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PostPosted: Thu May 29, 2008 1:53 PM 
10 Years? God im old!
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In Warhammer Online, there are a total of 6 available player races (3 Races for Order and 3 Races for Destruction) and each race has 3 or 4 unique classes which fall under the standard Fantasy MMO Archetypes (Tank, Healer/Support, Melee DPS, Caster/Ranged DPS). Thats 20 different classes all together. While they perform the base functions of their respective archetypes, each class has a different specialty/mechanic that make them different then their counterparts.

Here is the List of Races/Classes:
Order: Dwarf (Ironbreaker, Rune Priest, Engineer), Empire (Witch Hunter, Warrior Priest, Bright Wizard), High Elves (Swordmaster, White Lion, Archmage, Shadow Warrior)

Destruction: Greenskins (Black Orc, Shaman, Squig Herder), Chaos (Chosen, Marauder, Zealot, Magus), Dark Elf (Witch Elf, Disciple of Khaine, Sorceress/Sorcerer)

Below in the two following posts are more detailed information about each class.

To give credit where credit is due, information comes from the following sources:

http://www.warhammeronline.com/armiesofWAR
http://www.warhammeralliance.com
http://warhammeronline.wikia.com/wiki/Career

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PostPosted: Thu May 29, 2008 1:54 PM 
10 Years? God im old!
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The Armies of Order

Dwarves
Ironbreaker
Type: Tank
Tanking Mechanic: The primary special ability of the Ironbreaker is Grudge. Ironbreakers build up Grudge against foes as they damage the allies of the Ironbreaker and by means of action point based attacks. The stronger the grudge, the more powerful the attacks of the Ironbreaker become.

Rune Priest
Type: Healer/Support
Specialty: The key to the Runepriest career is the ability cast runes which act as temporary buffs which provide additional benefits to the character using them. Runes can be used to attack the enemy directly, they can increase the damage caused by a player, they can make men tougher and stronger, and they can also be used to heal wounded characters. Runepriests are able to cast runes before entering battle, which lie dormant until something triggers them and unleashes their power. Once cast, the power of a rune is bound to the player and the Runepriest need only to renew it.

Engineer
Type: Caster/Ranged DPS
Speciality: Gadgets, tools and more gadgets are the hallmarks of the Engineer. Through their affiliation with technology, they are able to produce wondrous devices that aid their allies and hinder their enemies. Some of the devices may even be passed on and used by other non-engineer allies.

The Empire

Witch Hunter
Type: Melee DPS
Specialty: The Witch Hunter brings to the battlefield a system of combat developed in the unseen war between Order and Chaos that rages on in the shadows of Imperial society. To the Witch Hunter, accustomed to serving as "investigator, judge, and executioner" in quick, desperate combat in close quarters, combat and investigation are one and the same.

The Witch Hunter fights by throwing out Accusations "at swordpoint until they're satisfied of their enemy's guilt," at which point they bring the cleansing fire of a wheel-lock pistol to bear in an Execution of the condemned, causing egregious bodily harm. Given that they are but mortal men tasked with fighting the supernatural, the Witch Hunters have over time developed techniques for leveling the playing field between man and inhuman: Blessed Bullets are used to enhance their Executions with greater power and additional debilitating effects, and Holy Relics are used to enhance the Witch Hunter's own fighting ability for a limited time.

In game terms, the Witch Hunter uses a combo-point system, building up combo points and then using them in finishing moves. In addition, they have a number of weapon buffs that can boost finishing moves and overall fighting ability.

Warrior Priest
Type: Healer/Support
Specialty: When the Warrior Priest enters combat, he first uses basic Action Points to perform attacks and abilities. And while capable of dealing reasonable damage with these attacks alone, they act mostly as catalysts of the righteous anger of the Emperor-God. As the Warrior Priest both deals and receives damage in the heat of battle, he builds up a pool of Righteous Fury.

Righteous Fury, then, is used to power the real abilities of the Warrior Priest, calling upon words of holy power to grant strength, healing and morale benefits to his allies. These holy words inspire all who hear them, and the stronger and more righteous the Warrior Priest, the further away his zealous words can be heard.

In other words, the Warrior Priest uses PBAE buffs, heals and shielding abilities on himself and nearby allies. Greater abilities affect a larger area. The Warrior Priest is also capable of resurrecting allies and curing ailments.

