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Topics - Torgal

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1
Warhammer Online / Small Addon (Heraldry Fix)
« on: November 12, 2008, 09:30:06 AM »
Some people may be interested in this;

http://war.curse.com/downloads/war-addons/details/cloakheraldry.aspx

Toggles your cloak heraldry after you zone so it's always visible to you. Haven't tried it out, I'll assume it does what it says on the tin.

2
General Gaming / Warhammer TT Balancing
« on: November 07, 2008, 01:11:01 PM »
Didn't take us long to get here did it? Sweeping balance changes, some people happy, some people pissed off. I see the cycle repeating many times in the future - buff/nerf/rebuff.

So I'm sat here musing to myself on a long friday afternoon : the TT game is very popular, and since there are many different races / armies for the players to make use of, how do they fare with balance issues? I know nothing about the game so am to all intents and purposes a layman. It seems that there's quite a lot of variables involved, so many units to build armies out of. I'm assuming different units have different stats etc etc, I'll also guess that GW make tweaks to game mechanics with their updated source books etc.

Are there issues of balance which cause such backlash as we've seen here in WAR and many times in WoW?
Are there FOTM races / units? Is there a BW of TT gaming, something that a disproportionate number of players make use of due to it's strength / coolness?

I know that TT gaming goes back way (way) before even GW started doing it and they probably have a solid base of balancing theory to draw from. MMORPGs are relatively a young 'genre' in this respect, and as such it's probably harder to find that sweet spot where true balance is acheived (if it even exists).

3
Warhammer Online / KotBS and BG
« on: October 31, 2008, 10:35:30 AM »
Ok so the new tanky classes. I'm not much of an expert on tanks, I've played my SM to 15, but that's as far as it goes.

My question is regarding class mirrors. Every class has one, so how does it work for tanks? Do I understand correctly that the following is the case:

Ironbreaker - Blackguard
Swordmaster - Black Orc
Knight of the Blazing Sun - Chosen

If so I'm worried :o we're getting chosens and they're getting IBs lol

4
The Dog & Duck / My most favourite Lego ever
« on: October 31, 2008, 09:57:09 AM »
Because I know we've got some Lego lovers here - I thought I'd share.


5
Warhammer Online / A Bunch o' Pic-a-ma-tures
« on: October 31, 2008, 09:08:51 AM »
Here's a bunch o' pics, from scenarios, keeps sieges, hallowe'en event over the past week or two.

Crazy MT game which was dead fun. Cracked me up to heal so much at 11


Some T3 keep defense. I don't even remember it!


T4 destro zerg from... earlier this week?


From the same T4 evening - WE RIDE!


Couple more zergy pics from T4 with some pretty spell effects



This's the Orc keep in Thunder Mountain. Very impressive looking, especially when you get up close/inside. I wish I'd taken more pics of this 'un.


If you haven't had the opportunity to participate in the hallowe'en PVP event, it's a lot of fun. I was very lucky that it popped during the 30 mins I was online last night. This here's the stage 2 mob, I wish he was about 10 times harder such that he actually provided a challenge, but such is life.



... and here's the thing that I like the most about it, since it's a PVP PQ, there's an ABUNDANCE of healing that needs doing, which means .... you guessed it! Healers can get good contribution! I came 2nd in this run, and received the following phat lewt, which I was quite chuffed with.


7
Warhammer Online / Patch 1.0.4
« on: October 29, 2008, 02:33:54 PM »
http://herald.warhammeronline.com/warherald/NewsArticle.war?id=404

Haven't read the notes yet, so it remains to be seen whether there's any good stuff in here.

EDIT 1 :

Quote
# In response to player feedback, the amount of renown earned from healing players has been increased slightly.

Hah!

EDIT 2 :

Adjusted victory points stuff for T4 zones, and xp when you cap BOs, nothing much else of note tbh ¬_¬

8
The Dog & Duck / idd
« on: October 27, 2008, 02:18:20 PM »
For years I've seen this [what I assumed was an] acronym and wondered what it meant. It didn't seem like anything was an obvious fit for it, I wondered if it might stand for "I don't... something" because there's I tend to use idk a lot ("I don't know").

So on sunday after seeing in 3 times in as many minutes I snapped and made my lady wife google it, and we drew a blank. All options seem as ludicrous as each other.

I Don't Disagree
Indeed
Investment Dealer's Digest!?

Please tell me it's not shorthand for indeed.

