, especially one that's PvP geared that is, within sixty days, didn't have some major balancing adjustments to the game. Hopefully we won't be making major adjustments, but we're certainly going to be balancing things.



When you have 55 servers and they're busy almost all day every day, you get a lot more data than when you do during beta.



Ten Ton Hammer: In regards to RvR balance, when you look at scenarios versus open world RvR, it seems like the instant gratification for scenarios is very high. Are you offering some sort of similar reward system for open world RvR? It seems like players are drawn to the scenarios, and the open RvR has been a bit lesser populated.



Mark: That's the way it will be in the beginning. Whether they're coming from WoW or LOTRO or Camelot, right now scenarios are very quick and easy ways to level and get gear. We knew that people would be drawn to that. However, we expect them to start to move over to the open RvR once they get past the first couple tiers.



In terms of loot and all that, we certainly are going to provide a lot of encouragement to people to get involved with open RvR.



Ten Ton Hammer: How are you planing on handling gold farmers in WAR? You crafted a fantastic blog about this subject very recently, and I totally agree with your sentiments. But you must have some larger schemes in mind than just players reporting to the CSRs. Do you have something larger in mind for these gold seller scum bags?



Mark: I sure do. (pauses)



Ten Ton Hammer: Can you comment on that?



Mark: (very cryptically) Nope.



Ten Ton Hammer: (laughs) Alright.



Mark: One step at a time. Certainly you know and anyone who has been around me for any period of time knows that I can't stand these guys. I have no use for them. I think they're helping to undermine MMO gaming, and as somebody who has been making online games since the dawn of time, I have no use for somebody who wants to help destroy what has taken over two decades to build up. And that's what these guys are doing.



You can pretty much expect that this is just the first shot. This is the easiest. We're hoping to discourage them. Discouragement is good; it takes less time, less effort, and less cost. But we ain't stopping here.



Ten Ton Hammer: How did you end up creating a game that has combined really meaningful PvP with some really quality PvE experiences? A number of games have tried to blend the two in the past, but few have reached such an outstanding level of PvP gaming that your studio has attained. What kind of tricks and secrets did you use to come up with this formula?



Mark: A lot of hard work. A lot of willingness to take feedback from other people. One of the things I talk about in many of my interviews is that I don't think that I'm the world's greatest game designer. I don't think that I'm a genius. I think that I'm a pretty good game designer. One trait that I try to spread among as many people as I can in the company is that you have to be willing to listen. Nobody is right all of the time. Nobody is perfect. Just as I can take criticism when one of my ideas is bad or something we do as a company is dumb. I think that a great designer has to be willing to listen to other voices and go 'yeah you are right I wasn't thinking.' Whether it is how we are trying to mix PvE and RvR, or things like the tome or the quests.



This has all evolved from both internal and external feedback, and that's the secret sauce. I mean, I've spoken out before against the idea of the Vision, as opposed to a vision. You know a small 'v' versus a capital 'V'. When you have a small 'v' that's a good thing. That's the initial vision for a game. That's what I did with Warhammer. But I don't have the vision with a capital 'V', that's when bad things happen.



Ten Ton Hammer: (laughs)



Mark: It's true! Thats when bad things happen in almost every field - and it doesn't matter if you are making games, making movies, television, or writing books - when you are so caught up in that Vision that you have. When you are the only one who can be right. Sometimes absolute greatness ensues but its easier the less complicated things are. I've yet to see an MMO that has that kind of Vision, where you can tell that it is some one man's, one woman's Vision, truly succeed. WoW is not that kind of vision. Its the vision of a lot of very talented people at Blizzard who did their job and did it very well. And so if you are looking for the secret sauce that's where it is. Hard work and a willingness to listen.





According to Jacobs, Vision with a capital 'V' almost always leads to trouble.





Ten Ton Hammer: How are you planning to equalize server populations? I know that's been the thing that's.....



Mark: Always! That's always going to come up. That's always going to be a pain in the butt. I mean one of the things that we did already that no one else has done was the server clone idea. I can't believe that it took so long for anyone to think of it. Now, I'm glad I was the one who thought of it!



But we are going to take other steps as well. I've already announced that we're going to have free character transfers if the servers don't even out over the next week or so. What's funny is that if you look back at WoW's launch, people had horrendous queues. While people weren't very understanding, they were more understanding.



After two days - just two days - people are going %26quot;Oh my god! What are you going to do about the server queues!? It's an epic fail!%26quot; I'm like - it's been two days! Two days since we launched! Then the population started evening out some more, and they're going to continue to even out. We're going to wait before we do anything drastic, like people putting in transfers. It doesn't really make the problem better, necessarily.



It's pretty humorous, really. If you go back four years and compare the two games, we have far less problems than Blizzard had in terms of their queuing. And yet, we get blown out of proportion. We're going to do whatever we need to do.



In terms of ongoing balance, it's important for people to understand that just because you're outnumbered on a server, doesn't mean that the other guys are going to win. That's the beauty of this; you can have Destruction have 20% more people than you, but in scenarios you can still kick their butt. Even in open RvR; if you go back to the Camelot days, how many times did the underpowered realm - in terms of numbers - win? It was all the time! For a lot of the people that are always complaining about their being more Destruction people, it just means that you get into a scenario faster. And for those Destruction people complaining about their not being enough Order players, within 24 hours, people should have moved to a different server.



It's not like people can go %26quot;Oh my god, it took us six months to get our characters to level gazillion and now I need to move because there's nobody online to play with.%26quot; When we tell people that this is what we're going to do and we have plenty of servers up, and they choose to go to the crowded server....



Y'know we put warning after awrning up telling people not to choose the crowded servers, and yet I get to watch a board that shows how many people are logging in and creating characters and new people keep going to the crowded servers. So what can we do, right? If we shut of character creation there, then the guilds will get pissed. So we can't do that. If we give people a bonus for growing to the less crowded servers, then the guilds still bitch because we gave a (hypothetical) 10% leveling bonus if they would move to that server.



Since we're not past week one of our initial launch, we're not going to overreact. We learned our lesson from the years of DAOC.



Ten Ton Hammer: So no server mergers in the near future?



Mark: Oh god no! The funniest bit was that when this stuff first started, people told us that we needed to merge servers. It was Friday. And so I'm keeping track of how many servers are mid to high population levels. I even told people on the Vault about it.



The next day, four more servers had moved from low pop to mid pop. I just want to tell people that this will keep happening and to just be patient. We opened extra servers than we would normally, because we wanted people to have those option. We listened to our community.



When we did our first launch with the CE and the SE, people were asking us to open a few extra servers because of large guilds or alliances. So we did. And of course people started complaining.



But it really doesn't matter. We opened with far fewer servers than what we will need to contain all the sales that we're going to get over the next month. We know - or at least we hope - what our numbers will be, and since we have plenty of servers to handle that, I'll think we'll be just fine.



Ten Ton Hammer: So do you think you came out with the right amount of servers?



Mark: I think we did come out with a couple too few for the CE, and I think we did come out with the right amount for the first week with the SE. What other people have to realize is that if we put too few servers on and a problem happens at two in the morning, we're not going to be able to do anything about that. The people that give you the high sign to put up more servers may not be there at two or three in the morning. Now the CSRs are there and we do have people watching, But these servers are delicate, it's almost a feel thing.



It's not like we're just watching the numbers and trying to make a decision when to move people over. We really prefer to have a few extra servers now and wait and see what happens over the next week. It hasn't even been a week yet since we went on sale.



Ten Ton Hammer: Are there any plans for reducing scenario wait time? Some players have been getting anxious with how long it's taking one faction compared to the other to get into a RvR scenario.



Mark: This is another thing that involves server population and people that are willing to jump into those RvR scenarios. If you can't seem to get into the RvR scenario, that's why we have open world RvR.



But if one side wants to do open RvR and the other side doesn't, that's going to be a problem. That's a problem with any game, not just WAR. It could be something that happens on the WoW PvP servers or the Camelot servers. If guys don't want to RvR, then they have to sort it out among themselves. You can't force people to RvR. You can't force 'em to PvE.



These things will sort themselves out once we have the transfers going, then people can make the choice if they want to stay on their server or not. They might look at the servers and discover that one is a bit more PvE oriented, so they'll move to that server. But activating anything now, that's just going to make the problem worse.





So will the Orc Choppa be coming back into the game in the next four months? We'll have to wait and see.





Ten Ton Hammer: Do you think there will ever be a time where you tell players what tendency a server has? Maybe put %26quot;RvR Scenarios%26quot; or %26quot;PvE%26quot; or %26quot;Open World RvR%26quot; in parenthesis beside the server name?



Mark: Oh absolutely! If we see that something is going on regularly, that this particular server is really into RvRing, then we would absolutely do something. whether it's flagging or allowing free transfers off those servers. We would tell players that %26quot;Sorry guys, no one is RvRing on your server. Why don't you move to another one?%26quot; I have no problem with that. We want people to be happy.



Ten Ton Hammer: The pace of the game is really fascinating; it is not boring. Every time I sit down and play, there's always something to do. Was it your philosophy to give players so many options that they'll never be bored?



Mark: That's one of the keys to the design of this game. I wanted to cut out time sinks whenever possible. It should be really intense. What I'm hoping is that people will settle into a natural rhythm after awhile where they might start up a separate character and take things a little slower. Part of the thing with time sinks is that it gives people time to talk and start to build a community. Now I think people will begin to start that community due to all the action that's going on, and you'll see all the guilds in the scenarios and then in the open RvR.



I wanted a game where I wasn't spending a ton of time waiting or healing or riding on this thing to go to this other place. That all makes the game feel more grindy. I would get annoyed when I couldn't do some things or I'd have to wait for things. Our pacing is absolutely on purpose.



Ten Ton Hammer: What can you tell us about the future? What's coming down the pipe?



Mark: I can tell you without any fear of contradiction that one of the things we are looking at is bug fixes. That is a priority item for us.



On a decidedly different track, over the next four months we're looking at bringing back some of those classes that we cut or some of the other content that was cut. Or giving players some additional things that they want and have been asking for.



That said, we're not making the game more PvE. We're not talking about that. But I did sit down with Rob and I have a list of 21 items on my board. Out of those 21 items, I have nine things that I consider to be hot button items from the players perspective. This is taken from my experience and what I've seen on the forums. Out of that nine, we'll probably be able to get to six or seven that will go in fairly quickly.



Then there are the changes that need to come in because I didn't want to have any point in the game where the player can say that they'd rather stick a hot poker in their eye than do that again. There are a couple of things that are on that list for WAR. And I just go, %26quot;How the heck did this not get fixed before we launched?%26quot; The answer is frankly that we thought it was fixed but it somehow made it in. These are the things that can get really annoying to the player over time.