Bright Wizard
Type: Caster/Ranged DPS
Specialty: Bright Wizards are able to cast spells using the Lore of Fire. Due to the volatile nature of Aqshy, they are always risking a backlash that could incinerate themselves as well as their opponents. This buildup of Aqshy is known as 'Combustion' and the greater the level of Combustion Bright Wizards place into their destructive spells the more likely they will explode with stupendous results (Critical Hit). However, even the most skilled wizard will get burned when playing with fire. Pushing the combustion level too high can result in a damaging backlash of magical energy.

They can use the Seven Keys to expand their power and gain unique abilities. These Seven Keys, arcane talismans and techniques too reckless and destructive for the minds of humanity’s Elven tutors, are mastered by every Bright Wizard and afford him considerable power. Each key lends the Bright Wizard’s magic a unique aspect, and all of them expand his power. With his mastery of the magic of fire, and the power of the Keys, his spells burn his foes, and then burn their own magic, combining to create a deadly conflagration.

High Elves

Swordmaster
Type: Tank
Specialty: The most important mechanic of the Swordmaster is their Blade Dancing - a combo system in which the Swordmaster strings together different attacks and abilities that slowly build to powerful finishing moves. These different Blade Dances have very different functions, some are designed to help ward off damage, some are designed for dealing damage, and others presumably for taunting targets off of the Swordmaster's allies.

As they use different Blade Dances, the Swordmaster builds up Balance - a mechanic that represents the Swordmaster's disciplined practice of drawing their opponent off-guard, while placing themselves in the perfect position to strike. Balance is built and maintained in three distinct stages, Open Balance, Improved Balance, and Perfect Balance. At each stage, the advanced Swordmaster has a number of options available to him, attacks and stances that increase, decrease or maintain his Balance level. Just as you would expect, the most powerful abilities are the ones that simultaneously reduce the Balance level, thus making each action in combat a trade-off between immediate gain or improved overall effectiveness.

White Lion
Type: Melee DPS
Specialty: While the vast majority of White Lions serve in the Phoenix King's honor guard, there is a smaller subset of hunters more in tune with nature who take onto themselves the responsibility of fostering the War Lions of Chrace. A lion cub would doubtless become a savage and deadly beast if left in the wild, but with expert care a young white lion can become as loyal as a Griffon. Reared with a firm hand and tenderness these "tame" white lions swiftly form a bond with the Chracian hunter that fosters them. Fiercely protective of their masters and their adopted pride, these lions are thereafter known as "War Lions" for they make formidable weapons on the battlefield.

Elder War Lions are a menace on the field of battle, pulling powerful chariots that carry the White Lions into battle. Younger, less experienced War Lions accompany their masters into battle where the hunter can keep a close eye on the beast, training it in the art of war. Woe to the foe who stumbles upon a stalking hunter and his lion! For them death is inevitable, the only question is will it be by axe or by claw?

Archmage
Type: Healer/Support
Specialty: The Loremasters of Hoeth are capable of manipulating the winds of magic with a grace and subtlety that only comes with centuries of study. An Archmage does not waste the power he draws upon; instead they efficiently weave the winds of magic into destructive spells conserving a small amount of arcane energy with each spell they cast. The Archmage can then draw upon this reserve of power to weave the most difficult spells of High Magic capable of leaving even the most terribly wounded warrior hale and hardy with nary a scar to show for it.

Shadow Warrior
Type: Caster/Ranged DPS
Specialty: In battle, Shadow Warriors use a number of stances, or strategic maneuvers, that are specifically suited to one aspect or strategy of combat. There are three stances to choose from: Scout - fairly straight-forward archer tactics of softening a target from range and either finishing them off with a few well-placed melee attacks or using various snaring abilities to regain distance before being overwhelmed; Skirmish - bow abilities that allow the Shadow Warrior to move and shoot, but at a limited range; and Assault - abilities focusing on melee combat, both offensively and defensively, giving the Shadow Warrior more chances to enter and then disengage from a fight.

The Shadow Warrior can switch stances at any time, but once in a new stance, he must wait a short while (5-10 seconds) before changing stances again.

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PostPosted: Thu May 29, 2008 1:55 PM 
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The Armies of Destruction

Black Orc
Type: Tank
Specialty: he Black Orc is the definition of a dirty fighter. Besides being both tough as hardened leather and strong as an ox, the Black Orc employs a wide variety of dirty tricks in combat. To the Black Orc, winning is everything, and he shuns no means to accomplish his goal.

