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	<title>Trizzeo.com: Your WAR Resource</title>
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		<title>WAR&#8217;s Economy: Suggestions to Mythic for the 1.3.6 patch!</title>
		<link>http://trizzeo.com/2010/03/wars-economy-suggestions-to-mythic-for-the-1-3-6-patch/</link>
		<comments>http://trizzeo.com/2010/03/wars-economy-suggestions-to-mythic-for-the-1-3-6-patch/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 00:15:44 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Game Mechanics]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=106</guid>
		<description><![CDATA[Mythic has asked for suggestions and feedback on WAR&#8217;s economy recently in the following official forum thread: http://forums.warhammeronline.com/warhammer/board/message?board.id=dev_discussions&#38;thread.id=6577&#38;view=by_date_ascending&#38;page=1
What are my suggestions for features and itemization revamps, as well as the economy? Hop after the break to see!

 
This is going to be a long post (and was originally posted by me on the official WAR forums), [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Mythic</strong> has asked for suggestions and feedback on WAR&#8217;s economy recently in the following official forum thread: <a href="http://forums.warhammeronline.com/warhammer/board/message?board.id=dev_discussions&amp;thread.id=6577&amp;view=by_date_ascending&amp;page=1">http://forums.warhammeronline.com/warhammer/board/message?board.id=dev_discussions&amp;thread.id=6577&amp;view=by_date_ascending&amp;page=1</a></p>
<p>What are my suggestions for features and itemization revamps, as well as the economy? Hop after the break to see!</p>
<p><strong><span id="more-106"></span></strong></p>
<p><strong> </strong></p>
<p><strong>This is going to be a long post (and was originally posted by me on the official WAR forums)</strong>, as I have had a lot to say on this for awhile but never felt it was a good time to let it all out. Also, due to length, I am not going into as much detail on each idea as I have thought out. If anyone has/wants clarification on them, by all means ask for it and I&#8217;ll provide it.</p>
<p>There&#8217;s a laundry list of ideas I have for WAR&#8217;s economy, so without further ado, let&#8217;s get into it!</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>1) Set items</strong>: they pigeonhole you into using a certain # of items from a set, with too few overall slots to actually equip the items in to really mix/match sets and/or the non-set items that might be viable otherwise. I like the suggestion someone had about making set items bind on equip, and require kill credit for the boss(es) they drop off of. Adjust drop rates to compensate, but this would make gold have a significant use. In general, most items should NOT be bound on pickup: let us actually make use of gold to change hands and provide things to barter with. Bind on Equip is a good mechanism since we don&#8217;t have &#8220;durability&#8221; in this game like DAOC. Maybe make it so we can &#8220;unbind&#8221; old equipment for a charge at a vendor, to provide a moneysink, with a scaling cost based on the overall stats/rarity of the item so that it isn&#8217;t the same to let someone re-use an old green weapon as it is to re-use an uber item. Make some immune to this &#8220;unbinding&#8221; like Sovereign or Tyrant/Warlord gear, of course, and already-bind-on-pickup items bought with alternative currencies.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>2) Adding many bind on equip world drop item</strong>s would be great if they had stats that were comparable to say half a set bonus plus their normal allocation of stats. That way you wouldn&#8217;t be tied into sets, perhaps make set bonuses for &#8220;special&#8221; stats like procs or crit bonuses that are larger than a single item require sets still, but let an item have a lot of strength or willpower or whatnot and say 2% crit on its own along with the usual things like wounds.</p>
<p> An example would be, looking at say a Conqueror set bonus which provides 66 strength for a 2-piece bonus. Let there be a bind on equip item with, for example 25 strength PLUS any normal stats the item might have, instead of just the normal stats. This alone ensures competitiveness with set pieces but doesn&#8217;t outmode them fully either: it allows choice. This also leads into my next idea&#8230;</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>3) Add new items and upgrades to existing gear that makes them more desirable!</strong> You already have a LOT of items that exist: in fact, some of them, but for set bonuses, would be very desirable already. So, here&#8217;s my suggestion on this: allow us to &#8220;salvage&#8221; a set item to make a talisman to cause the item to be part of the set of the item that was salvaged. Add a special slot to ALL &#8220;high-end&#8221; bind on equip items that can only be used for this.</p>
<p>So, let&#8217;s pretend I have Softsoles of the Watcher, a Shadow Warrior item that is fairly nice stats-wise, and currently own 2-pieces of Darkpromise. Allow me to acquire an extra piece of Darkpromise, of my class or perhaps any other (you&#8217;d have to throw this around internally along with drop rates), and salvage it into a &#8220;Darkpromise Essence Talisman&#8221; that allows me to have the item treated as though it is part of the Darkpromise set for the purposes of set bonuses. This has the advantage of NOT disrupting current set bonuses for people who use sets, but DOES allow for new pieces to be &#8220;introduced&#8221; to a set and for variety in what pieces you use to achieve a given set&#8217;s bonuses.</p>
<p>DO require an item equipped with the &#8220;XXXX set item Essence Talisman&#8221; to be equipped alongside one &#8220;real&#8221; piece of the set (i.e. I could equip this new Watcher boot alongside a Darkpromise item, but I can&#8217;t equip two items like Watcher with these talismans in them to get Darkpromise bonuses on their own). This makes it so the Darkpromise items themselves retain value, while allowing greater flexibility in player stats and armor.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>4) Make potions harder to mass-produce by adding a higher base time to cultivation for every plant</strong>. It&#8217;s silly that in a day of play, I can make enough potions to stock 20 players with every potion they&#8217;d want for several days. I love the idea that we can cultivate while not having to sit there clicking &#8220;Create&#8221; every 3 seconds for hours. However, this has to come with the tradeoff that we can&#8217;t create such immense quantities (hundreds if not a thousand+) potions in a single long day of play. Less potions = more competition, as the demand will still remain. The issue on this is supply is extremely, obscenely higher than the current demand levels could ever be.