A perfect example would be like when you get booted or want to switch toons and you get stuck in the server queue again. We thought it was fixed, but we're going to go in and fix it again. To me, that's something that's really important to fix right away. That's not a balance issue. Nobody is going to be pissed off about us fixing this dumb bug. That's one of the things that I really want to do over the next thirty days; get a whole bunch of these annoyances or bugs out of the way and then get ready for a couple big content patches.



Ten Ton Hammer: Thanks for your time, and it's always great talking with you Mark!



Mark: Thank you very much!

Server update on Monday

by: wow guide | 7:38 PM | 0 com »

We will bring down all servers next week on Monday 29th September at 8am CET in order to run a short update. The purpose of this update is to change the way in which server queues work which will mean that, if you crash out of the game, you will not need to wait in a queue if you immediately try to reconnect. We expect this operation to be finished by mid-morning.



Thank you for your understanding, we will update you as this operation progresses.

Just before the launch of Mythic Entertainment's Warhammer Online: Age of Reckoning, I had the opportunity to sit down and talk about the game. We covered a lot of ground in our short interview, and in this half, we talked about talking about everything from the finished product itself to the GOA head start issue to Mythic's decision to forgo official forums and his thoughts on accountability.


advertisement



I started out my conversation with Mark by asking him a question that I asked both Jeff and Josh before him. Was there anything that got into the finished product of the game at the last minute that you were worried wouldn't make it? His answer was the same as Jeff's. %26quot;I'm glad the auction house got in on time,%26quot; he answered with a bit of a chuckle. %26quot;That one was touch and go there for a while.%26quot;


After the auction house, Mark told me a little bit about some of the other kinds of issues that needed last minute resolving before launch beyond the shiny and obvious features. Specifically, he wanted to tell me about the crash to desktop issues that people had been having throughout beta and into head start. He said that just before launch, a fix had been implemented that would take the already small number of these, and cut them in half before the official launch.


%26quot;While they [the CTDs] were low to begin with in the Head Start, they were still higher than I'd like,%26quot; he said. %26quot;So getting rid of 50% of them now is a really good thing.%26quot;


From there, I wanted to ask Mark about the issues that European players had been experiencing with GOA in terms of everything getting started on time and a myriad of other issues.


So, how does Mark feel about how that situation resolved?


%26quot;Right now,%26quot; he answered, %26quot;I feel great. I mean, GOA had a ton of people playing and everything is running beautifully. They've turned it around nicely.%26quot;


%26quot;There were issues,%26quot; he said. %26quot;As I posted on the forums, we were in constant contact with them. We had some very meaningful discussions with GOA over that time, and the results now speak for themselves.%26quot;


He continued to comment on the fact that ever since the major issue was resolved, things have been running smoothly and they're doing a much better job of community management and Mythic is happy with this renewed effort.


From there, we talked about the decision to give those players who were inconvenienced by the whole ordeal a free week of play. Originally, I had thought that the decision had been Mythic's to make, but it turns out that it was entirely GOA's move.


%26quot;It's their money,%26quot; he said. %26quot;We can talk, but in the end, it's their money and we didn't force them to do it. Did we talk about the issue? Absolutely, but in the end, they made the decision.%26quot;

It's not hard to notice the lack of actual informational material presented about Warhammer's career paths these days. Sure, there's plenty of glorification of their %26lsquo;mechanics' available, with some lore mixed in, but when it comes time to sit down and get into the action %26ndash; all that really accounts for is a nice back story about how angry you are from your troubled childhood, and how you somehow got hold of that gigantic sword you suddenly decided it was a good idea to start swinging around.


advertisement



The intention with these articles %26ndash; focused on RVR and PVE career mechanics for Warhammer's characters, is to really provide an in depth look at what each of the many paths has to offer.


Now you may find yourself asking, %26ldquo;Who the heck is this guy, and who cares what he has to say?%26rdquo; I wish I had a satisfactory answer that could convince everyone I'm 100% right about everything. I'm sure most of us would like that ability. I'm simply someone who's been PvPing in online games (mostly MMO's, earlier on in MUD's) since their debut well over a decade ago. I look at myself as a fair and balanced writer with an approach to analysis that provides everyone with a fair and in depth glimpse of what they can expect as if they were actually playing the character.


I should note that I've beta'd WAR for the majority of their closed beta, and leave it at that. Each analysis posted isn't from a 3-4 hour experience I had RVRing one day like so many others decide to throw up because they got rolled in Nordenwatch. They come from hundreds of hours of playtime in PVE and PVP scenarios. I won't review classes I haven't extensively played %26ndash; and I won't assume to provide you with any information I haven't acquired first hand.




With that out of the way, I'd like to start with the Chosen career %26ndash; A tank class that can best be described by combining EQ's Bard class with Steroids and enough utility skills to fill up four action bars. I date myself a bit and reference a class from the first Everquest because the Chosen use auras to buff themselves, and/or debuff anything within 30 feet of them. These auras activate instantly, with a 2.5 second cool down; lingering for 12 seconds before they deactivate %26ndash; meaning you can have as many as three active at one time if you constantly rotate their activation, and sneak in an attack every once in awhile. Granted, its worth the buffs, but as anyone who played a Bard back then knows its not very fun to constantly spam 3-4 buttons over and over and over while watching everyone else smash things.





The auras range from strength and toughness buff/debuffs, to adding resistances to yourself and your group and even making everything around you more vulnerable to magic. There's a lot of utility at the Chosen's disposal, and not just from his Chaotic Auras.





While some of your skills are general cookie cutter push X to deal damage, push Y to taunt skills, the Chosen gets quite a few skills early on that really stand out. As early as level 5, you'll receive a melee attack that does entirely spirit damage (Ravage) which completely ignores your target's armor and goes straight to a resistance check, which is lovely because lower level NPCs (and a decent amount of PCs until their 30's) actually have nearly zero resistances to magic, and you'll mow right through them, cleaving off about 1/10th of their total wounds each shot. While you obviously won't be doing 10% of someone's total hp in PvP using Ravage, you'll still be dealing spirit damage and seeing a very irrelevant amount of it mitigated.


At level 8, you'll get an attack that can't be defended against (Cleave), however it really doesn't do enough damage to warrant usage. With Ravage's spirit damage, it just makes more sense to keep using what works %26ndash; even if it occasionally gets blocked, it still does more damage over a period of time. Cleave does come in handy if you find yourself against another tank class that's used a morale ability or just happens to be blocking everything you throw at them, whack then with Cleave a few times, while low on damage, its better then not doing any.






At level 9 you get your standard snare + damage ability (dizzying blow). It's nice to have something to keep things from getting away, it cools down in just 5 seconds (it lasts for 7) so you'll be able to spam it on someone attempting to get away.


Before mentioning the very tactical skill you get at level 10, I should state that the Chosen have very high Wounds, and coupled with some toughness points from your equipment and RR abilities, you've really got a character that can withstand a ton of punishment. Hold the Line is a shield skill that increases your chances to dodge and disrupt (essentially ignore) enemy skills by 45%, for 12 seconds. It also provides everyone in your group (behind you, up to 40 feet) with the same bonuses at 15% as long as they stay behind you. This effect can stack three times on someone, meaning a tank could have 75% (45 + 15 + 15) added to their dodge and disrupt chances if they had 2 tanks in front of them using the skill. Hold the line is a very cool and potentially life saving skill if you're covering healers and/or ranged DPS while under heavy fire.


Another attack that should be noted is Withering blow, which deals damage and removes your target's action points (great for shutting down healers). Along with Repel, a knock back ability with often hilarious results, as at times it looks like you picked up the player and threw them like a hail mary pass instead of just tapping them back a few yards. Try knocking someone off a hill when the opportunity arises%26hellip; wave afterwards. This tactic is effective with all classes that receive a knock back ability, as you can literally propel your target completely out of a fight by knocking them down a hill or off a cliff. Instead of bothering to go straight for the healers, or to focus your damage on a particularly tough tank, just line yourself up and smack them out of the area %26ndash; they'll have to waste valuable time heading back, and will be completely taken out of the action for a while.


Another ability of the Chosen that really stands out is acquired at level 16 %26ndash; a morale ability (built up over time in combat, triggered at any time you'd like %26ndash; they're found in the lower right hand side of the screen by default) called Grapple. Grapple holds you and your target in place for 10 seconds, and there isn't anything they can do about it except hope you die. While you can still cast spells and use abilities, it effectively denies any escape, or tactical advantages some classes receive by attacking from the side/rear. A truly fantastic and menacing skill, usable once every minute as long as you've built up your morale bar.


Getting tied down too much in PvP? You've got the Juggernaut ability to look forward to; it removes all roots, snares, stuns and disarming effects immediately, and can do so again in 60 seconds. Later down the road you'll receive a career tactic that reduces that cool down to every 20 seconds %26ndash; aptly named Unstoppable Juggernaut. I really don't see a need for that tactic, however, if you're getting disarmed over and over, retreat and throw up a few auras to debuff your enemies a bit. Aside from in PvE, I rarely get disarmed in PvP at any level, its just one of those situations that doesn't arise often enough to warrant tactical consideration.


Blast wave (level 15) is another notable ability, as it deals PBAOE (point blank area of effect) spirit damage to everything within 30 feet, which is also the range of your auras. I note that here because everything under the effect of an aura when this spell is cast also loses a ton of resistances for 20 seconds. And by a ton I'll throw in some perspective. At level 5, your targets would lose 47 to all their resists. This scales almost ludicrously with your level. It's enough to effectively negate any chance they have of not taking almost complete damage from any spell cast at them. You can use the Blast wave skill in conjunction with the level 25 aura, Dreadful agony, which deals moderate spirit damage every 3 seconds. This effectively makes you a walking DPS machine to an opposing group, dealing damage after nullifying their resists. Follow up a target of choice with an ability like Ravage, which just deals spirit damage, and you'll watch them scatter or drop like files.


Maybe you're still having a problem getting things to stick around when using the combo mentioned above. Are dizzying blow or grapple just not cutting off your enemies escape quick enough? Use the petrify ability (level 30); it'll root anything within aura range (30 feet, up to 4 targets) for 10 seconds. Damage gives them a chance to break the root, however. So pick your target wisely when you decide to start swinging after activating petrify.


Finishing up the Chosen's already insane number of aggravating abilities are the Bane Shield, and Touch of Palsy skills (attained at levels 35 and 40, respectively). Bane shield is one of those abilities you activate when you know you're probably about to die anyway. Let's say the enemy group finally decided to single you out and surrounds you, 8 or so enemies swinging away. Bane shield makes them all take a moderate amount of spirit damage every time they hit you. Every time. If they hit you 7,234 times, they take damage each time. Combine this with the blast wave and dreadful agony and you've got a decent chance at wiping out half the enemy group before they get you.


