WAR Group PVP Video: Skirmishing at The Maw


On Thursday night, Order on Phoenix Throne captured the Chaos Wastes. Unfortunately, most of the Order players left the zone instead of attempting to take the Destruction fortress The Maw.

A few of us figured it would be a great opportunity to fight against superior numbers, so we grouped up and rode to The Maw looking for trouble.

Thanks Foxxy, Jostle, and Shineobi for the fun group! That was hilarious :)

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Posted in PVP, Video, Warhammer Online

Swordmaster PVP Video: Patch 1.3.1 R40 1v1s: 2H Hoeth / Khaine


In the past week, I’ve switched back from Khaine / Hoeth spec to Hoeth / Khaine.

The 2h H/K spec featured in this video is very well-rounded. It’s an excellent performer overall for any scale of fighting (1v1,  group RVR, mass ORVR). You can read more about this spec in the Favorite Swordmaster Specs post.

The matchups, with renown ranks (RR):

  • RR64 SM vs RR46 Shaman
  • RR64 SM vs RR60 Shaman
  • RR64 SM vs RR72 Chosen
  • RR64 SM vs RR76 Chosen

Video Errata:

  • the title slide says “Khaine / Hoeth Spec” but should say “Hoeth / Khaine Spec”
  • the stats in the video are incorrect for WS, Init, and Wou. They are 704 Str, 708 Tou, 297 WS, 244 Ini, and 880 Wou, +7 crit

I didn’t mention it in the video, but against ranged healers and Squig Herders, Unstoppable Juggernaut is a very good tactic to slot in place of Rugged. Against ranged healers, Sorcerers, and Maguses (Magi?), you may find Focused Offense to be a better choice than either Unstoppable Juggernaut or Rugged. It depends on your opponent and how effectively they kite.

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Deciding on an Aion Class


Only 1 month (or so) until North America (NA) Aion launches. I’m looking forward to it.

I tried NA Closed Beta (CB) for about 10 hours total. I didn’t spend more time playing CB for the following reasons:

  • Leveling via PVE is tedious. Kill x of y, deliver a to b, yada yada yada. It’s a shame players can’t level up starting from level 1 via PVP in Aion
  • The Beta characters are throwaway
  • From what I’ve read, the balance between classes at levels 20-30  is very different from 30-40 and 40-50. Players keep saying on the forums that classes that seem strong in the 20s (e.g. Chanter) don’t stack up as well in the 30s and 40s
  • The version of the game that goes live would likely be a very different version from CB. That was confirmed in the past week, when NCSoft announced the NA Live version would be 1.5
  • I’ve been enjoying PVP in WAR since Patch 1.3b went live

After reading the AionSource.com forums and watching videos of various classes, here’s the short list of classes I’m considering for my main character:

  • Gladiator
  • Templar
  • Chanter

I’m not interested in playing a main healer (Cleric) or stealther (Assasin). I don’t like pet classes, so that rules out Spiritmaster. Sorcerer doesn’t appeal to me. Ranger looks like a micro-management class (e.g. jump casting to reduce animations, etc), and I’ve heard that they’re not popular for grouping since other classes bring more DPS to the table.

Chanter was my original top choice to play.

Chanter reminds me quite a bit of LOTRO Captain; both bring buffing, healing, and melee DPS to the table. Like Captain, Chanter relies on crit mechanics to be effective. Chanters rely on staff crits for knockdowns; Captains rely on Devastating Blow crits to open-up their on-defeat abilities. The main concern I have about Chanter is the class seems to tail off at mid to higher levels relative to other classes. Also, Chanter, like Captain, has limited crowd control capability; other classes can kite or run away from you. Chanter seems built for grouping, and I want to have reasonable soloing capability. I loved my Captain, but the endgame experience of Captain is making me hesitant toward playing a Chanter.

That leaves either Gladiator or Templar.

One of my guildees from Warhammer Online, Namaste the Witch Hunter, played Gladiator on C-Aion into the mid 30s and loved it. While I don’t like grinding PVE, as I find PVP to be much more of a rush and challenge, I do enjoy main tanking to make PVE instance runs go smoothly. Templars are the main raid tanks in Aion, but apparently Gladiators can AOE tank and off-tank effectively. Some folks say that Gladiators can tank a lot of the non-raid content, as long as the healer is competent. One issue with Templar is opponents tend to avoid attacking them, and many of the Templar ability chains require the use of a shield. I want the flexibility of using a 2h for burst.

So right now, Gladiator is my top choice. The class has a good blend of survivability, damage (including AOE), and seems desired for grouping for PVP and PVE.

P.S. you can customize an Aion character to look like almost anyone, including US President Obama:

Aion: Amazing Famous Face Collection

LOL :)

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The State of WAR: Patch 1.3.1


I played WAR from September 2008 (Head Start) until the 3rd week of April 2009. I de-subbed at that time, because Patch 1.2 had gone live, and city sieges and mass RVR were wildly unstable. The game client was crashing several times an hour.

