WAR - what is your impression?

Page 14 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Baked

Lifer
Dec 28, 2004
36,052
17
81
Originally posted by: TallBill
Originally posted by: Baked
W00T! I got my first epic loot from PQ. I placed 1st and got a nice shiny belt.

lulz, you need to read up on loot, because there is no epic, and purple isn't the highest loot level

Way to stump on my excitement...

But at least I got my DK attacks down to a science. Dealing lots of damage and healing at the same time FTW!
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Originally posted by: Storm

How is that artifact dropped? You just have to click on it when its on the ground?

the artifact in the temple drops to the ground when the carrier dies. Anyone can click on the red skull on the ground to pick it back up.

If the artifact isn't picked up within 10 seconds, it disappears from the ground and respawns back in it's original spot at the center of the map.

Originally posted by: Storm
Maybe its because of the way classes are but the melee knockback is crazzzzzzy.

I get knocked the f*ck out. Its like hitting a softball with a softball bat.

Are they planning to reduce the distance you get knocked back? Right now I'm r15/rvr11 sorceress kind of gimp without a healer we'll see what happens at the higher levels.

I hope so but don't think so.

Order, especially at lower levels, has a bit more crowd control. I'll give you the equivalent class comparisons. Meaning, there is a class match up between both sides. I'm mainly pointing out the disparity classes here.

Engy vs Magus.
Very similar classes. Both have turret style pets. Both do high ranged dps. Both have some AoE dps. Both have an point blank area of effect root (PBAoE). However, the engy gets knock back and magus doesn't. Not sure why the disparity but there is. I think Magus has a bit higher baseline damage.

Squid Herder vs Shadowmaster
Both archer classes. Herder has a pet, but the SM starts with 25% more baseline damage to make up for the lack of pet. The pet has a taunt which will force the target in PVP at least to change targets to the pet until the player notices the change and switches back. Both have a melee range knockback. However, the shadow master has an AoE root. Again, a disparity in CC.

Iron Breaker vs Black Orc
These guys are basically the same. Both have cone knock backs, both have knock downs, and both have snares. For a comparison of classes with CC, both these classes are pretty even for once.

Chosen vs Swordmaster
Close but no cigar. The sword master has a PBAoE knockback that the Chosen doesn't get as well as a knockdown. Both have snares though.

basically, for chaos, the BO has good CC and the Chosen as a tank doesn't. So you can compare Chosen to IB or swordmaster and still find a problem.

Now, this is just a pet peeve for me as a match up below.

Witch elf (what I play) vs Witch Hunter
Both have one form of CC at the beginning of the game. Both can get more CC from mastery skills. The CC both get is a ranged attack that snares for 2 or 3 seconds ONLY if it hits a fleeing target. Meaning the attack must be on their backside or it won't snare. Since they both have the same attack why the complaint? Well the witch elf does this by throwing a dagger which takes an arc to reach the target. Add to the fact the game when it comes to reuse timers seems to take into account when an attack actually "lands" before starting the reuse timer, I hope you can see the problem. The Hunter shoots a gun, where the bullet go straight out (good thing players don't do bullet time crap like the npcs) and thus can keep firing shots every 2 seconds to keep a target snared until they can catch up. The witch throwing a dagger has a longer time to reuse the throwing dagger because it takes an arc, thus the target gets and extra second of "non snared time" which makes catching up to a fleeing target MUCH harder for the witch when compared to a hunter.

So basically, as you can see, order has a bit more CC abilities spread throughout classes and it shows on RVR.



On a side note, people complaining about order versus destruction, basically I think the break down is order gets a bit better healing and CC and defense. While destruction gets a bit better on the damage side. At lower levels, the better defense and healing are not as noticeable as the extra damage. Especially at the tier one game. This changes at higher tiers. Swordmasters with a single healer is damn near impossible to kill with both the damage shields constantly applied. Had this happen Friday. Stupid healer used a bug in the terrain to get themselves "stuck" so that no melee's could hit them. Just my luck in the scenario that no one on the the destro team was a sorc or herder. All melee dps. So we couldn't kill the healer.

So instead, we all spread out and killed what we could. We were all higher level than the order team in this scenario as all destro where max level and all the order team had to weren't even close. So while a couple tanks engages their tanks, the rest of the destro team wiped the floor with the rest of the order team. Soon as the order team is dead, I turn around and see 2 tanks still beating away at a swordmaster. I see one last healer stuck in the geometry healing him and a couple times in vain to attack the healer. So the ENTIRE destro team tries to kill the swordmaster. Couldn't do it. 3 maulers, 3 WE's, 3 BO, and a chosen all beating away on this guy and his health barely moves because of the constant "absorbed" message that pops up from the damage shields. Not that he had a chance at killing anyone on our side, but it was pretty sad that much dps couldn't bring down one guy even with a pocket healer.


