Blizzard doesn't hate consoles, it's just a square peg and a round hole

We love diversity when it comes to controlling our WoW time. There's a seemingly infinite sea of AddOns and custom UI options. You can even hook up a treadmill, and simulate your character running in live action. However, except for a few custom hacks, like rigging your Wii up to control your character's direction, WoW is not playable on your console gaming device.


There's always been quite a few folks who'd like to be able to play WoW on their Xbox or Playstation. But, according to J. Allen Brack in an interview with VideoGamer.com, that's not going to happen any time soon. %26quot;World of Warcraft is designed as a PC game,%26quot; Brack said. %26quot;It's designed to have a keyboard and a mouse. So the controls and the control scheme that you have are very PC centric. If you think about mapping those controls and all those different type of buttons that you have to a console without a keyboard for chatting, it's a very challenging proposition.%26quot;



I think that makes a lot of sense. When you talk about keybinds, control combinations using the Shift and Alt keys, mouse buttons, Addons, customization -- it just seems like an awful lot to try and cram onto a Xbox controller. To even make it feasible, it seems like you'd have to add some kind of keyboard to the device. And even then, AddOn customization wouldn't be the same.



Tom Chilton summed it up by saying %26quot;It's just more like a square peg round hole thing for our game. %26quot;

Mythic Extends Warhammer Online Grace Period For Some Retailers

The story surfaced Thursday that Warhammer Online developer WOW-GOLD-POWERLEVELING.COM was cutting the grace period short for those who preordered the Collector's Edition of the game which, among other things, gave them early access to the game. Rather than giving them until this Monday to receive their copies of the game and enter the retail key as originally promised, WOW-GOLD-POWERLEVELING.COM posted on the Warhammer Online website that this grace period would actually end this morning, just a day after the game was released.



On Friday, however, WOW-GOLD-POWERLEVELING.COM announced that it deactivated %26quot;a large number of accounts%26quot; this morning. However, many of those accounts will be getting turned back on, as the decision has been made to extend the grace period to customers of Amazon, GoGamer, the EA Store, and The Source, which WOW-GOLD-POWERLEVELING.COM claims accounts for %26quot;just about all the customers that were concerned about their chance to get into the game today.%26quot;



Assuming that includes everyone affected, it seems WOW-GOLD-POWERLEVELING.COM has righted their wrongs. But we can't help but wonder why the change was made to end the grace period this morning in the first place. After dealing with this, an even further extended grace period would have been nice, but maybe that's taking wishful thinking too far. If anyone out there is still being hung out to dry as a result of this, be sure to let us know in the comments.

Warhammer Online Head Start Grace Period Cut Short

Thursday's launch of Warhammer Online seems to be going smoothly by all accounts. 1UP's first-week impressions went up earlier today, and while it's still too early to definitively come to a conclusion one way or the other, the game seems off to a solid start. Except maybe things aren't quite going as smooth as we'd hoped. It turns out that Mythic is cutting the grace period short for gamers who preordered the collector's edition of Warhammer Online.



Excited gamers who doled out the cash for the CE were treated to the live game %26quot;Head Start%26quot; which, as you might imagine, allowed early access to the final game. For the past several days the game has been populated with preorderers who were under the impression that they would be given a grace period to receive their boxed copy of the game and enter the retail key that ships with it. In fact, thanks to the wonderful world of technology and Google, a cached version of the collector's edition page shows the following note:





%26quot;Please note that the 30-day billing period for Head Start accounts will begin on Thursday, Sept. 18th, but players will have until 9am EDT on Monday, Sept. 22nd to input their retail product key. If a retail product key has not been entered by that date, the account will be closed until it is added.%26quot;


Some members of the Warhammer Alliance forums are claiming the grace period was promised to be two weeks. Even if it isn't that long, any extension on the Monday deadline would be welcome given that there's no mail on Sundays. While the quote above has been removed from the current version of the CE preorder page, there is a news post on the site explaining you have until 7 a.m. Friday (which, yes, has already passed) to get your key in before your account is temporarily deactivated.





%26quot;This announcement is to let everyone know that if you haven't yet entered your CD key into the account center, you must do so by tomorrow (Friday) morning at 7:00 AM. If you do not enter your information into the Account Center by the deadline your characters will not be affected, you will just be unable to login until your product key is entered.

%26quot;If you preordered online and have not yet received confirmation that your order has shipped we encourage you to contact your retailer's customer support to ensure you receive your game on-time.%26quot;





They posted this news Thursday, which didn't give much of a window to make a phone call, let alone for retailers to actually do something about it.



What's bound to perhaps even further infuriate WAR players is that those who purchased the CE from the EA Store will receive an email with instructions on how to continue playing while they wait for their boxed copy of the game. There's no indication that they'll be catering to anyone who purchase the game through Amazon or any other retailer. Suppose that's not a bad way to incentivize buying games from the EA Store in the future.



Whomever updates the Warhammer site apparently wasn't completely thorough. The FAQ section still answers a question by saying, %26quot;[W]e will provide a reasonable grace period for players to get a hold of their copies and have uninterrupted service following the Live Game Head Start.%26quot; -- a claim which you could reasonably argue isn't exactly true.



Suffice it to say that gamers responding to the forum thread on Warhammer Alliance (where this story first sprung up) are none too happy. And who could blame them? A story on Allakhazam reports that a call to EA support resulted in two individuals saying this isn't true, including a supervisor who laughed at how ridiculous it was. But given how reliable support people can be at times, I can't help but wonder if he merely laughing at the onslaught of calls EA support is going to be receiving tomorrow.

Mythic Entertainment Launches the Guild Beta for Warhammer Online: Age of Reckoning

Mythic Entertainment, an Electronic Arts studio (NASDAQ: ERTS), today announced that the Guild Beta for Warhammer Online: Age of Reckoning (WAR) has begun. Over 10,000 guilds applied and those selected will have the chance to experience the game's most expansive beta phase yet.An historic 750,000 applicants have signed up for the opportunity to enter WAR's closed beta, and the selected guilds will join tens of thousands of new participants as the game enters the final phase of its closed beta test. Guild members, many with long histories playing a multitude of massively multiplayer online games, will test WAR's recently added Guild and Heraldry features, as well as Public Quests, new dungeons, Scenarios, user interface updates and more as the MMORPG advances towards its launch later this year.%26quot;WAR's Guild Beta is here and some of the world's most experienced MMO players will now get a chance to play one of the most anticipated MMOs of all time,%26quot; said Mark Jacobs, vice president and general manager of Mythic Entertainment. %26quot;We look forward to seeing them beat, bash and burn their way through the world that we have created for their enjoyment. It's going to be a lot of fun and it's going to be glorious!%26quot;Based on Games Workshop's epic and longstanding tabletop fantasy war game, Warhammer Online: Age of Reckoning features revolutionary Realm vs. Realm (RvR) gameplay that immerses players in a world of perpetual conflict. Warhammer Online: Age of Reckoning is scheduled for launch on the PC in the fallof 2008.About Warhammer Online: Age of ReckoningExperience the glory of Realm vs. Realm! Declare your allegiance and join hundreds of thousands of mighty heroes on the battlefields of Warhammer Online: Age of Reckoning, the new MMORPG from Mythic Entertainment, the creators of Dark Age of Camelot. Enter a grim world of perpetual conflict to fight for the Realms of Order (Dwarfs, High Elves, and Empire) or Destruction (Greenskins, Dark Elves, and Chaos). Invade enemy lands, besiege imposing fortresses, and sack sprawling capital cities for the glory of your Realm. Wield devastating magic and deadly weapons, battle monstrous creatures, and join your brothers-in-arms in epic Public Quests. Climb the Bastion Stair, carry your Guild Banner into battle, and unlock the secrets of the Tome of Knowledge as you travel the world. So, sharpen your blades and unleash your inner mutation. The Age of Reckoning has begun and WAR IS EVERYWHERE!About Electronic ArtsElectronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTS, EA, EA SPORTS Freestyle and POGO. In fiscal 2008, EA posted GAAP net revenue of $3.67 billion and had 27 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com.

Warhammer Online SteelSeries WAR Keyset

This came over the wire last night, pretty cool IMO.





Anyone ever tried anything like this?