9
Warhammer Online / Rune Priest Spec Discussion
« on: October 24, 2008, 11:50:07 AM »
Thought I'd foment some discussion regarding rune priest specs, playstyles etc because it's friday afternoon, I'm bored at work, and it's always good to hear people's opinions on yer favourite class.

i, Post your spec!
ii, Why're you running this spec?
iii, What's your playstyle with this build?
iv, Which abilities / tactics are key for your build?
v, Which abilities / tactics do you wish you could get, but are out of reach in your build?
vi, Which 4-set of tactics will you be using at 40?
vii, What's your favourite biscuit / small cake?

i, Something like this.

ii, Heavy Grimnir spec, because I find myself using AoE effects more than anything else in scenario / open rvr play. Rune of serenity reminds me of Prayer of Mending from WoW, which was basically my favourite spell ever :D BofValaya is a really powerful spell, which heals for almost as much as the 3s direct heal, but is not nearly as fragile, and if it hits more'n one target it becomes much more AP efficient.

iii, I like to keep rune of serenity on cd as much as possible, typically in another group than the one I'm in since I can cover heals in that group with BofValaya. Anyone taking light damage I try keep rune of regen up all the time since it's our most efficient single target heal. BofValaya gets spammed a LOT, especially in open RvR (last night it accounted for 70% of all my healing - SKILL!). I rarely cast rune of resto, and only spam G's Gift when I'm running away from fire. Rune of mending I tend to cast, but don't like it - it's inefficient as hell, but at least it's only a 1s cast so often it's the only thing I can get out.

iv, I'm currently working towards Ancestor's Echo which I love the sound of, and I've heard some really good things about it. I'll get it next level, so that's pretty exciting. Master Rune of Adamant is going to be a big part of my healing rotation when it's fixed (sooon right?!). I've included Rune of Battle because it sounds like fun, so that's my one concession to a non min/max build.

v, Valaya : Rune of Burning would certainly make solo PVE much less painful. I don't tend to do much of it right now because it literally takes me 15 seconds to down an even level mob, then wait on AP regen to do the next one... snore.

Grungni : Rune of Binding sounds like it'd make a significant difference to my PvP survivability. Very nice right there, but I don't feel I'm lacking tooooo much on the survivability stakes right now. Rune of Fortune sounds like fun, I'd like to try that out one day.

vi, For scenario / rvr healbotting I'll probably be using :

Ancestor's Echo
Regenerative Shielding
2/3 of : Discipline / Sundered Motion / Restorative Burst depending on whether I want more healing power, survivability or AP regen. I suspect I will be usually using Discipline and RB.

vii, Man, I'm glad you asked cause I can't get enough of viennese whirls. The nice crumbly buttery biscuitey bit outside, and then cream + jam inside. Fookin lovely mate.


10
Warhammer Online / Check out this crazy bloody TA I played
« on: October 24, 2008, 08:48:41 AM »


For clarity, because the numbers may be a little hard to see (I know we've got a bunch of old duffers in this guild, your eyes probably don't work so well :p).

OrderDestruction
Kills2447
Damage265,011700,800
Score478467

Check out those healing numbers! THREE of us healing >100k. SEVEN squishy ass rune priests in the group lmao. It was crazy.

11
Warhammer Online / [Co-ordinated Strike] T2 & T3 Siege ~ 23/10/08
« on: October 21, 2008, 10:02:06 AM »
Date: Thurs 23rd Oct

Time: 19:30 GMT (check in game calendar if you're not sure regarding time zone issues)

Place: One T2 and one T3 keep to be determined prior to event start.

Type: RVR

Attending T2: (levels 10-21)
Ganymede (that's me on archmage)
Tyrmael
Erynn or Tamaryn (that's right I'm press ganging my wife into attending)
Debaser (RP)
Baptiste
Envicta (Herb, if not running T3)
Gladin's numerous alts (if not T3)

Attending T3: (levels 20-31)
Beosvir
Lellebel
Debaser (Omyi I would assume?)
Nushka
Nabal
Envicta
Malt
Gladin

Calendered: Yep it's on there.

Description: Assuming we don't own the entire map, we'll pick zones and run with it. Alts and mains welcome alike on the T2 run.

Ideally we'd like to fill out the warbands with enough people from our own fair guild and alliance. I'd wager everone has at least one toon in either of these tiers, so relish this opportunity to forge bonds with your war-brothers and sisters. I'm sure we'll pick up randoms on the way, as these things usually go. I think we can get good numbers in both tiers, and ideally I've like to see us take and hold a keep in each, and we'll hopefully trample some filthy greenskins in the process. If we happen to go unchallenged, then what the hell, we'll take the whole tier :D

Discuss the event / notify your attendance in this thread.

12
Warhammer Online / Recap Style Mod - Halp!
« on: October 14, 2008, 03:39:43 PM »
Pulled these out of a thread on WHA.

http://img523.imageshack.us/my.php?image=devgy1.jpg
http://img523.imageshack.us/my.php?image=nodevfm2.jpg

Does anyone happen to know what mod/program can do that? Cause it's amazing.