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>5) TRADE SKILLS! Let us make armor and weapons. Let us make ADDONS to weapons. Add more talisman slots to everything in general</strong>, even if it has to be a new &#8220;special&#8221; slot type. The ideal model would be similar to Dark Age of Camelot&#8217;s &#8220;spellcrafting&#8221; where we can greatly customize our armor with 4-5 stats plus a base stat of some type. Put limits on things, so we can&#8217;t stack all the wounds we need on a single item, but don&#8217;t make it impossible at the expense of some other stat by using multiple items. It worked well in DAOC: we had to &#8220;template&#8221; to make gear that would get us to our desired levels, and always made tradeoffs in some way to get there. Yes, some will complain &#8220;I don&#8217;t want to have to make a spreadsheet just to equip my character!&#8221; but they can always use setups that people inevitably post that are already calculated and they just need to collect the items for to equip: just like current items, how about that =)!</p>
<p>Weapons are a touchy subject as they are arguably the most powerful/important part of someone&#8217;s gear. My suggestion is: you just introduced amazing new RvR weapons, so DON&#8217;T make new weapons available that are better just to jumpstart the economy. INSTEAD, make new weapons that are a bit worse, and allow us to also make upgrades for the RvR/drop weapons such as procs or extras not normally available as talismans like AP regen, health regen, reduced % chance to be critically hit, etc. Make these ones that aren&#8217;t normally available ONLY available on these new crafted items. Make ones that already are available able to be crafted as upgrades to RVR/drop weapons: examples could be critical hit chance (&#8220;Grinding Stone&#8221; that lets you &#8220;sharpen&#8221; a world-drop/RvR/dungeon weapon but not a crafted one to achieve this) and require this to be re-done every X number of in-game days to maintain the bonus. This creates new consumables and still lets crafted items in hypothetical new tradeskills desirable as well.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>6) Keep upgrades: this may seem unrelated</strong>, but upgrading and holding a keep through a zone/pairing capture should provide additional crafting materials to the guild&#8217;s members or leadership to distribute through the guild. Make these items only attainable through this way, and up the cost of maintaining a keep at levels that provide these materials. This makes them cost a certain amount of money, variable in cost some, and makes keep onwership more desirable again. Most importantly, it provids a moneysink: money does not go into the void much in WAR, which is also an issue. Initially, the keep takes were valued and guilds had competition to try to claim due to the relatively valuable rewards at the time this whole claim system was implemented. Today, virtually no one cares to claim except for defense and domination timer purposes. Change this. Make it worth it again.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>7) MONEY SINKS! We need more things that drop money into the void, not just having it change hands between players</strong>. Make consumables required to craft things for every tradeskill such as we have to have for apothecary (a vial), require nutrients for plants in cultivation, require tools and other things for any new tradeskills, etc. Make us buy a &#8220;cutting stone&#8221; for a talisman make. They should not be near-free to attempt each time but for the materials. Draining some cash from the economy will keep gold valuable alongside all these other changes, and help combat MUDflation that is a natural occurrence.</p>
<p>Other ways to help combat inflation are: upping the cost of guild scrolls and practical items everyone uses; higher costs for placing items on the auction house depending on their rarity/value (a &#8220;final value fee&#8221; ala ebay would be great for items once sold, so the initial cost isn&#8217;t high but the actual value can be determined dynamically and applied as a percentage with a maximum cap so it isn&#8217;t nuts on super-valuable items, skimming some into the void that way with every sale of an item); extra storage space as you have already discussed that is purchaseable; vanity items by adding an extra trophy slot or two to display &#8220;cool&#8221; things in for achievements (sort of like bestiary tome unlock items at the libraries in the cities) to show off how awesome you are, etc.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>8) Repairable items:</strong> Another suggestion would be &#8220;glowies&#8221;: make them rare/hard to get, but let them exist: force them to be &#8220;repaired&#8221; for a large fee at an NPC before actually being usable. People will want these both for the aesthetics, and it will siphon cash off while not affecting people who are more casual in their play directly by &#8220;forcing&#8221; them to spend lots of gold at an NPC. Don&#8217;t make them &#8220;overpowered&#8221; or much better than other weapons. Add things like &#8220;spikes&#8221; for boots that can reduce snare effects by 10% or 15% but are consumed (perhaps each time you&#8217;re snared) and are equipped/toggled somehow as a buff. Make these spikes craftable but cost some cash that goes to the vendor/void. Make these spikes nice to have but not essential. Things that are &#8220;practical&#8221; like this are extremely good moneysinks and provide more &#8220;stuff&#8221; to barter/trade/sell/buy on the auction.</p>
<p>&#8212;&#8212;&#8212;</p>
<p>Alright, that does me for now&#8230; if anyone makes it through all that, thank you very much for reading it! I hope this provides some food for thought for Mythic and everyone who has read this =)!</p>
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		<item>
		<title>A few quick Engineer tips and Mastery advice as you level</title>
		<link>http://trizzeo.com/2009/05/a-few-quick-engineer-tips-and-mastery-advice-as-you-level/</link>
		<comments>http://trizzeo.com/2009/05/a-few-quick-engineer-tips-and-mastery-advice-as-you-level/#comments</comments>
		<pubDate>Thu, 28 May 2009 05:26:13 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[Leveling and Spec Advice]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=96</guid>
		<description><![CDATA[Are you a new Engineer looking for a bit of fighting advice, and my recommended Mastery spec as you level? Check this out!
 
 
As you level, in Grenadier:
 
Level 21) Sticky Bomb, skipping extra powder. It&#8217;s an extra DOT that explodes after its duration for an AOE DD or if the target dies&#8230; this helps DPS considerably.