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CHICAGO--(BUSINESS WIRE)--The leading manufacturer of innovative professional gaming gear, SteelSeries, today announced the release of the Warhammer%26reg; Online: Age of Reckoning%26trade; Limited Edition Keyset for SteelSeries Zboard%26trade;. Designed specifically for the highly anticipated


Warhammer Online: Age of Reckoning PC game by Mythic Entertainment%26trade;, a studio of Electronic Arts Inc. (NASDAQ: ERTS), the keyset will immerse gamers in a rich and chaotic fantasy world where the armies of Order and Destruction battle for survival.








Working closely with Mythic Entertainment, SteelSeries has developed a custom Warhammer Online keyset with dedicated short-cut keys and beautiful game graphics that will enable quick mastery of the game, increase the users' actions per minute (APM) and deliver unparalleled levels of immersion.








%26ldquo;Warhammer Online: Age of Reckoning is one of the most anticipated MMO's in 2008,%26rdquo; said Bruce Hawver, CEO of SteelSeries. %26ldquo;SteelSeries is thrilled to be working with Mythic Entertainment in creating a keyset for the SteelSeries Zboard designed specifically to bring more realism and ease-of-use to Warhammer Online fans everywhere.%26rdquo;








%26ldquo;This Limited Edition Keyset is a valuable offering for Warhammer Online: Age of Reckoning gamers,%26rdquo; said Jeff Hickman, Executive Producer for Mythic Entertainment. %26ldquo;Our collaboration with SteelSeries makes it easy for players to immerse themselves in the game, and to bring their performance to new heights.%26rdquo;








The Warhammer Online: Age of Reckoning Limited Edition Keyset for SteelSeries Zboard gives gamers:





%26bull; An intuitive layout for faster reflexes in battle;


%26bull; 16 dedicated keys for commonly used chat, group and social commands;


%26bull; 12 popular single-press emote keys including Shout, Brandish, Mad and Laugh; and,


%26bull; Immersion in the epic war with official game graphics








With every purchase of the Warhammer Online: Age of Reckoning Limited Edition Keyset, gamers receive a bonus in-game item - Kemmler's Arthritic Hand. When used, this exclusive item will temporarily increase a character's action point regeneration rate.













Fab! Read on for more....

E3 2008: Warhammer Online: Age of Reckoning Preview

Following the recent announcement that Mythic Entertainment was cutting a few classes and a few cities from their MMO, we were anxious to chat with the team to see how things had progressed. As was said before, the team decided to eliminate some of the content in order to better meet their own expectations. Given that the game still has twenty other classes and two massive capital cities, it seems hard to complain about the missing content. Though we've covered the game in detail throughout the development cycle, there are still plenty of surprises in store. The team was willing to share a few of them with us during our recent demo.

Warhammer Online Badlands Overview

'The Badlands' is the name given to the arid, rocky country that lies between the Worlds Edge Mountains and the Dragonback Mountains. To the north of the Badlands lie the Black Gulf and the Blood River, and to the south, the Blind River and the Marshes of Madness. Thorny scrub brush and gnarled, ash-grey trees are all that grow in the dusty, barren wastes of the Badlands. What water can be found is a foul and stinking brown, thick with mud and unfit for any creature to drink. Contributing to the dismal mood are twisting formations of jagged rock and the omnipresent ruins of the Mourkain Empire, still adorned in leering skulls and other emblems of death and decay.



badlands_thumb.jpg



This desolate land is home to some of the most vicious and brutal tribes of greenskins to be found anywhere. These tribes war constantly with one another, and many of the most successful greenskin leaders in the history of the Old World emerged from the Badlands to lead their tribes on a path of destruction and conquest. The harsh environment and constant state of conflict weed out the weak and unworthy. In the Badlands, only the strongest survive.



It is hard to imagine a less hospitable place for a Dwarf to visit, and yet they have come to the Badlands in force to carry out an important mission. In response to the fall of Karak Eight Peaks and the resulting blow to the morale of his people, the wise High King Thorgrim Grudgebearer has proclaimed that the Dwarfs will forge mighty weapons, more powerful than any the world has ever known. These weapons will be crafted from the best and rarest materials in the Old World, and one such ingredient is the gem called Brynduraz, or 'Brightstone' in the language of men.



or_ExtColor_Badlands_MorgheimMound_s.jpg



In an age long past, the Dwarfs mined Brightstone from the tunnels beneath Mount Gunbad. It was in the Time of Woes that a horde of Night Goblins attacked the gold-rich mines and drove the Dwarfs out. Many years later, Mourkain Necromancers divined the existence of a powerful intersection of magical ley lines beneath the Gunbad mines. Determined to reach this nexus of power, they used their undead laborers to dig a great tunnel joining the mines with their own Empire, which at that time stretched across the Badlands. In the deepest hollow of the Gunbad tunnels, they built a great obsidian henge to channel the potent energies of the ley line convergence. The Mourkain never had the chance to use this power, for their great empire was destroyed soon after the completion of the henge.



or_ExtColor_Badlands_MorgheimStructRuins_s.jpg



Rumors of the existence of the Mourkain tunnel eventually reached the Dwarfs, but the tale was widely dismissed as a fanciful legend. Interest in the story was renewed when the High King announced his ambitious plan. Because the Gunbad mines were the only known source of Brightstone, the Dwarfs had tried many times to reclaim it. All such attempts had failed disastrously, for the Night Goblins were too well entrenched. A secret tunnel leading into the depths of the mines, however, might just give the Dwarfs a chance.



or_ExtColor_Badlands_MorgheimTomb_s.jpg



Even if the Dwarfs can find the tunnel, shipping cartloads of Brightstone safely back to Karaz-a-Karak will be a monumental undertaking. Like the nearby Marshes of Madness, the Badlands are tainted with the warping power of Chaos. All manner of predators both living and dead prowl the barren, rock-strewn hills and valleys. Ghouls stalk the craggy bluffs while packs of ravening Chaos Hounds hunt for easy prey under the light of the green-tinged moon, Morrslieb. Black-feathered carrion birds circle high above, searching with greedy eyes for their next feast. In the southern reaches of the Badlands dwells a great tribe of Ogres, and they will suffer no trespassers to enter their territory.



It will take every ounce of courage the Dwarfs can muster - and no small amount of good fortune - if they are to complete their task in the Badlands. If they can find the legendary Gunbad tunnel, they will bring much-needed hope to their people, and that alone may be enough to turn the tide of the war in their favor.

Patch Notes for You Here!

Fixed a bug in which talismans were not properly removed from the backpack slot after being applied to an items. They will now properly disappear from the backpack once applied.



-Fixed an issue which was keeping Scenarios from opening up on highly populated servers. Scenarios should now be queuing properly on all servers.



-Fixed an issue which was causing keep doors to stay open after the keep had been captured. The doors will now close in the event of a successful capture.



Early reports also indicate that people who were not able to authenticate to the patcher this morning are able to do so now. We'll know more about what that means when the servers come back up.

Warhammer Online War Journal: Launch Edition

Warhammer Online War Journal has posted their latest %26ldquo;Launch Edition%26rdquo; version up. The even offer the promise



We'll be updating our War Journal daily with commentary, impressions, andecdotes, battle hymns, pee-pee jokes, and, of course, pro tips. Use this index to help you navigate this soon-to-be sprawling feature. We've conveniently broken it up by day, so be sure to bookmark it, and check back regularly!



One of the journalists decides to find out if he can get away with AFK'ing in scenarios and PQ's.



On a whim, I made an Order character on Monday (a Warrior Priest, the class I wanted to play from the start) on the server where some other colleagues rolled. I queued for a scenario the second I popped into the world, and sure enough, I was in and fighting within two minutes of character creation. I then proceeded to AFK through six or seven scenarios while working on an article, and reached level three without having taken five steps. How does that make you feel?



To be frank, the free levels and renown ranks were only a secondary motivation. What I really wanted to find out was whether or not WAR had any safeguards in place to prevent this kind of thing. Apparently, it hasn't, and unless they're implemented soon, I suspect that AFKing through scenarios will be the preferred way for players to level alts once WAR's new-game sheen wears off.



ProTip: You can also AFK your way through public quests. Just find a big enough raid %26mdash; excuse me: %26ldquo;warband%26rdquo; %26mdash; phone up your cousin, and talk garbage while your influence meter magically fills up!

