Wednesday, 20 October 2010

Preview of the Doomflayer and Warpforged weapons

Hopped onto the PTS and the new Weapons were for sale on the scenario vendor. Didn't have time to take a screen grab of the new sets but I'm sure the server will be back up. In the meantime, feast your Greenskin eyes on these choppas and blockas...

You can click on them for a better view as well.

(edit - Disclaimer: These are PTS weapons currently, they can and could change by the time they goto live so keep that in mind)


Tuesday, 19 October 2010

Keepers Set for Black Orcs

For once my set I'll be showing is actually a set. I never even knew this existed until recently when a guild mate was on the "gather all armour sets" grind and pointed it out to me, so the pair of us did a few runs down in Saccelum Dungeon and got my set (easier with an actual DPS to rip through the mobs). This is what the set looks like and the stats can be found at the WARdrobe at the moment. It's a fairly basic looking set, only three pieces however the hands are quite decent with the extra arm guard on the left piece.


Friday, 15 October 2010

Looking at potential Renown builds in 1.4

The first draft of the new renown abilities have been published and they make for some quite interesting ready. Keeping in mind that they are very likely to change and currently do not have a tiering system in place we can start to look at potential builds. The abilities are a bit more defensive orientated but that suits as fine as tanks. Makes our lives easier.

One thing I want to keep in mind however is that as our gear gets better our block will also so the more I look at spending 20 points of renown for a total of 10% block I am struggling to justify it with other cool things in there.

So here's a few builds I can think of:

RR40 Defensive
Defender IV = 10% block increase
Futile Strikes II = 8% reduction in being crit
Trivial Blows I = 5% less crit damage

At RR40, you're just wanting to survive in ORvR against higher geared players, at this point you likely will be a guard bot so ensuring you have as much block and survivability is the way to go.

RR80 Defensive
Might IV = 72 Str
Deft Defender IV = 18% dodge and disrupt
Trivial Blows III = 30% less crit damage
Cleansing Wind I = cleanses all Curses, Ailments, and Hexes from you on a 5 minute cool down

RR100 Defensive
Might IV = 72 Str
Deft Defender IV = 18% dodge and disrupt
Trivial Blows IV = 50% less crit damage
Cleansing Wind I = cleanses all Curses, Ailments, and Hexes from you on a 5 minute cool down
5 points spare, possibly just pickup a bit of parry and block

Yes I picked strength, I still rate it highly on a tank even in defensive because if you hit like a wet noodle then you become worthless other than a guard bot and guard bots get ignored, you should be at least able to assist in dishing out damage, even if it isn't a huge amount. Some people prefer to pickup Weaponskill to improve armour penetration and parry so I'll leave it up to the individual to pick, I'd still recommend strength.

I picked Deft Defender over the block and parry for the simple fact that as a Black Orc we severely lack any sort of disrupt, we can get a high block (which will only get higher as gear progresses) and we have an OK level of parry available to us. This will help more in the long run than a smaller boost in block (and AFAIK, disrupt doesn't require you to be facing the target like block).

Trivial Blows. Crit damage is a pain, you can see 2k spikes even with high toughness and soft capped resists. A permanent reduction in damage taken from crits will help to balance out the fact that we will see more crit on higher gear levels.

Cleansing Wind. Perhaps it's a pet hate of mine but I detest seeing a pile of dots and debuffs on me and having no way to remove them other than the harbingers cloak (still not found the LotD ones to see if they're on the same cool down). Harbingers only removes a couple and isn't available to everyone anymore so having cleansing wind will give us a life line in small scale stuff, even if it's on a 5 minute cool down.

RR40 Offensive
Might V = 120 str
Blade Master I = 4 WS
Opportunist I = 2% melee crit

RR80 Offensive
Might V = 120 str
Blade Master I = 4 WS
Opportunist IV = 14% melee crit

RR100 Offensive
Might V = 120 str
Blade Master III = 38 WS
Vigor I = 4 Wounds
Opportunist IV = 14% melee crit
Quick Escape I = Adds a 5% chance to increase your movement speed by 25% for 5 seconds.

Obvious really, stack strength for guaranteed damage, then work on crit for the bonus and top off with WS to add armour penetration and I've added in Quick Escape since it should proc off dots etc to allow you to catch up with kiters to smash 'em in the face.

What I really don't rate
Looking through the RA and there's a few I don't rate for us which might look good to start with. The first one is Hardy Concession (You take X% less damage, but you deal X% less damage.). We want to do damage at some point and simply soaking up a bit of damage with a reduction in our own effectiveness offers nothing of benefit in my opinion. It IS very good for healers though.

Regeneration is another RA I don't rate. Ok, I don't rate the cost of it, the hp/4 is always nice but not for the cost in renown. I can't see any build where you'd even have 10 points left over which wouldn't be better placed in a stat compared to 30 hp/4.

I kinda go against the grain here but this is partially my own failings. I don't rate resolute defence currently as much as it was. The immunity timers right now work fine and with a Black Orc having Not in Da Face helps us and the group more. However! This is easily swapped if you want/require it for Cleansing Winds I in the 80+ builds so the choice is yours.

So that's my wee review of RA's as they currently stand, it will change and I get the feeling I've calculated something wrong at some point but... Meh :)

Monday, 11 October 2010

Doomflayer and Warpforged sets for Tanks

Apologies for not bringing this info up earlier, I've recently started a new shift pattern at my work which is 5 days work squeezed into 4 so much longer days, the upside though is that I have Friday, Saturday and Sunday off every week \o/ So at the moment I'm trying to write up a couple of posts in advance until I get my head around managing my time more. In fact this was actually written on Friday and saved for today :)

So Mythic have announced the tanking sets in the RvR packs Doomflayer is for RR90 and Warpforged is for RR100. As with the Sovereign sets they come in Offensive and Defensive flavours. For convenience I'll post them here. Keep in mind that you gain access to all pieces now at 90/100 so there's no progression of parts.