The special dirty attacks of the Black Orc cause various state effects in opponents, knocking them down, stunning them or otherwise disabling their ability to fight. They can set up combo attacks using a sequence of builders followed by a finishing attack. Black Orcs also employ taunt abilities to draw the attention of foes to themselves.

Shaman
Type: Healer/Support
Specialty: The Goblin Shamans veins course with the power of the mighty Greenskin WAAAGH! enabling him to channel the power of Gork and Mork.

The more fighting goes on around him, and very specifically the more damage spells and offensive spells he casts, the stronger his WAAAGH! becomes. As his WAAAGH! increases, so do the effects of his healing spells and buff spells.

It is therefore essential that the Shaman balance his efforts between offense and defense, as they supplement each other and increase his overall efficiency. The Shaman has to be engaged in a battle in order to pull off quicker and/or more efficient heals, and therefore should not be used exclusively as a "healbot".

Squig Herder
Type: Caster/Ranged DPS
Specialty: Unlike the name clearly implies, the Squig Herder handles just one Squig. The relatively small size of these critters conceals their aggressiveness and their nasty bite. The Squig Herder is able to call forth various types of these little monsters, and as he increases in power he gets access to many different breeds but only ever able to control one at a time. Squig herders control their squig with direct commands as per usual of a pet class.

The many different breeds of Squigs mean that they can be deployed in a variety of roles, from damage-dealing to poison-spitting to downright explosive. Even outside of combat, the Squig Herder may exploit his pet, some times turning them into hats or other wearables to enhance his own fighting prowess. Squig breeds that have been hinted at up to this point include: The Battle Squig, the Gas Squig, the Spiked Squig, and the Horned Squig.

As the Squig Herder moves around the battlefield, prodding and coaxing the Squigs to do his bidding, he suddenly becomes much more of a threat than his small stature would otherwise indicate. And even worse, for his enemies, the Squig he has called will keep fighting even if their master is slain. This, coupled with the sheer chaos and distraction that his pets can cause makes the Squig Herder a valuable addition to a team.

Chaos

Chosen
Type: Tank
Specialty: Tzeentch expects his Champions to be both ferocious warriors and cunning tacticians. As a result, Chosen who excel in these areas are granted profane rewards. These Dark Gifts allow the Chosen to manipulate the ruinous power of Chaos itself. While this provides them with ever greater strength, it also continually strips away any remnants of humanity that may still reside in the dark recesses of their memories. These powers pour forth from within their massive armor, and spill out as profane auras. In addition to causing an immediate effect when they first burst out from the Chosen's grasp, these lingering effects will continue to empower the player for several moments, allowing them to unleash melee attacks fueled by the unholy power of Tzeentch himself.

Maruader
Type: Melee DPS
Specialty: There are three different mutations that the Marauder can reshape his body into, each of which serves a specific purpose and offers its own benefits. By changing his very body as needed, the Marauder is capable of dispatching most any enemy, but he must always be aware of the flow of battle and ready to mutate into a different form as necessary. A Marauder who chooses poorly will find his punishment to be swift and immediate, for he is helpless and vulnerable during the few moments that it takes his body to flow into a new form, and a perceptive enemy will leap at the chance to take advantage of this brief window of weakness.

Zealot
Type: Healer/Support
Specialty: The Zealot deals in symbols. He can place the symbols of Chaos on friend and foe alike. Those glyphs placed on Chaos’s loyal followers are called Marks, and can grant entirely new abilities. Those placed on the Zealot’s enemy are called Harbingers, and cause lasting affliction. The Harbingers are well named however, for their full potential is not immediately realized. Using powerful ritual magic, a Zealot can rob the subject of his Harbinger of life and spirit, draining it away to empower the Marks he has placed upon his allies with extraordinary abilities.

To use a Mark and start spreading the taint of Chaos, the Zealot first places a Dark Ritual on an area, basically aligning a huge targeting reticule on a nearby patch of ground to select where his ritual influence will be felt. This takes some time, and designates the area for affecting with various effects with the summoning of Harbingers. When each Harbinger is summoned (a manifestation, not an attackable physical creature), it debuffs enemies and buffs allies within the confines of the ritual circle.