 
Level 24) Go up [...]]]></description>
			<content:encoded><![CDATA[<p>Are you a new Engineer looking for a bit of fighting advice, and my recommended Mastery spec as you level? Check this out!</p>
<p><span id="more-96"></span> </p>
<p> </p>
<p><strong>As you level, in Grenadier:</strong></p>
<p> </p>
<p>Level 21) Sticky Bomb, skipping extra powder. It&#8217;s an extra DOT that explodes after its duration for an AOE DD or if the target dies&#8230; this helps DPS considerably.</p>
<p> </p>
<p>Level 24) Go up to Throwing Arm and slot the tactic alongside Steady Aim (the ballistic skill tactic). This makes grenades have a 98ft range vs. 65ft normal (nukes in general are 100ft), so they can become part of your main damage rotation without being deep in the danger zone of nukes-ville during combat.</p>
<p> </p>
<p>Level 27) Go up to Strafing Run and train it. This is a slow line DD that hits pretty hard, but most importantly, is a short knockback that does NOT trigger immunity, meaning you can then use a turret self-destruct knockdown, or a knockback grenade, to further CC the enemy. As with all knockbacks, it knocks down monsters.</p>
<p> </p>
<p>Level 33) In Rifleman, get Crack Shot. It&#8217;s an invaluable tool, and again, strafing run then a disarm = nice combo. I often if jumped by a witch elf or whatnot will pop strafing run to knock them back, and while they&#8217;re in midair throw on Crack Shot (disarm) to begin the attack. It also helps to protect a healer or whatnot that&#8217;s in trouble from any melee&#8217;r, and gives a HUGE boost against enemies such as the Squig Herder (who I usually throw an Acid Bomb dot grenade/debuff, then a flashbang grenade to interrupt whatever he&#8217;s building, followed by the disarm and a quick burst with hip shot/focused fire to try to finish him off or get him to a critically low health level before he can retaliate).</p>
<p> </p>
<p>Level 38) Napalm Grenade in Grenadier. It is a 20 foot &#8220;square&#8221; AOE on the ground that grows in strength every 10 seconds (doubling in power). It is a great tool to force someone to move, or try to block off a corner that you think they may try to use to block LOS. Note that the first tick of damage is instant upon landing, so it functions as a makeshift DD as you set it if you&#8217;re doing it on top of the enemy&#8217;s spot or close enough for it to touch them. In addition, it is a huge DPS tool in PVE, and benefits from Unshakeable Focus as all abilities do once you pop it, even though it&#8217;s already in-progress.</p>
<p> </p>
<p>Level 40) Finish off Grenadier&#8217;s mastery points (you can&#8217;t train the Morale 4 until RR40 but I can hardly remember many times I have used that, it&#8217;s more for the DPS boost and napalm grenade priority in RVR (highest level napalm in a spot deals damage, anything else is rendered inert as they don&#8217;t stack with other Engineers)).<br />
&#8212;</p>
<p> </p>
<p><strong>A few quick tips:</strong></p>
<p>1) Grenades take a second to actually &#8220;land&#8221; and do their damage. Thus, the double damage Morale 2 ability can be used immediately after any medium-long range grenade throw to apply double damage to that grenade, and have 7 seconds after to continue using quick abilities for double damage. I often debuff someone with Acid Bomb (dot/corp debuff), throw a flashbang grenade at a caster, punch Morale 2 (the nade then lands for double damage), fire off a Hip Shot, then Focused Fire, for a huge damage output in a very brief time. By the end of that most people are nearly dead if they survive. I then throw a quick firebomb followed by another flashbang or knockback as the situation demands.</p>
<p> </p>
<p>2) You can combine most knockbacks with a root or melee snare. Due to lag, if you punch say the knockback grenade then hit a root as you run away, it 99% of the time catches them with the root as they fly and you&#8217;re running away, making a rather lethal crowd control combo. You can do this with any combination that doesn&#8217;t trigger immunity with eachother.</p>
<p> </p>
<p>3) SPANNER SWIPE&#8230; it&#8217;s the melee snare so long as any hex is on the target (aka any of your dot&#8217;s). Use it even if you&#8217;re snared, after a couple of seconds, because most people fail to reapply a snare to you until the first one wears off, giving you a few seconds of faster runspeed than them and possibly a full escape. You can often hit a knockback grenade with the snare, or snare then knockback-root, and really mess people up. I sometimes will purposely manuever at an angle into a melee&#8217;r to snare them as I play &#8220;chicken&#8221; with them, then knock em back and unload. Don&#8217;t be like me and forget half the time that you have it&#8230; it is a fight turner!</p>
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		<item>
		<title>Just how does the Shaman/Archmage casting mechanic work?</title>
		<link>http://trizzeo.com/2009/05/just-how-does-the-shamanarchmage-casting-mechanic-work/</link>
		<comments>http://trizzeo.com/2009/05/just-how-does-the-shamanarchmage-casting-mechanic-work/#comments</comments>
		<pubDate>Thu, 28 May 2009 05:20:09 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[General Information]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=93</guid>
		<description><![CDATA[The Shaman and Archmage use an identical mechanic but for the name. How does it work? Find out after the break.