Well, I went on way to long, back to work for a bit.
 

ggnl

Diamond Member
Jul 2, 2004
5,095
1
0
Originally posted by: HumblePie

On a side note, people complaining about order versus destruction, basically I think the break down is order gets a bit better healing and CC and defense. While destruction gets a bit better on the damage side. At lower levels, the better defense and healing are not as noticeable as the extra damage. Especially at the tier one game. This changes at higher tiers. Swordmasters with a single healer is damn near impossible to kill with both the damage shields constantly applied. Had this happen Friday. Stupid healer used a bug in the terrain to get themselves "stuck" so that no melee's could hit them. Just my luck in the scenario that no one on the the destro team was a sorc or herder. All melee dps. So we couldn't kill the healer.

So instead, we all spread out and killed what we could. We were all higher level than the order team in this scenario as all destro where max level and all the order team had to weren't even close. So while a couple tanks engages their tanks, the rest of the destro team wiped the floor with the rest of the order team. Soon as the order team is dead, I turn around and see 2 tanks still beating away at a swordmaster. I see one last healer stuck in the geometry healing him and a couple times in vain to attack the healer. So the ENTIRE destro team tries to kill the swordmaster. Couldn't do it. 3 maulers, 3 WE's, 3 BO, and a chosen all beating away on this guy and his health barely moves because of the constant "absorbed" message that pops up from the damage shields. Not that he had a chance at killing anyone on our side, but it was pretty sad that much dps couldn't bring down one guy even with a pocket healer.


Well, I went on way to long, back to work for a bit.

Healers seem a bit overpowered in the early tiers before anyone has healing debuffs. Playing my runepriest in T2, I can keep either of the tank classes up pretty easily vs 6-8 people with just my HoTs. Hell, I can even keep a WL up against a pretty large group for a pretty long time before I start to get starved of AP.

I can keep myself up almost indefinitely against even two tanks and still have heals to spare for the rest of my team.

I'm not sure when people will start to get healing debuffs, but I think it'll make the healers job a lot difficult, especially against organized teams that can coordinate DPS. Until then it seems like the team with more/better healers always wins.
 

Beev

Diamond Member
Apr 20, 2006
7,775
0
0
Oh yes, my Disciple of Khaine seems ridiculous. I played a scenario last night at level 10 and I could take 3 or 4 of the other team at once, it's not even fair.
 

Jschmuck2

Diamond Member
Jul 13, 2005
5,623
3
81
Originally posted by: HumblePie
Originally posted by: Storm

How is that artifact dropped? You just have to click on it when its on the ground?

the artifact in the temple drops to the ground when the carrier dies. Anyone can click on the red skull on the ground to pick it back up.

If the artifact isn't picked up within 10 seconds, it disappears from the ground and respawns back in it's original spot at the center of the map.

Originally posted by: Storm
Maybe its because of the way classes are but the melee knockback is crazzzzzzy.

I get knocked the f*ck out. Its like hitting a softball with a softball bat.

Are they planning to reduce the distance you get knocked back? Right now I'm r15/rvr11 sorceress kind of gimp without a healer we'll see what happens at the higher levels.

I hope so but don't think so.

Order, especially at lower levels, has a bit more crowd control. I'll give you the equivalent class comparisons. Meaning, there is a class match up between both sides. I'm mainly pointing out the disparity classes here.

Engy vs Magus.
Very similar classes. Both have turret style pets. Both do high ranged dps. Both have some AoE dps. Both have an point blank area of effect root (PBAoE). However, the engy gets knock back and magus doesn't. Not sure why the disparity but there is. I think Magus has a bit higher baseline damage.

Squid Herder vs Shadowmaster
Both archer classes. Herder has a pet, but the SM starts with 25% more baseline damage to make up for the lack of pet. The pet has a taunt which will force the target in PVP at least to change targets to the pet until the player notices the change and switches back. Both have a melee range knockback. However, the shadow master has an AoE root. Again, a disparity in CC.

Iron Breaker vs Black Orc
These guys are basically the same. Both have cone knock backs, both have knock downs, and both have snares. For a comparison of classes with CC, both these classes are pretty even for once.

Chosen vs Swordmaster
Close but no cigar. The sword master has a PBAoE knockback that the Chosen doesn't get as well as a knockdown. Both have snares though.

basically, for chaos, the BO has good CC and the Chosen as a tank doesn't. So you can compare Chosen to IB or swordmaster and still find a problem.

Now, this is just a pet peeve for me as a match up below.

