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[WAR] Oh yeah. Slob those Knobs.
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Damn this quote tree is long. Anyway Daemon still gets buffed as a spec because you have to secondary into a tree, and that tree is usually changing. I know this seems like bad logic because it doesn't buff just daemon, but it does help out every spec of the Magus except Havoc (And hey, don't try to tell me you don't use the non Havoc dots as Havoc, cuse you should be if your not IMO)
God.
Fucking.
Damn it.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
I never tried Gunbad.
Oh, don't get me wrong, I enjoy nothing more than killing the fuck out of Bright Wizards (oh, Elixir of the Cauldron, how I want to have your little evil elf babies).
I only like Ironbreakers when that annoying lavapunt AoE is on cooldown and they're so intent on killing some Chosen or Black Orc that they let me stand behind them and shower them with armor-ignoring stabbity goodness.
Just have them throw PotW on all the AM, BW, and RP
MWO: Adamski
Bloodwrought and Bilerot are a couple of T4 instances that gave me trouble last night. In BW our tank disconnected at 10% of the left wing boss and couldn't reenter the instance since we were able to kill him during his downtime thus locking him out of our run. Bilerot 2nd boss is practically 90% luck with 10% skill required, so ridiculous.
http://www.warhammer-videos.com/play.php?vid=234
Highlights
Mastery Point Refunds – Due to a number of significant changes to many of our careers, we are providing a full Mastery Point refund to certain careers. Players who belong to one of the careers below will need to speak with a Trainer to retrain their Career Mastery:
Bright Wizard
Chosen
Engineer
Ironbreaker
Magus
Shadow Warrior
Sorcerer
Squig Herder
Swordmaster
Morale Responsiveness - Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt, and will display their cooldowns correctly at all times.
Root Responsiveness - We have made a number of adjustments to root spells to ensure that they break properly and feel more responsive to players. Changes include a chance to break on ANY damage including DoT damage, as well as a 5 second immunity to being rooted again after the current root effect breaks.
Auto-Attack Animations - Improvements have been made to auto-attack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee auto-attacks, and vice versa.
Ability Activation Responsiveness - The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of an ability and the corresponding animation.
Guild Promotion/Demotion - Fixes have been made to issues which were causing guild promotion and demotion to not work properly.
We've fixed an issue that was causing the buff icon on various marketing rewards to display incorrectly.
We fixed an issue that was causing weapons and armor to not display their proc effects in the item display.
Opponents may no longer right-click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
Tactics gained from Tome Unlocks have been renamed.
Damage over Time abilities: The amount that stats contribute to the damage of these abilities has been made consistent across the board. This generally resulted in an increase in damage, but some abilities have also been brought down. Individual abilities are noted in the specific careers’ sections below.
All Unstoppable tooltips will now mention Knockdown.
Root effects, with the exception of Morale Roots, will now grant a 5 second Freedom effect to the victim when they break, and will no longer stack with other roots.
Root effects will now properly have a chance to break on ANY damage event. This includes individual tics of Damage over Time spells.
Fixed assorted issues where certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases where snared players would find themselves essentially rooted when in lava.
All Tactics now give their bonus when the character that has them slotted is stealthed, mounted, or has a Standard out.
Racial Tactics
Centuries of Training (Elves): The tooltip for this Tactic has been changed to be more clear.
Sigmar’s Favor (Empire): This Tactic will now be triggered only by direct heals.
Stoutness of Stone (Dwarfs): This Tactic will once again reduce the effectiveness of Stuns and Knockdowns.
Tzeentch’s Warding (Chaos): This Tactic will now get the bonus when the character is mounted.
Archetype Abilities
Alter Fate: This ability’s tooltip now displays the correct values.
Champion's Challenge: Neither the player nor the player’s enemy may be knocked back while this Morale is in effect.
Divine Protection: This ability now lists the amount of damage absorbed in the tooltip.
Force of Will: This ability will now display a visual effect when used.
Frenzied Slaughter: This ability will now display a visual effect when used.
Juggernaut: This ability will only fire when the player is rooted, snared, silenced, or disarmed.
Misdirection: This ability will now display an effect on the caster while the ability is active, and place a brief effect on anyone damaged by the effect.
Point Blank: This ability will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.
Rampaging Siphon: This Morale ability will no longer be affected by points spent in Career Mastery. Additionally, this ability now heals the group for each target hit, instead of only once.
Raze: This channeled ability will no longer be interrupted while on the move.
Relentless Assault: This ability will now display n visual effect when used. Additionally, the ability will no longer remove snares and roots.
Restorative Burst: This tactic’s tooltip now correctly states the number of Action Points gained from triggering it.
Disciple Chalices have been updated to make them significantly more attractive to players. All offhand chalices will now add passive Soul Essence regeneration. The amount regenerated per second varies based on the rarity of the item.
