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11/26/08 3:17 PM
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Viewed 749, Replies 27
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Unfortuneately, the very next night it was all dead again :( |
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11/25/08 6:34 PM
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Viewed 291, Replies 11
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This happened with our order alliance a couple weeks back on Iron Rock. 8 Warbands attacking fortress. We even split up in thirds to attack different doors to just get everyone spread out. Got through the outer doors ok, but as soon as we got to the keep forget it. No one could move. We're talking minutes between ram hits, no combat response it was horrible. Even the peeps with nice rigs setting everything to lowest didn't make any difference. We had 2 vent servers running and it was the same for everyone. It was a 5 hour thrill ride up that point, but server lag killed it completely. FAIL |
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11/12/08 4:31 PM
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Viewed 2188, Replies 63
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Originally posted by Yeebo If WH are forced to split their builds between Ballistics and Str, I would think that alone would tend to reduce their damage vs classes (all of the other ones) that only have to focus on one stat. Never palyed one, so I have no idea. Just a comment. As I understand it, yes it is split between strength and ballistics. The main advantage, which is very situational, is that when rooted we can still perform some of our executions on the guy running away from us. Which is extrordinarily awesome when it happens by the way. Since most casters, ranged and healers tend to run this works out quite well. Toe to toe however, is where we need to use caution as our dps output suffers. Where the WE is generally better in that regard as all their focus is on strength. My WH is rank 32 and I have to agree with those supporting WH dominance :) Pick your fights, use the appropriate skills vs. whatever class your target is, know when to run and when to stop chasing (which is my weakness). For the most part, any caster or ranged dps within 3-4 levels I can usually take out. Healers can be tougher, mostly because the fight can last longer than you want it too and they are able to get back to their team mates. I usually single out healers that are a couple levels lower than me and have no problem taking them out pretty quick. I try to coordinate with other WH's and/or BW's when going after higher level healers.
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11/10/08 4:02 PM
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Viewed 1734, Replies 69
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Originally posted by lornj
Open world pvp, there are NO safe areas. There are consequences for killing people in cities, faction hits and such, but you can still be killed there. |
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11/07/08 3:27 PM
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Viewed 420, Replies 9
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Originally posted by A1learjet
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11/06/08 1:43 PM
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Viewed 420, Replies 9
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11/04/08 3:15 PM
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Viewed 560, Replies 14
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I don't know about the mastery lines in other classes, but the Witch Hunter does pretty good in its lines. One focuses on front load damage, one focuses on DoT attacks and the other on stealth and flanking attacks. Overall I'm pretty satisfied with the differences. I have heard however, that other classes don't have very distinct lines. My opinion on housing is that it would be a BAD thing for THIS game. (though I dhave enjoyed housing in other games) We certainly don't need anything else to distract more players away from the front lines. Also, I don't think something like housing would add significantly to the player base to add to the overall populations found in the open rvr. New features need to add to the war effort, pvp focus of the game, not detract from it. |
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10/31/08 5:10 PM
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Viewed 1732, Replies 53
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Originally posted by Suraknar
I agree. The way the rewards work now for keep lords is lame. The fact that you have to defeat the keep lord on the chance that there may be a gold bag and on the chance that you happen to win it in order to complete your tier set is ridiculous. Most people I know have out leveled the armor set by the time they actually win the thing. |
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10/30/08 3:24 PM
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Viewed 862, Replies 33
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Iron Rock server has more Destro players than Order, but more Order have reached T4 than Destro. http://www.waralytics.com/warservers/view/196 I believe this site is only listing guilded players and also counts characters not subs, but it should still be a good decent general breakdown.