 
 Basically, you start with zero &#8220;High Magic&#8221; for the Archmage on the Order side between Serenity and Force, while starting with zero Gork or Mork for the Shaman on the Destruction side. Whenever you cast [...]]]></description>
			<content:encoded><![CDATA[<p>The Shaman and Archmage use an identical mechanic but for the name. How does it work? Find out after the break.</p>
<p><span id="more-93"></span></p>
<p> </p>
<p> Basically, you start with zero &#8220;High Magic&#8221; for the Archmage on the Order side between Serenity and Force, while starting with zero Gork or Mork for the Shaman on the Destruction side. Whenever you cast a healing spell, it builds the High Magic or Gork/Mork for the opposite type of spell that you cast. This can go up to five build-ups, but if you use a spell that has the opposite effect such as a damage or debuff spell, it uses the build-up of High Magic or Gork/Mork to augment the spell.</p>
<p> </p>
<p>If you were casting damage spells and use a healing-type spell such as a heal over time, damage shield, resurrection, etc. it will use the build-up to augment those spells. Any spell that uses the build-up does not cause a point of High Magic or Gork/Mork to appear for the other type of spell. So, if you had four damage-type build-ups, and used a healing spell that was boosted by them, it just resets your build-up to zero for both sides.</p>
<p> </p>
<p>For spells with a cast time, this in almost all cases reduces the time to cast by 20% per point of build-up, making it an instant spell at full power (yes, this does include even resurrection spells that could normally take up to six seconds on these particular classes). For spells without a cast time it affects them by 5% per point of build-up, for a total boost of 25%. For channeled spells, it also increases the effectiveness of the effect on a per-point basis.</p>
<p> </p>
<p>The mechanic works very nicely in actual gameplay. While you cannot opt to &#8220;store&#8221; your build-up if you use a spell that would normally consume it, every single spell you cast uses this mechanic except for pure long-duration buffs (such as a resistance buff that lasts an hour). Short-duration buffs will count for this though as well. Even instant-cast spells will build up points for the mechanics of High Magic and Gork/Mork. You&#8217;ll find yourself trying to store up points and balancing what spells you cast to plan ahead. You might cast a bunch of damage spells quickly when you think you might want a quick, large instant heal with five points built, or a resurrection, expecting to need it in the next several seconds. Likewise you might do some quick healing so that you can cast a very powerful channeled  nuke when a target is being damaged, to help be ready for when the group is trying to finish him off.</p>
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		<item>
		<title>WAR&#8217;s &#8220;Action Points&#8221; system</title>
		<link>http://trizzeo.com/2009/05/wars-action-points-system/</link>
		<comments>http://trizzeo.com/2009/05/wars-action-points-system/#comments</comments>
		<pubDate>Thu, 28 May 2009 05:17:20 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[Frequently Asked Questions]]></category>
		<category><![CDATA[Game Mechanics]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=90</guid>
		<description><![CDATA[How do action points work? What can I do to help my efficiency with gear? Find out!

 
Every player has a maximum Action Point pool of 250 points. You regain 25 action points every second you are not either casting or building an ability, and not in the Global Cooldown (GCD) after using an ability. The [...]]]></description>
			<content:encoded><![CDATA[<p>How do action points work? What can I do to help my efficiency with gear? Find out!</p>
<p><span id="more-90"></span></p>
<p> </p>
<p>Every player has a maximum Action Point pool of 250 points. You regain 25 action points every second you are not either casting or building an ability, and not in the Global Cooldown (GCD) after using an ability. The GCD is 1.5 seconds. This means that, if you use an ability that is instant-cast/use, you won&#8217;t begin the one-second period to regain 25 action points until 1.5 seconds after pressing the key (you&#8217;ll gain 25 points after 2.5 seconds total from pressing it). Likewise, if you activate an ability that takes two seconds to cast, your regeneration period will begin immediately once the cast is finished (first points after 3 seconds from pressing the key), as the GCD is done with by then while you were casting.</p>
<p> </p>
<p>This means, in practical gameplay terms, that while Action Points regenerate quickly, you need to balance your bursts of abilities with your Action Point pool. You can opt to wait a second after an ability to get some extra AP back for instance, or even stop all-together for a few seconds to get a lot back, or you can keep firing off lots of abilities, at which point you&#8217;ll run out of AP and have to stop while you wait for some to rebuild (from 0 to 250 AP takes 10 seconds of not using any abilities, though you can start again at any point during that time).</p>
<p> </p>
<p>Some equipment that is rarer will grant AP regeneration that works to add, typically 1-2 points each piece, every second to your normal regeneration.  These are extremely powerful pieces of gear that are generally coveted as they enable you to have a much longer burst period and get back into the action when you&#8217;re out of AP much more quickly. As an example, if you had +13 in action point regeneration bonuses from equipment, you&#8217;d get back to full from nothing left in a little less than half the time it would normally take. The value of this is quite high!</p>
<p> </p>
<p>From high Renown Ranks, you are automatically granted an additional 25 points to your pool (RR 65) and an additional 50 beyond that (RR 75). There are no other ways of adding to your pool.</p>
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		<item>
		<title>How &#8220;Healers&#8221; stack up in damage-dealing</title>
		<link>http://trizzeo.com/2009/05/how-healers-stack-up-in-damage-dealing/</link>
		<comments>http://trizzeo.com/2009/05/how-healers-stack-up-in-damage-dealing/#comments</comments>
		<pubDate>Thu, 28 May 2009 05:11:40 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[General Information]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=86</guid>
		<description><![CDATA[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 &#8220;healers&#8221; like the Runepriest/Zealot? [...]]]></description>
			<content:encoded><![CDATA[<p>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 &#8220;healers&#8221; like the Runepriest/Zealot? Look inside!</p>
<p><span id="more-86"></span></p>
<p> </p>
<p>The main difference between these &#8220;secondary&#8221; healing classes and the &#8220;primary&#8221; ones (Runepriest, Zealot) is that they are most effective when balancing the two, often exceeding in bursts what the &#8220;primary&#8221; ones could do if their cards are played right. The downside in exchange for this is less of each tool type than the &#8220;primary&#8221; classes of each archetype would get that they draw their abilities from, with more focus on utility spells such as buffs/debuffs. Their general DPS and general healing is a bit weaker, but with the combined abilities these &#8220;secondary healing&#8221; classes can exceed the &#8220;primary&#8221; ones in many situations. Of course, your Mastery and Tactic choices can swing the class either way, or just balance things out anywhere in between that you prefer.</p>
<p> </p>
<p>As far as the &#8220;primary&#8221; healers go, the Runepriest and Zealot are more like the Smite Cleric in the very early days of Dark Age of Camelot (DAOC). They have a lot of good damage tools, a few utilities, huge survivability with a large number of various ways to heal (quick casting heals, heal + heal over time, heal over time,  damage absorption shields, damage absorption shields that also heal once they are depleted, longer casted heals that are very prone to being pushed back or interrupted,  heals that heal over time then jump to several nearby targets with the same effect, group heals, and more). The healing tools in particular greatly increase their survivability, as they can stack several effects to help mitigate the effects that incoming damage will have on them. One important thing to note is that the absorption shields make it so you won&#8217;t suffer from spell interruption or pushback from damage that they absorb.</p>