Witch elf (what I play) vs Witch Hunter
Both have one form of CC at the beginning of the game. Both can get more CC from mastery skills. The CC both get is a ranged attack that snares for 2 or 3 seconds ONLY if it hits a fleeing target. Meaning the attack must be on their backside or it won't snare. Since they both have the same attack why the complaint? Well the witch elf does this by throwing a dagger which takes an arc to reach the target. Add to the fact the game when it comes to reuse timers seems to take into account when an attack actually "lands" before starting the reuse timer, I hope you can see the problem. The Hunter shoots a gun, where the bullet go straight out (good thing players don't do bullet time crap like the npcs) and thus can keep firing shots every 2 seconds to keep a target snared until they can catch up. The witch throwing a dagger has a longer time to reuse the throwing dagger because it takes an arc, thus the target gets and extra second of "non snared time" which makes catching up to a fleeing target MUCH harder for the witch when compared to a hunter.


So basically, as you can see, order has a bit more CC abilities spread throughout classes and it shows on RVR.



On a side note, people complaining about order versus destruction, basically I think the break down is order gets a bit better healing and CC and defense. While destruction gets a bit better on the damage side. At lower levels, the better defense and healing are not as noticeable as the extra damage. Especially at the tier one game. This changes at higher tiers. Swordmasters with a single healer is damn near impossible to kill with both the damage shields constantly applied. Had this happen Friday. Stupid healer used a bug in the terrain to get themselves "stuck" so that no melee's could hit them. Just my luck in the scenario that no one on the the destro team was a sorc or herder. All melee dps. So we couldn't kill the healer.

So instead, we all spread out and killed what we could. We were all higher level than the order team in this scenario as all destro where max level and all the order team had to weren't even close. So while a couple tanks engages their tanks, the rest of the destro team wiped the floor with the rest of the order team. Soon as the order team is dead, I turn around and see 2 tanks still beating away at a swordmaster. I see one last healer stuck in the geometry healing him and a couple times in vain to attack the healer. So the ENTIRE destro team tries to kill the swordmaster. Couldn't do it. 3 maulers, 3 WE's, 3 BO, and a chosen all beating away on this guy and his health barely moves because of the constant "absorbed" message that pops up from the damage shields. Not that he had a chance at killing anyone on our side, but it was pretty sad that much dps couldn't bring down one guy even with a pocket healer.


Well, I went on way to long, back to work for a bit.

Really? That's what you've got? Witch Elves completely outstrip WHs in every other area - don't we get SOMETHING?
 

Genx87

Lifer
Apr 8, 2002
41,091
513
126
Do people realize the Empire counterpart to Chosen was stripped out in beta? It was Knight of the Blazing Sun. Nobody played it so they dropped it. If it was in, it would look very much like a Chosen from an ability perspective.

The tank pairing looks like this

IB<--->BO
Knight of the Blazing Sun(Dropped in beta)<--->Chosen
Swordmaster<--->BlackGuard(Dropped in beta)

So tank pairings in Warhammer are all but gone except the heavy heavy tanks(IB and BO).
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
I like to talk about healers,do they ever bother healing their group ?...As a Bright Wizard I don't expect any heals but its nice to have some especially if you pull a melee guy or two of a healer,even worst on my Ironbreaker I had no heals in RvR scenerio's(even when 4 on me) and this is after reminding them nicely to heal all tanks.

I know what you guys are going to say its down to the group you are in which is true but the role of a healer is mainly to heal.I have seen this happen time and time again on all my alt classes having no heals which can be frustrating when you know that a good healer or two can turn the tide in a battle.










 

Fingolfin269

Lifer
Feb 28, 2003
17,948
31
91
Had the most annoying thing happen in a scenario yesterday. Some dude was glitched underground at the flag. No one could do anything to him even though we could target so of course we had to leave some people there who might not be needed there otherwise.

Anyway, a few people reported him and he was eventually gone in 5 minutes so hopefully that means the GMs were responsible and he didnt just decide to take off on his own.
 

Beev

Diamond Member
Apr 20, 2006
7,775
0
0
Originally posted by: Mem
I like to talk about healers,do they ever bother healing their group ?...As a Bright Wizard I don't expect any heals but its nice to have some especially if you pull a melee guy or two of a healer,even worst on my Ironbreaker I had no heals in RvR scenerio's(even when 4 on me) and this is after reminding them nicely to heal all tanks.

I know what you guys are going to say its down to the group you are in which is true but the role of a healer is mainly to heal.I have seen this happen time and time again on all my alt classes having no heals which can be frustrating when you know that a good healer or two can turn the tide in a battle.