EDIT : I guess it's just a smart dude plugging his numbers into a spreadsheet or something, but if there's any chance I could get a similar thing rigged, I'm sure I'd reap benefits.

13
Warhammer Online / Avelorn / Saphery Keep Siege 13/10/08
« on: October 14, 2008, 08:42:17 AM »
Great fun last night!


































14
Warhammer Online / Archmagi and Rune Priests - the lowdown
« on: October 06, 2008, 10:17:21 AM »
Though I'd take a minute to examine the differences between rune priests and archmagi, and a little on AM mechanics. I thought it was worthy of a new topic, despite being originally a reply to Gunnarr in the AP regen thread. I rambled on a little!

One thing I noticed by going on spell descriptions from wardb etc, is that the non-boosted numbers from AM/shamans are about as high as the full-healer numbers from RPriests/Zealots.

Yep, the AM is entirely equivalent to a RP at least up until T3 in terms of the healing potential they have. Indeed, many of the spells are analagous. They also benefit highly from the focussed nature of their talent trees - one for healing, one for dps and one for ... utility I guess. An archmage who decides to specialise in healing can invest all their points in the healing tree which will boost all their relevant healing spells as well as providing access to the relevant tactics/abilities in that tree. A RP on the other hand has three trees all dedicated to different styles of dps/healing. One for direct effects, one for over time effects (HoT, DoT) and one for AoE effects, forcing the RP to make a choice therefore clearly neglecting at least 1/3 of our healing arsenal.

It's been said that in T4 when talents really start to show through, an archmage will be able to push higher raw HPS on a single target than a RP. I can well believe it.

It looks to me like the only counterbalancing factor is a wider amount of (group-)buffs for the RP/ZL.

So yeah, given what I stated above, there must be counterbalancing measures. I believe they are sufficient, and it boils down to one thing - a RP can acheive a slightly better level of survivability in PvP than an Archmage since we have better mobility. The majority of an AM's heals have a cast time and/or are HoTs. RP gets an instant cast direct heal from level 1, which contributes a lot to healing on the move. There are cases where RP has good utility, as is the case with the excellent master runes (though they do require choosing them in your spec and they are currently broken). I do not know if AM's have anything which provides equivalent utility.

Grimnir's Shield is a huge benefit (though the AM AoE detaunt may be similarly powerful), and Rune of Sundering which can be improved with a tactic to reduce the cd to 20 seconds and add a snare for a few seconds. Detaunts are clearly important for healer survivability, but are available to all healing classes so far as I am aware, so not much point mentioning them.

The oath runes are ok, but not that much of a difference since the best buff is the resistance buff anyway, so we're largely similar on that point. Though later a rune becomes available which adds toughness and a self-res.

As I see it, you're pretty much free to do as you please, but if you do need to "switch" regularly, you'll rake in extra bonuses. I think the mechanic is pretty nifty actually, since it doesn't limit you in any way - you're still an ace healer even if you only healbot, and you still churn out respectable damage for a healing class.

The AM/Shaman mechanic is an odd one, you'd think it rewards a hybrid style of play, but I really don't think it does in it's current state.

If you're a healer, you're going to want to heal and nothing else, because even with 5 pips your non-talented, non-tacticed, low +int gear damage spell is going to be a wonderful waste of AP, and AP is gold dust in this game - it's really the limiting factor for everything. The only thing I think is worthwhile doing is the AP drain spell, which is very beneficial to your overall effectiveness in terms of reducing the opposition's team to function, and becomes instant cast at 5 pips.

The reverse situation can be examined. If you desire to acheive the best HPS / highest / most effective healing, in order for the mechanic to be in any way useful you would have to be rewarded sufficiently for casting damage spells. As it stands, you are not, because the amount of time / AP it takes to build up 3+ ticks is much greater than the amount of time / AP it costs to cast any single one of the AM's heals. Again, you're better off ignoring the mechanic.

It's a gimmick, though I won't deny it's an interesting one. I do absolutely agree that it's a good thing that you're not forced to make use of it to be effective, but I do not think it's something that should be actively detrimental to your chosen role if you do. You should be able to acheive better effectiveness through active use of all your classes abilities, and that's not currently the case.

I'm normally not a fan of pointless speculation, but I'll indulge myself here. I think it could be improved such that it would lead to a greater level of hybridisation among AM's, if such was Mythic's intention. For example - build up 5 pips of Force, and your next 5 healing spells are boosted, bringing your pips back into alignment, rather than just your next single spell.

It's hard to articulate this, think of it as a sliding scale moving from -5 to +5. When you cast a healing spell you gain +1, when you cast a dmg spell you gain -1. At different ends of the meter, the opposite spell type is improved by the amount that you are further away from the zero point. This would probably require some rebalancing, as it'd be a fairly significant buff for the class.

Comments / discussion very welcome.

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