I mentioned touch of Palsy in the previous paragraph; however it really bears mentioning separately, as it's absolutely devastating. If you haven't figured out by now, it's difficult to get away from a Chosen. However, now I'm going to say let them run %26ndash; but cast touch of palsy on them first. They'll take damage, albeit low damage, every half second they're moving. Every half second. Even if it deals 50 damage, every half second, just about anything will be dead or close enough to it when it realizes what is happening. It only lasts 10 seconds though, so be careful when you cast it, if it's a healer standing still, don't bother; however if they turn and run, let em have it. Also, note the people that jump around and think that circling you makes them good at PvP, hit them with this too. Point and laugh after they kill themselves.


Now when it comes down to picking a mastery tree, really any of the three are viable paths. While you can't directly enhance the Blast Wave/Dreadful Agony combo from one tree, splitting your points between the Dread and Discord trees is certainly an OK move in my book %26ndash; as much as I'm usually opposed to that sort of thing. Doing this will enhance a lot of key abilities and really give you the spirit damage and debuff skills you need to tear through just about anything.






Throwing three points into Corruption for the Dire shielding tactic isn't a bad idea either if you're just playing around. This allows your Bane shield to also take hold on any group mates within 30 feet of you. Great for those situations when everything just turns sour and you'd like to walk away knowing at least a few people went down with you.


In terms of overall statistics for your Chosen, go with Wounds for . . . wounds, Toughness for the damage reduction and strength for damage. Ballistics and willpower are almost useless %26ndash; but you can throw some extra RR points (if you have them) into intelligence to boost your spirit damage on some attacks. You can also consider the initiative tactic so you'll have a slightly smaller chance to get critically hit and evade attacks.


I should mention two more things to wrap this up. Most people's perception of 30 feet in real life is probably quite wrong. It's just as inaccurate in WAR, as 30 feet roughly equals between three or four of your characters put side by side. Closer to 3. Line of sight applies to all auras, as it should. I should mention that anyone wishing to play a Chosen really needs to be aware when playing this class. To put it nicely, to be effective you need to know what your doing. If you can't watch your targets debuff bar (under their picture when you target them) while timing auras and attacks correctly, you really won't be much more than a glorified meat shield lumbering around aimlessly. Anyone looking to just run around and smash things should probably steer clear of the chosen class, as you won't even be close to as effective as you could be if you weaved auras and used your debuffs and skills effectively. Anyone who likes to play a melee utility class, the Chosen really stands alone, I should note, however, that without timing and skill behind your ability activation, your dps will be rather low compared to most other classes. So what is the downside to all this? Action Points. Your abilities need to be used in constant succession and tactically in order to remain effective. If you're sloppy, can't stop hitting the %26ldquo;1%26rdquo; key over and over, or do some other mundane effects and mismanage your action points, you'll find yourself standing around unable to do anything for a few moments. While this is generally not a big deal %26ndash; your auras and other skills cool down slightly longer then the global cool down. You'll really be hurting if all you've got left is expensive-to-cast skills at a crucial moment while your lacking the action points to use them. Finishing this off - you'll want to stick with the sword and board combo (Shield + a one handed weapon) while its tempting (and certainly viable since you have such high HP) to go with a two-hander for the extra damage you lose your mitigation from your shield's armor and blocking % (which can easily get over 30%), meaning you'll die faster overall, and your auras and abilities won't have the time they need to really harass your enemies. The RVR shields have almost unfair blocking %'s on them. I fully expect them to be toned down a bit, but for now using a shield = a whole lot of damage not getting through.

THE BATTLE FOR SKULL PASS

by: wow guide | 7:38 PM | 0 com »

The Battle For Skull Pass is a boxed set that introduces you to the Warhammer game and the grim world that serves as the game's backdrop. Players across the globe have been playing Warhammer for decades. It is a game of tabletop battles between armies of fantastical warriors, war machines, and hordes of implacable creatures.





AN INTRODUCTION TO WARHAMMER


Battle For Skull Pass is an ideal way for you to get into Warhammer. It gradually teaches you the rules through a series of scenarios. Like all games of Warhammer, these scenarios take place as a part of the overall storyline of the Warhammer world. The Battle For Skull Pass scenarios are set during the invasion of the Dwarf goldmine settlement of Skull Pass by Goblins' from the Crooked Moon tribe.



However, the Battle For Skull Pass boxed set isn't all about rules and scenarios. The set contains enough high-quality Citadel miniatures to get you started, along with objective markers to add detail to your battlefield. These miniatures and models are included in the set so you can begin playing right away. Once you get the hang of the game, you can even go back and paint these models for your next step into the hobby.



The scenarios in Battle For Skull Pass show you how to use each of the miniatures in the boxed set. Each successive battle introduces a new element to the game, culminating in a final battle that uses everything in the box. These scenarios are fun to play and quick to complete. Once you have played them all, it's not a bad idea to talk over how they worked and what went right or wrong. Then you can swap sides and play them all again. The Battle For Skull Pass lets you master the rules as you venture into the dark world of Warhammer.



THE BATTLE FOR SKULL PASS WEBSITE


To coincide with the release The Battle for Skull Pass boxed set we created a separate website dedicated to supporting it. This is the perfect place to visit if you want to know more about the game.



The site contains loads of great hobby content such as painting guides for each of the models that come in the set, as well as for several support models you can add to your forces, instructions for building the terrain pieces, additional scenarios to play, ideas for extending your miniature collection, and much, much more.

Official Warhammer WAR Online Thread


Greetings, all.



With the popularity of Warhammer: Age of Reckoning (WAR) Online, I've decided to create an official, master thread for the topic.



Please post here if you want to:


- Find other WFRP Forumites playing WAR


- Post your character/server information


- Announce/seek a Guild


- Discuss other aspects of WAR.



....



Right now I'm playing:



Server: Kislev


Faction: Order


Main Toons: Ironoath (Dwarf Ironbreaker), Marissa (Human Witch Hunter), Vitae (Human Warrior Priest)



Server: Mordheim


Faction: Destruction


Main Toons: Dimwit (Gobbo Shaman), Corruptor (Chaos Zealot)



This message was edited 1 time. Last update was at Mon, 2008 Sep 22, 10:51 AM (CDT)


Hi Folks,



I am reprinting my post from another thread that I started - in the wrong place. I was watching the thread from last week that was referencing Warhammer online. I was just wondering how it was going and if folks were happy with it. I played WoW for a bit (who hasn't) and I was curious to see if this was any better.



I was also curious to see if anyone was guilding - I would want to join one if I started playing and figured that the folks here are pretty decent - who better to play with?!



Oh, if folks could give me a bit of an idea of the strengths of each faction, what they play, and if there is any problems balancing Order/Chaos, that would rock. I had heard that Order was getting romped because everyone has gone to the Dark Side.



Cheers


How the game is going?



Being possibly the worst person to answer this I'll try to do just that. Answer how it's going. For me. So this is all just my personal thinking. And all from the point of just one black orc character.



First of all - I'm a total newbie when it comes to this sort of games. I haven't played even WoW. Ofcourse I know it, have seen people playing it and now (or atleast I think I know) something of it as I'm a student of audiovisual media(art).



So it was quite a bit of shock that I found myself holding the game and cursing the name of Warhammer. I mean just add %26quot;warhammer%26quot; to it's name and I buy it. Sad for my vallet. Installed the game the same night and hopped into the boots of a black orc. And was totally confused. I have been playing computer games for ages but the whole system was little hard to grasp as it seems to be quite obvious that the games target audience is gamers who know what they are doing. But whatta heck! After I had slain my first 100 dwarfs I was right at home.



The Graphics are decent (nothing special in any way) but warhammerish enough that I have been taking screen captures to our RPG group for references sake. The gamesystem is quite simple (at least on the lower levels) but atleast it's quite easy to handle once you get to know it.



The main thing is that the feeling is there! One of the first things was to throw %26quot;mud%26quot; on dwarven statues to make them statues of Mork (or Gork?) and after that you had to bring beer to get the giant drunk enough to do his work. There's a lot of stupid little things like small re-spawn gaps for %26quot;monsters%26quot; and dwarfs in barrels (I actually got an impression that dwarf reproduce in barrels... ) but mostly it's quite good %26quot;dark and gritty%26quot;-stuff.



Especially when you go to the RvR-gounds. I got myself killed instantly. A couple of times. Before I got realised I still need to pump-up and get some levels. As I told this to one of my friends he complained about it but agreed as I asked how it usually goes in combats of WFRP. PCs get killed before the learn how to fight.



All in all - not %26quot;the best game ever%26quot; but entertaining enough. For me atleast.



Hope to hear about other players and how they're seeing the game.


I am enjoying it quite a bit.



I played a lot of WoW, probably 300+ hours worth all said and done.



WAR does incorporate some features from WoW, but it still has a lot of stuff to make it unique.



I particularly enjoy the Public Quests, which don't require a group or party or even picking up the right Quest from a certain person -- as you wander the regions, you may stumble into a large Public Quest that any and all can participate in. So far, that's been my favorite element.



Some of the character abilities are also pretty neat. I like the Ironbreaker Grudge (while it mechanically feels like Rage Points from WoW at the moment, it feels thematic and works well for the archetype).



But my favorite class ability is without a doubt the WAAAAGH!! of the Goblin Shamans... Your offensive spells raise your Mork (defensive spell) meter, while defensive spells raise your Gork (offensive spell) meter... The higher the meter, the more effective those types of spells are. To optimize play, you find yourself swapping back and forth between offense and defense to appease Gork n' Mork. Which feels both very thematic and is quite fun and interesting in application.



The regions and realms are pretty, detailed and so far very different. I think the best visual effects I've run into so far have got to be for Chaos... the starting area and ability effects are moody, dark and very well done. The mutations on your marauders or the dark spells of the zealots. Very evocative.



I'm having a lot of fun just running around willy nilly right now, but I can really see how the game would shine (as most MMOs do) with a solid guild and group of buddies to romp around with.

The guys over at TenTonHammer scored an exclusive post-launch interview with Mark Jacobs, the man behind the game.


I think it was the smoothest launch in MMO history. For six days there were no crashes. No real emergency patches. No downtime. Not only did the entire game not crash, but no servers even crashed. So for the first six days, things were fabulous. Of course that evening we had two crashes and then two more after that, but that's the only real blemish on the record.


There have been a lot of these interviews the last few weeks, but of course, they each have some tasty nugget of quotation goodness for you to devour.

News Blue Posts

by: wow guide | 7:37 PM | 0 com »

Below is the list of the questions that you unknow. The answers we all get from the blizzard, so find out if you still want to know.