Mythic: Why You Should Play 鈥榃arhammer Online鈥?Instead Of World of Warcraft

After years of development, today is the official worldwide release of %26ldquo;Warhammer Online: Age of Reckoning.%26rdquo;



Here's what Jacobs told us during the interview:



Jacobs: If you're looking for the best RvR [Realm vs. Realm] in any online game, you come to %26ldquo;Warhammer.%26rdquo; This is what we do well. This is the most core reason to play our game. If you're looking for the latest and greatest RvR of any MMO, you come to play our game.



Our number-one focus is RvR, but we have spent so much time and resources on PvE [Player vs. Environment]. We've put so many things in there, that if you're a casual player you should come here. One of the things that certain games have done %26mdash; and we won't mention names %26mdash; is that they're trying to go back to an old school, we-want-people-to-work-harder-to-level [style of gameplay] and make it less fun. No, we're not going to do that. We want you to have fun in our game, and we want you to feel like you can accomplish something. You won't come in and go, %26ldquo;If I can't get four hours in straight, I'm going to feel awful.%26rdquo;



Also, you come if you're tired of %26ldquo;WoW%26rdquo; %26mdash; and it's not that there's anything wrong with %26ldquo;WoW.%26rdquo; All online games have a lifespan. That's just a fact, and it doesn't matter whether you're %26ldquo;Ultima Online%26rdquo; or you're %26ldquo;EverQuest%26rdquo; or you're %26ldquo;Dark Age of Camelot%26rdquo; or you're %26ldquo;WoW%26rdquo; %26mdash; none of these games are going to last forever. And that is simply human nature; we're not built to do something forever. Whether it's a job or a relationship or a game, why would you want to do the same thing forever?



So I think for a lot of %26ldquo;WoW%26rdquo; players, and players of other games, if you're looking for a different experience, even if you're not interested in RvR. Look at our PvE, our Public Quests, the Tome of Knowledge, open grouping, our crafting system %26mdash; you'll get all these things that are different from %26ldquo;WoW%26rdquo; and other games. That's why you come.

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Exclusive WAR Post Launch Interview with Mark Jacobs

Questions by Cody %26quot;Micajah%26quot; Bye (Managing Editor) and Garrett Fuller (Industry Relations)



Answers by Mark Jacobs, CEO/VP of Mythic Entertainment



Few names in the massively multiplayer online gaming industry hold as much clout as the often quoted Mark Jacobs. Having been a part of the online gaming industry since the early 1980s, Mark has been a fundamental factor in the gradual evolution of massively multiplayer online gaming. With the release of Mythic Entertainment's latest MMORPG, Warhammer Online, it looks like Mark has again played a fundamental role in the evolution of MMO gaming. But with any MMOG, the work isn't done when the game is released, and the Ten Ton Hammer staff sat down with Mark to discuss the future of Warhammer and his thoughts on their initial launch. We hope you enjoy the discussion!



--------------------------------------------------------------------------------



Ten Ton Hammer: What's your general sense of how the launch went? We're past the first weekend and into the first real week; how do you think things went?





Jacobs attests that WAR had the smoothest launch in MMO history.





Mark Jacobs: I think it was the smoothest launch in MMO history. For six days there were no crashes. No real emergency patches. No downtime. Not only did the entire game not crash, but no servers even crashed. So for the first six days, things were fabulous. Of course that evening we had two crashes and then two more after that, but that's the only real blemish on the record.



But when you have 55 servers up, that's some pretty good up-time.



Ten Ton Hammer: How are you dealing with game balance? Obviously you had plenty of testing in beta, but now you're seeing it in full speed. How are you dealing with the class balances, faction balances, etc.?



Mark: It's about what we expected. We got a lot of it right. The beta testers told us a lot, but they didn't tell us everything. They never do. So, we have our strike teams looking at everything - the reports, the metrics - and we're going to balance things. No MMO ever comes out fully balanced.



I think we're certainly in better shape than where we were with Camelot. Are we perfect? No. I'd be hard pressed to think of any MMO, especially one that's PvP geared that is, within sixty days, didn't have some major balancing adjustments to the game. Hopefully we won't be making major adjustments, but we're certainly going to be balancing things.



When you have 55 servers and they're busy almost all day every day, you get a lot more data than when you do during beta.



Ten Ton Hammer: In regards to RvR balance, when you look at scenarios versus open world RvR, it seems like the instant gratification for scenarios is very high. Are you offering some sort of similar reward system for open world RvR? It seems like players are drawn to the scenarios, and the open RvR has been a bit lesser populated.



Mark: That's the way it will be in the beginning. Whether they're coming from WoW or LOTRO or Camelot, right now scenarios are very quick and easy ways to level and get gear. We knew that people would be drawn to that. However, we expect them to start to move over to the open RvR once they get past the first couple tiers.



In terms of loot and all that, we certainly are going to provide a lot of encouragement to people to get involved with open RvR.



Ten Ton Hammer: How are you planing on handling gold farmers in WAR? You crafted a fantastic blog about this subject very recently, and I totally agree with your sentiments. But you must have some larger schemes in mind than just players reporting to the CSRs. Do you have something larger in mind for these gold seller scum bags?



Mark: I sure do. (pauses)



Ten Ton Hammer: Can you comment on that?



Mark: (very cryptically) Nope.



Ten Ton Hammer: (laughs) Alright.



Mark: One step at a time. Certainly you know and anyone who has been around me for any period of time knows that I can't stand these guys. I have no use for them. I think they're helping to undermine MMO gaming, and as somebody who has been making online games since the dawn of time, I have no use for somebody who wants to help destroy what has taken over two decades to build up. And that's what these guys are doing.



You can pretty much expect that this is just the first shot. This is the easiest. We're hoping to discourage them. Discouragement is good; it takes less time, less effort, and less cost. But we ain't stopping here.



Ten Ton Hammer: How did you end up creating a game that has combined really meaningful PvP with some really quality PvE experiences? A number of games have tried to blend the two in the past, but few have reached such an outstanding level of PvP gaming that your studio has attained. What kind of tricks and secrets did you use to come up with this formula?



Mark: A lot of hard work. A lot of willingness to take feedback from other people. One of the things I talk about in many of my interviews is that I don't think that I'm the world's greatest game designer. I don't think that I'm a genius. I think that I'm a pretty good game designer. One trait that I try to spread among as many people as I can in the company is that you have to be willing to listen. Nobody is right all of the time. Nobody is perfect. Just as I can take criticism when one of my ideas is bad or something we do as a company is dumb. I think that a great designer has to be willing to listen to other voices and go 'yeah you are right I wasn't thinking.' Whether it is how we are trying to mix PvE and RvR, or things like the tome or the quests.



This has all evolved from both internal and external feedback, and that's the secret sauce. I mean, I've spoken out before against the idea of the Vision, as opposed to a vision. You know a small 'v' versus a capital 'V'. When you have a small 'v' that's a good thing. That's the initial vision for a game. That's what I did with Warhammer. But I don't have the vision with a capital 'V', that's when bad things happen.



Ten Ton Hammer: (laughs)



Mark: It's true! Thats when bad things happen in almost every field - and it doesn't matter if you are making games, making movies, television, or writing books - when you are so caught up in that Vision that you have. When you are the only one who can be right. Sometimes absolute greatness ensues but its easier the less complicated things are. I've yet to see an MMO that has that kind of Vision, where you can tell that it is some one man's, one woman's Vision, truly succeed. WoW is not that kind of vision. Its the vision of a lot of very talented people at Blizzard who did their job and did it very well. And so if you are looking for the secret sauce that's where it is. Hard work and a willingness to listen.





According to Jacobs, Vision with a capital 'V' almost always leads to trouble.





Ten Ton Hammer: How are you planning to equalize server populations? I know that's been the thing that's.....



Mark: Always! That's always going to come up. That's always going to be a pain in the butt. I mean one of the things that we did already that no one else has done was the server clone idea. I can't believe that it took so long for anyone to think of it. Now, I'm glad I was the one who thought of it!



But we are going to take other steps as well. I've already announced that we're going to have free character transfers if the servers don't even out over the next week or so. What's funny is that if you look back at WoW's launch, people had horrendous queues. While people weren't very understanding, they were more understanding.



After two days - just two days - people are going %26quot;Oh my god! What are you going to do about the server queues!? It's an epic fail!%26quot; I'm like - it's been two days! Two days since we launched! Then the population started evening out some more, and they're going to continue to even out. We're going to wait before we do anything drastic, like people putting in transfers. It doesn't really make the problem better, necessarily.