In early July 2009, I re-subbed to WAR to check out Patch 1.3, and I’ve been playing since then.

Before I start, let me say that there are some classes that need buffs in terms of class and faction balance. I won’t belabor that here in this post.

Patch 1.3 Highlights

The most significant change was the addition of the new zone, Land of the Dead (LotD). The game also seems to have gotten much more stable between 1.2 and 1.3.

LotD in practice was primarily a PVE zone, with PQs you have to grind to gain access to single-boss instances, called tombs. You have to re-do the PQs after you run a tomb. There is also a PVE instance with multiple bosses, called Tomb of the Vulture Lord (TotVL). I haven’t run TotVL, nor do I have any plans to. I’ve had my fill of PVE from other games (World of Warcraft, LOTRO, etc). There was very little RVR in LotD, because of the mechanics for entering the zone.

As I mentioned above, WAR was much more stable in Patch 1.3. That was the biggest reason I decided to stick around for a bit. Which brings me to the next major patch…

Patch 1.3b Highlights

This may have been the most controversial patch released for WAR, because there were across-the-board nerfs to AoE damage abilities. Many people, including me, felt that the changes were knee-jerk.

As it turned out, the nerfs vastly improved the quality of RVR by removing the cheesy AoE wipes that were prevalent pre-1.3b. Before the patch, it was easy to wipe groups of opponents by stacking 2-3 AoEs in the same spot. It required no skill and was frustrating for players. I was one of the people on my server who initially welcomed the live changes in 1.3b, and eventually, other folks did as well. Immunity timers were also increased, which was a good thing.

With the changes, RVR in 1.3b was the most enjoyable I’ve ever had in WAR. The combat was epic; e.g. some fights would last for several minutes in a scenario before one side emerged as the winner. It took coordinated focus-fire to break the tank wall in a keep or fort. I have seen a lot of players come back, or at least play more regularly, once word of 1.3b got out.

In my opinion, if WAR 1.0 had the same AoE damage as WAR 1.3b, the game would have had a much higher retention rate. In hindsight, many of the things players complained about were directly or indirectly caused by the imbalanced AoE damage. Remember before Patch 1.1, when magnet-bomb groups would wipe out the other side in scenarios and RVR? People complained that the magnet abilities of Engineers and Maguses needed to be nerfed. That might have been true, but the issue would never have been such a big deal if AoE damage weren’t so high.

Patch 1.3.1 Highlights

Edited August 21

On a positive note, the game performance seems to have improved (higher FPS). Both faction can enter the LotD zone at any time, and that was a good and oft-requested change.

There are 3 significant concerns for me with 1.3.1:

  1. I’ve been CTD’ing (crashing to desktop) multiple times an hour; the game is very unstable. On top of that, the servers have been brought down for maintenance / fixes every day since the patch went live
  2. there are a lot of bugs affecting gameplay, most notably the absorption bubble bug
  3. The new LotD barter weapons are big upgrades but only obtainable via PVE

The new LotD barter weapons (check out the Swordmaster versions) deal 66 DPS for 1h’s and 95.7 DPS for 2h’s. That is a huge jump from the current highs of 60 and 87 DPS for Lost Vale 1h’s and 2h’s and 91.4 DPS for 2h’s from the city sieges, which people won’t have realistic access to unless there is an imbalance in their server’s faction population. I’m concerned that players will continue to have to PVE in order to remain competitive in PVP in terms of weapons.

There should be some means of acquiring weapon upgrades via PVP, without requiring city PQs. Since Patch 1.3.1 went live, neither side on my server, Phoenix Throne, has managed to push a city. On servers with balanced faction populations, PVE may be the only means of getting excellent weapons. The RVR influence weapons were a good start (53 and 76.9 DPS), but they were introduced over 6 months ago.

I understand that a game need progression, but PVE doesn’t have to be the only answer. I hope Mythic extends the RVR crest / medallion barter system for armor to include weapons; please post your support in Keedo’s suggestion thread on the official forums if you agree.

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Posted in PVP, Warhammer Online

Guide to WAR Swordmaster Class Mechanics, Part 3


This is Part 3 of the guide. Part 2 of the guide covered the DoT Tactic Mechanics, Bubble and Healing Mechanics, and CC Mechanics

Please post comments / feedback / tips, contributors will be credited as the guide is updated (e.g. contributed by Gumby).

7. Avoidance and Mitigation Mechanics

For the purposes of this guide, these terms are defined as followed:

  • avoidance: preventing an attack from “landing”. This can be blocking an attack, parrying a melee attack, disrupting a spell, or evading (dodging) a ranged attack
  • mitigation: reduced the amount of damage suffered from an attack that “landed”. Mitigation is provided by Toughness, and either armor or the appropriate resistance

Attacks are checked against avoidance first (to see if they landed), then against bubbles / mitigation.