Defense in WotLK


We think defense was a little too easy to get in BC. Most tanks (warriors anyway) walked in Karazhan almost uncrittable in just heroic and quest reward gear. Those +defense gems might have well not existed. It just felt like defense ought to take a little bit of effort to max out (using the crit barrier as the limit -- I realize it continues paying dividends beyond that point). Wer'e not sure yet how far we want to push it in the opposite direction though. It could be that the current numbers are too punitive and tanks will explode to Mr. Anub'arak.



Death Knight's ghoul too OP?


The ghoul does too much damage. He gets, IIRC, 100% of the master's Strength, which is very generous when most pets scale at 30% or so of the master.



Beyond that specific issue, pet classes are a huge design challenge. When the pet does 30-40% of your damage, and dies, you lose a chunk of damage that isn't comparable to any other dps loss by a class in the game. The alternatives aren't very appealing either -- the brick that can't be killed and does no damage, or the frail being that dishes out massive damage before collapsing when looked at. It's even worse when %26quot;pet%26quot; is a spec, as it is for locks and hunters, because then either the pet is disposable for the other specs, or it's OP for the pet spec.



I can't offer any great insight into how we're going to tackle the problem, but it does keep me up at night sometimes.



With all these tabbards available, will we be getting something like a keyring for them too?


We don't have any immediate plans for a Tabard UI but something to consider is that the Tabard vendor in Dalaran sells most of the tabards for very cheap. There really is no reason to hang on to them unless you're wearing them. Also, the Tabard vendor there will replace certain quest Tabards (such as the Tabard of the Illidari) if you destroy it.





When will Druids see their forms upgraded?


You absolutely deserve new skins and we want to do it right, and we want to do it soon. I don't want to promise any more specifics than that until we see what problems arise when LK ships and what we need to fix. In our opinions, Raven Lord and epic flight form set the bar.





Is the expansion being rushed?


It's not being rushed. BC was in a similar state at this period. We just didn't announce it so early, and the design churn was probably not quite as visible.



Could we please have Mallet of Zul'Farrak and Goblin Transponder put in our Key Ring?


We have plans for these items (and getting them out of your bags). Unfortunately, we won't be able to get to it in time for Wrath of the Lich King, but we do want to eventually address how these work.



We supply cheap wow gold, the cheapest wow gold to our loyal and reliable customers. You may buy cheap wow gold here. There is wow gold for sale; you can buy very cheap wow gold here. We have mass available stock of wow gold on most of the servers, so that we can do a really instant way of wow gold delivery.

WotLK Beta Build news

by: wow guide | 7:37 PM | 0 com »

The beta update to news, many class and professions changes again. Several crafted items have had their stats added in the latest build news.



Engineering


Cloth - Visage Liquification Goggles


Leather - Weakness Spectralizers, Greensight Gogs


Mail - Truesight Ice Blinders, Electroflux Sight Enhancers


Plate - Armored Titanium Goggles, Charged Titanium Specs



Inscription


Faces of Doom


Iron-Bound Tome



Death Knight (8970: Skills | Talents)


Blood



Blood Aura - Now healed by 2% of the damage done, up from 1%. (Rank 2)


Blood Presence - Now %26quot;heals the Death Knight by 2% of damage dealt%26quot; instead of %26quot;heals the Death Knight by 2% of damage dealt by abilities%26quot;.


Will of the Necropolis - Now reduces the cooldown of your Anti-Magic Shell by 1/2/3, down from 5/10/15.


Blade Barrier - Duration increased to 10 seconds from 8 seconds.


Blood Strike - Now does %26quot;an additional 33.0 bonus damage per disease%26quot; instead of %26quot;Each disease on the target causes an additional 33 damage%26quot;.


Heart Strike - Wording change to %26quot;bonus damage per disease%26quot; from %26quot;Each disease on the target causes an additional%26quot;.


Frost



Blood of the North - Changed to only work when spell hits, not on use. Now is caused by both Blood Strike and Pestilence.


Frost Presence - Now reduces spell damage taken by 5% instead of increasing magic resistance by 1 per level.


Icy Touch - Now reduces melee and ranged attack speed by 14% for 12 sec


Obliterate - Now does %26quot;bonus damage per disease%26quot; instead of %26quot;additional damage for each of the Death Knight's diseases on the target%26quot;


Unholy



Death Grip - Now has an 8 to 30 yd range.


Bone Shield - Changed to %26quot;Each damaging attack that lands consumes 1 bone%26quot; from %26quot;Each spell or attack that lands consumes 1 bone%26quot;.


Death Strike - Now %26quot;heals the Death Knight for a percent of damage done%26quot; instead of %26quot;heals the Death Knight for 100% of the damage done %26quot;.


Reaping - Changed to work only whenever you hit instead of whenever you use a spell.


Scourge Strike - Now does %26quot;bonus damage per disease%26quot; instead of %26quot;additional damage for each of the Death Knight's diseases on the target.%26quot;

warhammer online Elven Careers?

by: wow guide | 7:37 PM | 0 com »

ok well i have looked and looked all over the fourms for elf only careers i remember there were a few on the old BI fourms. Can anyone point me in the right direction. i am looking for something along the lines of waywatcher or warhawk rider.



wolf42 got together a collection of unofficial careers called the Tome of Unofficial Careers. I believe it is on strike-to-stun.net for download. Check that out.


well i looking more for advanced careers past kithband warrior i guess i should have made that more clear im new to posting on the fourms so i forget to be as detailed as possible


Assuming you are looking for actual %26quot;Waywatcher%26quot; and %26quot;Warhawk Rider%26quot; careers, that where posted on a Prior forum. I cannot locate a current version of them.


The various articles on elves at Critical Hit shoud be helpful and contain a number of careers. They were statted for first edition WFRP last I looked but should be easy enough to convert.

The New Motorbike Mount

by: wow guide | 7:37 PM | 0 com »

From the deta news, we have posted motorbike for many times. And it is is causing a few grumbles from some players. The obvious reason is the mount's looks. In a game with swords and magic, you don't expect a chopper motorcycle to zoom past, loud engine included. But generally, the mount seems very popular.



On the official forums, there are some other facts about it from the forum thread. Remember that this is still beta, and the vehicle is being tested, so any of these things might change:



It's Bind on Equip, and you don't need to be an engineer to use one of these mounts


It carries a passenger


Players cannot be dazed/dismounted from this mount. Not even be forced to dismount via polymorph


Players receive no fall damage in this thing. The motorcycle has its own hitpoints which eat fall damage then regenerate at a very fast rate. If you fall from a high enough distance to kill the motorcycle, you still jump out of it unharmed when it dies and you simply make a new one


The bike counts as a separate item when targeting, so it's hard to target people driving it


It can carry flags in Warsong Gulch



Do you like it? Seems from it appear, most of the friends didn't like. One of my friends said: %26quot;This better have some insane drawbacks apart from requiring sick/insane mats. This is just flat ridiculous. I do WSG once in a blue moon (probably less), but this is going to make me never touch WSG again. No dazed or forced dismounting in anyway? Everyone is going to have one of these. There's not going to be a horse (undead and living), chicken (mechanical or otherwise), or any other land mount used period.%26quot;

warhammer Looky what I found!

by: wow guide | 7:37 PM | 0 com »

I was browsing about the internet when I stumbled upon this page:



http://www.scribd.com/people/documents/1236841/folder/21056



Someone has gathered some WFRP stuff up for grabs. Theres much material from the old BI site, and many fan sites. The downside is that you'll have to sign up to download them, so I haven't actually tested if the linkz work...



you can get the maps just by viewing the images





http://static.scribd.com/profiles/images/kp0osxzvazta8-full.jpg





nice maps



I wonder if the creator of the site has the right to publish all of that material. And even if he has, I am a bit annoyed that there is no mention of the creators of it all. Not so worried about the LF (assuming that they are published in one piece); we did grant everyone the right to publish the complete issues on their site, and we made sure that the writers of the articles, and the other people who worked on the issues, were mentioned. But I see material by people like Dave Graffam, Andreas Blicher (the wonderful maps), Dave Allen, and others, without a mention of their name.





It pisses me off a bit that people spend a lot of time to create high quality fanwork, and then find their work getting distributed, possibly without their consent, and without them getting the credit for what they have done.



I must admit, there are several .pdfs on my hard-drive who unfortunately I have no idea who created them as they did not put there name on the .pdf itself.





(Having said that, at least one of them is full of copyright violations which probably explains the lack of attribution.)



Ah, this is the internet, guys.............. Get over it.





Nothing we can do about it.



Isn't this just a backup copy of stuff from BI's web site while FFG gets its act together? I don't see the fuss about making the errata available, perhaps I missed something?



What I think is Drakar's point is this: anyone that publishes stuff on the internet is incredibly naive if he honestly believes it won't spread around, beyond those sites the author has direct knowledge of.





1) Besides, it's not as if this uploader claims to be the author of those documents.


2) Besides, it's not as if these documents weren't free all along.





Being uploaded to various file sharing hubs is not something I would get mad about. Primarily because there is absolutely nothing you could do about it (even if you get scribd to take down the material, it will just pop up elsewhere).





Instead, be happy your stuff is available from yet another source! Really, the only constructive stance here is to be flattered your stuff is being copied about!



Not to mention that all current WFRP/DH material is available for download. Someone I know did just that, including Thousand Thrones, which as I understand it, was available 3 days after it was released.





One of the WFRP 'packages' (just short of gig) that he 'found' had all 4 of the LF's bundled in with it. I guess that could be seen as a form of flattery.





He 'found' this material in Denmark. Now I don't know if this is true, but I've been told by numerous people that all these 'free' books are available from European sites, particularly Denmark, because it's not illegal to post books in their entirety there.





If that's true, it's a shame.

With a well-known franchise at the core, years of development and hype, and the marketing power of Electronic Arts behind it, %26quot;Warhammer Online%26quot; represents the most aggressive challenge yet to %26quot;World of Warcraft's%26quot; dominance in the high-risk/high-reward massively multiplayer online category. %26quot;Warhammer%26quot; matches its competitors in most categories and even exceeds them with its pervasive social options. Unfortunately, that advantage is outweighed by a steep learning curve that makes getting started a chore. Unless and until that and some technical problems are addressed, %26quot;Warhammer Online%26quot; will have a tough time drawing players away from the competition.



As of its opening weekend, the game suffers some terrible lag and occasional stability issues. Hopefully, these are launch problems that will be ironed out in the coming weeks, because they make it nearly impossible to play the larger battles -- arguably the core of %26quot;Warhammer Online%26quot; -- in any meaningful way.



