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Messages - Jarkko

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1006
Warhammer Online / WAR guild calendar times
« on: October 08, 2008, 07:55:25 AM »
There was some confusion last night of what time-zone the times in the WAR guild calendar are. The same confusion did exist already during beta, and it hasn't been decently clarified, because the answer is possibly too simple :)

The time seen in the calendar is *your* time.

Lets say you live in Germany and see in the calendar there is a today a Gundabad run at 8:25 PM. That really does mean 8:25 PM in Germany. If you live in Scotland, you would see 7:25 PM. If you live in Finland, you'd see 9:25 PM.

Let me iterate: You don't need to think how to convert the time in the calendar to your time-zone. The time in the calendar *is* the time in your time-zone (or rather, the time-zone your computer is set to, but that should be correct by default)  :)

1007
Warhammer Online / Re: Mount Gunbad: 08/10/2008
« on: October 08, 2008, 06:16:12 AM »
For the official info and some official screen-shots, check http://www.warhammeronline.com/specialfeatures/Gunbad_Overview.php

In case you want to be slightly more aware of what to see in Gunbad, check http://warhammeronline.wikia.com/wiki/Mount_Gunbad

Also, a blog of a Destro PUG venturing inside can be an interesting read for those unfamiliar with the area (the blog just shows the place is awesome and *hard* :) )
http://www.keenandgraev.com/?p=1519


And eventually (when we have more people at 30+ ranks) we may get to see 'Ard ta Feed at the bottom of Mount Gunbad. It's a sight that you won't forget :)
http://www.youtube.com/watch?v=JWETKZCtaNE

1008
Warhammer Online / Re: Mount Gunbad: 08/10/2008
« on: October 07, 2008, 07:52:05 PM »
I am up for it :)

1009
Warhammer Online / Re: The concept of Effective Health Points
« on: October 07, 2008, 03:47:52 PM »
An interesting discussion which I have no handle on is the effectiveness of stacking initiative for the purposes of PvP survivability. Given the scarcity of ways to increase your own crit rate, if you can effectively reduce your opponent's crit rate by a significant amount, I would say that's very compelling. Also boosting evade rates is great.
This is something the matrix-man (known as Peter ;) ) would be good at :) But I'll give my own gut-feeling :) NB: This is *not* based on any calculations, just how I feel about the thing

For tanks, ranged and especially healing classes I think Wounds and Toughness are the most important defensive stats. They all will get all sorts of nasty stuff thrown at them: Spells, bullets, axes, you name it. Toughness and wounds are always nice. Sure, if yo get Iniative you don't have to spit on it, but Wounds and Toughness are way more important. Toughness = Wounds >> Iniative


Medium armoured melee DPS need IMO all three. They need to crit, they need to avoid critting, but they also need to fend off eager tanks and opponent melee DPS while they are wading towards the squishies. Toughness = Wounds = Iniative.

For light armoured melee DPS (WH and WE) a fast kill is everything. Get in, get the kill, get out. They can lock out casters for a short while, and they need to take the caster down before they themselves are only smoking boots. Crits are important, and it is also important that a ranged crit doesn't kill them when they are running out again; if they made it out alive they can run to friendly healers and get back to form (or make the GY run as is so very usual for these classes :p), and they need to evade the big mean tanks who eat wich classes for breakfast. Iniative > Wounds > Tougness

1010
Warhammer Online / Re: The concept of Effective Health Points
« on: October 07, 2008, 01:50:34 PM »
Given the spiky nature of damage - would you say that wounds work best in RVR - since if you're focus fired, you tend to be dead regardless?
Yes and no.

Yes, Wounds is better in my opinion when there is one single source pounding you (supposing you can dispose the single source doing the damage decently fast), as it gives you a bigger starting pool.

No, Toughness is better because you seldom take damage from one source only in PvP. There are AoE attacks, dots and whatnots.

However, always remember that if you have a ton of Toughness and very few Wounds, you will go down fast. Toughness is good vs many sources of damage and in long fights, *especially* when you have healing incoming. You still need a decent healthpool to survive the spikes. Who cares you would have survived a minute, if you just had survived the first three seconds when you were nuked down and your healer was knocked down?