<p> </p>
<p>I&#8217;ll use the Runepriest of the Order side as my main example here to help answer this question.  Without any mastery abilities or tactics, he does &#8220;light nuker&#8221; damage with his spells (as well has having a medium-damage PBAOE that damages all targets within 30 feet of him), &#8220;primary healer&#8221; amounts of health when he heals, and &#8220;light crowd control.&#8221; Now, here&#8217;s the big thing: He has mastery paths for each one of them. You can invest heavily in the nuking path and improve your damage to high levels, allowing your instant nuke, instant pair of Damage Over Time spells, normal direct damage castable nuke that uses light amounts of Action Points, etc. and your PBAOE to be highly effective. However, by doing this, if you invest too heavily you won&#8217;t gain some nice goodies for crowd control or healing. Likewise you won&#8217;t become quite as strong at say, damage, if you focus more on crowd control and healing, though even without any investment you still maintain a good baseline ability set and amount in each path.</p>
<p> </p>
<p>For the Runepriest, each path at six points into it gives you a &#8220;Master Rune&#8221; that you can place on the ground with just a two of second cast time. These are a major tactical decision for any given battle, and you can obtain all three if you spec your Masteries for them. You can only place one at a time (placing a second one destroys the first), and each lasts one minute with a one-minute re-use timer (&#8220;cooldown&#8221; in WOW terms). Each has a large radius (65 feet in all directions in a circle) that covers a good area of the battlefield. The three types he gets are:</p>
<p> </p>
<p> </p>
<p>1) A spell-haste rune that reduces all build-ups for abilities for groupmates, including casting by 0.25 seconds (1/4 a second), which is huge since most spells are 2 seconds casts, some are 1 second, and very few are 3 seconds (that comes to 25% on the one-second casts, 12.5% on the two-second casts, and 7.5% on the 3-second casts). It affects all of the groupmates within a 65-foot radius</p>
<p> </p>
<p>2) A healing rune that pulses every three seconds, healing all groupmates for the equivalent of a light quick-casting heal each time so long as they are within the 65-foot radius.</p>
<p> </p>
<p>3) An Action-Points rune that gives a 20% chance to replenish 50 action points (a full bar is 250 points, so that&#8217;s 20%) to any groupmates within the 65-foot radius, every time they activate an ability (including melee attacks, spells, pretty much everything).</p>
<p> </p>
<p> </p>
<p>Further in the mastery paths are entire new abilities that can dramatically alter the play of the class, as well as tactics. Each point not spent on an ability also increases the effectiveness of most of the abilities or spells based in that path by a few percent each. The maximum number of points in a path is 15 points for the base. You are able to buy an ability once you have specced to the amount of points required to buy it, and are not automatically granted it upon reaching that level of Mastery. So, if an ability is located at five points up the ladder, it would take one more (for a total of six) to actually buy the ability. If it is one you don&#8217;t want, you can skip it and use that point to go another level higher. Points spent on abilities do not improve the abilities or spells in that path, only the ones used to climb the ladder do.</p>
<p> </p>
<p>Overall, even when focused on healing paths, they still do respectable damage (certainly enough to justify using those abilities when they&#8217;d be useful for the group), enough to solo in RVR with even. The same applies vice-versa in all directions.</p>
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		<item>
		<title>Stat caps, magic, armor, and damage mitigation in-depth!</title>
		<link>http://trizzeo.com/2009/05/stat-caps-magic-armor-and-damage-mitigation-in-depth/</link>
		<comments>http://trizzeo.com/2009/05/stat-caps-magic-armor-and-damage-mitigation-in-depth/#comments</comments>
		<pubDate>Thu, 28 May 2009 05:06:32 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[Game Mechanics]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=82</guid>
		<description><![CDATA[This in-depth article will explain how damage, stat caps, and mitigation works in WAR. Ever wonder what affects everything? You won&#8217;t once you&#8217;re done reading this!

Armor Factor is used to mitigate melee and physical ranged damage only. It scales very well, with abilities that provide additional AF really making a noticeable difference in damage numbers [...]]]></description>
			<content:encoded><![CDATA[<p>This in-depth article will explain how damage, stat caps, and mitigation works in WAR. Ever wonder what affects everything? You won&#8217;t once you&#8217;re done reading this!</p>
<p><span id="more-82"></span></p>
<p>Armor Factor is used to mitigate melee and physical ranged damage only. It scales very well, with abilities that provide additional AF really making a noticeable difference in damage numbers on you when attacked (20, 30% or more depending). Like all stats, it trails off after a certain point (a &#8220;soft cap&#8221;) with diminishing returns at 75% mitigation. Armor Factor can be buffed by a few classes such as the Disciple of Khaine, Runepriest (with a tactic that gives a 25% proc chance to boost the target&#8217;s armor every tick of their instant Heal Over Time spell), Ironbreaker, and others via various abilities, some being actual buffs, others being procs or short-duration effects.</p>
<p>Damage for magic, likewise, is affected by the three resists: Spiritual, Corporeal, and Elemental. Spiritual attacks encompass a lower number of attacks such as &#8220;holy smiting,&#8221; while Corporeal is done by most physical-effect attacks or things that affect your character&#8217;s physical actions (i.e. damage for every half a second or full second you&#8217;re moving, a big chunk of stone effect smashing down, a wind blast to knock you back, etc.), and finally Elemental, the most common resistance that spells check against, is of course things such as fire, water, etc.</p>
<p>Damage is primarily increased by your main stats: Strength for melee physical attacks (such as swords, shields, axes, and others), Ballistic for ranged attacks (such as a Shadow Warrior&#8217;s bow or a Witch Hunter&#8217;s gun), and Weapon Skill for both of those. Magical effects are determined by your Willpower and Intelligence: Willpower increases healing effects, or the healing component of spells with damaging effects (such as a lifetap that damages an enemy and heals you for that amount), and Intelligence affects the damage per second factor of your spells. Your Wounds stat gives you more hit points for every point you have of it (10 HP per point): in fact, your hit points are 100% based off of your Wounds stat and nothing else. Each class gains a different amount of Wounds (and other stats) each level. Equipment can increase your Wounds, as can the Warrior Priest&#8217;s buff high in one of the mastery paths (13 points to reach the trainable level, + 1 to train it, providing a 1.5x level boost to Wounds). Finally, your toughness score affects a flat damage per second reduction to help mitigate damage done to your character, which can have significant effects.</p>