I heal pretty much everyone I see that needs it. I like the option to only show health bars if the person is hurt. That way, if I see their bar I know they need a heal.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Originally posted by: Beev
Originally posted by: Mem
I like to talk about healers,do they ever bother healing their group ?...As a Bright Wizard I don't expect any heals but its nice to have some especially if you pull a melee guy or two of a healer,even worst on my Ironbreaker I had no heals in RvR scenerio's(even when 4 on me) and this is after reminding them nicely to heal all tanks.

I know what you guys are going to say its down to the group you are in which is true but the role of a healer is mainly to heal.I have seen this happen time and time again on all my alt classes having no heals which can be frustrating when you know that a good healer or two can turn the tide in a battle.

I heal pretty much everyone I see that needs it. I like the option to only show health bars if the person is hurt. That way, if I see their bar I know they need a heal.

I would like you in my group then ,I havee not played much on my RunePriest alt ,but when I get round to it you can bet he will be showing those other healers how to heal .
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Originally posted by: Genx87
Do people realize the Empire counterpart to Chosen was stripped out in beta? It was Knight of the Blazing Sun. Nobody played it so they dropped it. If it was in, it would look very much like a Chosen from an ability perspective.

The tank pairing looks like this

IB<--->BO
Knight of the Blazing Sun(Dropped in beta)<--->Chosen
Swordmaster<--->BlackGuard(Dropped in beta)

So tank pairings in Warhammer are all but gone except the heavy heavy tanks(IB and BO).

Only did open beta so I never had a chance to try the other ones. Which means the only comparison I can possibly make is from what is available. Still, ignoring the tanks, the other class comparisons show the order side with more crowd control per class.

In most cases, the extra crowd control isn't so bad because the order teams I find myself against are rarely organized to rotate CC to lock down the destro team. Problem is, when you do find a good order guild that is doing well in CC rotation, or at least moderately well. Holy crap! There isn't much the destro team can do.


As for the topic of healers, I'm not sure about other classes, but I know for destro the witch elves are the ones with the healing before abilities. Kiss of death is my first ability. It is a buff I put on my weapon that has a 25% chance to "proc" or go off. the base 25% chance can be increased by a mastery tactic to 50%. When kiss of death goes off, it causes a certain amount of damage (which scales with level) and that damage ignores armor. The other thing it does besides damage is place a 5 second or so debuff on the target. The debuff reduces incoming healing by 40% (doesn't scale).

Later I get more through the middle mastery tree. I haven't gotten them yet but will soon enough. I'll find out if things stack or not.

Also, witch elves get silence for 3 seconds with a 20 second cooldown.

Originally posted by: Jschmuck2
Really? That's what you've got? Witch Elves completely outstrip WHs in every other area - don't we get SOMETHING?

huh? I wasn't trying to compare witch elves directly to hunters to see which is better. Why? because in my opinion, which I stated above, they both suck. I've played them both, and while I do find the puppet show the hunter does amusing, it was about the same as the witch I had played. The difference is the hunter has more ranged attacks with the final attacks being all ranged. That in itself is a HUGE advantage over witches. Also, being able to catch up after runners is another major advantage.

The problem with both classes is they are primarily melee dps and very squishy. They also both need a little bit of time to build up attacks before doing burst damage to finish off a target. This means a target has a big chance to live if they either a) flee before the big attacks are available b) receive healing in time which a good healer will notice our whittling away of the targets health and correct that or c) they kill us before we can strike. I find all those options usually to happen more often than actually killing the target.

There are soo many glaring problems with witches and hunters. I do know how to play my witch despite the problems. Here's my basic strategy.


Take a scenario like mourakaine temple. It's a small map with many people jammed back on yet smaller bridges and such. In this map or maps with clustering of players, I hang back and watch for my opportunity to strike. I let my group all run in the direction before me while I take a my time getting to the fight. As I approach the fight click my stealth. At that distance I'm not seen. Then I start looking over potential targets. I try to find these targets in this order.

1) hunters (because they are crappy like me and thus easiest to kill)
2) Lone healers standing away from the action and away from anyone else noticing me
3) Bright wizards NOT standing right next to a healer
4) A white lion rushing off by themselves to grab a target at the back of our pack and getting out of range of their team healing and support (they do this often)
5) Anything else at 1/3rd life or less.

Those are my primary targets. Anything else is suicide to attack. The above I have a good chance to kill and make it away safely.

At this point I make my way to my target while stealth (hoping it holds duration wise) and position myself. If the target is some one with full life off by their lonesome I'll use my enfeebling strike attack, otherwise I'll use my vehement blades attack. Enfeebling strike is a debuff attack that causes damage to the target everytime they move for 15 seconds. Usually squishies like a bright wizard or healer by themselves are going to run the moment they notice I'm there attacking. As such, them running = more damage. If it doesn't look like my target will run from me, such as against a white lion, then I use vehement. This is a debuff that for every melee attack I do against the target, they take additional damage. So if the target is something sticking around to fight OR is trying to fight another target not moving, I use this.