Magus
Type: Caster/Ranged DPS
Specialty: The Magus travels the world mounted on a flying disc of Tzeentch. The disc is a gift given to the Magus from Tzeentch himself, and the disc and rider form a symbiotic bond together. The Magus commands the disc, directing its living energies according to his will, and uses it as a source of aethyric power. The disc is able to cast spells of its own, shooting bolts of lightning at its foes.

As a Magus advances and gains power, their disc becomes similarly more powerful, growing and transforming over time.

Dark Elves

Witch Elf
Type: Melee DPS
Specialty: Witch Elves are lightly armored, agile, battle-crazed Dark Elf females that use a combination of positional attack styles, flurries of frenzied attacks and daggers coated in poison to disable and destroy their opponents. When their Frenzy works them up into sufficiently high levels of bloodlust, they are able to channel it into blindingly fast and lethal attacks that can penetrate even the staunchest of defenses.

Disciple of Khaine
Type: Healer/Support
Specialty: Disciples use action points, like most other careers in WAR, to fuel attacks and other basic abilities. When they inflict damage with these attacks, they can drain the Soul Essence of an opponent by "Soul Reaping", which then in turn can be used to cast more powerful spells. The main abilities of the Disciple revolve around debuffing their enemies with curses and DoTs, while also using the stolen life force to heal, resurrect, and buff their allies.

As a healer, the Disciple focuses more on group healing, wielding Blood Chalices to augment their healing abilities. They have a range of AoE abilities that can benefit nearby allies, such as "Covenant of Vitality", which spreads an aura buff that grants all group members life-tap on attacks. They also have a group HoT (Heal Over Time) that many other healers do not have access to. Alternatively, they can choose to go with dual-wielding blades to be more offensively oriented. The relatively fast timings on their healing abilities allow them to be involved in combat without losing the power to heal through continuously taking hits and being interrupted.

Sorceress/Sorcerer
Type: Caster/Ranged DPS
Specialty: The Sorceress can tap into the raw Chaos energy of Dhar to fuel her spells. Dark Magic spells tend to be highly destructive, and the Sorceress is able to cast them quickly over a large area, unleashing powerful bursts of damage. Over-use of Dark Magic comes at a cost, however. Chanelling more and more Dark Magic gives a bonus to the chance of getting a critical hit with her spells, but should she channel too much, there is a risk that she will suffer a damaging backlash of magic energy. Becoming an accomplished Sorceress involves moderating your use of Dark Magic by careful selection of spells to cast, alternating the more powerful, dangerous spells with those of a safer nature.

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PostPosted: Fri May 30, 2008 5:12 AM 
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Another game with no fuckin monk class! Why god!


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PostPosted: Fri May 30, 2008 9:58 AM 
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Venen wrote:
Another game with no fuckin monk class! Why god!


You could always play a Warrior Priest and just walk around naked punching stuff...would that work?

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PostPosted: Wed Jun 04, 2008 10:52 AM 
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Quote:
Hammerer
Type: Melee DPS
Specialty: The special ability of the Hammerer is his ability to build up momentum in combat. Fueling his rage and uncanny persistence, each blow he strikes makes the next come harder and faster. In essence, the longer the Hammerer fights, the more lethal he becomes -- and as his momentum approaches its peak, it allows him to unleash special attacks of devastating force.

Some of these attacks are so powerful that they stun even the Hammerer himself and he loses the momentum he has gained, starting him over on his road to rage


Sounds like a Monk class to me. I'm thinking about playing a Hammerer.

Also, an Engineer might be a lot of fun too.

Quote:
Engineer
Type: Caster/Ranged DPS
Speciality: Gadgets, tools and more gadgets are the hallmarks of the Engineer. Through their affiliation with technology, they are able to produce wondrous devices that aid their allies and hinder their enemies. Some of the devices may even be passed on and used by other non-engineer allies.


The Witch Hunter sounds kinda of cool too.

Quote:
Witch Hunter
Type: Melee DPS
Specialty: The Witch Hunter brings to the battlefield a system of combat developed in the unseen war between Order and Chaos that rages on in the shadows of Imperial society. To the Witch Hunter, accustomed to serving as "investigator, judge, and executioner" in quick, desperate combat in close quarters, combat and investigation are one and the same.

