It’s the Weekend!!!

That means another weekend war front. This weekends war front is Stone Troll Crossing!!!

I honestly can’t wait to get online and play this scenario. This was one of my favourite scenarios back in teir 2 and it still remains so today. There’s just so many ways to play this scenario. If there’s one thing that going to make it way better its going to be punting people off the mountain. Oh I can hear the crying now. So look out as i may just be throwing a punt your way!!

So to everyone reading this, stop reading and hop into the weekend war front for some fun!!

The Zealot

Recently I stumbled upon this great picture of a Zealot and a Witch Hunter.

So I figured that I would highlight the changes that happened to these two classes in the 1.3.5 patch.

RunePriest:

Balance Changes:
* Grungni’s Gift: This ability’s heal value has been increased, and its Action Point cost has been reduced.
* Master Rune of Adamant: The heal value of the ability has increased.
* Rune of Burning: This ability now deals slightly less damage per tick, but ticks at a faster rate, resulting in an overall increase in damage. Additionally, its Action Point cost has been increased.
* Rune of Fate: This ability will now heal for 150% of the damage dealt.
* Rune of Fire: The damage of this ability has been increased.
* Rune of Fortune: The ability will now heal for 150% of the damage dealt.
* Rune of Immolation: The damage of this ability has been increased. Also, fixed an issue in which the Damage-over-time would unintentionally deal damage on the initial application.
* Rune of Serenity: The heal value of the ability has increased.
Bug Fixes:
* Rune of Binding: This ability will now show an effect on the Staggered target.
* Sundered Motion: Fixed an issue in which the snare applied by this ability would not always apply to affected targets if the Runepriest was moving.
* Grimnir’s Fury: This ability will no longer be able to critically heal the target.
Zealot:
Balance Changes:
* Boon of Tzeentch: This ability no longer requires you to have an active Harbinger.
* Boon of Tzeentch: This ability will now heal for 150% of the damage dealt.
* Flash of Chaos: This ability’s heal value has been increased, and its Action Point cost has been reduced.
* Leaping Alteration: The heal value of this ability has been increased.
* Ritual of Lunacy: The heal value of this ability has been increased.
* Storm of Raven: This ability now deals more damage per tick, but ticks at a slower rate, resulting in an overall increase in damage. Additionally, this ability no longer requires a Harbinger to activate.
* Tzeentch’s Cry: The damage of this ability has been reduced.
* Tzeentch’s Talon: The stacking behavior for this behavior has changed and only the largest value will apply.
* Warp Reality: The damage of this ability has been increased.
Bug Fixes:
* Aethyric Shock: This ability will now show an effect on the Staggered target.
* Harbinger of Doom: Fixed an issue in which this ability would toggle off when attempting to apply it to a new target.
Now I’m not the most knowledgeable of the Runepriest class, however play a Zealot and the changes happened to mirrored abilities for the most part. The changes that happened to these classes was a great buff. Anytime you can get more healing out of an ability is a plus in my books. And making these abilities more useful is awesome.
I have so far loved the changes to leaping alteration and the healing ritual. It has made these abilities much more viable and i find myself using them more often. The change to Flash of Chaos was also great, especially for those times when you need a quick heal with enough healing to allow you to escape.
All in all I have been enjoying the changes and look forward to playing my Zealot more often.

Pink is in…

If you haven’t heard already Pink is the new colour of WAR!!!

So if you haven’t already done so get some pink dye, dye your armour with it and go represent!!

In all seriousness though I am really proud of way Mythic and Warhammer Online community has responded to the situation of involving Tink and her battle with breast cancer. I can only hope that this will inspire not only her but many others that are suffering from cancer. Like many others I hope that she will be able to win her battle with cancer. Good luck Tink!!

If you would like to get some more information on Pink for Tink please follow the link below:
Pink for Tink

The New City Experience

I experienced my first live city experience this weekend and I loved it. With the lockout system being the way it is currently, I was able to participate in 2 city instances in the same siege.

The first instance I went into was at the end of the 2 stage (I was online about 30 minutes after we flipped to Altdorf). I was unable to do anything to contribute so I did not get a roll on loot for that stage. However in stage 3 I was selected as a champion and I went out and destroyed the order.  Okay I really didn’t destroy Order as there were none in that instance. I did however win a purple bag. Which was very underwhelming to say the least. As there was no decent loot in the purple bag.

The second siege however  was a blast. There was some Order in this one and I was able to help Destro push them back and win stage 1. In stage 2 I helped the rest of the destro escort the Warlord to Order’s side. (I was pugging although a lot of my alliance was in the instance) We killed their Warlord on the way and then proceeded to deliver ours to the palace doors. And finally in stage 3 I was picked as a champ again. (I know big surprise seeing as I have all my sov gear) This time however being a champ was a ton more fun as I was actually able to kill order. I don’t think that dreadful agony has ever worked so well lol.

All in all I had a lot of fun and I look forward to doing more city sieges. The nice thing with the new lockouts is there is a greater chance to get loot bags as people get locked out. In my second instance there were only 4 people who were able to roll on the city siege loot which increased everyone’s odds of getting a gold bag to 100%.

So far I’m really enjoying 1.3.5.

New Video Grab Bags and Podcast

Andy from Mythic has posted 2 new video grab bags (well its a 2 part grab bag) and a new video podcast on the herald. To go check them out out follow the link below.
Podcast/Grab Bags

They talk about the new city changes and highlight some of the new changes that came along with the 1.3.5 patch.