Both of those attacks can only be used from stealth and are so far the only two abilities that can be used in stealth period that I have.

Depending on the target depends on my next action. If it's a BW or a healer, I then use my silence attack. Against a BW, I'll get in one more attack after using my silence. Against the BW or any other class, like a shadowmaster that is going to use an AoE root and run, I'll immediately hit my anti root ability. Got it at 18, it's an ability that removes any current movement penalty debuff and prevents me from getting any others for 10 seconds. Then it has a 60 second cool down.

After that, I try to just position myself for a constant spam of Agonizing wounds. In pvp this is my bread and butter attack. Does the most damage, ignores armor, has the highest chance to crit, and uses the least amount of action points. The downside to the skill is it can only do all that from the backside. If not in the back, it doesn't do much damage, what damage it does do is mitigated by armor, and doesn't crit as much. If my target tries to flee, I use my throwing dagger to snare to keep them in range.

If whatever I attack doesn't flee successfully, or get support in the way of healing or someone else coming over to beat me down, chances are they die. If one or more of their buddies notice me and decide to come help by bashing my head in, I use my enchanting beauty skill (reduces all damage from targets in a 30 foot area around me by 50%) to keep my butt alive while I make my get away. Whether the target gets help or dies, I need to high tail my witch elve's pretty little ass out of the situation pronto by sprinting back towards the biggest clump of my team members and try to restealth and do it all over again.

The above works well enough but it is hard. I actually do my best when my team is so overwhelming winning that the entire order team is routed and in retreat. When that happens, it just exposes nice backsides to me that as a witch I can do the most damage per attack that way. This means I can kill several people in a row if the entire order team actually runs for a reason.
 

Skott

Diamond Member
Oct 4, 2005
5,730
1
76
I made a Shadow Warrior on Sylvania server and a Black Orc on Magnus server. No RvR yet as they are quite young. SW is L7 and the BO is L6. SW levels a bit faster in PvE. Not sure if its because of the class or the realm side. Order so far is easier to find things in my experience. Chaos side there's more searching for the player before finding things. The SW doesnt melee as well as melee classes obviously. More kiting involved than past archer classes I have played in other games(DAoC, WoW, AoC). The BO takes huge amount of damage but killing things is a bit slow. Played with a Shaman is a great duo team though. If you like tanking and meatshields the BO will give you that thrill.

Funny thing, on Sylvania server not one single Gold Farmer spam. On Magnus I'm bombarded with them constantly. Not sure if thats because of realm or server. Its way too early for me to say how good this game is. So far I'm liking it but I've barely begun to scratch at its surface.
 

Jschmuck2

Diamond Member
Jul 13, 2005
5,623
3
81
HumblePie:

I thank you for taking the time to write out that long response, however, I will say, that if you're not destroying casters with your WE, you're doing something wrong. Simply put, the way that the talent trees are structured as well as the way that the kiss system works compare to the dismal bullet system makes the WE much more powerful that the WH. Much more. As far as executions being ranged - yes, this is true, although you must be in melee ranged to charge up accusations to use them
 

ggnl

Diamond Member
Jul 2, 2004
5,095
1
0
Originally posted by: Mem
Originally posted by: Beev
Originally posted by: Mem
I like to talk about healers,do they ever bother healing their group ?...As a Bright Wizard I don't expect any heals but its nice to have some especially if you pull a melee guy or two of a healer,even worst on my Ironbreaker I had no heals in RvR scenerio's(even when 4 on me) and this is after reminding them nicely to heal all tanks.

I know what you guys are going to say its down to the group you are in which is true but the role of a healer is mainly to heal.I have seen this happen time and time again on all my alt classes having no heals which can be frustrating when you know that a good healer or two can turn the tide in a battle.

I heal pretty much everyone I see that needs it. I like the option to only show health bars if the person is hurt. That way, if I see their bar I know they need a heal.

I would like you in my group then ,I havee not played much on my RunePriest alt ,but when I get round to it you can bet he will be showing those other healers how to heal .

Well the default UI really sucks for healers. I realized this at about lvl 3 and got the appropriate mods, but I imagine a lot of people are still struggling with the defaults, which goes a long ways towards explaining why some otherwise good healers in the lower tiers will just randomly let people die.

On my server, at least, the healers have been steadily improving the further along I've gotten. I guess people get clued in to the fact that rune priests have absolutely no DPS potential, and either roll real DPS classes or just healbot like they're supposed to.