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10/30/08 3:14 PM
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Viewed 1732, Replies 53
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T3 on Iron Rock last night was incredible. it was at least 50vs50 for almost 3 hours straight. Like another had mentioned, the action was centered between the two warcamps and was a constant tidal shift pushing each other back and forth their respective guards. Bugman's Brewery changed hands a couple times during the event and we also had a keep defense in that time. My biggest issue with the actual PQ portion was the length of time in between them. Just how long is it supposed to be? I got there right after the last one had ended and it didn't start up again while I was there. About 45 mins of my 3 hours was spent defending the keep so perhaps I just happened to miss it while in the zone? |
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10/17/08 6:47 PM
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Viewed 680, Replies 19
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One for each race as was the original intention. I doubt there will all of a sudden be an over abundance of tanks however. Most of the people who originally wanted to play those classes picked something else. If anything I think you may see a drop in Black Orcs/Chosen and possibly Warrior Priests (not a tank I know). There are already more tanks on the Destro side than order as a result of alot of people who wanted to be Choppas still wanted to be an orc after they got cut, so went to the tank class instead. It may just even out in the end. |
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10/13/08 5:15 PM
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Viewed 497, Replies 22
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I agree with upping the reknown for open rvr and decreasing it for scenarios. I believe the loot rewards aren't too far off though for keep seiges (maybe a couple more bags to roll on and a higher % chance at a blue or purple). The biggest problem is that they don't occur often enough to have a good chance of winning the roll because everyone is in the scenarios. If, however, the rewards/exp were greater than in the scenarios, more people would be doing them more often which should result in upping your % chance to win one of those rolls. I look at keep seiges like mini-raids. You kill the boss and a few people get loot. Nice that it is determined through on the spot participation rather than out of game dkp garbage. Everyone gets a shot. As to attacking and defending. If there are defenders, yeah, a full warband at minimum is usually needed. A PuW (pick up warband ;p ) would be more like 5 or 6 groups. If it's undefended we can usually take a keep with 2 groups though. It all has to do with having the right mix of classes all doing their jobs. Ventrillo ftw. |
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10/03/08 4:26 PM
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Viewed 686, Replies 25
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As a Witch Hunter, I find the Magus to be really annoying (in a good way for them and bad for me). As far as I can tell, their pets see through stealth. Anytime I have tried to sneak to the back lines to grab a flag or nail a squishie, if there is a demon out it starts firing on me and lets everyone else know I'm there. This happens in Phoenix Gate alot. |
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10/03/08 4:09 PM
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Viewed 571, Replies 22
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Complete, impenetrable, no limit CD would be overpowering IMO. I think they tried to strike a balance between having the mechanic for tactics while not allowing it to be an exploitable one.
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10/03/08 3:50 PM
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Viewed 262, Replies 10
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Potion would be my guess too. There is a blue rank 5 health potion that restores 750 hps instantly and a green one that does 660 over time, perhaps one of those. Also there are the armor boosting pots which can be used simultaneously with the hp ones I think. |
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9/30/08 5:53 PM
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Viewed 1003, Replies 32
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Originally posted by pencilrick
I guess that's a difficult choice. Vanguard has few other players to talk to and WAR has lots of players that don't talk to each other.
LOL, sad but unfortunately true. Most communication seems to be between guildmates and most of that is on ventrillo. Usually if I invite random people in public quests and start talking in party chat, then I get responses though. /shout you may as well be shouting from the bottom of a well for all the responses you get at times. Hoping this matures. |
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9/26/08 5:39 PM
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Viewed 1003, Replies 32
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I played VG for over a year, but am currently playing WAR. VG is certainly much more in depth as far as pve goes. However, if time is one of your major factors I would say that WAR is much more casual friendly in that you can get alot more accomplished in short bursts (both pve and rvr). They are both solo friendly, but like all mmo's the toughest/end game content will require good groups and/or good guild communication and more time invested to be competitive in it.. |
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9/23/08 5:30 PM
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Viewed 3013, Replies 44
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I would suggest checking out the stickies at the alliance forums. http://www.warhammeralliance.com/forums/forumdisplay.php?f=74 Usually get some pretty quick responses to questions too. ps - I used Nerro's guide to building a war ready pc and am running all settings at max for a cost of $900 (minus monitor which I had a good one already). |
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9/23/08 5:19 PM
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Viewed 1006, Replies 19
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Originally posted by GrimHellfire
I think OP is talking about character growth , not trophies . For example what growth is in WAR are strenght indicatosr like a way of showing how high ranking the player is . Here's how character grows ; a chaos mutates , dark elves get gothier, orks become darker, dwarves get longer beard, high elves become poshier, and humans i'm not sure about
Yes the original question was about character growth, but a couple posts above mine someone mentions trophies and then the OP asks about them as well. |
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9/22/08 7:10 PM
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Viewed 1006, Replies 19
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Check this video out. At about 3 mins in you can get a visual of what trophies are. Please remember as you watch that this is very old beta footage and looks a little crappy, but you get teh idea. There are probably better video's, this was the first I found that had an in game shot of it. |
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