It's pretty humorous, really. If you go back four years and compare the two games, we have far less problems than Blizzard had in terms of their queuing. And yet, we get blown out of proportion. We're going to do whatever we need to do.



In terms of ongoing balance, it's important for people to understand that just because you're outnumbered on a server, doesn't mean that the other guys are going to win. That's the beauty of this; you can have Destruction have 20% more people than you, but in scenarios you can still kick their butt. Even in open RvR; if you go back to the Camelot days, how many times did the underpowered realm - in terms of numbers - win? It was all the time! For a lot of the people that are always complaining about their being more Destruction people, it just means that you get into a scenario faster. And for those Destruction people complaining about their not being enough Order players, within 24 hours, people should have moved to a different server.



It's not like people can go %26quot;Oh my god, it took us six months to get our characters to level gazillion and now I need to move because there's nobody online to play with.%26quot; When we tell people that this is what we're going to do and we have plenty of servers up, and they choose to go to the crowded server....



Y'know we put warning after awrning up telling people not to choose the crowded servers, and yet I get to watch a board that shows how many people are logging in and creating characters and new people keep going to the crowded servers. So what can we do, right? If we shut of character creation there, then the guilds will get pissed. So we can't do that. If we give people a bonus for growing to the less crowded servers, then the guilds still bitch because we gave a (hypothetical) 10% leveling bonus if they would move to that server.



Since we're not past week one of our initial launch, we're not going to overreact. We learned our lesson from the years of DAOC.



Ten Ton Hammer: So no server mergers in the near future?



Mark: Oh god no! The funniest bit was that when this stuff first started, people told us that we needed to merge servers. It was Friday. And so I'm keeping track of how many servers are mid to high population levels. I even told people on the Vault about it.



The next day, four more servers had moved from low pop to mid pop. I just want to tell people that this will keep happening and to just be patient. We opened extra servers than we would normally, because we wanted people to have those option. We listened to our community.



When we did our first launch with the CE and the SE, people were asking us to open a few extra servers because of large guilds or alliances. So we did. And of course people started complaining.



But it really doesn't matter. We opened with far fewer servers than what we will need to contain all the sales that we're going to get over the next month. We know - or at least we hope - what our numbers will be, and since we have plenty of servers to handle that, I'll think we'll be just fine.



Ten Ton Hammer: So do you think you came out with the right amount of servers?



Mark: I think we did come out with a couple too few for the CE, and I think we did come out with the right amount for the first week with the SE. What other people have to realize is that if we put too few servers on and a problem happens at two in the morning, we're not going to be able to do anything about that. The people that give you the high sign to put up more servers may not be there at two or three in the morning. Now the CSRs are there and we do have people watching, But these servers are delicate, it's almost a feel thing.



It's not like we're just watching the numbers and trying to make a decision when to move people over. We really prefer to have a few extra servers now and wait and see what happens over the next week. It hasn't even been a week yet since we went on sale.



Ten Ton Hammer: Are there any plans for reducing scenario wait time? Some players have been getting anxious with how long it's taking one faction compared to the other to get into a RvR scenario.



Mark: This is another thing that involves server population and people that are willing to jump into those RvR scenarios. If you can't seem to get into the RvR scenario, that's why we have open world RvR.



But if one side wants to do open RvR and the other side doesn't, that's going to be a problem. That's a problem with any game, not just WAR. It could be something that happens on the WoW PvP servers or the Camelot servers. If guys don't want to RvR, then they have to sort it out among themselves. You can't force people to RvR. You can't force 'em to PvE.



These things will sort themselves out once we have the transfers going, then people can make the choice if they want to stay on their server or not. They might look at the servers and discover that one is a bit more PvE oriented, so they'll move to that server. But activating anything now, that's just going to make the problem worse.





So will the Orc Choppa be coming back into the game in the next four months? We'll have to wait and see.





Ten Ton Hammer: Do you think there will ever be a time where you tell players what tendency a server has? Maybe put %26quot;RvR Scenarios%26quot; or %26quot;PvE%26quot; or %26quot;Open World RvR%26quot; in parenthesis beside the server name?



Mark: Oh absolutely! If we see that something is going on regularly, that this particular server is really into RvRing, then we would absolutely do something. whether it's flagging or allowing free transfers off those servers. We would tell players that %26quot;Sorry guys, no one is RvRing on your server. Why don't you move to another one?%26quot; I have no problem with that. We want people to be happy.



Ten Ton Hammer: The pace of the game is really fascinating; it is not boring. Every time I sit down and play, there's always something to do. Was it your philosophy to give players so many options that they'll never be bored?



Mark: That's one of the keys to the design of this game. I wanted to cut out time sinks whenever possible. It should be really intense. What I'm hoping is that people will settle into a natural rhythm after awhile where they might start up a separate character and take things a little slower. Part of the thing with time sinks is that it gives people time to talk and start to build a community. Now I think people will begin to start that community due to all the action that's going on, and you'll see all the guilds in the scenarios and then in the open RvR.



I wanted a game where I wasn't spending a ton of time waiting or healing or riding on this thing to go to this other place. That all makes the game feel more grindy. I would get annoyed when I couldn't do some things or I'd have to wait for things. Our pacing is absolutely on purpose.



Ten Ton Hammer: What can you tell us about the future? What's coming down the pipe?



Mark: I can tell you without any fear of contradiction that one of the things we are looking at is bug fixes. That is a priority item for us.



On a decidedly different track, over the next four months we're looking at bringing back some of those classes that we cut or some of the other content that was cut. Or giving players some additional things that they want and have been asking for.



That said, we're not making the game more PvE. We're not talking about that. But I did sit down with Rob and I have a list of 21 items on my board. Out of those 21 items, I have nine things that I consider to be hot button items from the players perspective. This is taken from my experience and what I've seen on the forums. Out of that nine, we'll probably be able to get to six or seven that will go in fairly quickly.



Then there are the changes that need to come in because I didn't want to have any point in the game where the player can say that they'd rather stick a hot poker in their eye than do that again. There are a couple of things that are on that list for WAR. And I just go, %26quot;How the heck did this not get fixed before we launched?%26quot; The answer is frankly that we thought it was fixed but it somehow made it in. These are the things that can get really annoying to the player over time.



A perfect example would be like when you get booted or want to switch toons and you get stuck in the server queue again. We thought it was fixed, but we're going to go in and fix it again. To me, that's something that's really important to fix right away. That's not a balance issue. Nobody is going to be pissed off about us fixing this dumb bug. That's one of the things that I really want to do over the next thirty days; get a whole bunch of these annoyances or bugs out of the way and then get ready for a couple big content patches.



Ten Ton Hammer: Thanks for your time, and it's always great talking with you Mark!



Mark: Thank you very much!

Server update on Monday

We will bring down all servers next week on Monday 29th September at 8am CET in order to run a short update. The purpose of this update is to change the way in which server queues work which will mean that, if you crash out of the game, you will not need to wait in a queue if you immediately try to reconnect. We expect this operation to be finished by mid-morning.



Thank you for your understanding, we will update you as this operation progresses.

Warhammer Online: Mark Jacobs on GOA, Forums and Accountability

Just before the launch of Mythic Entertainment's Warhammer Online: Age of Reckoning, I had the opportunity to sit down and talk about the game. We covered a lot of ground in our short interview, and in this half, we talked about talking about everything from the finished product itself to the GOA head start issue to Mythic's decision to forgo official forums and his thoughts on accountability.


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I started out my conversation with Mark by asking him a question that I asked both Jeff and Josh before him. Was there anything that got into the finished product of the game at the last minute that you were worried wouldn't make it? His answer was the same as Jeff's. %26quot;I'm glad the auction house got in on time,%26quot; he answered with a bit of a chuckle. %26quot;That one was touch and go there for a while.%26quot;


After the auction house, Mark told me a little bit about some of the other kinds of issues that needed last minute resolving before launch beyond the shiny and obvious features. Specifically, he wanted to tell me about the crash to desktop issues that people had been having throughout beta and into head start. He said that just before launch, a fix had been implemented that would take the already small number of these, and cut them in half before the official launch.


%26quot;While they [the CTDs] were low to begin with in the Head Start, they were still higher than I'd like,%26quot; he said. %26quot;So getting rid of 50% of them now is a really good thing.%26quot;


From there, I wanted to ask Mark about the issues that European players had been experiencing with GOA in terms of everything getting started on time and a myriad of other issues.


So, how does Mark feel about how that situation resolved?