The Witch Hunter fights by throwing out Accusations "at swordpoint until they're satisfied of their enemy's guilt," at which point they bring the cleansing fire of a wheel-lock pistol to bear in an Execution of the condemned, causing egregious bodily harm. Given that they are but mortal men tasked with fighting the supernatural, the Witch Hunters have over time developed techniques for leveling the playing field between man and inhuman: Blessed Bullets are used to enhance their Executions with greater power and additional debilitating effects, and Holy Relics are used to enhance the Witch Hunter's own fighting ability for a limited time.

In game terms, the Witch Hunter uses a combo-point system, building up combo points and then using them in finishing moves. In addition, they have a number of weapon buffs that can boost finishing moves and overall fighting ability.


The more I read about Warhammer, the more I want to play it. I have been playing WoW for 4 years now. Its time for some new blood on the market.


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PostPosted: Thu Sep 04, 2008 9:15 AM 
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I've narrowed my preference down to ORDER
- Ironbreaker
- Runepriest
- Bright Wizard

hrm looks like a holy trinity complex...

IB for survivability, and spec'd Veng/Bro they can be 7th place in DPS, the Oath a buddy seems cool, and punting people looks great!

RP, played a disc priest in WoW and loved healing, buffing, and damn hard to kill. Not sure on their survivability, and order doesn't get shaman offense hybrid healer, archmage seems meh. So I may try this out.

BW, big nukes what else is there to say. Also with 6 man groups, there will be some sort of tank, some sort of healer, and 4 slots to DPS. Did a Brigand in EQ2 and as DPS never had groups issues, or raid slot issues.

Makes me wonder if there will be a surplus of Tanks with IB being a bit of a FOTM, and likely shortage of healers.

Would cross to Destruction for a look at Shaman and Marauder.
They seem pretty unique from their counterparts on Order.

Survivability, Heals, DPS

Witch hunter DPS, I don't get the Van Helsing look with a gun.

Try to play as many careers to lvl 10 for open beta test drive. With 10 in order, hopefully I can narrow it down.


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PostPosted: Thu Sep 04, 2008 10:41 AM 
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I had originally planned on being a Witch Hunter, but I am thinking I am really going to switch things up and play a Rune Priest. They should be in pretty high demand and from what I have been reading and seeing, they actually seem pretty cool to play. We'll see how it goes next week during the open beta.


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PostPosted: Thu Sep 04, 2008 10:49 AM 
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Tanks will be the least played, but most important core class that will be lacking for most things. You'll be at a huge disadvantage if you dont bring an Ironbreaker along for keep sieges.

Bright Wizard and Witch Hunter will of course be the most played, but they classes stack very very well so it's not an issue. Bright Wizard teams will be critical in keep defense. Every class will of course have their niche role, but as standard, ranged AE bombs are devastating when coordinated with skilled teams.

The key to winning battles will be working together as a team. If you have a ton of pubbies with you who break, scatter and run at the first fire volley, you will lose. Being able to execute multiple front attacks will also be a huge tactic.


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PostPosted: Thu Sep 04, 2008 10:53 AM 
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Never underestimate the importance of a phalanx. Stack up a few Ironbreakers, follow them up with some healing, protect them with some Bright Wizards, and watch the fun begin.


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PostPosted: Thu Sep 04, 2008 12:25 PM 

Quote:
The key to winning battles will be working together as a team. If you have a ton of pubbies with you who break, scatter and run at the first fire volley, you will lose. Being able to execute multiple front attacks will also be a huge tactic.


That is what I like to hear... woot for teamwork!

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PostPosted: Fri Sep 05, 2008 7:47 PM 
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I hate playing the "popular" class but I always have and always will enjoy nukers the best so im going bright wizard.

I just hope to get partnered up with some people playing a good healer and tank so we can work abit more efficiently pvp'n etc.

Healers really do make or break anything you do as usual. They gave tanks enough dps though that they just aren't meat shields that you can ignore and go after healers etc. A tank breaking through the line can lay the beat down on castors fast and force a healer to heal themselves.


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PostPosted: Wed Sep 10, 2008 9:54 AM 
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Played the Rune Priest up to 7 last night.

