onsdag den 10. december 2008

Mo' Heelz, Runts! A Guide To Black Orc RvR





Mo’ Heelz, Runts!
Welcome to the first episode of Mo’ Heelz, Runts!. My mission, should I choose to accept it, is to bring you a steady stream of brilliant ideas and profound insights into the realm of RvR – or more likely, a bimonthly barrel of blabbering borderlining the bizarre and blatant boredom. Or perhaps with a bit of help from me friends (Gork and Mork that is) it be something in between.

As with all good beginnings I’ll start with a brief introduction of myself. I’m a 27 years old political science student with a passion for Warhammer and computergames (and beer, football and funny words that seems to be funny only to me). When I heard about Warhammer Online I was growing tired of WoW and the tedious geargrinding PvE mill. So a game with keepsieges, PvP-oriented and set in my favourite fantasy setting was easily sold to me. I got started one day after launch (due to massive hangovers) with a brand new computer (which, oddly enough, also relates to said hangovers) and after waiting in line for about half an hour I was busy bashing stunties with Obersten, Chefen and Preben – my trio of Greenskin lunatics. So far my focus has been on Obersten, a massive Black Orc with a somewhat dubious sense of honor. For the first few episodes I’ll stick to him here as well, but a few comments related to Chefen, Shaman Extraordinaire and Morks fave drinking buddy or Preben Lummerkrogh, Squiglover and flower enthusiast, is to be expected.
Anyways, this is all getting out of hand and I should be getting on with the actual article which will be themed around…

…RvR!
Realm versus Realm combat is, in my (and Marc Jacobs) oppinion the central part of WAR. It’s by far the funniest and most exciting element and it’s certainly what’s making me come back again and again after getting hammered by Order scumbags. And I figure battering my green behind is what’s making them come back as well, so everybody wins here. The perspective in the following ramblings will be that of a tank – a big, bad, fat, green, mean renown grinding machine! (that would be me, that is).

In the lower tiers class balance seems to waggle back and forth between the different archtypes and specific classes as you unlock new skills through levelling. The is true of the tier four as well, but most classes will be having their base skills by now and can perform their role adequately. For instance, it’s a real bitch to try and do some defensive tanking before you get your snares and guard skills. Getting knockbacks, knockdowns and disorient skills later on helps even more. What I’ll be discussing here will thus mostly relate to tier four, but most of it should easily adapt to lower tiers as well.

I’ll do a review of two examples of the two specs I've used so far and comment of the choice of tactics, morales and the skills available. I’ll touch upon the different uses of some of the skills, but strategies and the more nitty gritty tips will be presented in next part. Anyway, ‘ere we go!

Brawler or Toughest specced.
During the first ten ranks you don’t have to worry about which spec you’ll want to be, but after turning rank 11 those precious mastery points will start rolling in. Obersten has been specced both for the Toughest and the Brawler at various points during his carreer and I’ll start with a quick discussion of these two paths. As Obersten is more of a heavy metal kind of orc he never dabbled in the Springsteen styled path – soft rock is fer stunties!

So, what is the main difference here? A Mastery path focused on stabbin' things and a Mastery path focused on survivability which means mor' killin' later is what the description says. It could also have said a path focused on burst damage and a path focused on damage mitigation and slow, but steady damage. You can top the damage charts with both specs, but it would require different playstyles (also topping damage charts should not be your priority – that’s for wimpy elves and gobbos with small choppas!). The Brawler has a few skills that require you to have a Great Weapon equipped (Obersten prefers axes), but that is not the same as you need to have this in order to roll as a brawler. Sword and board (SnB) gives you a good survivability and still allows you to get a high crit rate and burst damage. On the other hand, the Toughest is somewhat set for the SnB-style. Quite a few of your core skills requires a shield, and let’s face it, if you specced for survivability then why wouldn’t you equip a shield?

I’ve drawn up two examples of how you could distribute your points between the two paths and give you the reasoning behind it. Both specs have spend all the points in the chosen tree. The example is made with Obersten in mind just after entering tier four. If you’re rank 40 you’ll have even more points to spend, but the distribution of these are the topic for a whole other article.
I’ll start with the Brawler.