On a side note, I always try to keep HoTs running on our BW's so they don't have to worry about managing combustion. 100 combustion BW's do scary DPS.
 

Malladine

Diamond Member
Mar 31, 2003
4,618
0
71
Originally posted by: ggnl
Originally posted by: Mem
Originally posted by: Beev
Originally posted by: Mem
I like to talk about healers,do they ever bother healing their group ?...As a Bright Wizard I don't expect any heals but its nice to have some especially if you pull a melee guy or two of a healer,even worst on my Ironbreaker I had no heals in RvR scenerio's(even when 4 on me) and this is after reminding them nicely to heal all tanks.

I know what you guys are going to say its down to the group you are in which is true but the role of a healer is mainly to heal.I have seen this happen time and time again on all my alt classes having no heals which can be frustrating when you know that a good healer or two can turn the tide in a battle.

I heal pretty much everyone I see that needs it. I like the option to only show health bars if the person is hurt. That way, if I see their bar I know they need a heal.

I would like you in my group then ,I havee not played much on my RunePriest alt ,but when I get round to it you can bet he will be showing those other healers how to heal .

Well the default UI really sucks for healers. I realized this at about lvl 3 and got the appropriate mods, but I imagine a lot of people are still struggling with the defaults, which goes a long ways towards explaining why some otherwise good healers in the lower tiers will just randomly let people die.

On my server, at least, the healers have been steadily improving the further along I've gotten. I guess people get clued in to the fact that rune priests have absolutely no DPS potential, and either roll real DPS classes or just healbot like they're supposed to.

On a side note, I always try to keep HoTs running on our BW's so they don't have to worry about managing combustion. 100 combustion BW's do scary DPS.

I'm a WP, rank 17/RR11. I love doing equal damage/healing
Not sure what you mean about the UI...can you explain? I usually have kind of a tough time clicking on my target in a melee but shift tab helps (cycle through friendlies). How does your mod or whatever help?
 

ggnl

Diamond Member
Jul 2, 2004
5,095
1
0
Originally posted by: Malladine
Originally posted by: ggnl
Originally posted by: Mem
Originally posted by: Beev
Originally posted by: Mem
I like to talk about healers,do they ever bother healing their group ?...As a Bright Wizard I don't expect any heals but its nice to have some especially if you pull a melee guy or two of a healer,even worst on my Ironbreaker I had no heals in RvR scenerio's(even when 4 on me) and this is after reminding them nicely to heal all tanks.

I know what you guys are going to say its down to the group you are in which is true but the role of a healer is mainly to heal.I have seen this happen time and time again on all my alt classes having no heals which can be frustrating when you know that a good healer or two can turn the tide in a battle.

I heal pretty much everyone I see that needs it. I like the option to only show health bars if the person is hurt. That way, if I see their bar I know they need a heal.

I would like you in my group then ,I havee not played much on my RunePriest alt ,but when I get round to it you can bet he will be showing those other healers how to heal .

Well the default UI really sucks for healers. I realized this at about lvl 3 and got the appropriate mods, but I imagine a lot of people are still struggling with the defaults, which goes a long ways towards explaining why some otherwise good healers in the lower tiers will just randomly let people die.

On my server, at least, the healers have been steadily improving the further along I've gotten. I guess people get clued in to the fact that rune priests have absolutely no DPS potential, and either roll real DPS classes or just healbot like they're supposed to.

On a side note, I always try to keep HoTs running on our BW's so they don't have to worry about managing combustion. 100 combustion BW's do scary DPS.

I'm a WP, rank 17/RR11. I love doing equal damage/healing
Not sure what you mean about the UI...can you explain? I usually have kind of a tough time clicking on my target in a melee but shift tab helps (cycle through friendlies). How does your mod or whatever help?

The default setup only shows your party, so unless you turn on the shitty scenario unit frames you can't see the other party in the scenario. So I decided to go with just the scenario frames, but I couldn't hide the default party frame (the unit bars would disappear, but the buffs would remain, leaving a ton of disembodied buff icons floating on the screen).

So now I've just kept the default party frame use an addon that's just like Grid from WoW(I think it's called Square, or Squared, can't check because Curse is blocked at work). Now I can easily monitor the health of the entire group and never have to waste time tabbing through targets to find the person that's about to drop.


 

Beev

Diamond Member
Apr 20, 2006
7,775
0
0
Yeah that's my one gripe, sometimes I clearly click a person and it doesn't stick. Is there a mod to help with that?