I would advice for a rather balanced amount of wounds-toughness for PvP gear. In PvE encounters, like PQ phases with several mobs, or in dungeons, (not so much spike damage, but lots and lots of sources of damage from the multiple mobs) if I was a tank I would go for more toughness in favoiur of wounds and blame the healer if I croaked  :P



Also as IB always try to keep up [spell]1357[/spell]. You will love it, your Oathfriend will love it, and your healer will love it :)  It is just silly how good the buff is for both you and your Oathfriend, and it will make the healers job much easier :)

1011
Warhammer Online / The concept of Effective Health Points
« on: October 07, 2008, 01:15:36 PM »
EHP, Effective Health Points, is something familiar to those who have played a tank class in a MMO. In WAR I think it is something everybody should be aware of, because in a PvP enviroment everybody is a tank :)

Lots of the theorycrafting and examples are taken from http://www.warhammeralliance.com/forums/showthread.php?t=100152 , please do take a look there for a more vivid discussion on this :)


In WAR we have two things affecting health: Wounds (each wound add 10 health) and Toughness (each toughness reduces incoming damage by 0.2 DPS). In items Wounds and Toughness (and everything else too) have same value: Same item in its different variations can give +20 Toughness or +20 Wounds (or Iniative, or Weaponskill, etc etc).

50 wounds is 500 health. 50 Toughness reduces incoming damage by 10 DPS.

Lets say you recieve 250 damage from a single source over 5 seconds. If you had 50 toughness more you would instead have taken 200 damage, but if you had 50 extra wounds you would now have 200 health more left. Isn't wounds simply way better always?

Let's say you are a paper-doll with 6000 health. Let's say you are taking 2500 damage over 5 seconds from 10 different sources (for example 3 players whacking you and a couple dots on you).

If you had 50 wounds extra, you would have taken effectively 2000 damage (6000+500 - 2500), but if you had 50 toughness extra instead, you would have taken effectively 2000 health. With the extra wounds you would thus be at 4000 health, while if you had the 50 toughness extra you would be at 4000 health too!

Now calculate in healing. Lets say you have warrior priest that is able to heal you for 1000 points every five seconds. Lets see what the health is after each 5 seconds if you are the "paperdoll" (1), have +50 wounds (2), have +50 Tougness (3)

1) 6000, 4500, 3000, 1500, 0
2) 6500, 5000, 3500, 2000, 500, -1000
3) 6000, 5000, 4000, 3000, 2000, 1000, 0




Now, I don't claim Toughness is better than wounds. It is not! But in situations where there is lots of healing available and lots of sources of damage, it is better to stack up on Toughness really good. Especially the tanks, but others too, might be adviced to hold on to "Tougness gear" if it is equally good as "Wounds gear" otherwise. As a general rule of thumb, Wounds let you survive the initial spike damage, but Toughness keeps you going for longer (if you just made it through the first seconds ;) ) :)


In essence, both Wounds and Toughness increase you Effective Health Poins. It is important to keep these two balanced, and if necessary, swap in different gear for different situations :)

1012
Warhammer Online / Re: WAR Abbreviations
« on: October 07, 2008, 08:31:08 AM »
cap - Capture (a flag or a relic)
EFC - Enemy Flag Carrier
FFC - Friendly Flag Carrier
FC - Flag Carrier
oil - burning oil used by keep defenders; attackers usually don't like oil
ram - Ram used to break the gate of a keep
sc, scen - scenario
ToK - Tome of Knowledge
WC, Wcamp, camp - War Camp


AM - Arch Mage
Blorc, Borc, black, blackie - Black Orc
BW, wiz - Bright Wizard
DK, DoK - Disciple of Khaine
Herd - Squiq Herder
IB - Iron Breaker
Mag - Chaos Magus
Mara, Mar - Marauder
RP - Rune Priest
SH, hunter, hunt, hun, shunt, shun - Shadow Hunter
sham, shammy - Goblin Shaman
SHerd - Squig Herder
SM - Sword Master
Sor, Sorc - Sorcerer or Sorceress
WE - Witch Elf
WH - Witch Hunter
WL - White Lion
WP - Warrior Priest
ZT - Zealot



In scenarios or open PvP you may be told by your team-mates something of the following:

"Kill the healer ffs" - If used by Order player, it means you should focus on taking down the DoK, shammy or zt; if used by Destro it means you should focus on taking down the AM, RP or WP.

"n00b, its a tank!" - You are attacking an opposing tank (IB, SM, Borc or Chosen). Ignore the tank and kill its healer first (no living or unliving thing in WAR can kill a tank being healed)

"FLAG!" - An interesting comment, that may mean many things. Either your FFC is in trouble, the EFC is about to run away, neutral your sides flag is being capped by hostiles, or you should cap the neutral/hostile flag. "FLAG" also does not mean flag only, it can mean a relic or a victory-location too.