By level 6 I had (forgive the WoW references)
- Smite 2s cast dmg
- PWD 15s DOT
- PWS 10s dmg shield
- Pain Suppression 10s reduce dmg by 50%
- PWDeath instant DD spell
- Renew HOT that was good
- Flash Heal instant, not very big heal

Can dump pts into Int and Willpower to raise my spell dmg and heals.
I like that spells improve as you level and you don't need to buy new ranks. (like in AoC)

For Masteries, I can do Valaya and improve my core abilities of DoT and Shield which is nice to not have to choose shad, holy, or disc. You pretty much get a focus across all three via mastery.

I think the differentiation on masteries would be which master rune you want more. Master runes you put down on the ground with an AE effect.

Since I want more DOT and shield, I'll likely go Valaya. I was able to survive a 2v1 attack by using shield, dmg reducer, and hot/instant heals. It could be the other 2 sucked, low level, crap gear, but there is hope that better playing I could be a disc priest, with good dmg and heals.


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PostPosted: Thu Sep 11, 2008 3:45 AM 
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If you want to do damage as a healer, I'd suggest Archmage. Runepriest, even with masteries will never be able to touch any other class as far as damage output and you'll still see you have just enough damage potential to solo basic PvE quests.

Archmage hits like a truck and heals like a madman. Probably more of what you are looking for to be honest.

Shadow Warrior will be my choice for ultimate killing pleasure. Runepriest for pure healing, and Ironbreaker to tank for bros.


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PostPosted: Thu Sep 11, 2008 8:24 AM 
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I played a priest of sigmar and an engineer to lvl12 and some others to 6 or 7.

The engi is fun but i realized i cant stand relying on other people to keep me alive. Which rules out pretty much all other classes for me as well. So ill stick with the Sigmar. Solos well and in BGs im usually highest up on heals while still beating down whatever comes through. Also looks the coolest of all classes.

Tried evil, didnt like evil.

Maybe its just on the server i picked but all but the empire/chaos bgs are pretty much deserted which is pretty sad.

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PostPosted: Thu Sep 11, 2008 9:10 AM 
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Maybe I should try archmage more, since I do want the dps/heal. I played one only for a couple levels and had to spam my dps laser attk so many friggin times to bring down a lowbie mob. The DPS didn't seem that strong. Also not fond of the foo foo high elves. RP with dot, smite, and instant dd does quite well killing, but that could just be the lowbie levels.

Looking at mastery tree's and core enhanced abilities, the AM doesn't seem to get many hard hitting spells. They get more AE or adjacent target hits.

Most stuff I read said the AM counterpart shaman is really well balanced, and the AM is a weak copy. A couple more days to test drive classes.

Also I initially thought they had to do some dmg to then heal, and vice versus, but that's just 5 pts of turbo charge. You can always cast a heal/dmg.

edit: just read radiant lance and the first couple lvls are considered crap, will need to play an AM up to 7-8 to really try it.


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PostPosted: Fri Sep 12, 2008 10:10 AM 
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Thanks Givin, Archmage is a better fit.
I played one up to 9 last night.
DoT, fast Dot (eye lasers!, Dot that taps very little health, and big dmg laser.
HoT, big heal. They lack the insta flash heal of RP and 1 dmg shield, but LASERS ARE COOL.

Targeting for healing is damn hard. You either have a 1v1 where your guy runs like a girl, or you have 1 rambo charge into a mob. I setup tab to cycle friendlies, and shift+tab to target enemies. I've found targeting enemies shift+tab has a tendency to also grab your friendly near them.

Nothing like battle for erkund standing up on top tier and lasering gobbies across the way. I've had top 5, usually top 3 in healing and DPS for lowbie scenario's. Not sure how good debuffs will be with quick kills, but adding AE to my beam may be useful.

The initial radiant lance and heal something suck, and I stopped using them by lvl 3.

My only bug complaint is not being able to use shift+W/S, alt+W/S for hotkeys.


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PostPosted: Fri Sep 12, 2008 12:50 PM 
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If you want to drag out additional party hotbars, open up the scenereo list on the minimap. *The initial party screen that opens when you load into a battle" and click the check boxes next to the group. It will drag out individual health boxes for that group. makes targeting easier.


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PostPosted: Fri Sep 12, 2008 1:41 PM 
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Joined: Fri Oct 21, 2005 7:14 AM
Posts: 670
Yah, I use that, but death only clears health and not their yellow bar. Also it doesn't fade or gray if out of range. So it's tough to tell who the hell is actually near you. I often click whoever is low health and try to cast.


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