Classes
Warhammer Online has twenty classes, but, unless you plan on switching sides a lot (but Mythic style is to prevent players to play on both sides on the same server, to avoid unfair behaviour in RvR), you’re going to be limited to a choice of ten, since classes are tied to your faction of choice. All classes are divided into four basic archetypes: Tank, Support, Ranged DPS and Melee DPS. As a Tank your role is to soak up most damage and to protect the other players, as a Support character your main role is to heal yourself and your companions, but you can still deal a fair amount of damage, either in melee or ranged, as a Melee DPS and as a Ranged DPS, your role is to wreak the most possible havoc in your enemies’ lines, either in the midst of the fray or at range.
While most classes have a pretty similar “mirrored” (with some differences, but somewhat equivalent) one on the opposite side, to retain overall balance, classes belonging to the same archetype on the same side play in a quite different way, despite having some common “archetype” abilities. A White Lion, for instance, will play in a very different way from a Witch Hunter, despite both being melee DPSs, and a Swordmaster will feel and play very different from an Iron Breaker, even if they are both tanks.
In addition to your class choice, further customization is granted by the existence of Masteries. Each class has access to three masteries trough their levelling progression, and the amount of points you’ll allocate to each will contribute to determine their overall playstyle. While some may identify this with the talent trees you can find in WoW, the overall effect is quite different. In World of Warcraft the spec you chose will specialize you radically towards a purpose or an aspect of the game (for instance towards PvE or PvP), Warhammer’s masteries will customize your character’s playstyle, but they won’t radically fossilize you to a single role or environment, allowing for much more flexibility. In other games, moving from PvP to PvE would require a respect, which can be pretty sluggish. In Warhammer all masteries choices will still let you be viable for each role your class is supposed to cover, without overly weakening you for the others. I feel this is a very good thing, because people will chose their mastery due to their taste and the gamestyle they feel more fun, instead of being forced to go for the usual cookie cutter specs everyone uses to be viable.
Masteries aren’t the only thing that will let your customize your gamestyle and performance. Progressing trough levels and masteries you will earn new tactics and morale abilities. Tactics are icons that you can put in the special “tactics bar” to tweak and modify your stats and the effect of some abilities (for instance adding a root to a direct damage attack), Morale abilities are set more or less in the same way as tactics, but are actual activable abilities with a stronger effect than normal ones, representing heroic feats that can somewhat change the course of a battle. During a fight your morale bar will fill over time (given that you aren’t hit by a morale-reducing ability), and when it fills to 25%, 50%, 75% and 100% you’ll be able to activate respectively your rank 1, rank 2, rank 3 and rank 4 morale. That way you’ll be faced with the choice of using your lower rank ones early in the fight or waiting for your higher rank ones to be ready to unleash a more devastating attack (even if attacks aren’t the only effects) later into the battle.
Combat
Combat in Warhammer Online is quite similar to the classic MMORPG “click to fire ability plus autoattack” style, with a few quirks. It feels a bit faster than most previous MMORPGs, but definitely not so fast to be defined twitchy, leaving the player enough time between keypresses/clicks to give attention to other elements, like group synergies, positioning and skill selection. Every character has an action points bar that they can expend to use their skills. When you use an attack skill, you actually push autoattack back in priority, so you’ll find yourself clicking to attack most of the time, while autoattack will most likely kick in just once in a while or when you’re out of action points. The AP bar depletes quite slowly, so you won’t find yourself relying on autoattack very often unless a fight draws too long.
Personally I’m quite happy with this layout, not being a lover of overly twitchy systems and loving to be able to pay attention to the tactical aspect of the battle more than being too busy mashing buttons over and over seriously weakening my situational awareness and my ability to pay attention to my fellow players. Of course some won’t find it appealing, but after all MMORPGs, like all games, can’t make everyone happy.
One big difference between Warhammer and Dark Age of Camelot is that crowd control abilities are much different. You can forget clicking one ability to paralyze a tens of enemies for several seconds. Crowd control abilities in Warhammer are either single target or have a small area of effect, and their duration isn’t long. This doesn’t mean that crowd control is weak. There actually are plenty abilities to make the enemy inoffensive, snares, roots, knockdowns, knockbacks, silences… The variety is even wider than in most other games. But you’ll have to be careful and chose your targets and timing carefully to be effective. No more tab -> mez -> win, and that’s quite great, at least for my taste.
In the current version of the beta, combat animations still need a bit of polish here and there, especially in their synchronization. Some skills still don’t trigger any animation, and while client response to input is now very fast and pretty much optimized, some animations still feel sluggish. Nothing that can’t be fixed though, and Mythic seems on the ball, as we saw quite a big improvement already. A factor that was also improved greatly is the responsiveness of commands, that is now basically instantaneous on the US servers (the European servers still need a bit of optimization).