Edit: Same time post that answered my question!
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Originally posted by: Jschmuck2
HumblePie:

I thank you for taking the time to write out that long response, however, I will say, that if you're not destroying casters with your WE, you're doing something wrong. Simply put, the way that the talent trees are structured as well as the way that the kiss system works compare to the dismal bullet system makes the WE much more powerful that the WH. Much more. As far as executions being ranged - yes, this is true, although you must be in melee ranged to charge up accusations to use them

I admit, my hunter is only level 6 and I know accusations are built up in melee range. I'm just saying they have more ranged attacks than witches and they do. Not much more, but every little bit helps. Why? Cause you can run up, build up your accusations, and run away. Turn around when you are safe and unload what you want.

As far as being able to destroy casters, I don't see how.

Let me show you why.

Level 21 Witch versus level 21 BW, Arch, or RP, or SW.

Everyone involved has light armor and less hps than tanks and medium armor classes. The BW actually has less hps than the witch or healers. Not much lower though.

I think I have something like 4K hps at 21 with a few items adding to hps and my baseline hps is about the same as any other healer class. BW's have around 3 to 3.5K at this level.

Assuming a BW with low armor and toughness, I will do roughly 80 damage per hit with auto attack. I do 120 ish with my "slice" attack. This is my anywhere attack, with decent damage but costs 30 APs instead of 25 or less like other attacks.

I can use Agonizing Wounds which is my back attack for 120 ish damage as well. I crit more often with this attack and this I do double damage quite often.

My Kiss of death does 150 damage when it goes off which is every other hit with my Kiss Of Doom tactic equipped that bumps all kiss from 25% chance to go off to 50%.

I have 3 frenzy attacks. If I have all 5 frenzy points, all frenzy attacks use zero APs. I try not to use a frenzy unless I have maxed out frenzy points. My most damaging attack is Relentless assault. It does 6 hits at about 120 a whack to a BW. The problem with this attack is it's a channeling attack and takes 3 or 4 seconds to complete with 1 attack per second. If the target moves out of melee range within 4 seconds, they don't take the remainder of hits. If I do any other action while channeling I break the channel and stop doing the skill. In PVE this skill is AWESOME because monsters don't normally run away to much. In pvp this kill sucks.

My next frenzy attack is my first one. Does 2 attacks with increasing damage per frenzy point. At max I do around 210 per attack. Not bad, but Relentless has more potential.

The other is heartrender toxin. This does 2 attacks at around 160 per hit and also drops the total hitpoints of the target by around 230 or so for 10 seconds. If you count removed max hps as damage, then it does more damage than the other frenzy. If the target lives past 10 seconds, it has done less damage.

So assuming I use 5 attacks to build up a frenzy, with a 50% kiss, and 2 auto attacks going off, I can do something like 1800 damage depending on crits in about 6 seconds on a non moving target. Pretty fast but not enough to kill a caster who is moving and thus spacing the damage out some over a period of 8 to 10 seconds. Then I have a choice of a frenzy attack for roughly another 800ish total damage. Still not always enough to kill a caster. Maybe my morale ability is up for another 600 damage. Okay NOW I can kill a caster.

So, to do enough damage usually, assuming no morale skill, I'll need on average 12 to 15 seconds to kill even a caster with pure damage unless I miraculously get lucky and crit dang near every hit. Which happens against lower level players I crit more often. Against higher levels I crit less.

I have really no means of stopping anyone from running right now as I don't have my stuns or knock downs until the late 30's. And as I stated my tactics above, I can't go straight damage or I'll never kill my target as most targets I go against, such as BW's have some sort of root. So that means I have to use yet another skill instead of attacking and lose more time. Time lost allows for a great chance they live because help arrives to heal them or attack me.

Sure I can silence them for 3 seconds and reduce incoming healing by 40%, but 60% of a heal still keeps them alive longer than I can afford. Especially when I'm going against a healer.

Majority of my kills come from a caster I spring a surprise on already being low health or running off in a direction away from any support because they are being retarded. In which case if they run the wrong direction away from help, I have plenty of time to kill them.

I don't usually bother with a good shadow warrior (miss typed master earlier but whatever) or an engineer. Why? Soon as I attack they use an AoE root and start running. I have an anti root so no big deal right? Well that takes a second after using and they are already moving away, if they start sprinting I then have to try to keep them snared with my dagger. If I catch up to them in time and their AoE root skill hasn't recycled, they use their knock back ability to send me flying away. Assuming I can catch back up yet again, that AoE root recycles back FASTER than my anti root skill. Which case I'm screwed. I am then rooted kited into oblivion.

Healers I have a better chance at killing solo, although their own healing slows down killing them. The reason being is healers have no CC. So they can't root or snare me so I don't have to waste time doing other skills. The problem with attacking a healer is people NOTICE that they aren't getting heals anymore. They notice the health on their healer going down. They then break off from any target they are currently engaged with and actively hunt me down to stop me from killing their healer. Usually by killing me.