An issue has been fixed that was causing the buff icon on various marketing rewards not to display correctly.
Book of Boom: You can no longer be knocked back while under the effects of the Book of Boom.
Numerous issues have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably.
Opponents may no longer right click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
Fixed an issue that was causing Weapons and Armor to not properly display their proc effects in the item display.
Numerous issues have been corrected relating to Weapon and Armor effect procs. These will now display correctly and fire more reliably.
Opponents can no longer right-click unfriendly item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.
Image-Changing Rewards: A player’s illusion will now break upon using an ability in addition to breaking on damage.
All Dwarf spanner items in the game are now set to be useable by Engineers only.
All Dwarf great hammer items in the game are now set to be useable by Ironbreakers only.
All Empire rapier items in the game are now set to be useable by Witch Hunters only.
Tooltips on armor set pieces will now display information relevant to that set's bonuses.
Standards: All references to banners should now be removed. All text now refers to Standards.
Fixed an issue with the postern door of the Ghrond's Sacristy keep which was preventing players from entering the keep through the door.
A time delay has been added to the preliminary spawns of flags and murderballs in several scenarios. This change was made in order to ensure that both sides have a chance to run to the spawn location of the flag or murderball at the start of the match, and battle for control of the area even before the object has spawned. The affected scenarios include the following:
Mourkain Temple
Stone Troll Crossing
Tor Anroc
Howling Gorge
Talabec Dam
Serpent's Passage
The interact timers for planting the bomb in the Howling Gorge and Talabec Dam scenarios have been lowered to 2 seconds.
Various improvements have been made to reduce the frequency in which the Realm War maps will incorrectly report contested zones in Tier 4. This means that zones displayed as locked when they actually aren’t should occur far less frequently, if at all.
Tier 3 Battering Ram: This siege weapon has had its health increased.
Boiling Oil: This siege weapon has had its health increased to better withstand enemy assaults in all tiers.
Based on player feedback we have made some additional changes to Tier 4 Victory Point contribution. The following changes will reduce the amount of time necessary to capture a Tier 4 zone as well as place more emphasis on open field RvR:
Battlefield Objectives and Keep contributions have been increased.
PvE contribution has been decreased.
Prior Zone control contribution has been decreased.
The amount of Scenario Victory Points to take a zone has been decreased.
Corrected an issue with the cooldown timers on the action bar buttons that was causing them to count down improperly. The timers will now count down in half-second increments beginning at 3 seconds remaining.
Characters will no longer have all of their currently-active cooldown timers reset when they are granted new abilities.
Morale abilities will now display their cooldowns correctly at all times.
Fixed the tooltip display for the first custom guild rank slot.
Kicking a player from a guild now properly deactivates the guild and alliance tabs for that player.
Guild members may now be promoted to the first customized guild rank slot.
Fixed an issue in which guild and alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.
Guild titles will now sort by rank rather than alphabetically.
Players who have not been given permission to kick members from their guild will no longer be presented with the option to do so.
Fixed an issue in which the guild roster was not updating properly when 'Hide Offline' was checked.
Guild Leaders, Officers, and anyone else with appropriate permissions can once again use the guild window context menus to promote and demote members.
Locking the chat window will now persist upon logging out.
Fixed an issue with the targeting system that could be used by players to gain an unfair advantage. Targeting of friendly players will now work in the same way as using abilities. Players must either use a keyboard key or click with the mouse to acquire a friendly target. To target a monster or NPC, players must click on the target in the world or /assist a friendly player. Players using our default user interface should see no change as a result of this fix.
Individual career changes can be found:
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Page 2
MWO: Adamski
Also, adding a Soul Essence / Rightous Fury regen stat to Chalice / Book items for DoK & WP.
Oh, they also increased the HP on the Oil in Keeps.
MWO: Adamski
Battle.net: Fireflash#1425
Steam Friend code: 45386507
(edit) welp
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WAR is the single most balanced MMO I've played at launch.
As long as you aren't playing a Magus.
or a Bright Wizard
or an Ironbreaker
or a Witch Elf
but otherwise sure
IB's don't do dick for damage but their CC and unkillableness makes up for it. BALANCED!
I loath you.
and how can you call the IB overpowered? Its mirror isn't even released yet
She gets in, kills a few people and gets her level. The score is like 6-10 after three or four minutes so she decides to leave. After she runs through the red exit gate, she is teleported to a few yards away from the order flag. She freaks out for a second, grabs the flag, and runs back to cap it. She is then so bound by honor to these other players i nthe SC, she plays the remaining 10 minutes of the SC just so she can bask in her personally winning an sc.
Those red exit gates do very, very odd things.
The one in Factory once ported me to the rafters of the Steamtank Factory, directly above the enemy Healers.