PvE – Quests
The first thing you’ll likely tackle when you enter the game’s world are quests.
Your progression trough the world of each pairing is divided in chapters, each chapter being a main quest hub in which you’ll find almost all your quests (some are still scattered trough the land, so it’s better to explore instead of just sticking to the hubs), the quests will, anyway, send you to travel all across the zone, so you’ll find more or less all the available quests easily.
While Warhammer’s quests are pretty much classic in style, they’re extremely well written, and I strongly encourage everyone to read trough them, since, for a change, the text is actually meaningful and perfect to get involved in that living and breathing lore that is Warhammer.
Scripting and triggered events are quite good and scenic, and ensure that the player will feel the impact of his questing on the gaming world.
You’ll be able to access the quests for all the races of your faction, and this pretty much means that there are enough quests scattered trough the place to let you level your character to cap (level 40) almost twice over.
Some quests will also send you in some of the PvE dungeons available in the game (which also contain public quests, that I’ll describe below). They’re quite spectacular in looks and feel, and end with an encounter with an overall boss, that feels epic and quite climatic. While such dungeons aren’t instanced (they just have different instances for each faction, meaning you won’t encounter the enemy in them), the final encounters are, making sure that other groups won’t interfere with yours as you kill the boss.
Last but not least, scattered trough the land, you’ll find a number of epic quests, that are quite longwinded and very cinematic, dragging you in an epic adventure that will let you discover some of the deepest secrets of the Warhammer world and reap some quite juicy rewards.
PvE – Public Quests
Public quests are one of the best parts of the PvE of the game, and a very innovative aspect of Warhammer Online (and you don’t find much innovation in MMORPGs nowadays). Public quests make the most of the story of each zone in which you’ll be travelling at any given time (a story that will be promptly recorded by your Tome of Knowledge) and are basically ongoing battles against an AI controlled “army” split in several (normally three) narrative stages. During the first stage you and your fellows will normally have to cut a bloody path trough the rank and file troops of the enemy, during the second you’ll find yourself performing some special task (like destroying the enemy warmachines) while facing stronger elite opponents, and then the enemy’s leader will stride forward in a climatic final battle. This scheme, of course, undergoes some variation between different public quests, but gives you a pretty good idea.
The best part of it all, is that you won’t have to find a party or a warband (the extended version of parties, that include twentyfour people) to tackle a public quest. You’ll just need to walk in and join the ongoing fight alongside other players of your realm. As long as you’re in the zone and killing the enemies your contribution is recorded and will be rewarded.
Each time your actions contribute to the progression of the public quest, you will earn influence points that will contribute to your influence total for the appropriate chapter. Every time your influence score reaches a certain amount you’ll be able to collect a prize (usually three class-specific items per chapter) that will reward you for your efforts.
In addition to this, each time a boss is killed all the players that took part in the killing will be able to roll on a special reward. Their roll will be modified by their actual contribution in the quest’s completion and by the number of times they completed the quest without winning the loot (to make it as fair as possible) and the highest rollers will win a loot bag that will grant them a selection of special rewards in the form of items, gold or crafting materials.
Overally public quests are a very well thought addition to the MMORPG genre, and a big selling point for Warhammer Online. Their progression from rank and file enemies to the boss is almost cinematic and definitely climatic making them very fun and immersive. Not to mention the fact that their rewards are pretty awesome.
Together with quests, dungeons and Tome of Knowledge unlocks they definitely determine the fact that even if Warhammer online is focused on the war between Order and Destruction, the PvE aspect of the game is by no means secondary or underdeveloped.
Extensive public quest footage will soon be available on the Classy Gamer Youtube channel.
RvR – Campaign
One of the main features of the game is of course the war between the forces of Order and the ruthless hordes of Destruction. While in other games that feature factions (like WoW), the players’ actions don’t have much (if at all) influence on the game’s world, in Warhammer Online every battle fought (actually almost every action of the game, PvE ones included, even if their influence will be minor) will contribute to a larger campaign.
Each faction will be able to gain control of each zone of the game, ultimately influencing, directly or indirectly, the control of the tier 4 zones. Such areas features a dynamic frontline that will move back and forth trough the land depending on each faction’s performance. When a faction acquires total control of the tier they’ll be able to siege a massive fortress held by the enemy at their edge of the tier. In the case a faction manages to conquer two of such fortress (each faction owns three, one for each racial pairing) then the enemy’s capital will become vulnerable. When that happens, a massive siege will occur, during which the two faction will struggle over the control of the city.
They will be able to conquer objectives, take part in special scenarios and massively bash each others’ heads in a climatic urban fight in the streets and halls of the vulnerable capital city.