<p>In addition, your resistances change how much damage you take from magical attacks. High resistances (such as 400+) will provide around 25% magic mitigation, but since most good items at the top levels only have around 50-80 of any given resist depending on their rarity, that can be hard to reach. Debuffs for resists, stats such as toughness, and others affect this. Buffs for them of course reduce the incoming damage, within the scaling mechanism of diminishing returns. Buffs for Wounds are very rare (but significant: 600 HP from the Warrior Priest&#8217;s group buff when he himself only has about 5800 HP at Rank 40 on my test character), and only a couple of classes per side (Order or Destruction) have buffs for other stats and resistances. Buff bonuses are affected by your Mastery levels, and speccing higher in their path does indeed raise their effectiveness by a good amount, similar to how a damage spell or heal would be altered.</p>
<p>On another note for resistances, while they are &#8220;soft-capped&#8221; at 40% (about 680 points), resistance debuffs are based solely on the numbers, not a percentage. So, &#8220;over-capping&#8221; your resistances to, for example 800 for around a 43% resistance effectiveness, is quite valuable, as a debuff that might normally take off 200 points, leaving you at 25-26% resist if you had exactly the soft-cap, would only bring you down to about 37% resist by &#8220;over-capping&#8221; the resist (800 &#8211; 200 = 600 resist left, for that percentage, versus 680 &#8211; 200 = 480 as an example).</p>
<p>The only way to increase the effectiveness of your buffs and other skills aside from tactics, Mastery skill, etc. are very rare and powerful armor pieces at Rank 40 that provide +1 or 2 to a Mastery (or the incredibly rare ones that do +1 to all three). These count as extra skill points in the tree for effectiveness, but do not allow you to train a skill you don&#8217;t have enough natural points invested in a line to train. For instance, if you have 6 Mastery points invested, and you need 7 to be able to purchase an ability at the 7th spot on the Mastery line, a +1 skill item will not enable you to spend one more point to purchase the ability: you would have to invest one more actual point to be allowed to then purchase the ability still. Think of it like +skill items from Dark Age of Camelot, where it increased the effectiveness of your spells/abilities but did not change the skills you had. The other way to get additional Mastery Points or effectiveness for them is Realm Ranks: at RR40, you get your first bonus Mastery Point, and one more for each milestone after: RR50, RR60, and RR70. These are actual points you can spend for abilities or to move up the line further. At RR80, you gain an innate +1 effectiveness bonus to all three lines, though it is not an actual point (it works like the item bonuses do).</p>
<p>As you may or may not be aware, Mythic does not typically release much information on the formulas behind how things work. Most buffs and debuffs however seem to be 2-3 x your level for the actual number of points they do. Most damage spells or healing spells scale on a 1.5x-2.5x multiplier, with DOT spells and HOT spells having scaling typically higher than others in that range. Mastery points seem to boost things around 2.5-3% per point invested in the line. Note that the Mastery points improve your skills by raising their effective level: they do not provide an actual flat bonus percentage. Items with +Mastery skills can provide effective levels of over 40 total, while the current system only allows actual trained Mastery points to provide an effective level of up to 40. These items will be very rare as well as hard to obtain, but quite powerful.</p>
<p>One final note: you can have a melee attack which deals magical damage (and can therefore be blocked or parried, but will mitigate based on magical resistance types) or a magical attack which deals physical damage (and can therefore be blocked or disrupted, but will mitigate based on armor) (paraphrased info from NLevy of Mythic). Basically, your defenses are based on the attack type: if it&#8217;s a melee attack that does magical damage, it can be blocked/parried/etc. but is mitigated by its magic type resistances, not your armor. The same applies for ranged attacks that do physical damage, though: they can be disrupted or blocked, but not parried, yet they will be mitigated based on armor because they are doing physical, not magical, damage.</p>
<p>Lastly, here&#8217;s the breakdown on what each stat does for your character:</p>
<p><em>These statistic descriptions are based directly off of the in-game tooltips and clarifications that the developers have posted. Note that the flat DPS increases will be changed to a percentage-based system as of the 1.3 &#8220;Land of the Dead&#8221; patch cycle. <strong>All stats are &#8220;soft-capped&#8221; at 1,050, at which point they grant half-effectiveness for anything further granted by items, buffs, etc.</strong></em></p>
<p>Strength is a flat damage-per-second (DPS) increase on your melee abilities, which also affects autoattack damage and activated abilities. Additionally, it reduces your enemy&#8217;s chance to block or parry your attacks.</p>
<p>Ballistics  is the same as strength, but affects your ranged physical abilities (such as a bow and arrow, or a Witch Hunter&#8217;s pistol). It reduces your enemy&#8217;s chance to block or evade your ranged physical attacks.</p>
<p>Weapon Skill changes how much armor penetration you have as a percentage, which is around 20% on average as a Witch Hunter at Rank 40. This is a percentage of armor on the enemy that your attacks will completely ignore. It also boosts your chance to parry physical attacks.</p>
<p>Toughness is a DPS decrease for all attacks against you: basically, a flat damage reduction that counters increases from others.</p>
<p>Wounds is the stat that your hitpoints are based on. Each point of Wounds gives you 10 HP.</p>
<p>Initiative is your chance to detect stealthed enemies, as well as the stat that reduces enemies&#8217; chance to critically hit you. Due to the formula it is based on, the higher initiative you have, the less gain you will see for adding more initiative per point as a percentage reduction. Thus, flat &#8220;reduction in chance to be critically hit&#8221; items are quite valuable.</p>
<p>Intelligence is &#8220;strength&#8221; for magic attacks, offering a DPS increase on magical abilities to make them quite a bit more potent. It also decreases the chance your enemy has to block or fully resist/disrupt your magical attacks.</p>
<p>Willpower changes how much you heal someone for on a DPS basis. A heal spell or ability &#8220;proc&#8221; that you cast on yourself is affected by this as well, as you are in that case the caster. It also increases your chance of disrupting/outright resisting an enemy&#8217;s magical attacks.</p>
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		<item>
		<title>World exploration, size, and immersion: is it fun?</title>
		<link>http://trizzeo.com/2009/05/world-exploration-size-and-immersion-is-it-fun/</link>
		<comments>http://trizzeo.com/2009/05/world-exploration-size-and-immersion-is-it-fun/#comments</comments>
		<pubDate>Thu, 28 May 2009 04:54:50 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[Frequently Asked Questions]]></category>

		<guid isPermaLink="false">http://trizzeo.com/2009/05/world-exploration-size-and-immersion-is-it-fun/</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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&#8217;t joking when they said you&#8217;d stumble upon cool hidden things like high level monster lairs, random quest-givers that aren&#8217;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.</p>
<p> </p>
<p>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&#8217;s all good. I rarely felt like a zone was &#8220;too full&#8221; 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&#8217;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&#8217;s a lot to find!</p>
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		<item>
		<title>Pre-launch class gameplay thoughts!</title>
		<link>http://trizzeo.com/2009/05/pre-launch-class-gameplay-thoughts/</link>
		<comments>http://trizzeo.com/2009/05/pre-launch-class-gameplay-thoughts/#comments</comments>
		<pubDate>Thu, 28 May 2009 04:52:27 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[General Information]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=76</guid>
		<description><![CDATA[Note: This article was originally published prior to WAR&#8217;s launch.