1013
The Dog & Duck / Re: Your most watched/favourte movie?
« on: October 07, 2008, 07:04:06 AM »
Seven Samurai
Rio Bravo
Monty Python and the Holy Grail
Alien
Willow
The Green Mile
Fifth Element
Jackie Brown
Twelve Monkeys
Lost in Translation

1014
Warhammer Online / Re: closed beta
« on: October 07, 2008, 05:15:28 AM »
Yay, now I am known as Praedor Ehrewald, the Worldshaper  :)


http://img171.imageshack.us/my.php?image=praedortn7.jpg (click this for the big picture, as the thumbnails are not working for some reason)


The funny thing is that the e-mail with the confirmation said I have now access to the title "Worldshapper"   ;D

1015
Warhammer Online / Re: First day defending Reikwald
« on: October 07, 2008, 04:57:04 AM »
Nice so Altdorf will still be rank3 when I can log on tonight :)
Logged in to check (both Altdorf situation and wether I now have access to the "world-shapper" title), and all is fine :)  Reikland is in Order control, Praag is contested. Only in Dwarf-Orc pairing does Destruction have a slight upper hand (Thunder Mountains Destruction controlled and Kadrin Valley is contested), so it is not *entirely* safe, but pretty safe :)

1016
Warhammer Online / First day defending Reikwald
« on: October 06, 2008, 08:56:10 PM »
Glorious victories at Reikwald today. Twice!

As usual, I didn't remember to take any good screenshots :(  But I got something....



The Dwarf with words, Sven, told the story of the first battle with elegance!

http://img509.imageshack.us/my.php?image=svenun3.jpg


A few hours later Destruction was able to conquer Praag and Reikland again, so they got to attack Reikwald for the second time the same day. HoJ members were rushing in from around the world. When I got to the outer wall, Destruction breached the outer gate (there were perhaps 3 warbands worth of Destruction present at this phase). Running back like mad in the middle of Destruction warriors, I made it inside the keep, barely alive. Climbing upwards I noticed the wall cannons were already manned. Climbed up one of the high-towers, and there I could deploy my hellblaster. Much carnage followed, as I had a field day spraying death from my high and safe position (high enough that spell-casters couldn't nuke me, so I was safe up there even being the sissy rank 21 I am :) ).

Destruction was kicked out, but they came back for more. I was one of the many who were at the outer wall, me again trusting in the mad-firepower of the hellblaster. Cannons on both sides started spewing death.

http://img134.imageshack.us/my.php?image=duelqs4.jpg


But Destruction was running out of time, and the defences held.

http://img134.imageshack.us/my.php?image=victoryou9.jpg

Order reinforcements arrived, and Destrction was once again pushed back to Praag (when you succesfully defend the "gates", ie can repel the attacker for one full hour, the attacker is pushed back one more area, so a succesfull defence at Reikwald turns also Reikland to Order control).



EDIT: Couldnt get thumbnails work as I wanted, so for now just links to the pictures until I figure this out :)

1017
Warhammer Online / Re: T3: High Pass: Tonights AAR
« on: October 06, 2008, 08:39:05 PM »
Joined for this one in the later phases, so missed much of the original fun it seems :)


1018
Warhammer Online / Re: Guild Heraldry: Evolving thread.
« on: October 06, 2008, 06:01:28 PM »
5 without a doubt

1019
Warhammer Online / Re: closed beta
« on: October 06, 2008, 05:55:06 PM »
No mail for me :(

1020
Warhammer Online / Re: Archmagi and Rune Priests - the lowdown
« on: October 06, 2008, 11:06:32 AM »
Archmages were nerfed pretty seriously during the last week of closed beta, especially the dual-nature. An Asuryan specced AM would go around self-casting Lambent Aura, thus always having a HoT running on them just in case and also building Tranq. Then when seeing an opponent, smoke him from his boots with the +50% boosted Searing Touch (100 feet range is *nice*) from Tranquility being at 5 -> they toned down the buff of Tranquility to 5% per tick I think, and removed Searing touch from Conductivity tactics (which gave a further 20% boost to damage IIRC).

I wouldn't be suprised if AM's/shamans will see a (slight) buff to their dual nature. As for the current situation, I  believe it's not something to cheer for?

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