%26quot;Right now,%26quot; he answered, %26quot;I feel great. I mean, GOA had a ton of people playing and everything is running beautifully. They've turned it around nicely.%26quot;


%26quot;There were issues,%26quot; he said. %26quot;As I posted on the forums, we were in constant contact with them. We had some very meaningful discussions with GOA over that time, and the results now speak for themselves.%26quot;


He continued to comment on the fact that ever since the major issue was resolved, things have been running smoothly and they're doing a much better job of community management and Mythic is happy with this renewed effort.


From there, we talked about the decision to give those players who were inconvenienced by the whole ordeal a free week of play. Originally, I had thought that the decision had been Mythic's to make, but it turns out that it was entirely GOA's move.


%26quot;It's their money,%26quot; he said. %26quot;We can talk, but in the end, it's their money and we didn't force them to do it. Did we talk about the issue? Absolutely, but in the end, they made the decision.%26quot;

Warhammer Online: A Guide to Playing the Chosen

It's not hard to notice the lack of actual informational material presented about Warhammer's career paths these days. Sure, there's plenty of glorification of their %26lsquo;mechanics' available, with some lore mixed in, but when it comes time to sit down and get into the action %26ndash; all that really accounts for is a nice back story about how angry you are from your troubled childhood, and how you somehow got hold of that gigantic sword you suddenly decided it was a good idea to start swinging around.


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The intention with these articles %26ndash; focused on RVR and PVE career mechanics for Warhammer's characters, is to really provide an in depth look at what each of the many paths has to offer.


Now you may find yourself asking, %26ldquo;Who the heck is this guy, and who cares what he has to say?%26rdquo; I wish I had a satisfactory answer that could convince everyone I'm 100% right about everything. I'm sure most of us would like that ability. I'm simply someone who's been PvPing in online games (mostly MMO's, earlier on in MUD's) since their debut well over a decade ago. I look at myself as a fair and balanced writer with an approach to analysis that provides everyone with a fair and in depth glimpse of what they can expect as if they were actually playing the character.


I should note that I've beta'd WAR for the majority of their closed beta, and leave it at that. Each analysis posted isn't from a 3-4 hour experience I had RVRing one day like so many others decide to throw up because they got rolled in Nordenwatch. They come from hundreds of hours of playtime in PVE and PVP scenarios. I won't review classes I haven't extensively played %26ndash; and I won't assume to provide you with any information I haven't acquired first hand.




With that out of the way, I'd like to start with the Chosen career %26ndash; A tank class that can best be described by combining EQ's Bard class with Steroids and enough utility skills to fill up four action bars. I date myself a bit and reference a class from the first Everquest because the Chosen use auras to buff themselves, and/or debuff anything within 30 feet of them. These auras activate instantly, with a 2.5 second cool down; lingering for 12 seconds before they deactivate %26ndash; meaning you can have as many as three active at one time if you constantly rotate their activation, and sneak in an attack every once in awhile. Granted, its worth the buffs, but as anyone who played a Bard back then knows its not very fun to constantly spam 3-4 buttons over and over and over while watching everyone else smash things.





The auras range from strength and toughness buff/debuffs, to adding resistances to yourself and your group and even making everything around you more vulnerable to magic. There's a lot of utility at the Chosen's disposal, and not just from his Chaotic Auras.





While some of your skills are general cookie cutter push X to deal damage, push Y to taunt skills, the Chosen gets quite a few skills early on that really stand out. As early as level 5, you'll receive a melee attack that does entirely spirit damage (Ravage) which completely ignores your target's armor and goes straight to a resistance check, which is lovely because lower level NPCs (and a decent amount of PCs until their 30's) actually have nearly zero resistances to magic, and you'll mow right through them, cleaving off about 1/10th of their total wounds each shot. While you obviously won't be doing 10% of someone's total hp in PvP using Ravage, you'll still be dealing spirit damage and seeing a very irrelevant amount of it mitigated.


At level 8, you'll get an attack that can't be defended against (Cleave), however it really doesn't do enough damage to warrant usage. With Ravage's spirit damage, it just makes more sense to keep using what works %26ndash; even if it occasionally gets blocked, it still does more damage over a period of time. Cleave does come in handy if you find yourself against another tank class that's used a morale ability or just happens to be blocking everything you throw at them, whack then with Cleave a few times, while low on damage, its better then not doing any.






At level 9 you get your standard snare + damage ability (dizzying blow). It's nice to have something to keep things from getting away, it cools down in just 5 seconds (it lasts for 7) so you'll be able to spam it on someone attempting to get away.


Before mentioning the very tactical skill you get at level 10, I should state that the Chosen have very high Wounds, and coupled with some toughness points from your equipment and RR abilities, you've really got a character that can withstand a ton of punishment. Hold the Line is a shield skill that increases your chances to dodge and disrupt (essentially ignore) enemy skills by 45%, for 12 seconds. It also provides everyone in your group (behind you, up to 40 feet) with the same bonuses at 15% as long as they stay behind you. This effect can stack three times on someone, meaning a tank could have 75% (45 + 15 + 15) added to their dodge and disrupt chances if they had 2 tanks in front of them using the skill. Hold the line is a very cool and potentially life saving skill if you're covering healers and/or ranged DPS while under heavy fire.


Another attack that should be noted is Withering blow, which deals damage and removes your target's action points (great for shutting down healers). Along with Repel, a knock back ability with often hilarious results, as at times it looks like you picked up the player and threw them like a hail mary pass instead of just tapping them back a few yards. Try knocking someone off a hill when the opportunity arises%26hellip; wave afterwards. This tactic is effective with all classes that receive a knock back ability, as you can literally propel your target completely out of a fight by knocking them down a hill or off a cliff. Instead of bothering to go straight for the healers, or to focus your damage on a particularly tough tank, just line yourself up and smack them out of the area %26ndash; they'll have to waste valuable time heading back, and will be completely taken out of the action for a while.


Another ability of the Chosen that really stands out is acquired at level 16 %26ndash; a morale ability (built up over time in combat, triggered at any time you'd like %26ndash; they're found in the lower right hand side of the screen by default) called Grapple. Grapple holds you and your target in place for 10 seconds, and there isn't anything they can do about it except hope you die. While you can still cast spells and use abilities, it effectively denies any escape, or tactical advantages some classes receive by attacking from the side/rear. A truly fantastic and menacing skill, usable once every minute as long as you've built up your morale bar.


Getting tied down too much in PvP? You've got the Juggernaut ability to look forward to; it removes all roots, snares, stuns and disarming effects immediately, and can do so again in 60 seconds. Later down the road you'll receive a career tactic that reduces that cool down to every 20 seconds %26ndash; aptly named Unstoppable Juggernaut. I really don't see a need for that tactic, however, if you're getting disarmed over and over, retreat and throw up a few auras to debuff your enemies a bit. Aside from in PvE, I rarely get disarmed in PvP at any level, its just one of those situations that doesn't arise often enough to warrant tactical consideration.


Blast wave (level 15) is another notable ability, as it deals PBAOE (point blank area of effect) spirit damage to everything within 30 feet, which is also the range of your auras. I note that here because everything under the effect of an aura when this spell is cast also loses a ton of resistances for 20 seconds. And by a ton I'll throw in some perspective. At level 5, your targets would lose 47 to all their resists. This scales almost ludicrously with your level. It's enough to effectively negate any chance they have of not taking almost complete damage from any spell cast at them. You can use the Blast wave skill in conjunction with the level 25 aura, Dreadful agony, which deals moderate spirit damage every 3 seconds. This effectively makes you a walking DPS machine to an opposing group, dealing damage after nullifying their resists. Follow up a target of choice with an ability like Ravage, which just deals spirit damage, and you'll watch them scatter or drop like files.


Maybe you're still having a problem getting things to stick around when using the combo mentioned above. Are dizzying blow or grapple just not cutting off your enemies escape quick enough? Use the petrify ability (level 30); it'll root anything within aura range (30 feet, up to 4 targets) for 10 seconds. Damage gives them a chance to break the root, however. So pick your target wisely when you decide to start swinging after activating petrify.


Finishing up the Chosen's already insane number of aggravating abilities are the Bane Shield, and Touch of Palsy skills (attained at levels 35 and 40, respectively). Bane shield is one of those abilities you activate when you know you're probably about to die anyway. Let's say the enemy group finally decided to single you out and surrounds you, 8 or so enemies swinging away. Bane shield makes them all take a moderate amount of spirit damage every time they hit you. Every time. If they hit you 7,234 times, they take damage each time. Combine this with the blast wave and dreadful agony and you've got a decent chance at wiping out half the enemy group before they get you.