As discussed in Section 5, damage can also be absorbed by bubbles. Mitigation is factored in before damage is absorbed by a bubble. Therefore, stacking Toughness will prolong the “life” of a bubble, except for morale bubbles. You can see this from the combat log, when an attack is wholly absorbed and mitigated, and the bubble is still up. Each point of Toughness basically offsets each point of an attacker’s damage stat (Str / Int / Ballistic Skill).

A tank can equip a shield, and shields are very powerful as they can block any kind of attack, as long as the opponent is in the 180 degree arc in front of the tank. Parry only works against melee attacks in the 180 degree arc in front of the tank. From what I’ve seen, there is no positional requirement to disrupt spells or evade ranged attacks. Please note that some “ranged” attacks count as melee, e.g. the Chosen’s ranged knockdown Quake. Because of the positional requirements for block and parry, it’s important to keep opponents in front of you whenever possible.

It’s important to note that if you avoid an attack that has a debuff or CC (e.g. stun, snares, etc) effect or a buff effect on your attacker, that effect will not be applied.

Rok provided a great writeup on tank’s avoidance mechanics here:

From Mace to Face: How damage gets from your attack to their health bar

SMs favor different approaches towards avoidance and mitigation, e.g.:

  • high migitation (e.g. 2h tanks)
  • high avoidance (e.g. 1h  tanks with H/K build, 2h parry tanks, any tank in PVE)
  • high avoidance and mitigation (e.g. 1h bubble tanks)

If you go with high avoidance, you’ll see periods of taking no damage and then spike damage. If you go with high mitigation, damage taken in general is much lower. If you go for both, well, you’re a turtle tank :)

At Rank 40, SMs get the excellent 2h avoidance ability Wall of Darting Steel (WoDS), which boosts the parry, disrupt, and evade for the SM only by 50%. WoDS is arguably the best on-demand 2h avoidance ability in the game. All tanks with a shield can use Hold the Line (HtL), which boosts the tank’s disrupt and dodge by 45% and allies behind them by 15% (stacks 3 times). HtL does not boost block, probably because that would be over-powered.

The bubble tactic Vaul’s Buffer synergizes when an SM is using a shield and / or any of the following tactics or abilities: Perfect Defenses (parry / block buffs), Impeccable Reactions (guaranteed parry after a parry, once every 5 seconds), Great Weapon Mastery (5% parry), Aethyric Armor (disrupt buff), and Crushing Advance (block buff). Also, an SM can raise the probability of a VB proc by using of HtL or WoDS.

8. PVP Tanking Mechanics

WAR did an impressive job of making tanks relevant in RVR, regardless of spec.

If you want to help protect an ally who is being attacked, you can:

  • put Guard on the ally, if you are in the same party
  • use Challenge to debuff the damage of attackers
  • AOE punt melee attackers off the ally with Gusting Wind
  • AOE root melee attackers with Aethyric Grasp
  • use Hold the Line to boost the ally’s disrupt and evade by 15% (stacks 3 times)
  • snare attackers with Quick Incision (and hope your ally runs)
  • knockdown an attacker with the mastery ability Crashing Wave
  • silence a caster with the mastery ability Whispering Wind

Guard redirects half of the damage taken by the guarded ally onto the tank, but the damage can be blocked or parried by the tank. It’s important to note that putting multiple Guards on an ally won’t help the ally: the ally still takes half damage, and half damage is also redirected to each tank.

Taunt in WAR is very useful in PVP, as it acts as an interrupt and a damage buff. In most games *cough cough WoW cough cough* Taunting is just a waste of the global cooldown in PVP.

HtL is a great utility ability when leading a charge, covering a retreat, or protecting stationary allies (e.g. RDPS) from RDPS.

9. PVE Tanking Mechanics

There is no “required” spec for PVE main tanking. PVE bosses in WAR hit for thousands of damage, therefore: avoidance > mitigation.

Tips:

  • The tactics Menace (doubles threat generated) and Isha’s Will (boosts incoming heals by 20%) are excellent choices for PVE
  • Use Eagle’s Flight for the parry buff
  • On boss fights, use Dragon’s Talon for the damage debuff
  • The R2 morale ability Shield Wall is awesome in PVE and provides 100% block for 10 seconds
  • Have a healthy-size HP pool, at least 9k buffed
  • Have enough crit reduction (via -crit gear and Initiative) so that the probability of getting crit is low
  • For multi-mob pulls, if you have Protection of Hoeth, before combat, get into Improved Balance, then attack the mobs with Wrath of Hoeth and Gusting Wind. This establishes AOE threat on the mobs and buys time for healers while the mobs are knocked down
  • The Vaul mastery tactic Perfect Defenses rocks, but if you don’t have it, you can slot Impeccable Reactions

That concludes Part 3 of the guide.

Please post feedback / comments / questions.

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Posted in Guide, PVP, Warhammer Online
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