If the defenders manage to win, then the city will become safe again, and their honor will be safe, if the attackers win, they will take control of the streets and will be able to pillage, destroy and massacre the inhabitants, as well as taking part in massive public quests that will end in the killing of the most important and iconic NPCs of the enemy faction and in the capture of the enemy’s ruler, utterly humiliating their adversaries and gaining some shiny loot for themselves. After a while the attackers will be pushed out of the city and the campaign will be reset, allowing for new battles to start.
Personally I feel the overall concept of the campaign to be absolutely awesome, allowing for a true feeling of competition and immersion between the two factions. Even more than what we had in DAoC, in which realms captured relics whose influence of the gaming world was important but limited. Capturing and pillaging the enemy capital and bringing their ruler away in chains gives a whole different feel of involvement.
RvR – Scenarios
Scenarios are instanced battlegrounds in which a limited number of players (usually from 12 to 24 per side) are able to battle it out over some very precise objectives in a medium sized map.
There are several different ones scattered trough the world, and some are even locked and unlocked according to who controls a given zone.
Any time you want to play a scenario, you will just have to click a button on the UI, and you’ll be prompted with all the available scenarios in the zone you’re in. As you confirm your will to enter the fray, you will be entered in a queue that will then subtly sleep in the system while you continue to do whatever you want. When enough players are gathered (it normally happens almost immediately in a normally populated zone) you’ll be prompted a choice to join the scenario immediately, wait a few seconds, or leave the queue. As you join you will be teleported to the scenario directly (you’ll be teleported exactly where you left when the scenario ends).
If you joined the scenario as a group you will still be together (but the group will be filled with others if it isn’t already full), otherwise you will be automatically matched with other players that joined, so no groups will need to be formed when the scenario starts.
Each scenario will end after the timer runs out or when a number of points are earned by one faction. Conditions to earn points vary according to each scenario’s settings.
Scenario battles are normally very balanced (given that each side has the same number of players) and fought over some very specific objectives that often resemble those of popular FPS’s (capture the flag, king of the hill, bombing run and more). More often than not winning against a skilled enemy requires very good coordination and tactical ability, proving quite challenging (if not impossible) for the ones that just attack every enemy in sight mindlessly without much planning. Gank groups and hardcore PvPers will probably find scenarios to be their favourite haven in the game, as their complex nature and balance in numbers will probably allow them to shine.
Personally, when I first heard of scenarios I was completely irked, being strongly allergic to every kind of instancing, especially for PvP. Upon trying them I had to admit I was wrong. Scenarios are fun. A LOT of fun. They are definitely the best iteration of the concept of the instanced battlefield I ever saw in any MMORPG, and by a long shot. Their tactical nature and great variety makes them really interesting even over time, and they are a wonderful way to play even when you have just half an hour to dedicate to the game on the fly.
Extensive scenario footage is available on the Classy Gamer Youtube channel and more will come soon.
RvR – Open World
Of course the true strong point of RvR (at least for me) are massive open world battles. As I stated previously, each zone has an extensive (the more you go on with level, the bigger it is) RvR zone in which you’re most likely to encounter the enemy and you’ll be able to face off in battle.
The RvR zones include battlefield objectives that mark strategic locations, and keeps to siege and capture (will talk about keeps in the next section).
In a server with an healthy population RvR battles (unless people purposedly look for isolated zones to fight in small groups) can get definitely heated and massive. It’s not unlikely for hundreds of players to meet in the same place to fight off for control, and such battles immediately turn in an attractor for even more people (they get marked on the map). The situation may get truly challenging for one’s situational awareness, and leaders will be hard pressed in retaining control of their fellows, with pyrotechnic explosions all around them missile fire exchanged from both sides and tanks and melee charging and countercharging back and forth. I was actually surprised to see that the lag is pretty low even in extremely crowded situation, allowing for quite precise control of one’s character even with several tens or hundreds of enemies on screen and full effects (my computer is good, but not top notch).
Seldom one faction will be able to push the enemy so hard that they will get to press against their warcamp (the main RvR hub for a faction in each zone), but they need to be careful with that, because each warcamp is heavily defended not only by NPC guards, but also by a whole siege train of warmachines. I will talk about them more in depth in the siege section, but believe me, being in the aiming sight of an imperial Hellblaster Volley Gun isn’t a pleasant experience.
My personal experience in open world RvR is nothing short of awesome. It felt like I went back to Dark Age of Camelot, and boy, that was good. Some might not like the randomness and chaos of such massive battles, but they do encourage leaders to raise trough the ranks of each faction, and reward the social skills of such leaders, which, I believe, is a very good thing in a MMORPG.
When you get used to it, anyway, you’ll start to manage to read trough the chaos of battle, and you’ll begin finding yourself noticing things beyond the explosions. At that time you’ll really start to find open RvR challenging an fun, and you’ll find that your contribution, even if dwarfed by numbers, won’t be negligible.
Extensive RvR footage will soon be available on the Classy Gamer Youtube channel.
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