Warhammer Online Bank Upgrade = More Lootz

Out of all the changes this change is often over looked. This change is probably for me and many other players I know a great change. Finally we will be able to empty out our backpacks. I know for me I have been operating with 2 or 3 free bag spaces and so have many others in my guild. So lets take a look at the changes.

From the patch notes:

“To help players carry around their belongings, we’ve changed how inventory space is acquired as well as added new vault space to fill up! Backpack pouches can now be purchased at any time instead of waiting for them to be unlocked every 10 ranks. Additionally, we’ve added two more tabs of vault space, which can be purchased 1 row at a time for a total of an additional 160 vault inventory spaces. Guild vaults have also been expanded with another tab, which is purchasable 1 row at a time for a total of an additional 60 guild vault inventory spaces. See below for more details!”

“Additional bank vault space has been added! Two full tabs worth of space have been added, and may be purchased one row at a time for a total of 160 additional bank inventory slots. See any Banker in order to take advantage of this additional inventory space! To purchase more vault space and click on the lock icon which appears within each row of the bank space on bank vault tabs 2 or 3. The first row costs 6 gold and the cost of each additional row increases as follows: 8, 9, 11, 13, 15, 18, 22, 26, 31, 37, 44, 53, 63, 75, 90, 108, 129, 154 and 185 gold.”

So from all the reading we get the following:

Second vault price per row: 6 – 8 – 9 – 11 – 13 – 15 – 18 – 22 – 26 – 31

Third vault price per row: 37 – 44 – 53 – 63 – 75 – 90 – 108 – 129 – 154 – 185

So in total you would spend 1097 gold to open all extra vault slots.

(Thanks Psylocked)

So if you have the money this will be a great investment. Apart from the city changes  happening this patch, I have to admit this one is my 2nd favourite change. Things are looking better every time I look at the changes coming in 1.3.5.

Scenarios: Nordenwatch

In my last scenario blog I took a look at Caledor Woods. Today I’m going to have a look at Nordenwatch.

Nordenwatch:


Objective:

The objective of Nordenwatch is to be the first realm to 500 points. In order to do this you must capture and hold the three control points on the map and kill the other realm. The 3 control points are the Barracks, the Fortress and the Lighthouse.

Ways to Win:

– First realm to 500 points

– Realm with the most points after 15 minutes

How to gain points:

– Capture Lighthouse or Barracks : 15 Points

– Capture Fortress: 30 Points

– Holding any objective: 2 Points per ‘tick’.

– Kill enemies

– Retaking an objective: 15 Points

My Take:

This is scenario is my favourite scenario in Warhammer Online. It is by far the most beautiful and well laid out. It also has tons of strategic options with plenty of ways to fight the enemy. It is possible to be spawn camped/ spawn camp. However this scenario gives players many ways to escape the war camp.  This often forces the spawn campers to move off to defend the flags.

Observations:

Owning and controlling the fort objective is very important. The side who controls this objective the most is usually the scenarios winner.

– There are multiple ways to attack the fort. There are the obvious ways of running/ riding straight there from the warcamp. There however are two ways to jump down and go up behind the enemy. Which if used correctly will give you the jump on the enemy.

– If the enemy is stronger you can try to out cap them using the flags. As often the stronger enemy doesn’t pay attention to the objectives like they should.

Likes:

– The map in general. It is extremely well laid out with tons of options at both sides disposal.

– The fort itself is one of the funnest objectives to fight at in the whole game. I have had some of my best battles fighting over the fort. The terrain at the fort just gives you so many options that every battle there is different.

– This scenarios play time is just right. I have never heard anyone complain about the time spent playing this scenario. It just has the right pacing and length that you don’t get bored with it. And most of the time it isn’t so short that your left going I wish it was longer.

Dislikes:

– The war camp guards often feel unresponsive. Often times if your spawn camping or being spawn camped the guards just don’t do anything.

– If you get knocked into the water between the spawn camps you have to swim a long way to get out of it. So your out of the action for a while. This is very annoying.

Suggestions:

Gaining control of the Fortress first is a big advantage. It gives your side the chance to get setup the best to stop the other side at the Fortress.

– Splitting up to capture objectives when being out gunned is often a great tactic. This will often force the other side to split up to retake the flags.

– Use the alternate routes to get around. Often times you can flank the enemy using these routes, especially when going up to the Fort. A great tactic is to hit them from behind on their way to the fort as that is usually where they are most vulnerable.

Summary:

This is one of the greatest scenarios that Warhammer Online possesses. It is my favourite back in T1 and it still remains one of my favourite in T4. It has a great layout with tons of options and never seems to go on too long. the terrain setup especially around the fort makes for some of the best battles out of any scenario. I look forward to playing more of this scenario.

In my next scenario blog I will be taking a look at Reikland Factory.

PTS Tonight

The final PTS will be happening tonight around 8 PM EST.

On an important side note read below:

Bright Wizard: Scorched Earth now costs 20 Combustion instead of Action Points. Additionally, this ability no longer builds Combustion when used.

Sorcerer: Surging Pain now costs 20 Dark Magic instead of Action Points. Additionally, this ability no longer builds Dark Magic when used.

Now that is quite a change.

If you want to read the post from Andy it can be found here:

Andy’s Post