I mentioned touch of Palsy in the previous paragraph; however it really bears mentioning separately, as it's absolutely devastating. If you haven't figured out by now, it's difficult to get away from a Chosen. However, now I'm going to say let them run %26ndash; but cast touch of palsy on them first. They'll take damage, albeit low damage, every half second they're moving. Every half second. Even if it deals 50 damage, every half second, just about anything will be dead or close enough to it when it realizes what is happening. It only lasts 10 seconds though, so be careful when you cast it, if it's a healer standing still, don't bother; however if they turn and run, let em have it. Also, note the people that jump around and think that circling you makes them good at PvP, hit them with this too. Point and laugh after they kill themselves.


Now when it comes down to picking a mastery tree, really any of the three are viable paths. While you can't directly enhance the Blast Wave/Dreadful Agony combo from one tree, splitting your points between the Dread and Discord trees is certainly an OK move in my book %26ndash; as much as I'm usually opposed to that sort of thing. Doing this will enhance a lot of key abilities and really give you the spirit damage and debuff skills you need to tear through just about anything.






Throwing three points into Corruption for the Dire shielding tactic isn't a bad idea either if you're just playing around. This allows your Bane shield to also take hold on any group mates within 30 feet of you. Great for those situations when everything just turns sour and you'd like to walk away knowing at least a few people went down with you.


In terms of overall statistics for your Chosen, go with Wounds for . . . wounds, Toughness for the damage reduction and strength for damage. Ballistics and willpower are almost useless %26ndash; but you can throw some extra RR points (if you have them) into intelligence to boost your spirit damage on some attacks. You can also consider the initiative tactic so you'll have a slightly smaller chance to get critically hit and evade attacks.


I should mention two more things to wrap this up. Most people's perception of 30 feet in real life is probably quite wrong. It's just as inaccurate in WAR, as 30 feet roughly equals between three or four of your characters put side by side. Closer to 3. Line of sight applies to all auras, as it should. I should mention that anyone wishing to play a Chosen really needs to be aware when playing this class. To put it nicely, to be effective you need to know what your doing. If you can't watch your targets debuff bar (under their picture when you target them) while timing auras and attacks correctly, you really won't be much more than a glorified meat shield lumbering around aimlessly. Anyone looking to just run around and smash things should probably steer clear of the chosen class, as you won't even be close to as effective as you could be if you weaved auras and used your debuffs and skills effectively. Anyone who likes to play a melee utility class, the Chosen really stands alone, I should note, however, that without timing and skill behind your ability activation, your dps will be rather low compared to most other classes. So what is the downside to all this? Action Points. Your abilities need to be used in constant succession and tactically in order to remain effective. If you're sloppy, can't stop hitting the %26ldquo;1%26rdquo; key over and over, or do some other mundane effects and mismanage your action points, you'll find yourself standing around unable to do anything for a few moments. While this is generally not a big deal %26ndash; your auras and other skills cool down slightly longer then the global cool down. You'll really be hurting if all you've got left is expensive-to-cast skills at a crucial moment while your lacking the action points to use them. Finishing this off - you'll want to stick with the sword and board combo (Shield + a one handed weapon) while its tempting (and certainly viable since you have such high HP) to go with a two-hander for the extra damage you lose your mitigation from your shield's armor and blocking % (which can easily get over 30%), meaning you'll die faster overall, and your auras and abilities won't have the time they need to really harass your enemies. The RVR shields have almost unfair blocking %'s on them. I fully expect them to be toned down a bit, but for now using a shield = a whole lot of damage not getting through.

Official Warhammer WAR Online Thread

Official Warhammer WAR Online Thread


Greetings, all.



With the popularity of Warhammer: Age of Reckoning (WAR) Online, I've decided to create an official, master thread for the topic.



Please post here if you want to:


- Find other WFRP Forumites playing WAR


- Post your character/server information


- Announce/seek a Guild


- Discuss other aspects of WAR.



....



Right now I'm playing:



Server: Kislev


Faction: Order


Main Toons: Ironoath (Dwarf Ironbreaker), Marissa (Human Witch Hunter), Vitae (Human Warrior Priest)



Server: Mordheim


Faction: Destruction


Main Toons: Dimwit (Gobbo Shaman), Corruptor (Chaos Zealot)



This message was edited 1 time. Last update was at Mon, 2008 Sep 22, 10:51 AM (CDT)


Hi Folks,



I am reprinting my post from another thread that I started - in the wrong place. I was watching the thread from last week that was referencing Warhammer online. I was just wondering how it was going and if folks were happy with it. I played WoW for a bit (who hasn't) and I was curious to see if this was any better.



I was also curious to see if anyone was guilding - I would want to join one if I started playing and figured that the folks here are pretty decent - who better to play with?!



Oh, if folks could give me a bit of an idea of the strengths of each faction, what they play, and if there is any problems balancing Order/Chaos, that would rock. I had heard that Order was getting romped because everyone has gone to the Dark Side.



Cheers


How the game is going?



Being possibly the worst person to answer this I'll try to do just that. Answer how it's going. For me. So this is all just my personal thinking. And all from the point of just one black orc character.



First of all - I'm a total newbie when it comes to this sort of games. I haven't played even WoW. Ofcourse I know it, have seen people playing it and now (or atleast I think I know) something of it as I'm a student of audiovisual media(art).



So it was quite a bit of shock that I found myself holding the game and cursing the name of Warhammer. I mean just add %26quot;warhammer%26quot; to it's name and I buy it. Sad for my vallet. Installed the game the same night and hopped into the boots of a black orc. And was totally confused. I have been playing computer games for ages but the whole system was little hard to grasp as it seems to be quite obvious that the games target audience is gamers who know what they are doing. But whatta heck! After I had slain my first 100 dwarfs I was right at home.



The Graphics are decent (nothing special in any way) but warhammerish enough that I have been taking screen captures to our RPG group for references sake. The gamesystem is quite simple (at least on the lower levels) but atleast it's quite easy to handle once you get to know it.



The main thing is that the feeling is there! One of the first things was to throw %26quot;mud%26quot; on dwarven statues to make them statues of Mork (or Gork?) and after that you had to bring beer to get the giant drunk enough to do his work. There's a lot of stupid little things like small re-spawn gaps for %26quot;monsters%26quot; and dwarfs in barrels (I actually got an impression that dwarf reproduce in barrels... ) but mostly it's quite good %26quot;dark and gritty%26quot;-stuff.



Especially when you go to the RvR-gounds. I got myself killed instantly. A couple of times. Before I got realised I still need to pump-up and get some levels. As I told this to one of my friends he complained about it but agreed as I asked how it usually goes in combats of WFRP. PCs get killed before the learn how to fight.



All in all - not %26quot;the best game ever%26quot; but entertaining enough. For me atleast.



Hope to hear about other players and how they're seeing the game.


I am enjoying it quite a bit.



I played a lot of WoW, probably 300+ hours worth all said and done.



WAR does incorporate some features from WoW, but it still has a lot of stuff to make it unique.



I particularly enjoy the Public Quests, which don't require a group or party or even picking up the right Quest from a certain person -- as you wander the regions, you may stumble into a large Public Quest that any and all can participate in. So far, that's been my favorite element.



Some of the character abilities are also pretty neat. I like the Ironbreaker Grudge (while it mechanically feels like Rage Points from WoW at the moment, it feels thematic and works well for the archetype).



But my favorite class ability is without a doubt the WAAAAGH!! of the Goblin Shamans... Your offensive spells raise your Mork (defensive spell) meter, while defensive spells raise your Gork (offensive spell) meter... The higher the meter, the more effective those types of spells are. To optimize play, you find yourself swapping back and forth between offense and defense to appease Gork n' Mork. Which feels both very thematic and is quite fun and interesting in application.



The regions and realms are pretty, detailed and so far very different. I think the best visual effects I've run into so far have got to be for Chaos... the starting area and ability effects are moody, dark and very well done. The mutations on your marauders or the dark spells of the zealots. Very evocative.



I'm having a lot of fun just running around willy nilly right now, but I can really see how the game would shine (as most MMOs do) with a solid guild and group of buddies to romp around with.