 
There&#8217;s one way I&#8217;d describe WAR&#8217;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 &#8220;mirror&#8221; classes [...]]]></description>
			<content:encoded><![CDATA[<p><em>Note: This article was originally published prior to WAR&#8217;s launch.</em></p>
<p> </p>
<p>There&#8217;s one way I&#8217;d describe WAR&#8217;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 &#8220;mirror&#8221; classes between Order and Destruction play very, very differently from one-another. While a healer is an archetype that is supposed to &#8220;keep the group alive and healthy&#8221; the way you go about it as each class is quite different.</p>
<p><span id="more-76"></span></p>
<p> </p>
<p>While a Runepriest is focused more on heal over time spells and damage, the Archmage is more of a direct healer with lots of debuffs and a little crowd control. The Archmage is best off balancing its damage/healing output thanks to the High Magic mechanic, while the Runepriest is effective doing either as the situation dictates, providing a more steady output of damage/healing, but less burst effectiveness than the Archmage. While the Runepriest has lots of heal over time spells allowing him to be more proactive a healer, the Archmage has more direct healing effects that don&#8217;t linger. The Archmage by default is more offensively oriented, while the Runepriest is more of a defensive type.</p>
<p> </p>
<p>Another example of this sort of distinction would be the Chosen and the Ironbreaker. Yes, both are tanks, but they perform their roles, again, in a very different manner from one another. The Ironbreaker uses his &#8220;Grudge&#8221; mechanic to help build up power for special attacks and enhance his normal ones, unlocking some abilities only once he&#8217;s accumulated enough Grudge. He also is able to buff his Oath Friend in the group (a buff he casts on a groupmate that gives him Grudge every time they&#8217;re hit, and makes many of his attacks buff the Oath Friend and himself, instead of just being self-buffs). Additionally, he has some crowd control, and is extremely durable in combat while being able to continue attacking for extreme lengths of time thanks to the Grudge mechanic. Balancing your available Grudge with the abilities you can use that deplete it, or keeping it around to boost your normal abilities, is a nice tactical decision to make as to when to use it or keep it.</p>
<p> </p>
<p>The Chosen, on the other hand, has auras that pulse around him, and is more focused on offense than defense to help his team. While the Ironbreaker can go up to the front lines and do some good damage and crowd control, he does very well staying closer to his support. The Chosen&#8217;s auras are powerful, such as resistance debuffs or damage, and make him a target you want to take down for sure as they are more than an annoyance. He sacrifices defense somewhat for this, and durability, but gains quite a few special tricks to make up for it. So, even though both are tanks, they really do things differently to achieve the same end result: harry the enemy and damage them, while protecting your support and trying to force the enemy to focus on you rather than them.</p>
<p> </p>
<p>Overall, I have not encountered a class that really didn&#8217;t mesh with me except for the Engineer, which mainly is because I played classes similar to it in other games so much that I wanted something new. I tried every class to the end of Tier 2/beginning of Tier 3, as well as most of them with pre-made templates that gave Rank 40 plus Realm Rank 30-40 for many of the focus tests as an Elder beta tester. Between that and having played Dark Age of Camelot since its launch for over six and a half years, I can say with confidence that while there are fewer classes, the hybridization is just right to make them all fun and less straight-forward.</p>
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		<item>
		<title>Gear power levels: Are they overwhelming?</title>
		<link>http://trizzeo.com/2009/05/gear-power-levels-are-they-overwhelming/</link>
		<comments>http://trizzeo.com/2009/05/gear-power-levels-are-they-overwhelming/#comments</comments>
		<pubDate>Thu, 28 May 2009 04:48:17 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[Frequently Asked Questions]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=73</guid>
		<description><![CDATA[Gear vs. Player Skill: is it ridiculously imbalanced in WAR? See my writeup and thoughts within.