Brawler specced.

Both examples includes the Rugged tactic. I find that it’s more benificial to reduce damage taken than to increase max hitpoints. That way the healing you receive is more efficient pr. hitpoint – you require less healing, but also suffer from not being able to stand as much spike damage. However, if you do suffer a hideous amount of spike damage you’re probobly getting focused fire by half the opposing team and no amount of healing is going to save you. So that’s why Rugged get a lot of love in my book.
The two last tactics focus on increasing your crit rate. When I’m going Brawler it’s to get burst dps and critical hits are a great way getting that. Also, after 1.06 Skullthumper gets a spiffy DoT bonus whenever you crit with it – so mo’ crits foo’ shizzle!

Both specs also features the same morale setup. I’ve found that Champions Challenge is great for both trapping squishies and beating them up as well as stopping the enemy melee from doing the same procedure on your buddies. Raze does decent damage whenever the enemy huddle up and draws attention like no other – good for making them hit you instead of the clothies, which should be a top concern even as Brawler specced. The same goes for Distracting Bellow. Whatever saves your squishy friends will often mean death to the enemy. We have to face it – they might go down if hit by a wet papertowel, but they hit like a brick. Better to keep the towels of them and the bricks flying.

If you go SnB-style instead of equipping a whopping twohander you could include Arm Breaka instead of Down Ya Go. I’d also suggest you’d be getting this little beauty with a level or two anyway. It’s really nice for whenever you’re beating up a healer or trying to kick a melee of your squishy buddies. 50 AP is not the end of the world though - still especially against healers you want them to run out of AP.

A quick look at the skills you buff by putting your Mastery points into the Brawler tree reveals that this is all about punching people in the face and making them stick around (if you want to go for the jibblies I’ll refer you to the next spec). Often my opening move will be Wot Armor, followed by Trip Em or Big Slash depending on whether I want the enemy to stay or go away. I finish with Skullthumper or Down Ya Go. If Skullthumper crits you’ll get the most out of the DoT by applying it early. By reserving Down Ya Go for the second rotation I find that I get more utility out of the knockdown. Often the enemy is doing their own rotation (and you disrupt that) or perhaps casting a longer duration spell. Second rotations Gud Plan will normally be a kick in the jubblies. Third rotation will be another Trip Em and the coup d’grace being T’ree Hit Combo. This last move can put some serious hurting on a clothy – and if that’s wrong I don’t wanna be right!

Da Toughest specced.
If the former spec was about doing damage quickly this one is about taking as little damage and doing a smaller, but steady bit back again. The tactics are suited for damage mitigation and for saving runts. Rugged and Good Wif Shield increases your suvivability and Mor’ Hardcore gives you utility when it comes to keeping the enemy melee of your casters. Mor’ Hardcore could instead be I’m Da Biggest for more wounds or a rank later you could pick up Less Stabbin’ Me for even more blocking goodness.

Toughest ChM spec:


Da Toughest is all above being ‘Ard As Nails and being able to take a beating like no other. Your armor and toughness will be impressive as will you blocking rate. My rotation normally opens with a Wot Armor for the damage bonus (less armor is less damage mitigation). Again depending on my target I’ll put a Trip ‘Em or Big Slash. Trip ‘Em is fer killing and Slashing is fer keeping da runts safe. If you got the time you can Trip ‘Em and then Slash them. It’ll give your runt even more time to get a way. My finisher is either Skullthumper (for not so impressive damage), Not In Da Face (if it’s a caster/healer) or Savin’ Me Hide (if I’m about get a battering).

Get the attention of the enemy and put up your shield with Can’t Hit Me or get in front of your dps crew and throw Hold the Line to increase their defenses. The damage you’ll do is not very impressive, but your survivability is! And every punch sent your way is not going to the real dps in your team – and dat’s a good ‘un. I find that RvR as Da Toughest is more flexible with the rotations than as Da Brawler (PvE is another matter), so rolling with the punches and either supporting your healers/caster or getting in the face of the enemys healers and putting that lovely 5-second delay on their heals can be switched between swiftly. At first it may seem a bit boring or monotome to tank Da Toughest, but it certainly ain’t. I’ll get back to the different roles of the tank in the next part and try to pass on some of what I’ve discovered so far.

Although a RvR minded article I’ll just add a comment on PvE.The above spec will allow you to grind through stage one PQ solo with little trouble. Gather eight, ten or more mobs a level or two above yourself. Roll through your first rotation and put up your defensive buffs, throw up your shield and hit Can’t Hit Me and watch the numbers fly! You’ll take very little damage, your marale will skyrocket and every hit you block will help kill the enemy. Grinding influence is a breeze and you’ll soon be decked out in shining blue.

Last bit and bellows.
As I see it a WAR tank has three different roles to fill which in some cases will be more or less overlapping. You can be a linebreaker leading the charge into the enemy drawing as much fire as possible. You can be a part of the dps train helping the squishier parts to stay alive, harass the healers and debuff the enemy. You can stick around and save the casters and healers on your backline. You can’t do all three at the same time, though. And the different specs will do the jobs differently – and with different degress of succes. The next part of Mo’ Heelz, Runts! will take a closer look at these roles and discuss what specs and playstyles that suits them.

Untill then, may your pugs be organized and your renown be plentyfull!


/Obersten

mandag den 8. december 2008

Dis Just Got In!

The fine gentlemen over at Mo' Heelz Department of Eavesdropping and Cuddlepunk have been scanning teh intarweb, binge drinking and trolling forums just for you. Recovered from their garbage bin was this little gem of information:

"Shatter Equipment removes HoTs from your target"

.

W00ts, I hear you all say. You didn't know that nub? L2pkkthnxbb...

Ehh... but it's quite nice to know. I foresee a marked increase in the Archmage vs. Obersten fatality rate in the near future. Killing healers or killing runts with a healer hiding nearby is a slow and painful death. Being able to remove those pesky HoTs will surely make them drop alot faster. Especially as the healer may not notice that his buff disappeared and not reapply it before it's too late. Combined with a good silence, a knockdown and a unhealthy addiction to physical punishment this is golden.

And the timing is excellent. I'm currently respeccing in order to testdrive a few specs for a RvR guide I'm writing and little tips like this is just great. That I didn't know them already might pose a few questions as to whether I should be writing this guide at all, but let's not get into that...

onsdag den 26. november 2008

Gone In 30 Seconds

Been a bit quiet from me lately. I've had a busy weekend and some workrelated business to attend, but the main bother has been the 30 second cap on my freeware Fraps program. Getting good RvR footage when you've only got short 30-seconds bursts is a bitch. Either the first part of what I'm trying to show off misses or the movie ends just as I'm about to deliver (or be delivered) the coup d'grace. Dang! And doubledang!

So, apart from my moviemaking misery, what have I've been up to the last week. Well, Obersten turned 26 yesterday evening after a good deal of scenarios. Mostly Tor Anroc, but my punting/tanking skills/luck are placing me in the top renown bracket which is nice as I'm trying to catch up to my level. Being rank 26 and almost-I-can-taste-it-with-my-left-nipple renown rank 20 is a mismatch. The devastator set i lurking a level or two ahead and I want it. I wants, I wants, I wants! So, I've gotten my renown grinding mittens on and equipped the happy dorf-punter undies.
The bad news is that somehow the scenarios aren't really popping all that quick, so I've been grinding influence and doing quests as well. Which is all very nice, but it just don't give any renown. Dang it. Double dang it! And with most of the guild doing tier four stuff and capturing castles untill their eyes bleed, I'm stuck in tier three, grinding influence, watching glue dry and my rank rise and still not getting closer to equipping a Devastator piece. /shake fist

Still, it hasn't been all bad. Yesterday I got into a pug and claimed a keep. Managed to get a first place in contributions and a gold bag for my efforts (which, just to mock me I'm sure, contained a piece of devastator equipment...). Afterwards we head to Avelorn as rumor had it the Order was doing their thang there. And sure enough, we catch a good dozen of the scumbags trying to break into our house. We open a can of whopass and serve it to them cold. Excellent. Xp, check. Renown, check. Fun, double check! Keep, lost. Even better. Let's get it back!

So, we scramble to put a decent warband together and assault the castle. The npc's get a well deserved spanking and we're battering at the inner castledoor when a throng of Order pours into the courtyard. Closequarter fighting erupts and people are dying and killing left and right. After the dust settles I find myself and a small group of survivors outside the gates facing the remnants of Order charging towards us. We won't have none of that, of course, so we charge them as well and an epic battle begins outside the gates of the castle. Momentum changes sides as Order and Destruction press for the advantage. Three or four times we get them pushed back into caste, and three or four we find ourselves defending at the outskirts of our warcamp. Tanks are tanking, healers are frantically trying to keep up and the dps does their thing. It's great!

Then what happens. Our warband leader declares that we break up and head for the Chaos Wastes instead. The keep can't be taken and the other places are apparantly not defended. Ehhh, come again. We got a grand battle going on here. We get to batter stunties and elves and humies and what nots, and you want to go somewhere quiet? If this is the attitude of most players it's no wonder that Open RvR is a bit missing. If you leave whenever you're getting pressed and losing you'll never get a really good fight going. Of course, getting hammered while outnumbered 4-1 is not very fun, but that was not the case here. 2-1 at times, but still they took losses as well (which just makes it even better IMO). Alot of players stayed for the fight, as well, so the situation may not be looking so grim either.

But, the "let's go somewhere else" tactic is fairly destructive for the Open RvR. It's understandable if you're mostly interested in the loot and the not the fighting, but couldn't something be done about it? Two things springs to mind:

1. Improve the loot you get from player corpses in Open RvR. Not scenarios, just when you kill them in the open. It could be at a keepsiege or just when you've flagged for RvR and duel it out.

2. Instance the keeps. Make it an instance with a population cap (20, 30, 40, depending upon tier and number of attackers etc.) and you got a reasonable chance that the two sides will be equal. Perhaps allow for a majority of attackers as the Keep lords can be hard enough to deal with without Order interefering.

But the fight was good and Obersten got alot of scalps for his banner. Good times :)

tirsdag den 18. november 2008

Another Public Service Announcement

The Mo' Heelz Forum Troll Trawling Team got a decent healing guide in their nets. The bit about Shamans adding in a bit of dps seems a bit off to me. I'd rather that the healer (me) saved his AP for healing instead of doing lousy dps/AP spells. Still each to his own, and sometimes I bet they actually do make a difference. I just think that extra heals do more good.

EDIT: A bit on healing priorities. There's both shit and cinnamon (as we say in Denmark) so proceed with caution.

Gief Epix!!11!

The Open RvR Post.


It seems that every other blog has posted the authors view on the Open RvR or the lack of it. Never being too good not copy a good subject I’ll take my own spin on it.

What’s wrong:
1. Momentum is needed to gain momentum. You’ll need a big band a warriors to get the ball rolling. Untill this happens people rather just carry on with their quests – a pure cost/benefit calculation due to:

2. Logistics. It takes time to get from your questing/PQ’ing area to the keep and you cannot be sure that there’s actually defenders there to ensure renown (you don’t get points for doing a WW1 trench charge) or that the keep hasn’t fallen already.

3. Rewards. As it stands now most of my RvR experiences have been like doing the PQ: Kill the King and hope to get a lootbag. Twice I've managed to get to a keep before it fell with actual defenders inside and a zerg of attackers swarming the walls - this is within two months of gaming. Still these two episodes have been the highlights of my WAR experience telling me that IF players could get out to fight regularly the game could improve immensely (from good to godlike, that is). More lootbacks rewards taking empty Keeps, more renown/xp rewards fighting the enemy - both is needed I think, but rather more of the latter than of the former.