The Warhammer franchise began 25 years ago as a set of rules for two people at a table, each with their own army of painted miniature figures. It has endured as a grittier counterpart to Dungeons %26amp; Dragons, set in a dark world of religious heresy, mutants and demons: Imagine if the Inquisition came to Tolkien's Middle Earth.



The new MMO version from developer Mythic Entertainment mimics many of the key features from the ultra successful %26quot;Warcraft,%26quot; which boasts 11 million subscribers around the globe. Players take on quests, fight monsters, win treasure and become more powerful. Repeat ad nauseum, while paying a monthly fee.



One of the key reasons %26quot;Warcraft%26quot; has been so successful, however, is the way it smoothly eases players into a streamlined but deep online word that quickly becomes addictive. %26quot;Warhammer Online,%26quot; however, is distinctly unfriendly to newcomers. Instead of quests moving players along a single track of advancement, there are multiple ways to advance on multiple progress bars. There are influence, renown, masteries, morale, tactics, chapters, tiers, SCs, PQs, RvR, and BOs. It's easy enough to puzzle out eventually, and it'll prove particularly gratifying to long-time MMO players eager to sink their teeth into a meaty new game. But the steep learning curve will alienate some people who would more easily take to %26quot;Warcraft.%26quot;



The tradeoff is that %26quot;Warhammer Online%26quot; is a much more social experience, designed to throw players together in groups, often fighting against other players. In most MMOs, these %26quot;player vs. player%26quot; activities tend to be the stuff of the endgame, accessible only to those who have spent literally hundreds of hours leveling up their characters and winning powerful magic items. They tend to require an intimate understanding of the gameplay mechanics and class balance, and often a regular group of dedicated players. But in %26quot;Warhammer Online,%26quot; it's a pervasive part of the gameplay, slickly built to be accessible and constant, whether a player logs on for five, 15, or 50 hours a week.



There are plenty of solo missions, but many are designed to throw players into the fighting or cooperative missions where players join forces against computer-controlled enemies. In either case, it's easy to join via an %26quot;open group%26quot; panel, which shows nearby gatherings that aren't yet full. This is a much more inviting way for players to help each other than the typical MMO system of having to find a group by typing into the chat channel esoteric acronyms like %26quot;WH14 LFG T2 Bos%26quot;.



Like most MMOs, there isn't much of a storyline beyond the usual excuses to gather troll ears, talk to specific computer controlled characters, or deliver doodads. But the %26quot;Warhammer%26quot; universe boasts a rich lore, neatly arranged in the game's %26quot;Tome of Knowledge,%26quot; where players track their progress through the world and tick off accomplishments.



At the outset, would be %26quot;Warhammer%26quot; denizens can choose to join any of six races, or factions, grouped into opposing pairs: dwarves vs. orcs, elves vs. dark elves, and good humans vs. evil humans. Each has a capital city that can eventually be captured by the opposing faction, temporarily changing the balance of the entire game.



%26quot;Warhammer Online%26quot; is full of evocative artwork for the imaginative characters and locations, shot through with clever touches. There is a generous variety of visual styles for each of the six races, ranging from the stately elves to the intolerant human inquisitors to the sniveling goblins. While it's full of detail, however, there's a shortage of scope. Unlike other recent MMOs that play out against grand vistas, %26quot;Warhammer%26quot; constantly takes place in valleys or is socked in by fog.



Variety is striving to present the most thorough review database. To report inaccuracies in review credits, please click here. We do not currently list below-the-line credits, although we hope to include them in the future. Please note we may not respond to every suggestion. Your assistance is appreciated.

Warhammer: Marauder Masteries

by: wow guide | 7:37 PM | 0 com »

Twisted both physically and mentally, the forces of Warhammer Online: Age of Reckoning's Chaos are nothing more than a shell of a human from ages ago. Now gifted in the art of war, they serve their dark purpose by trying to eliminate the Empire from the face of the planet. The Chaos Marauder is a brutally efficient killing machine who uses mutations to increase their lethality. We've got a complete list of every mastery ability this dangerous class can get and which paths you can follow just inside..





Marauder Masteries








Action Points = AP







Note: All damage and cost numbers scale with rank. The numbers noted here are for comparison value only.






Marauder Guide | Marauder Abilities






Path of Savagery










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Scything Talons


Career Tactic


3








0



N/A

Passive


0


Gift of Savagery further increases your Weapon Skill and Initiative by 24








Wave of Mutilation



Ability





5


30 AP


N/A

Instant


20s


A wave of horror spreads forth from you dealing 210 damage over 21 seconds to all enemies within 30 feet and reducing their Weapon Skill by 18 and initiative by 12






Exhaustive Strikes


Career Tactic


7


0


N/A

Passive


0


Any time you critically hit an enemy while Mutated they will lose 40 Action Points






Cutting Claw


Ability


9


35 AP


5 ft

0


10s




Undefendable claw attack that deals 55 damage and reduces target armor by 75% for 10 seconds









Deadly Clutch


Career Tactic


11


0


N/A

Passive


0s


Tainted Claw will now reduce all healing used on the victim by 75%








Draining Swipe



Ability





13


30 AP


5ft

0


20s




You quickly rake your target twice, dealing 27 damage each hit. The victim will regain Action Points 50% more slowly for 10 seconds











Lashing Power



Morale



Rank 4





15


Rank 4 Morale


N/A

Instant


60s


For 20 seconds, each time you are hit, there is a 33% chance that the same amount of damage will be done to an enemy within 30 feet and you will be healed for that amount.

















Path of Brutality










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Corrupted Edge


Career Tactic


3








0



N/A

Passive


0


Gift of Brutality further increases your Strength and Initiative by 24








Guillotine



Ability





5


35 AP


5 ft

0


10s


Requires target to be below 50% health. A powerful blow inflicting 100 damage to a weakened target






Growing Instability


Career Tactic


7


0


N/A

Passive


0


The power of Chaos begins to take control of your body as you become wounded causing all your critical hits to deal additional bonus damage. This effect will become more potent as your health slips away ranging from a 20% increase when you have 90% hitpoints up to 180% increase when you have 10% hitpoints remaining






Mutated Aggressor


Ability


9


40 AP


N/A

0


0


Chaotic energy surges through you increasing all damage you inflict by 25% for 10 seconds








Unstable Convulsions



Tactic





11


0


N/A

Passive


0s


Convulsive Slashing now gains a 50% chance to remove an Enchantment from the victim each time that it hits them. Each time an Enchantment is successfully removed they will suffer 18 damage.






Wave of Terror


Ability


13


30 AP


N/A

Instant


10s




Wildly lashes out at all targets directly in front of you dealing 64 damage and removing 150 Morale points from your victims











Forked Aggression



Morale





15


Rank 4 Morale


N/A

Instant


60s


For 20 seconds, all damage dealt to you is mirrored back to the attacker with a 50% bonus














Path of Monstrosity










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Hulking Brute


Career Tactic


3








0



N/A

Passive


0


Gift of Monstrosity further increases your Toughness by 24






Concussive Jolt


Ability


5


25 AP


N/A

Instant


20s


A great wave of concussive force knocks down all targets 30 feet in front of you inflicting 27 damage








Insane Whispers



Tactic





7


0


N/A

Passive


0


Mouth of Tzeentch will now disorient your enemies for 5 seconds, causing all of their abilties to take an additional 1 second to build up








Thunderous Blow






Ability





9


30 AP


5ft

Instant


5s




A blow to the head which disorients the target, inflicting 55 damage and increasing build times by 1 second for 5 seconds











Crushing Blows



Tactic





11


0


N/A

Passive


0s


While you are using the Gift of Monstrosity, all of your hits have a 25% chance to remove 225 points of Morale from the enemy






Wrecking Ball


Ability


13


25AP/Sec


2s

Instant


13s




Spinning in a circle with club arm extended, aimlessly inflicting 22 damage every half second to all targetes within 20 feet for up to 3 seconds. This effect will end if you break your concentration or run out of Action Points











Energy Ripple



Morale





15


Rank 4 Morale


N/A

Instant


60s


A large burst of power courses through you dealing 292 damage to all targets within 30 feet knocking back all targets around you and stunning them for 7 seconds










A Guide to Playing the Chosen

by: wow guide | 7:37 PM | 0 com »

Warhammer Onine Corresponsent Lou Rossi writes a guide to playing Destruction's Chosen class in Mythic Entertainment's Warhammer Online: Age of Reckoning. If you haven't already had a chance to try this class, this article will surely motivate you.

Quick! Get me a WAR Guild



Warhammer Online: Age of Reckoning has a little something for everyone. Public Quests, a solid story line, RvR that's getting some rave reviews, but even with all this it can become a bit tedious if you're all by yourself. This is where the importance of guilds come in. Guilds for many people are more than just a way to get better loot. They're an online group of friends that over time become more like a family than a guild. How do you choose a guild that's right for you though? To help you out with that, Ten Ton Hammer gives you the Guild of the Week! An overview of the many different guilds that make up WAR and make it great. Each week we'll feature a new guild and give you the information you need that will put you on the path to finding a guild that fits your playstyle and needs. This week, we introduce Iron Phoenix, Ten Ton Hammer's WAR Guild of the Week for 9/28/08- 10/4/08!



Ten Ton Hammer's WAR Guild of the Week 9/28/08- 10/4/08


Warhammer Online: Age of Reckoning is now in full swing and you're having a blast! You've got your Public Quests down, you're questing for the betterment of your chosen faction, and your significant other is wondering what in the hell this %26quot;No DPS! HEALS!%26quot; chant you keep screaming from the other room is, as you RvR. Yes, life is good in WAR, but you still feel like you're missing something. Playing solo is starting to wear on your experience. What do you need to fix this little problem in an otherwise exceptional game? You, my friend, need a guild. Guilds are an important part of any MMO experience. They provide a sense of camaraderie. They provide a sense of team accomplishment. And most importantly, sometimes they provide off color body function jokes in guild chat that make you laugh so hard, you run straight into a group of order players you didn't see while you were doubled over.



You obviously want to join a group of like minded folks, but how do you make that choice? Easy, you interview them! Ten Ton Hammer realizes the importance of having a good guild to play with and to that end, we present you with our WAR Guild of the Week segment. A feature designed to give you a little insight into the guilds of WAR and help give you a place to start when looking for the right guild for you.



This week we introduce Iron Phoenix, an Order guild on the Iron Rock server.





Guild Name: Iron Phoenix


Guild Type: Order


Server: Iron Rock


Members: 68 (as of right now)


Looking for: Mature casual gamers


Guild Website: www.iron-phoenix.com



What kind of guild is Iron Phoenix and what are they all about?



IRON Phoenix is a gaming community dedicated to providing its members with a mature, fun, and exciting gaming home. Here, we ensure that our members will be treated with respect. In this way we guarantee that IRON Phoenix will be the best gaming experience you have ever had. Our motto has always been real life first!