 
If you are a former or current player of Dark Age of Camelot, read no further: it&#8217;s much like that, though without special artifact abilities. If you&#8217;re not, it basically boils down to roughly 85% skill, 15% gear as far [...]]]></description>
			<content:encoded><![CDATA[<p>Gear vs. Player Skill: is it ridiculously imbalanced in WAR? See my writeup and thoughts within.</p>
<p><span id="more-73"></span></p>
<p> </p>
<p>If you are a former or current player of Dark Age of Camelot, read no further: it&#8217;s much like that, though without special artifact abilities. If you&#8217;re not, it basically boils down to roughly 85% skill, 15% gear as far as the split goes. The best gear will probably give you a roughly 15% advantage in terms of character power over someone in lesser/average equipment. A good player is able to turn an advantage like this into a landslide, but then again, a skilled player with worse gear is going to generally be able to beat a worse player with somewhat better gear fairly reliably, luck and situational circumstances notwithstanding.</p>
<p> </p>
<p>It absolutely is not at all like World of Warcraft where gear made such an immense difference in character power that you may as well not try bothering to fight back if an enemy had much of a gear advantage. While it&#8217;s a nice tool in your arsenal in WAR, it is not the thing that truly dictates a fight unless two people are of even skill, in which case it gives them a small but decisive edge that could be overcome with some luck and improvised tactical play. You&#8217;re not going to see weapons that do twice the damage of ones that most people have, or give a doubling of stats. While there are lots of good items to strive for, and are worth getting, they aren&#8217;t going to be the difference between life and death in duels (1 versus 1). For group on group combat (6v6) you will see an even lesser divide as was seen in DAOC.</p>
<p> </p>
<p>At Rank 40, while you&#8217;ll want to get a decent set of gear, there is no true &#8220;need&#8221; to go for the absolute best the game has to offer if you don&#8217;t have the time or even don&#8217;t want to, period. Yes, they do convey some advantage, but the overall required &#8220;grind&#8221; amount will be significantly lower than games such as WOW, and around the same as modern-day DAOC, which has undergone many changes to Master Level and Artifact requirements to make them easier to obtain. With the soft caps and diminishing returns on stats, there will be a need to make sure your items fit together well. While not being full-fledged templates like they would be in DAOC, Talismans will provide a small level of adding stats to armor and weapons in a way that mimics having a spellcrafting slot or two on an item. Note that at launch there is no player-made armor or weapon in the game at all, so you will have to put forth an effort to fit things together nicely and use Talisman-making gems to make it work, ala DAOC. One major advantage over the spellcrafting system is that these gems can be applied by anyone, though they have to be made by a Talisman crafter of course.</p>
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		<item>
		<title>Chickens, RvR flagging, and more general info!</title>
		<link>http://trizzeo.com/2009/05/chickens-rvr-flagging-and-more-general-info/</link>
		<comments>http://trizzeo.com/2009/05/chickens-rvr-flagging-and-more-general-info/#comments</comments>
		<pubDate>Thu, 28 May 2009 04:25:44 +0000</pubDate>
		<dc:creator>AttorneyAtLawl of Volkmar</dc:creator>
				<category><![CDATA[Frequently Asked Questions]]></category>

		<guid isPermaLink="false">http://trizzeo.com/?p=65</guid>
		<description><![CDATA[How far can you go into the enemy&#8217;s homeland? When are you kicked out of each tier? What is the chicken mechanic? Look within!

As far as you&#8217;d like! However, if you are more than 2 levels above the end of the tier (every 10 levels, so levels 12, 22, and 32, with no lockout for [...]]]></description>
			<content:encoded><![CDATA[<p>How far can you go into the enemy&#8217;s homeland? When are you kicked out of each tier? What is the chicken mechanic? Look within!</p>
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<p>As far as you&#8217;d like! However, if you are more than 2 levels above the end of the tier (every 10 levels, so levels 12, 22, and 32, with no lockout for Tier 4), you will be turned into a chicken with one hit point and the ability to fiercely peck your opponents for an incredible amount of&#8230; one damage, in melee. Let loose the flock to peck a low-level person to death with a large guild assault! You are turned into a chicken only if you perform an action on someone who is RVR flagged, such as healing someone who is flagged, or attacking an enemy. The other way of course is to flag yourself with the dropdown menu on your character&#8217;s portrait.</p>
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<p>Assuming you aren&#8217;t chickened due to being too high a level for that tier (Tier 1 will make you a chicken if RVR-flagged at level 12, Tier 2 at level 22, and Tier 3 at level 32), you can go as far as you&#8217;d like, other than major towns that will have guards far too powerful to deal with. You can go to an enemy&#8217;s Public Quest area, roam around their PVE areas (in fact, some Public Quests encourage RVR action by setting the two sides to accomplish opposing goals to trigger the second stage of it for their side!), and attack anyone who is flagged freely. Of course, they don&#8217;t have to flag themselves, but many in the beta at least have opted to flag themselves for some spontaneous RVR, especially if they see an enemy flagged near them.</p>
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<p>You can attack people who are flagged near some of the lesser towns, though you shouldn&#8217;t try to follow them inside as there are a couple of high-level war guards stationed at the inside fringe of them, as well as normal-level guards. You typically can damage them if they don&#8217;t go past the border of the town, however. There are no artificial restrictions on where you can go inside a given zone, and in fact most zones are set up to have the PVE areas of each pairing adjacent and cross over at points in the same zone. If you are lower than around 2/3 up to the top of the Tier&#8217;s chicken level cap, you gain a buff automatically when RVR flagged in an RVR lake or Scenario that boosts your hit points and stats to the equivalent of what you would have at the 8th level in a tier. While it does not give you access to higher-level abilities than you can already train, it makes a significant difference in the experience and allows for those lower in the Tier to participate. The &#8220;Bolster&#8221; levels that this affects your stats up to are Ranks 8, 18, 28, and 38, for Tiers 1, 2, 3, and 4 respectively.</p>
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<p>Finally, there are also &#8220;RVR lakes&#8221; which are mini-frontiers with a Keep or two plus a couple of Battle Objectives, which becomes larger and more complex with each successive zone in the Tier. Some of these &#8220;RVR lakes&#8221; span across the two zones of a Tier, i.e. the east end of one zone and west of another, and are connected physically. These areas are outlined in red on your map, showing the area that is designated for them. These are full-fledged versions of what Tier 4&#8217;s RVR will be like, and provide an excellent training ground and taste of RVR action earlier than the top level. Thanks to the chicken mechanic, you don&#8217;t have to worry about a Rank 40 coming into your Rank 12-21 zone and demolishing everyone. Each side has a Warcamp far away from each other, which is guarded by a hefty contingent of powerful NPC guards plus siege weaponry to prevent spawn camping. They&#8217;re usually around equidistant from the central Keep, and each side is usually a little closer to one Battle Objective than the other, with the other side being closer to another.</p>
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