THE BATTLE FOR SKULL PASS

The Battle For Skull Pass is a boxed set that introduces you to the Warhammer game and the grim world that serves as the game's backdrop. Players across the globe have been playing Warhammer for decades. It is a game of tabletop battles between armies of fantastical warriors, war machines, and hordes of implacable creatures.





AN INTRODUCTION TO WARHAMMER


Battle For Skull Pass is an ideal way for you to get into Warhammer. It gradually teaches you the rules through a series of scenarios. Like all games of Warhammer, these scenarios take place as a part of the overall storyline of the Warhammer world. The Battle For Skull Pass scenarios are set during the invasion of the Dwarf goldmine settlement of Skull Pass by Goblins' from the Crooked Moon tribe.



However, the Battle For Skull Pass boxed set isn't all about rules and scenarios. The set contains enough high-quality Citadel miniatures to get you started, along with objective markers to add detail to your battlefield. These miniatures and models are included in the set so you can begin playing right away. Once you get the hang of the game, you can even go back and paint these models for your next step into the hobby.



The scenarios in Battle For Skull Pass show you how to use each of the miniatures in the boxed set. Each successive battle introduces a new element to the game, culminating in a final battle that uses everything in the box. These scenarios are fun to play and quick to complete. Once you have played them all, it's not a bad idea to talk over how they worked and what went right or wrong. Then you can swap sides and play them all again. The Battle For Skull Pass lets you master the rules as you venture into the dark world of Warhammer.



THE BATTLE FOR SKULL PASS WEBSITE


To coincide with the release The Battle for Skull Pass boxed set we created a separate website dedicated to supporting it. This is the perfect place to visit if you want to know more about the game.



The site contains loads of great hobby content such as painting guides for each of the models that come in the set, as well as for several support models you can add to your forces, instructions for building the terrain pieces, additional scenarios to play, ideas for extending your miniature collection, and much, much more.

Post Launch Interview with Mark Jacobs

The guys over at TenTonHammer scored an exclusive post-launch interview with Mark Jacobs, the man behind the game.


I think it was the smoothest launch in MMO history. For six days there were no crashes. No real emergency patches. No downtime. Not only did the entire game not crash, but no servers even crashed. So for the first six days, things were fabulous. Of course that evening we had two crashes and then two more after that, but that's the only real blemish on the record.


There have been a lot of these interviews the last few weeks, but of course, they each have some tasty nugget of quotation goodness for you to devour.

warhammer online Elven Careers?

ok well i have looked and looked all over the fourms for elf only careers i remember there were a few on the old BI fourms. Can anyone point me in the right direction. i am looking for something along the lines of waywatcher or warhawk rider.



wolf42 got together a collection of unofficial careers called the Tome of Unofficial Careers. I believe it is on strike-to-stun.net for download. Check that out.


well i looking more for advanced careers past kithband warrior i guess i should have made that more clear im new to posting on the fourms so i forget to be as detailed as possible


Assuming you are looking for actual %26quot;Waywatcher%26quot; and %26quot;Warhawk Rider%26quot; careers, that where posted on a Prior forum. I cannot locate a current version of them.


The various articles on elves at Critical Hit shoud be helpful and contain a number of careers. They were statted for first edition WFRP last I looked but should be easy enough to convert.

News Blue Posts

Below is the list of the questions that you unknow. The answers we all get from the blizzard, so find out if you still want to know.



Defense in WotLK


We think defense was a little too easy to get in BC. Most tanks (warriors anyway) walked in Karazhan almost uncrittable in just heroic and quest reward gear. Those +defense gems might have well not existed. It just felt like defense ought to take a little bit of effort to max out (using the crit barrier as the limit -- I realize it continues paying dividends beyond that point). Wer'e not sure yet how far we want to push it in the opposite direction though. It could be that the current numbers are too punitive and tanks will explode to Mr. Anub'arak.



Death Knight's ghoul too OP?


The ghoul does too much damage. He gets, IIRC, 100% of the master's Strength, which is very generous when most pets scale at 30% or so of the master.



Beyond that specific issue, pet classes are a huge design challenge. When the pet does 30-40% of your damage, and dies, you lose a chunk of damage that isn't comparable to any other dps loss by a class in the game. The alternatives aren't very appealing either -- the brick that can't be killed and does no damage, or the frail being that dishes out massive damage before collapsing when looked at. It's even worse when %26quot;pet%26quot; is a spec, as it is for locks and hunters, because then either the pet is disposable for the other specs, or it's OP for the pet spec.



I can't offer any great insight into how we're going to tackle the problem, but it does keep me up at night sometimes.



With all these tabbards available, will we be getting something like a keyring for them too?


We don't have any immediate plans for a Tabard UI but something to consider is that the Tabard vendor in Dalaran sells most of the tabards for very cheap. There really is no reason to hang on to them unless you're wearing them. Also, the Tabard vendor there will replace certain quest Tabards (such as the Tabard of the Illidari) if you destroy it.





When will Druids see their forms upgraded?


You absolutely deserve new skins and we want to do it right, and we want to do it soon. I don't want to promise any more specifics than that until we see what problems arise when LK ships and what we need to fix. In our opinions, Raven Lord and epic flight form set the bar.





Is the expansion being rushed?


It's not being rushed. BC was in a similar state at this period. We just didn't announce it so early, and the design churn was probably not quite as visible.



Could we please have Mallet of Zul'Farrak and Goblin Transponder put in our Key Ring?


We have plans for these items (and getting them out of your bags). Unfortunately, we won't be able to get to it in time for Wrath of the Lich King, but we do want to eventually address how these work.



We supply cheap wow gold, the cheapest wow gold to our loyal and reliable customers. You may buy cheap wow gold here. There is wow gold for sale; you can buy very cheap wow gold here. We have mass available stock of wow gold on most of the servers, so that we can do a really instant way of wow gold delivery.

The New Motorbike Mount

From the deta news, we have posted motorbike for many times. And it is is causing a few grumbles from some players. The obvious reason is the mount's looks. In a game with swords and magic, you don't expect a chopper motorcycle to zoom past, loud engine included. But generally, the mount seems very popular.



On the official forums, there are some other facts about it from the forum thread. Remember that this is still beta, and the vehicle is being tested, so any of these things might change:



It's Bind on Equip, and you don't need to be an engineer to use one of these mounts


It carries a passenger


Players cannot be dazed/dismounted from this mount. Not even be forced to dismount via polymorph


Players receive no fall damage in this thing. The motorcycle has its own hitpoints which eat fall damage then regenerate at a very fast rate. If you fall from a high enough distance to kill the motorcycle, you still jump out of it unharmed when it dies and you simply make a new one


The bike counts as a separate item when targeting, so it's hard to target people driving it


It can carry flags in Warsong Gulch



Do you like it? Seems from it appear, most of the friends didn't like. One of my friends said: %26quot;This better have some insane drawbacks apart from requiring sick/insane mats. This is just flat ridiculous. I do WSG once in a blue moon (probably less), but this is going to make me never touch WSG again. No dazed or forced dismounting in anyway? Everyone is going to have one of these. There's not going to be a horse (undead and living), chicken (mechanical or otherwise), or any other land mount used period.%26quot;

WotLK Beta Build news

The beta update to news, many class and professions changes again. Several crafted items have had their stats added in the latest build news.



Engineering


Cloth - Visage Liquification Goggles


Leather - Weakness Spectralizers, Greensight Gogs


Mail - Truesight Ice Blinders, Electroflux Sight Enhancers


Plate - Armored Titanium Goggles, Charged Titanium Specs



Inscription


Faces of Doom


Iron-Bound Tome



Death Knight (8970: Skills | Talents)


Blood



Blood Aura - Now healed by 2% of the damage done, up from 1%. (Rank 2)


Blood Presence - Now %26quot;heals the Death Knight by 2% of damage dealt%26quot; instead of %26quot;heals the Death Knight by 2% of damage dealt by abilities%26quot;.


Will of the Necropolis - Now reduces the cooldown of your Anti-Magic Shell by 1/2/3, down from 5/10/15.


Blade Barrier - Duration increased to 10 seconds from 8 seconds.


Blood Strike - Now does %26quot;an additional 33.0 bonus damage per disease%26quot; instead of %26quot;Each disease on the target causes an additional 33 damage%26quot;.


Heart Strike - Wording change to %26quot;bonus damage per disease%26quot; from %26quot;Each disease on the target causes an additional%26quot;.