Our community consists of members over the age of 18. Most of which have families and jobs that may limit their play. What this means is a more relaxed style of play for everyone. IRON Phoenix is built on the foundation that you play when you can and you take care of what matters most, real life.



What other games have Iron Phoenix been involved in and what sort of success have you seen in those games?



Iron Phoenix has been around since 1999 and will be here for a very long time. We are not a flash-in-the-pan clan that springs up to play a game and dies out with that game. In our history, we have fielded teams in Tribes, Mechwarrior, Jedi Knight, Unreal Tournament, Rainbow Six, Planetside, America's Army, Star Wars Galaxies, City of Heroes, World of Warcraft, Battlefield, Eve Online, Team Fortress, and many more. Our name is typically well known on the servers we play on.



What are the goals of Iron Phoenix in Warhammer Online: Age of Reckoning?



To have fun is our primary goal. We aim to enjoy all the content WAR has to offer Instances, Public Quests, and to have a strong RvR presence.



What sort of time commitment are you looking for from members per week? Are there level requirements or restrictions for members?



We do not require any kind of play time per week and there are no level or class restrictions of any kind.



Do you require the use of Ventrillo/ Teamspeak for your guild members?



We encourage the use of Teamspeak, as it makes grouping much easier, but it is not required for in game membership only. Membership in the over all community does require Teamspeak.





What level of importance do you place on the social aspect of your guild? Is Iron Phoenix all about the end goal or more about the people involved?



Obviously we want to be successful and do well in the game, but our primary drive to have fun and enjoy the company of our fellow gamers.



Does Iron Phoenix charge Guild dues/taxes? If so, how much and what are they used for?



Our Guild Tax rate is set to 30% to fund RvR equipment.



If someone wanted to join your guild, what would be the best way to do so? Who should they get in contact with and is there an application involved?



To join us in game join the Iron channel /channel Iron or send a tell to our Directors. Their mains are Artair, Hooli, Talion, and Addar. For full community membership visit out site at www.iron-phoenix.com or send us an email at applications@iron-phoenix.com and request an application

You would get more renown than bright wizards too.My beard is EPIC



I was looking at that pic for around 30 seconds flicking through the image and ur message not getting it until i read it properly. This is the effect of TV, English schooling and sugar diets that give me such a short and retarded attention span!


Oh back on topic. gz?


That's also WAAAAY more damage than I've ever done, and it's the first time I used a flame turret. I think I found a new best friend.


If my beard was as big as yours, I'd be Santa.


My beard is so big sometimes destro confuses me for a burning bush.

war Hail to the Conquering Heros

by: wow guide | 11:44 PM | 0 com »

Greetings my friends,I come to you now at the moment of our greatest triumph. Yes, they may as well have just told us Slayers are in.



Share in the glory my friends, behold the evidence to support it!



-Ironbreakers now get to use hammers, previously designated for Hammerers.


-One of the 2 mdps classes for Orks/Dwarves was getting removed.


-Popular Opinion favors the Slayer over the Hammerer by a vast majority.



My friends, we have had our say. With the supporting evidence, it seems the masses were heard. Hammerers are out and Slayers are (Hopefully)in!


Rejoice my friends and be glad, we have not argued in vain!


Slayers cometh!


yet another in a long line of threads.. if you are to lazy to read the 100 other threads about the same topic, and post there, you sir should cut off your beard.


We know about that already.


I hoper yer right, lad, but don't start drinkin' until the last Grobi is fookin' dead.


Like the manlings say, don't count your chickens until they're hatched...


Theres the rub. Popular opinion does not decide what is or is not included in a game.



The %26quot;majority%26quot; of us wanted a different or alternative mount to the rofflecopter... %26quot;No%26quot; was the official position.



The %26quot;majority%26quot; of players wanted Slayers in the first place... %26quot;No%26quot; was the official position.



What the vocal minority fails to realize it that the majority is actually silent.






%26quot;One of the 2 mdps classes for Orks/Dwarves is getting removed.%26quot; No was about it, that very same article states that Mythic is not confirming which will be staying or which will be removed at this time or when those classes will even be announced.



What if the problem is a mechanic issue and now Mythic is looking at alternative mechanics and won't settle on which is actually being replaced until they can choose the new mechanic?



According to the old website info provided Hammerer and Choppa both could use the old mechanics by default and both Careers had issues (directly Mythic) so saying one particular career is definitely being removed over another is completely baseless.






What if Mythic comes back later and says they've decided to replace them both? It's possible. I remember Marks statement pretty well, he didn't promise either of them would be back. What MBJ did say was that the careers removed would not be back if Mythic could not make them great and if that happened they would look at replacing them with a new career. So what happens if they scrub them both because they decide the new career needs a new mirror?



What isn't baseless is that GW has helped create entire Careers for WAR so them doing it again is entirely possible. The funny part is none of this says which will be removed but it does throw any speculation of exactly which, what, and how completely out the window and ends up being far more factualy stable than any claim that Hammerer are being replaced by Slayers. Gogo Smasha?


See?


Don't get me wrong, I am not against the Slayer but i'm also not against the Hammerer, Choppa, or whatever class replaces them. It's probably best to wait and see instead of getting yourself all worked up over nothing.


New Dwarf class should be a Steam Mech pilot.

Orangebeard Philip Stonetoes IV


Duerghaul Ogredoom


Godrik Derkinsson - Ironbreaker, Disciples of the Eight.


Grundi Godrikssin - Hammerer, Disciples of the Eight


Rorik Rogrinsson - Engineer, Kazad Dawr.


Gorrok Gorgrimsson - Slayer, deceased.



I need to find clan names and such... I don't suppose there is a site around for such things? Is there a link to dwarfy clan names?



I guess I could just make them up. Boulderfist, Irontooth, Thunderpick, Silverbeard, Gemfingers, Tinkergloves, Rockthrower... etc.



Oh... I also had one named Kudrin Kakisson. Whatever happened to him?


Edit:


yes, I like %26quot;G%26quot; names for my dwarfs.



WAMBO Dain


Versuvius


Versuvius the derranged


LordOfBeer


Gunrik IronBelly


Turik IronHead


The ShinningDeath (referring to the shinlessness of people who upset me)



the list goes on sept some sound rushed and unthought about...which mostly they are



Ruryk Wolfhammer Husband to Sofitia %26quot;a Zan%26quot; Blackstone Father to Glorriydd Wolfhammer



Okri Koltrommson, 21st generation blacksmith. Currently residing in the Empire


Kolli Engelbrektsson


Grombir Alduksson


'Knuckler Nosebreaker'


'Modsognir' also, although that one would probably be hella taken.


Kirak Thundergut - Engineer, Stone %26amp; Steel


Medivek Barreldelver - Ironbreaker, Defender (and regular) of Bugman's Brewery



Lookin' for'ard to many a long day guzzlin' ale and hewing grobi!


Guivert is the dwarf name I've sort of come up with. I actually took it from Chretien de Troyes' Erec and Enide (Arthurian literature ... good stuff). The original character in that tale is actually called Guivret (I've un-Frenched my version), and while it doesn't out and out state that he's a dwarf, there's a number of details that come together to suggest that he is. His full name also happens to be Guivret the Small, so there's really no hiding it.



I've written a background story for him, since there's next to nothing explaining his past in any of the original texts (he's also mentioned briefly in Malory), and plan to expand on it. It's been a lot of fun developing him as a character, and I did play him as a dwarf Paladin in that other game.



I've not thought of a suitable surname for him, however. Are there any resources for particularly Warhammerish dwarfen surnames?



Dwarf surnames are usually one of three things:



1) The dwarf's father's name, such as %26quot;Grimi son of Gulli%26quot; - which would also appear as %26quot;Grimi Gullisson.%26quot; This is the most popular fashion of surnames for the dawi. : ) You simply add %26quot;sson%26quot; onto the end of the father's name. So, Gotrek son of Gurni would be Gotrek Gurnisson, etc.



2) Some form of feat-earned name. Be it a nickname earned through a furious drinking session, or a title/name earned through a furious battle. Names such as %26quot;Grimi Skullstomper%26quot; or %26quot;Gulli Legbreaker%26quot; or %26quot;Drundi Shieldbearer%26quot; or %26quot;Gorgut Elgidum%26quot; (Elf doom) or %26quot;Forki Barrelglugger%26quot; etc.



3) A clan name. Such as %26quot;Snorri Ironfist%26quot; or %26quot;Kaki Silverbeard%26quot; or %26quot;Rorik Thunderpick.%26quot;



I prefer options one and two, and then simply add on a clan name if I feel like it.


I.e. Rorik Rogrinson, of the Thunderpick clan, from the throng of Kazad Dawr.


how will i sleep at night? someone i don't know/ don't care about wants me dead. My world is falling apart.


meh, hes like iago from othello, talks so much bollocks ,sept about as convincing as a snotling with a false beard and a tin foil axe


The most important, successful, and prominent, yes.


The finest?



Naaahh.... that's a matter of opinion!


when i can motivate myself to read all those classics and the famous playwrights material beyond writing about it i will. currently im content with warhammer thankee very much


My mistress' eyes are nothing like the sun;


Coral is far more red than her lips' red;


If snow be white, why then her breasts are dun;


If hairs be wires, black wires grow on her head.


I have seen roses damask'd, red and white,


But no such roses see I in her cheeks;


And in some perfumes is there more delight


Than in the breath that from my mistress reeks.


I love to hear her speak, yet well I know


That music hath a far more pleasing sound;


I grant I never saw a goddess go;


My mistress, when she walks, treads on the ground:


And yet, by heaven, I think my love as rare


As any she belied with false compare










Once more unto the breach, dear friends, once more;


Or close the wall up with our English dead.


In peace there's nothing so becomes a man


As modest stillness and humility:


But when the blast of war blows in our ears,


Then imitate the action of the tiger;


Stiffen the sinews, summon up the blood,


Disguise fair nature with hard-favour'd rage;


Then lend the eye a terrible aspect;


Let pry through the portage of the head


Like the brass cannon; let the brow o'erwhelm it


As fearfully as doth a galled rock


O'erhang and jutty his confounded base,


Swill'd with the wild and wasteful ocean.


Now set the teeth and stretch the nostril wide,


Hold hard the breath and bend up every spirit


To his full height. On, on, you noblest English.


Whose blood is fet from fathers of war-proof!


Fathers that, like so many Alexanders,


Have in these parts from morn till even fought


And sheathed their swords for lack of argument:


Dishonour not your mothers; now attest


That those whom you call'd fathers did beget you.