So no, I really don't have that easy of a time "destroying" caster classes. I don't have very much in the way of CC, or utility, or escape skills. I have melee dps and only melee dps and a few usefull debuffs on a couple melee skills. All any class has to do is not be so startled after I uncloak to attack. Just calmly use whatever CC or knockback and then run away to friends for heals or help. I have 1 of 2 choices. Run away myself or do a suicide run and HOPE their friends don't notice me in time before I kill my target because they are too busy with my team. Sometimes that works. Most of the time it doesn't.

The thing is, the hunter play style is practically the same thing. The biggest difference is they can still use their accusations from a distance so they can still do enough damage to kill a fleeing target OR run sooner and gun on the run and still do damage. Witches have no such luxury.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Originally posted by: BadRobot
I Like this game. Lots of fun if you are playing with friends.

Yeah I must say IB class is fun, poor Destruction guys don't know what to do lol ...attack first or run away when I'm in,we won all our RvRs tonight.
 

Mem

Lifer
Apr 23, 2000
21,476
13
81
Originally posted by: Powernick50
Originally posted by: Dumac
Okay I'm back with complaints.

#1. Pet pathing. THERE ARE SO MANY THINGS WRONG WITH CURRENT PET PATHING.
#2. Easier flight access/more capitals needed
#3. PET PATHING!!!

/agree

Pet Pathing is an admitted bug for sure!!

More capitals was kinda off the board as they originally had multiple capitals but felt that they were too unfinished to be released...(along with Blazing Sun and Black Guard Classes)

More Flight paths would be GREAT!

I can't wait to see whats going to be in the next patch...should be a TON of fixes I'm hoping.

PS anyone know when the patch might occur?

Probably add more later (cities).


As to flights a lot of people don't know its quite easy to go to another kingdom,when I first started the game as a noob I thought you could only go to the green ones in your kingdom,however if you select Empire or Elves Kingdom (ie Order side as a Dwarf class) you can travel there via any Dwarf kingdom flight area.
 

shrumpage

Golden Member
Mar 1, 2004
1,304
0
0
I'm really enjoying this game. For classes, i'm really loving the warrior priest, once i hit lvl 10 RvR came a lot easier. I could keep people up, and still do decent damage, a whole lot of fun. It helps that T1 for the Empire is fairly balanced on our server, unforutnetly the elves T1 order doesn't just lose, we get stomped.

problems: i've had occasional graphic glitches, random buffs disappearing, or not showing up at all. Earlier today i could log on, but not connect to any server, it kept giving wrong password error.

The biggest issue, is faction balance. I've only played order, just because chaos is either filled up or there is such an imbalanced RvR just doesn't happen.

Another issue, i tried flying to a city and i just flew off and the screen just sat there for about 5 minutes. It wasn't locked, it just kinda got stuck on me flying off into the distance. Haven't tried to fly since.
 

Baked

Lifer
Dec 28, 2004
36,052
17
81
I joined a DE theme guild on a RP realm. Epic lulz. They seem real serious and mature though.
 

HumblePie

Lifer
Oct 30, 2000
14,665
440
126
Originally posted by: Baked
I joined a DE theme guild on a RP realm. Epic lulz. They seem real serious and mature though.

Yah, one day i forgot I had come across this comic strip and it inspired me to come up with a few DE related jokes. So I posted this on my guild's forum.

Link to some DE humor

Originally posted by: shrumpage
I'm really enjoying this game. For classes, i'm really loving the warrior priest, once i hit lvl 10 RvR came a lot easier. I could keep people up, and still do decent damage, a whole lot of fun. It helps that T1 for the Empire is fairly balanced on our server, unforutnetly the elves T1 order doesn't just lose, we get stomped.

problems: i've had occasional graphic glitches, random buffs disappearing, or not showing up at all. Earlier today i could log on, but not connect to any server, it kept giving wrong password error.

The biggest issue, is faction balance. I've only played order, just because chaos is either filled up or there is such an imbalanced RvR just doesn't happen.

Another issue, i tried flying to a city and i just flew off and the screen just sat there for about 5 minutes. It wasn't locked, it just kinda got stuck on me flying off into the distance. Haven't tried to fly since.

I've come across the same issues including the fly off to the distance but never loading my fly zone. Jsut log out and back in and re fly. So long as you "kill" the client, you won't have to wait in the queue again if your time out of 5 minutes hasn't expired.
 

Reckoner

Lifer
Jun 11, 2004
10,851
1
81
The only problem with this game is the grind once you hit ~level 23+. Quests give shit XP, and you have to count on popping often to make XP at a decent pace.
 
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |