Archive for May, 2009

WAR Herald: WAR Podcast @ TenTon Hammer

Thursday, May 28th, 2009

A few quick Engineer tips and Mastery advice as you level

Thursday, May 28th, 2009

Are you a new Engineer looking for a bit of fighting advice, and my recommended Mastery spec as you level? Check this out!

(more…)

Just how does the Shaman/Archmage casting mechanic work?

Thursday, May 28th, 2009

The Shaman and Archmage use an identical mechanic but for the name. How does it work? Find out after the break.

(more…)

WAR’s “Action Points” system

Thursday, May 28th, 2009

How do action points work? What can I do to help my efficiency with gear? Find out!

(more…)

How “Healers” stack up in damage-dealing

Thursday, May 28th, 2009

The Archmage and Shaman do very good damage, and while suited more for quick spellcasting and weaving back and forth between damage and healing, they are able to hold their own regardless.  How well can they do so, and what differentiates them from other class types such as the even purer “healers” like the Runepriest/Zealot? Look inside!

(more…)

Stat caps, magic, armor, and damage mitigation in-depth!

Thursday, May 28th, 2009

This in-depth article will explain how damage, stat caps, and mitigation works in WAR. Ever wonder what affects everything? You won’t once you’re done reading this!

(more…)

World exploration, size, and immersion: is it fun?

Thursday, May 28th, 2009

This is more of an opinion thing than anything, but yes, I think so. The zones are very, very large and have a lot of flavor to them. They are hand-made from start to finish with no random, computer-generated segments in them at all.  Each one is simply gigantic, with tons of content packed into little corners and places just about everywhere. They weren’t joking when they said you’d stumble upon cool hidden things like high level monster lairs, random quest-givers that aren’t just standing around in town for everyone to see, and other easter eggs and events. The music helps contribute to the level of immersion the game provides, as does the well-styled artwork that remains crisp and graphically excellent for an MMORPG.

 

Thanks to this, I personally have found it very fun to explore the zones. Most everything in them has some sort of purpose for being there, whether to help contribute to the lore of the zone, guide you towards a Public Quest, or be a fun spot to romp through and see (one example being some statues with Tome of Knowledge unlocks of some famous Warhammer characters hidden away!),  it’s all good. I rarely felt like a zone was “too full” and more like a small forest than an expansive valley with surrounding canyons, or a true area of land with enough mass to really exist on its own. You can and will find spots that the developers knew people would find just by exploring, and you’re going to find a lot of easter eggs hiding out for your efforts, from XP bonuses, to item rewards, to Tome unlocks, to plain incredible sights, there’s a lot to find!

Pre-launch class gameplay thoughts!

Thursday, May 28th, 2009

Note: This article was originally published prior to WAR’s launch.

 

There’s one way I’d describe WAR’s classes: Amazing. Simply amazing. The classes, even though there are twenty (20) of them in the game as of launch, are all very varied with distinct play styles and ways they accomplish their roles in combat. Even the “mirror” classes between Order and Destruction play very, very differently from one-another. While a healer is an archetype that is supposed to “keep the group alive and healthy” the way you go about it as each class is quite different.

(more…)

Gear power levels: Are they overwhelming?

Thursday, May 28th, 2009

Gear vs. Player Skill: is it ridiculously imbalanced in WAR? See my writeup and thoughts within.

(more…)

Chickens, RvR flagging, and more general info!

Thursday, May 28th, 2009

How far can you go into the enemy’s homeland? When are you kicked out of each tier? What is the chicken mechanic? Look within!

(more…)