Be copy now to men of grosser blood,


And teach them how to war. And you, good yeoman,


Whose limbs were made in England, show us here


The mettle of your pasture; let us swear


That you are worth your breeding; which I doubt not;


For there is none of you so mean and base,


That hath not noble lustre in your eyes.


I see you stand like greyhounds in the slips,


Straining upon the start. The game's afoot:


Follow your spirit, and upon this charge


Cry 'God for Harry, England, and Saint George!'


okay maybe not the finest but he is bloody good.



Ynnod Drunkshot soon to be apprentice engineer.



By the way anyoen know where i could find some decent engineer avatars? oh and also you guys are a blast this threead was pretty funny.



Pulls out a keg (from who the hell cares where its a keg) taps it and poors drinks for everyone.



edited for not being able to spell


Jahartigan Thotherik



Jahartigan (no meaning)



Tho the rik (loyal oath brother)



Jahartigan - Ironbreaker


Maelstrom Stormsguard

Hiya, I decided to swap from being a Shaman to being a Runepriest, as I found the spell selection of Shammie lacking when it comes to pure healing. (Personal preference, really, I'm not a fan of drains and the like.)



However, I have found something rather odd, since playing it.



Overall I feel I am doing a much better job in keeping the team alive, my playstyle consists of standing in the back and pretty much slapping a HoT on anything low, followed by a Burst+HoT and if it's really dire a big Heal or a Rez.


From what I gather this seems to be working very well, one indicator being the occasional tell saying %26quot;good healing%26quot;, the second being that I quite regularly come in on the #1 slot in healing for my faction and the third being that Witch Elves want me, badly.



However, I feel like I am doing something wrong, as this doesn't prevent a pretty much constant string of losses on a quite balanced server and the consistent yelling in scenarios that more healing is needed.



I am wondering, if maybe the role of healer in this game differs from what I am used to and I should be more offensive, or if this can be blamed on the lack of enough healers.



My basic question here is AMIDOINGITRITE, I guess, but I am at a loss as to how to explain the constant losees and the continued insistence by the most vocal scenario-talkers that I am the worst healer they've ever had.Any ideas?


Your role is not offensive, however, you should toss some DoT to the weaklings that are charging to help the damage dealers. That includes Witch Elves that loves killing Rune Priest. If your team is failing and yet, you top the charts on healings, well I'm afraid that means yor team is not doing good overall.



Try to find the main tank and stick to him, while keeping an eye on the frail ones. Remember that you have the best resurrection spell and never forget to throw your morale healing, thats a game winner for the tanks. Shield should be placed almost always on them and last but not least, place and replace your Runes on your allies.


You are doing it right. No one expects you to go offensive.



Nothing you can do about WE's. A well-played WE is going to be a problem no matter what. Their job is to sneak back to the Healers and keep you occupied. You just have to hope your Shield is up and you have time to Detaunt when they attack.



Squig Herders will make you mad too if they are being played right.



Your loss/wins depend on 3 things:



1. Overall Group Makeup.


2. Overall Teamwork toward the Objective.


3. Overall Skill.



Some of it is somewhat Tier dependent as well. I'd say I had a 70% success rate in Scenarios in T2. T3, however, less than 50% so far. You might try holding off on the Scenario queue if you run into consecutive losses. Wait a bit and see if you can get into a better strain of Scenarios.



Just out of curiosity, why didn't you just go Zealot? It's essentially the same as RP, just the Destruction Mirror. You would not have had to change faction and server for that matter.


If you are getting high healing numbers but your teams are losing I would chock it up to one of two things most of the time. Your team might be poorly balanced(ie all dps no tanks or vice versa) or you might be healing the wrong people. Healing that tank sitting on another tank is a bad idea when you let the bright wizard who is killing people die or back off due to combustion damage. There are other reasons of course, but those are two I see alot when the numbers dont match the outcome.


Losses are a result of team imbalance or people just not doing their roles correctly. At lvl 10, you are still tier 1 and will find a lot of people just don't have a clue. A solid healer is a HUGE benefit, so if you still lose just chock it up to new players who don't know what they are doing. Sometimes you'll find yourself the only healer and while the people you help are grateful others will throw a fit, but it's not your fault. Usually the fault lies in the people not doing their job, like killing the OTHER healers.



I find myself bouncing between protecting healers and killing healers. I really feel they are the weakness/strength of every team, more than any other class.


Just want to add if you are playing with a PUG group against twinked guild you will lose 100% of the time no matter what you do.



I have already seen such groups where you get a team of 6-8 at the same level and probably wearing the best gear for that rank talking on vent usually you'll lose something like 500-40.



You also have a high chance of losing no matter what if your team has 5-6 player under level 5 against opposition which has 3-4 level 10 players.


A level 10 should always beat a level 1


Use your big heal over time all the time. Search for anyone with a green bar (damaged) and cast the big heal over time on them.



Unfortunately, you NEED to cast your damage over time DOT on your opponents. Your experience gained is directly tied to this and the group you are in. So, be sure to:



1.) Cast your heal over time on everyone you can.


2.) Cast your damage over time on everyone you can.


3.) De-taunt any witch elves in your area.



If you do that, you will both be loved by all and get good experience. Also:



4.) Don't ressurect 1 person if that means you lose 2-3 people because you didn't heal them while ressing your friend. Ressurection is important, but keeping your upright teammates upright is more so.Good luck and have fun!


The Zealot is much, much worse off than the Runepriest.


Yes, most of our spells are mirrored, and some of our mastery trees. That's it.


Our tactics are radically different, so are our morales, and the differences in our mastery trees mostly favor Runepriests.



The biggie: Runepriest tactics are so superior to Zealots it's not even funny. I'd in fact argue that RPs get some of the best tactics in the game.



To the OP: sounds like you've got the overall right idea- you can't really employ more complex strategies yet since you don't have many abilities yet. I would consider rezzing people in combat if you get the chance though, RPs get a 3s rez by default whereas the other healers only have a 6second rez.

I think the most important aspects of players within a premade group is that premades consist of people that 1) try and 2) don't blow, otherwise they wouldn't get invited into the premades.


Spot on . OP makes some vaid points but the truth is more simple . Pugs lose because they target different people , often whoever is nearest to them . They will use AOE to inflate their damage numbers or attack someone in an attempt to steal the killing blow even if other actions would help the team more .



Nothing beats the ruthless efficiency of a vent team that cherry picks their target and sends them to the respawn point with coordinated focus fire .


I did comms studies at college, and the OP is correct. The same models which can be applied to people in social situations can be applied to people in-game.



As for vent, doesn't make much difference IMO.....if your guild is full of noobs then yea, you need it, but if evreyone knows what to do then you certainly don't. Anyone who says other wise simply doesn't know how to play without relying on other people.



P.S I main healed my guild through all high end content without vent, and also went through SWG and WoW without vent also. Knowing how to play and playing with the same people helps a lot.


sorry to disagree but the majority of pre-mades use %26quot;Voice Communication%26quot; be it Vent TS or Skype. They typically have a battle plan before entering the scenario and usually all members of the team know what the battle plan is and what their part is.



You are greatly underestimating the impact of Voice Communication, teams using voice have a significant tactical advantage. Tactics and Plans can be changed on the fly.



Co-ordination and a cohesive plan wins over individual player skill almost every single time.



I am not debating that there are team moral issues however these only come into play when teams of virtually equal ability engage.



Shouting in SC. Some tactics ARE superior and some are plain stupid. If a PUG egnages is a stupid tactic or worse none at all. Dont expect those with a modicum of insight to remain silent.


I'll shout out some respect to the OP for posting this. Yes the people who have replied pointing out things like vent, avg lvl etc are also right but that doesn't mean the OP is wrong. All the things the OP has talked about are significant factors when all else is equal. So if its un-vented pug vs unvented pug with same avg level then a good deal of the factors come down to what the OP has talked about. The same way if its skilled vented premade vs skilled vented premade then again these factors are significant. They are not the only factors, but they are significant enough that anybody discounting them is foolish.


The core of the OP's post is completely valid.



One of the good combat systems in WAR is that retreating or facing your back to the enemy gives you an incredible disadvantage.



Too often I see pug groups disperse, or zergs disperse without a good and valid reason.



Whenever you retreat before the battle is actually over you are most of the time literally losing the battle because you retreat.



There is literally a %26quot;morale%26quot; ability on people, that plays a signicifant role in PvP and ORVR.



Most of the people have seen %26quot;300%26quot; and this is how it works in general in this game too, you can win battles when you are outnumbered, as long as you keep steadfast.

War Sever stability?

by: wow guide | 11:44 PM | 0 com »

Ok having too much time on my hands I thought I'd post up a list of the Emotes here for those that didnt get into OB to have a look at.


I'm not putting the / in them all you know where it goes



agree


bedkon


beg


belch


bored


bow


brandish


burp


bye


charge


cheer


chicken


clap


cower


cry


dance (no you dont dance teh message says %26quot;You refuse to dance%26quot;)


disagree


drink


drunk


eat


fart


flex


frown


glare


gloat


grumble


halt


happy


hello


howl


impatient


insult


intimidate


kata (awesome! you run through your attack animations as a kata )


laugh


lol


mad


no


pickteeth


pig


point


ponder


pray


puke


rude (not very)


salute


scratch


scream


showoff


shrug


shy


slit (as in dragging your fingers across your throat)


smile


special (this is the coolest of the lot. Each class has a differnt one.Zelots float in the air, Chosen channle chaos energy, and withch elves check thier make up!:laugh:)


stomp


talk


taunt


thank


thanks


think


toast (every race has a different cup!)


tome


waaagh


wave


weep


welcome


whistle


yawn


yell


yes



There you go


that is big


Thanks alot, alot of great ones there, the Kata especially is awsome.


Oh, and the black orc special is a must-see!


He takes a bound snotling out of his back pocket and proceeds to punch it in the face.


Before the animation was in for the snotling, I thought he was just doing the 'lawnmower'.


I don't know is it only for beta, but many of this emotes don't have any animation or there's the same animation for 3 or 4 different emotes.


Just to let you guys know you can make your on custom emotes (without the animation ofc). Just type /emote and then something after it.


Ex. %26quot;/emote loves cake.%26quot; would give %26quot;Ragnor loves cake%26quot; ingame.


Yes nice list of emotes. Now anyone know when we get a sit function?


I think my favourite has to be the response to the /dance emote, particularly after the pride WoW took in all its (admittedly cute) dances. Made me laugh out loud... I won't spoil it, go see for yourself in-game.


I think its funny becasue one of the selling points to wotlk is... wait for it * NEW DANCES* rofl and w.a.r is just like no thats lame i aint even gona let u dance!!. Its a shame that lots of the emotes dont have animations. Maby this will change?