What do I propose then? What are the golden hotfix? Look no further:

Solutions:
1. Teleport to keep defense/offense. If Mythic implemented a teleport mechanism like they have in scenarios the travelling bit could be avoided. Perhaps do it like the Summoning Stones in WoW, so you only could go one way (and not teleport back once you're done with the keep taking - which would ensure more people staying perhaps?). Trouble is that the element of surprise is easily lost and that is one of the biggest strength the offense posseses. Perhaps put a timer on the teleport? Only after the wall is breached? Only after 5 minutes of fighting? 10 minutes? After the King has been attacked for the first time?

2. Provide a steady stream of renown/xp for fighting in a keep. This way there would be an incentive to go even if it's you against the world. As it is you need to gather a group and organize the defence - rewarding individuals to ride to battle to gather these groups incrementally. You can't defend the castle on your own, but you can dent the offense a bit. As it is now it just don't award you any noticeable renown/xp.
Perhaps make it scale with group size, but getting expenentially smaller thus rewarding small groups for defense, but letting the bigger groups fight it out for themselves? The bigger groups should stand a chance of farming/defending properly and getting their rewards that way.
This solution could also deal with troublespot number one: Momemtum. If individuals get a piece of the action on their own they'll show up. If they show up they'd most likely group up (just dont award going solo with the steady-stream) and then eventually fight it out like a real posse of defenders. Perhaps even coordinating and talking nicely to each other. Ok perhaps not the last bit, though...

3. My last idea is not related to Keeps, but more to getting people into the lakes. I was thinking about how cool I found it when I entered Barak Varr for the first time. Orcs and Dwarfs constantly battling it out and it gave me a feeling of actually participating in a big battle. A great experience! So, how about having bands of warriors (10, 20, 30 or even more) travel to the Lakes with the event being heralded as when a Keep is under attack. Then you could travel along and fight along side of your comrades (although they'd be AI controlled drones). Put in a few Champion/Hero/Lord mobs depending on the size of the army and have them drop lootbacks and you should have a good deal of RvR going on. Even if there ain't many players actually showing up (low pop, non-peak hours etc) it would still instill a feeling of an epic battle going on. And if there's one thing I've learned from MMO's it's: GIEF EPIX!!1!!!

Any thoughts on this?

I just found this excellent idea to reintroduce Darkness Falls. Seems like a really good idea as well.

mandag den 17. november 2008

A Public Service Announcement

Senta of the Warhammer Alliance forum has compiled a list of all the Squig Herder PQ rewards with a nifty mouse-over effect. Very easy to use and really nice when your trying to plan your "gear shopping". There's similar list for all the other classes as well, but as far as I know none with mouse-over effect (which I'd pay my left buttcheek to learn the secret behind!).

EDIT: Same shit, just for Black Orcs and for Shamans.

fredag den 14. november 2008

Talking In Scenarios - Or How To Be An Ass

It's funny. It really is. Last night I was in the Nordenwatch scenario fighting the Order off the beaches as is only fit for a git. Once the two parties are almost full I have a macro I like to use and I got a fiery flaming for doing so*. Actually it's two, but they're about the same, so... ehh, nevermind. I'll try to redo them from memory.

Macro numero uno:
/sc Hi guys. I just have a few tips - use them or ignore them.
/sc OFFENSE: Check the scoreboard regularly for their top healers and dps - and kill 'em! This way we can focus fire without having to call the targets all the time. Also, don't attack the tanks - just try to root and snare them.

Macro numero dos:
/sc Dammit, there's more from that moron!
/sc DEFENSE: Remember Collision Detection. If you get a tank/melee dps on your ass run towards a mob of friendlies. He can't run through them and chances are they'll help you root/snare/kill him. And if he changes targets it'll take him even longer to get a kill. If you run you can't be healed and we can't help you. Detaunt, root, snare, knockback and head to the rest of us. And help each other! :)

The above apparently was newbie stuff according to a swearing teamplayer. I guess it is, but the funny thing is that no-one in that pug knew how to focus fire, to use knockbacks to save teammates or not to run away when the tank tries to help you. So, I guess my question is: Would this really pester your game experience or do you think it'll actually help foster some teamwork? And is there anything about them that you would add or remove? Any easy to use tips?

*) I only use the macro once. No spamming.