Magus was buffed pretty signifigantly if changing, slightly with havoc, and slightly nerfed with daemonology (both Rift, and their Pet, and their shotgun DoT).
Oh, and read about an interesting if true exploit on VN... have a group of 6 standard bearers trade standards with an opposing realm guild of 6 standard bearers...
(500 RP / standard * 6 group members) / 15s capture refresh = 12,000 RP per minute
MWO: Adamski
Battle.net: Fireflash#1425
Steam Friend code: 45386507
Anyone toy with this on test? Does it make a more backline/skirmish healing focused DoK/WP realistic at all? I like the idea of a WP/DoK hanging with the ranged groups to provide protection against the inevitable stealther/mdps attacks.
Although in all my seven levels of having it and using it a lot in PvP and PvE, I Don't think I've ever seen it knock someone down. http://wardb.com/spell.aspx?id=8541 This bothers me because I know I've been knocked down by Engi landmines before.
The one that makes the most sense to me is that WE's get a tactic that boosts crit damage by 50%, and WH's don't.
Other WH complaints include how the WH Bullet mechanic doesn't proc nearly as often as WE Kisses do (although those complaints ignore the advantages of Bullets) and how WH's have to stack both Strength and Ballistic skill to pump up their damage.
I do think WH's need a slight buff, but a lot of the WH doomsayers ignore the advantages that WH's have, such as ranged finishers, a self-heal tactic, a higher-damage AoE tactic, and an on-demand parry buff.
I'll dissent by saying that my White Lion should hit 40 next time I play him and I still love the class.
Yeah, the Daemonic Infestation is buggy as all hell, but apparently works 100% of the time if you cast it on a player thats inside the range of it, then it will work. But if you ground summon it, then all bets are off.
MWO: Adamski
Hmm..I've always thought of the "out of range" message I got with it was annoying. But now that I know this information... To the field of battle! Thank you.
but yeah, pretty silly that they refused the debuff change yet are ok with BW's having the thing instead
I'd rather they just bring WEs down to WH level personally. I feel like my WH does things about right. I can kill casters and I die to melee.
I think I've rehashed this a few times now, but what the hell, once more won't hurt. WEs have an edge over WHs in that their core mechanic and surrounding tactics are better. Kisses can proc up to 50% of the time off any attack, auto or ability. Combined with dual wielding that means that the actual damage put out by kisses far surpasses that put out by bullets. In turn you need to re-apply kisses more frequently, but its not that onerous IMO. They also used to proc kisses off of weapon procs too, but I don't know if that has been fixed in the past couple weeks or not, so it might be a moot point now. So a Kiss lasts 2mins and has a 25% chance to proc off any attack (50% with a tactic). Bullets proc ONLY on executions, which somewhat rely on building up combo points basically. There is a way to sort of get around it (abso spam) but it will still be worse than the WE mechanic.
In addition, WEs don't have to split their stat points across ballistics and strength. WHs get a boosted BAL skill to try and account for this, but in practice it fails. Tactics like Brute Strength just don't work as well for a WH as they do for a WE. In addition, when you take gearing into effect, you end up with less damage ability increases than a WE generally does from what I understand, though of course its somewhat hard to compare.
Some of the tactics are off too. WEs get access to more armor cuts, get a bit more AP regen though I don't think in practice that matters a ton, and have a couple of tactics that universally improve crits whereas the WH version increases only the chance on one ability (Absolution).
Finally, WEs get more knockdowns, including an AE, which sort of doesn't seem like much, but oh it is. I'd sell my own mother for an AE knockdown tied to an execution.
The healing bullets ability was nerfed and from what I understand is more or less useless. What higher damage AE tactic are you talking about btw? Sweeping Razor? Dragon Gun (not a tactic)? Sweeping Razor is sort of cute but it has god awful range.
So, the primary WH advantage then is ranged finishers, which are nice especially with Trial by Pain not being crap, but not really the bees knees since they still only have a range of 30ft. We also do more damage with our anytime ranged snare I believe, since it's damage is tied to ballistics for both (might be wrong on that).
Some of our tactics are nice, but are IMO inferior to the WEs. We get the auto-attack increase on a crit and a 35% damage increase when we disrupt. However I'd rather have a universal crit increase over an auto-attack increase and disrupts are sufficiently unreliable that I'm still not sold on the other tactic.
We also get a 30s Melee Attack that gives us 5s of 100% parry deep in one of our mastery lines. It's cute, and allows us to dominate a 1v1 fight with a stupid WE, but it is really pretty gimmicky. Against a true tank riposte does f-all damage and there is a fairly non-trivial chance your Repel will be blocked/parried anyhow. And it does effectively nothing for stopping casters.
A lot of the complaints are exaggerations, but in bulk I think the WEs are a fair amount better than their mirror. The primary advantage is due to their Kiss mechanic.
Nice! What are your system specs?
I guess most of you guys play too late for me to join