I love the shamen /special. He bascily goes into a crazy fit on the floor by smaking his head up and down/ spinning around or crawling round in circles on his behind like a baby

Warhammer Patch 1.0.5 - Arrives

by: wow guide | 11:44 PM | 0 com »

Game Update 1.0.5 arrives Tuesday, 11/18 and with it comes a number of great an exciting changes.



Prepare for the coming of the Blackguard and Knight of The Blazing Sun! These two tank careers square off and provide players with even more means to crush and conquer their enemies and defend their homelands!



All North American Servers will be brought down at 6:30AM EST to begin the update. Oceanic Servers will follow at 9AM EST. We anticipate all servers to be back online by 1:00PM EST.



Below you will find the current notes for 1.0.5. A lot of things have changed so be sure to read Mark Jacobs' update on 1.0.5 and 1.0.6 and the career changes we have coming up. Enjoy!






With 1.0.5 comes The Heavy Metal event! Fight and adventure for your chance to play the Knight of The Blazing Sun and The Blackguard before anyone else!






Character collision in RvR has been improved. Players should no longer move sporadically when being blocked by another player.






Players who go AFK while in Public Quest areas or during keep sieges will no longer receive contribution credit toward those encounters.


GENERAL CHANGES AND BUG FIXES






There were some instances in which the reticule for ground-target-area-effect abilities was allowing these spells to be cast in areas which were not originally intended. This has been adjusted.






Several issues have been addressed that previously allowed players to get to locations they were not supposed to be able to reach.






Players will no longer appear mounted when they are not.


REALM VS. REALM






Fixed several issues that caused the User Interface to display improper Zone Control information. Objectives and Keep icons as well as the Zone Control bar will now properly display the status of contested zones in Tier 4.






Tier 4 Zones: Based on player feedback, we have reduced the number of Scenario Victory Points required for Zone Control. Also, Battlefield Objectives and Keeps are now worth more Victory Points, and capturing a T4 zone can be accomplished more quickly than before.


WARHAMMER ONLINE WEBSITE






The Realm WAR offers many new features to help you stay in the game even when you can't login! Check out the changes for yourself and visit realmwar.warhammeronline.com.






Fixed Leaderboard Weekly calculations to correctly represent the current leaders. Weekly Leaderboards are calculated every Monday at 5:00 AM EST. Note removed due to feature requiring further development time.






Changed Realm War section of the web site to reflect new navigation options.






Added Realm War selection page with server status and direct links to RvR Racial Pairing pages of each server.






Racial Pairing pages display current status and level of each city, status of the Tier 4 campaign, and victory point sliders for each zone.






Added maps of each zone focusing on RvR lakes with the status of each objective and keep, as well as Guild keep ownership, and when the keep was last taken.






Provided a Campaign status pop-up so players can keep a discrete tab on the progress of the war on their server.

WAR Test Server

by: wow guide | 11:44 PM | 0 com »

Did anyone get a chance to play on the test server?



If so did they have attackable Dummies like on Pendragon, so you could try various things out?


Was just a clone server, nothing special.



Heck they didn't even give you template characters to play with.



I wanted to test Squiggies and Magus at T4.


Yeah I finally got on it. Man the difference between the PST DoT's and teh current ones on my Magus are night and day. I can see why they're boosting everyone else too.



It did lack certian testing features though, like free respects and attackble dummies and free flights. Kinda lame on that front, I'd have liked a special item vendor, for crafting testing, have free gear templates, maybe even a level adjuster.



But atleast we get a character copy.



A tip for those who want to test out there, you can use the social window to find everyone on the server by doing a search from 1 to 40 with everything blank.



If you agree with me that these features would help you help them improve the game, please feedback them with me.


If they just gave everyone access to everything in the game on the test server, everyone would go there, see and try everything, then quit because they've done it all. Well, maybe not everyone, but you get the idea.


Not true. The WoW servers were very successful. Sure the majority of people on them weren't actually testing anything except perhaps inadvertently stress testing, but for those who were the templates+gear sets+free respecs allowed for a much better test run. Ultimately the serious RvR will take place at rank 40 and it makes little sense to not offer rank 40 templates. The only reason I can see not to is that this game is quite new and they want to keep some of the luster that the achievement has. But for future test realms I really think they should put templates in, or at least the free gear vendors and free respecs.


I dunno Grand Master GitCrusha, I find that people play for bragging rights, and there are no bragging rights on the test server.



However I can see why they might not want to offer the level ability to cap, and character Xfers make sense.



But they should offer free respects and flights, as well as test dummies.






I dunno, I can see why they'd want to keep some of the game underwraps on the test server. Maybe it will get better over time.


See the thing with Wow's test server is that it was only up temporarily.



Mythic's will be up alot more often than that.


So it's harder to give everyone the super duper stuff.



I still think a 40 template with crap gear would be nice.


Even if it's RR1 so no one can say anything lol.



Just so we can see what the changes really mean to the classes in the endgame.


And just get a feel for the new flow of things.



It really made a difference for me in WoW in choosing a class.



I know this isn't Wow, but it's still nice when I'm taking time out of my playtime that I pay for to go test stuff that I get to try a max lvl char for a bit.



I mean my lvl 10 SH is not gonna show me how meaningful the changes are in terms of dmg. You may not know the class well, but you can still see if their dmg is really keeping up with other ranged or not.



Plus, I didn't get to see Reikland Factory at all in there. Only T4's really bothered to test anything RvR related.

Please do not get me wrong when looking at the title. I am not complaining, I am just bearing some concerns about


some problems that might come up in the future time.



Comparing the effort it takes to aquire the RvR Armor Sets or the PvE Armor sets, at least at this early stage, I am afraid that getting the PvE Armor Sets is ways easier than getting the RvR-Armor Set Version.



I am not talking about the difficulty level of playstyle, just about the surrounding factors.



To aquire your PvE Set, you simply need a number of players who are able to enter the Instance.



Now the RvR Sets, require certain factors like Zone Control, Citiy Sieging, Faction Leader Fights eg. not to mention that you need to be in the game, when a city siege is in progress. You can't just decide, %26quot;Well Today I will try my Luck on Renown 70 Gear%26quot; and start fighting the opposing realm with 6 Teammates.



I love RvR, but from my feeling, the WoW Set-Mentality will drive people into the instances, for easy mode Armor (exagerating) keeping them away from participating in RvR.



So are I am getting something completly wrong, did I missed something or it is really harder to get your RvR Armor Set?


yBut the PvE obtained armor sets are just that....for PvE. They bear no real significance in RvRing. That's why they have the Wards for PvE resistances while the RvR sets don't. While yeah they may be nice and cool and help a small bit, they don't come close to being the same as the city seige RvR obtained sets. Completely different paths, there.


Not to mention, that armor in this game is not an auto-win as it is with WOW, so really, let the WOW-Menatlity try and kick in. When people realize that they actually need to have skill to win and it's not the armor that wins FOR them, they'll either catch on or move on.


Just for clarification. My concern is the following:



If there is a easy way to aquire Sets, than the vast majority will take this route, leaving the RvR Zones empty.



You're completly right to the extend that this is a WoW-Mentality, but the problem is, that many, many, many people look at the game from the WoW Perspektive, as we saw in various discussions.



Even if PvE Sets are worthless (exageration) in PvP, people will try and get them. I remember beeing totaly confused how people were taking T1 WoW Sets as THE Set, even if their Statts were totally useless for teir own Skill.


Just to give you an example, all Hybrid-Classes Sets were designed as HEaler sets and guess what. Even Hybrids skilled for Damage used them.



So yes, if there is an easy way of getting Armor, people will take it.


Actually...my understanding is that both the pve and pvp sets have the wards and can be used in any combination to achieve the ward maximum of 50%.



Now, on the matter of your concern about the pve sets being easier to get...



We'll start with Bastion Stair and the Bloodlord set. On my Black Orc I currently only have 1 Bloodlord piece and 3 Annihilator pieces...because the set pieces drop off the heroes at the end of each branch and you can only fight them as a 6 man party, requiring that you have an ideal party put together (generally, 2 tanks, 2 healers, 2 dps). I've been to BS countless times now and only successfully killed the 2nd path boss once. We get pretty far on the 3rd path but we haven't yet been able to complete it. To give you an idea of the difficulty, my Black Orc, who is quite a beefcake, has been hit by bosses in Bastion for almost 8k damage, WHILE BEING GUARDED by another tank (yes, that's a 15k+ dmg hit). Once the tanks go down, most of the other members get 1 shotted.



Now, enter Bilerot. The IC dungeons can only be run as 6 mans. A group of us decided to give that dungeon a shot and after about 4 hours of wiping over and over while only defeating 1 hero and wiping repeatedly on a boss we couldn't even get down to 90% before getting destroyed (again with the being hit for almost 8k damage on a guarded tank AND you're now stuck in a 6 man so have a limited number of healers) we gave up. The Khorne dungeon is even harder than Bilerot and Lost Vale is harder than that.



Believe me, after having run a few of these places, I think I'd rather get gear from pvp, because the dungeons are freaking nightmares.


well yes I have to agree with ya here.


People are taking that path, and Mythic is encouraging it.



To take a fortress now you need PvE armor with the wards.


Dungeon running and grinding due to random drops only makes it worse.


So now RvR is being attached to PvE in the worst way.



And TBH I get most of my gear through Influence grinds anyways.


The renown gear is still broken, no word on when it will be fixed.



Very sad since in beta you could be totally geared just doing RvR and never leave a warcamp.


Those were the days eh?



Now Open is dead unless there is an event or someone organizes something, you can't just go out and find open 90% of the time.



I dunno. Mythic is really trying too hard to please those Wow players and is just screwing themselves.



People who came for the RvR are not happy, people who came for Wow 2.0 are going back to wow.



What are they gonna be stuck with? A game that caters to people who have that game already.


WAR has promise and the tools to be an incredible RvR game.



Right now it's a PvE game with Scenarios and the occasional open %26quot;trist%26quot;


The only thing they fixed is the dps effect of wards. You still need them to survive hits in the city dungeons and fortress/city sieges. Although they have no direct effect in RvR against other players with regards to wards, they are pretty much needed for fortress and city sieges to survive against the NPCs there.



When people say armor makes no difference in the game, it's only true to a certain extent. You absolutely need them for the sub bosses in the cities and more than likely the king encounters as well. It also wouldn't hurt to have them in fortress raids too.



I'm sure there are better pieces of armor stat wise, the wards alone make them a requirement for at least Tanks, everyone can probably get away with wearing only 1 or 2 pieces.



Although I wouldn't call the PvE gear %26quot;easy%26quot; to get, as you don't just need a good 6 man group but also luck that pieces your group can use actually drop. The PvE set is definitely a lot more accessible