Frost



Blood of the North - Changed to only work when spell hits, not on use. Now is caused by both Blood Strike and Pestilence.


Frost Presence - Now reduces spell damage taken by 5% instead of increasing magic resistance by 1 per level.


Icy Touch - Now reduces melee and ranged attack speed by 14% for 12 sec


Obliterate - Now does %26quot;bonus damage per disease%26quot; instead of %26quot;additional damage for each of the Death Knight's diseases on the target%26quot;


Unholy



Death Grip - Now has an 8 to 30 yd range.


Bone Shield - Changed to %26quot;Each damaging attack that lands consumes 1 bone%26quot; from %26quot;Each spell or attack that lands consumes 1 bone%26quot;.


Death Strike - Now %26quot;heals the Death Knight for a percent of damage done%26quot; instead of %26quot;heals the Death Knight for 100% of the damage done %26quot;.


Reaping - Changed to work only whenever you hit instead of whenever you use a spell.


Scourge Strike - Now does %26quot;bonus damage per disease%26quot; instead of %26quot;additional damage for each of the Death Knight's diseases on the target.%26quot;

warhammer Looky what I found!

I was browsing about the internet when I stumbled upon this page:



http://www.scribd.com/people/documents/1236841/folder/21056



Someone has gathered some WFRP stuff up for grabs. Theres much material from the old BI site, and many fan sites. The downside is that you'll have to sign up to download them, so I haven't actually tested if the linkz work...



you can get the maps just by viewing the images





http://static.scribd.com/profiles/images/kp0osxzvazta8-full.jpg





nice maps



I wonder if the creator of the site has the right to publish all of that material. And even if he has, I am a bit annoyed that there is no mention of the creators of it all. Not so worried about the LF (assuming that they are published in one piece); we did grant everyone the right to publish the complete issues on their site, and we made sure that the writers of the articles, and the other people who worked on the issues, were mentioned. But I see material by people like Dave Graffam, Andreas Blicher (the wonderful maps), Dave Allen, and others, without a mention of their name.





It pisses me off a bit that people spend a lot of time to create high quality fanwork, and then find their work getting distributed, possibly without their consent, and without them getting the credit for what they have done.



I must admit, there are several .pdfs on my hard-drive who unfortunately I have no idea who created them as they did not put there name on the .pdf itself.





(Having said that, at least one of them is full of copyright violations which probably explains the lack of attribution.)



Ah, this is the internet, guys.............. Get over it.





Nothing we can do about it.



Isn't this just a backup copy of stuff from BI's web site while FFG gets its act together? I don't see the fuss about making the errata available, perhaps I missed something?



What I think is Drakar's point is this: anyone that publishes stuff on the internet is incredibly naive if he honestly believes it won't spread around, beyond those sites the author has direct knowledge of.





1) Besides, it's not as if this uploader claims to be the author of those documents.


2) Besides, it's not as if these documents weren't free all along.





Being uploaded to various file sharing hubs is not something I would get mad about. Primarily because there is absolutely nothing you could do about it (even if you get scribd to take down the material, it will just pop up elsewhere).





Instead, be happy your stuff is available from yet another source! Really, the only constructive stance here is to be flattered your stuff is being copied about!



Not to mention that all current WFRP/DH material is available for download. Someone I know did just that, including Thousand Thrones, which as I understand it, was available 3 days after it was released.





One of the WFRP 'packages' (just short of gig) that he 'found' had all 4 of the LF's bundled in with it. I guess that could be seen as a form of flattery.





He 'found' this material in Denmark. Now I don't know if this is true, but I've been told by numerous people that all these 'free' books are available from European sites, particularly Denmark, because it's not illegal to post books in their entirety there.





If that's true, it's a shame.

Warhammer: Marauder Masteries

Twisted both physically and mentally, the forces of Warhammer Online: Age of Reckoning's Chaos are nothing more than a shell of a human from ages ago. Now gifted in the art of war, they serve their dark purpose by trying to eliminate the Empire from the face of the planet. The Chaos Marauder is a brutally efficient killing machine who uses mutations to increase their lethality. We've got a complete list of every mastery ability this dangerous class can get and which paths you can follow just inside..





Marauder Masteries








Action Points = AP







Note: All damage and cost numbers scale with rank. The numbers noted here are for comparison value only.






Marauder Guide | Marauder Abilities






Path of Savagery










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Scything Talons


Career Tactic


3








0



N/A

Passive


0


Gift of Savagery further increases your Weapon Skill and Initiative by 24








Wave of Mutilation



Ability





5


30 AP


N/A

Instant


20s


A wave of horror spreads forth from you dealing 210 damage over 21 seconds to all enemies within 30 feet and reducing their Weapon Skill by 18 and initiative by 12






Exhaustive Strikes


Career Tactic


7


0


N/A

Passive


0


Any time you critically hit an enemy while Mutated they will lose 40 Action Points






Cutting Claw


Ability


9


35 AP


5 ft

0


10s




Undefendable claw attack that deals 55 damage and reduces target armor by 75% for 10 seconds









Deadly Clutch


Career Tactic


11


0


N/A

Passive


0s


Tainted Claw will now reduce all healing used on the victim by 75%








Draining Swipe



Ability





13


30 AP


5ft

0


20s




You quickly rake your target twice, dealing 27 damage each hit. The victim will regain Action Points 50% more slowly for 10 seconds











Lashing Power



Morale



Rank 4





15


Rank 4 Morale


N/A

Instant


60s


For 20 seconds, each time you are hit, there is a 33% chance that the same amount of damage will be done to an enemy within 30 feet and you will be healed for that amount.

















Path of Brutality










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Corrupted Edge


Career Tactic


3








0



N/A

Passive


0


Gift of Brutality further increases your Strength and Initiative by 24








Guillotine



Ability





5


35 AP


5 ft

0


10s


Requires target to be below 50% health. A powerful blow inflicting 100 damage to a weakened target






Growing Instability


Career Tactic


7


0


N/A

Passive


0


The power of Chaos begins to take control of your body as you become wounded causing all your critical hits to deal additional bonus damage. This effect will become more potent as your health slips away ranging from a 20% increase when you have 90% hitpoints up to 180% increase when you have 10% hitpoints remaining






Mutated Aggressor


Ability


9


40 AP


N/A

0


0


Chaotic energy surges through you increasing all damage you inflict by 25% for 10 seconds








Unstable Convulsions



Tactic





11


0


N/A

Passive


0s


Convulsive Slashing now gains a 50% chance to remove an Enchantment from the victim each time that it hits them. Each time an Enchantment is successfully removed they will suffer 18 damage.






Wave of Terror


Ability


13


30 AP


N/A

Instant


10s




Wildly lashes out at all targets directly in front of you dealing 64 damage and removing 150 Morale points from your victims











Forked Aggression



Morale





15


Rank 4 Morale


N/A

Instant


60s


For 20 seconds, all damage dealt to you is mirrored back to the attacker with a 50% bonus














Path of Monstrosity










NAME


POINTS


COST


RANGE


CAST TIME


COOLDOWN


DESCRIPTION






Hulking Brute


Career Tactic


3








0



N/A

Passive


0


Gift of Monstrosity further increases your Toughness by 24






Concussive Jolt


Ability


5


25 AP


N/A

Instant


20s


A great wave of concussive force knocks down all targets 30 feet in front of you inflicting 27 damage








Insane Whispers



Tactic





7


0


N/A

Passive


0


Mouth of Tzeentch will now disorient your enemies for 5 seconds, causing all of their abilties to take an additional 1 second to build up








Thunderous Blow






Ability





9


30 AP


5ft

Instant


5s




A blow to the head which disorients the target, inflicting 55 damage and increasing build times by 1 second for 5 seconds











Crushing Blows



Tactic





11


0


N/A

Passive


0s


While you are using the Gift of Monstrosity, all of your hits have a 25% chance to remove 225 points of Morale from the enemy






Wrecking Ball


Ability


13


25AP/Sec


2s

Instant


13s




Spinning in a circle with club arm extended, aimlessly inflicting 22 damage every half second to all targetes within 20 feet for up to 3 seconds. This effect will end if you break your concentration or run out of Action Points











Energy Ripple



Morale





15


Rank 4 Morale


N/A

Instant


60s


A large burst of power courses through you dealing 292 damage to all targets within 30 feet knocking back all targets around you and stunning them for 7 seconds