For the new fortitude stat what Mythic has posted should describe it decent enough:
"In addition to these new sets, we are also introducing a brand new stat. The stat is called Fortitude and is effectively "Toughness Power." It works with the same relationship as Melee Power/Str, Ranged Power/BS, Heal Power/Wil and Magic Power/Int."
So without much more ramblings, here's the sets as they currently stand (they will change, trust me)

Doomflayer (Defensive)
Tou - 289
Wou - 182
Init - 170
Str - 141
7% reduced chance to be crit
5% block
80 hit points every 4 seconds
4 AP per second
4% reduced armor penetration
80 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 238 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1030 health over the next 5 seconds.

Warpforged (Defensive)
Tou - 374
Wou - 228
Init - 212
Str - 178
9% reduced chance to be crit
7% block
120 hit points every 4 seconds
5 AP per second
6% reduced armor penetration
120 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 308 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1325 health over the next 5 seconds.
5 piece - 2m cool down - Your group becomes immune to Stagger, Knockdown, Root and Knockback effects for 5 seconds.

Doomflayer (Offensive)
Str - 289
WS - 182
Tou - 170
Wou - 141
6% melee crit chance
80 melee power
5% reduced chance to be parried
4 AP per second
5% parry
6% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 516.
4 piece - On Hit: 10% chance to increase Melee Power by 238 for 10 seconds.

Warpforged (Offensive)
Str - 374
WS - 228
Tou - 212
Wou - 178
8% melee crit chance
120 melee power
8% reduced chance to be parried
4 AP per second
6% parry
10% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 662.
4 piece - On Hit: 10% chance to increase Melee Power by 308 for 10 seconds.
5 piece - 2m cool down - Nearby allies have their movement speed increased by 60% for 10 seconds.

As you'll see the biggest change is the reduction back down to 5 piece (of which I approve) and the removal of stats from the set bonuses, now it's replaced by a chance to proc a higher value. Now even with the reduction down to 5 pieces the stats are higher than the combined 8 pieces of sovereign, for example defensive Sov has +134 wounds where Doomflayer has +182, so there's a fairly good chance you will be leaving sovereign behind.

However, the defensive sets have gone back to "On being hit" which defeats the whole point of being a tank as you tend to have a high avoidance so you won't generally get hit.... They will likely change this to be "On being attacked" and reduce the potency of them. The self heal buff is nice, works out better than pure hp/sec regen and is much more noticeable, though potentially dispellable, again though, it's only of significant use if the proc changes to "On being hit" really. Fortitude I really need to understand more, is it simply a counter to the other powers to nullify them? If so it's nice however just revamping toughness could have done the same thing. As it stand Toughness is a misunderstood stat and usefulness is constantly debated.

Offensively the sets look nice, in particular the high wounds will keep us from being slightly less squishy MDPS. One of the key procs though that I am looking keenly on is the two piece proc

"On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 516 (662 on WF)."

This sets up Black Orcs as a very nice healer killer. Heal debuff on them, disrupted, silence and cool down increase should let us lead a train on healers very nicely. Right now I would say that we're looking at two piece offensive and either the rest sov or defensive being the normal, but a lot of that also depends on the jewels and back pieces and other items that may drop in Skavenblight. So far so good though, hopefully Mythic keep up with the excellent Black Orc artwork and we should be quite chuffed with our gear.

Saturday, 9 October 2010

Cleaning up the cave and a look ahead

Well yesterday I decided it's time to start doing a bit of cleaning work in the Mmmmm Gud cave (ick... Orcs dun like to clean stuff) but there was quite a few inactive Blogs and other bits and pieces no longer used. I'm also in the process of sorting a few new graphics out for the launch of the RvR Packs so it will get a fresh coat of mud. If there's any recommendations or things you'd like to see me change in the blog then just post a comment, email me or send me a message on twitter.

Also, if you run a Warhammer blog and I've not linked you at the side then please let me know through the same channels above, the more we all link through to each other the better. In particular I'd like to recommend a new blog to the scene Hadrune's Ammo Dump a great guild mate who has just started blogging and has some very high quality posts up already. Go check him out gitz.

The plan for the blog is to have the Brawler and Boss guides done by the end of the year (Brawler is nearly completed and I'm desperately holding out for Boss changes) and then to clean up the Toughest guide. Next on the guide list will be armour sets to use through the ranks, part of this may require me to actually go back and roll another Black Orc to remember the lower tiers but that might end up being fun as well and a good progress guide for new Black Orc players.

The blog has and will keep a Black Orc theme with my own personal rants about things going on as well, I'm not qualified to have an opinion on any other class since I don't play 'em :) You may notice bursts of posts and then a period of nothing for the coming couple of months as I've recently changed work hours so will be getting used to a new way of working each day :)

So see all you gitz back on the battle field

Friday, 8 October 2010

How to be... Gorbad Ironclaw

Gorbad Ironclaw
Gorbad Ironclaw, atop his vicious boar Gnarla, was the mightiest Warlord that ever lived. Gorbad Ironclaw and his tribe, the Ironclaw Orcs, absorbed the Broken Tooth tribe along with the local Goblin and Night Goblin tribes, to create a massive force of Greenskin warriors. The tribe marched through Black Fire Pass to attack the Empire under the Emperor Sigismund. Gorbad's army conquers the territories of Solland and Wissenland, but Gorbad himself was wounded in the fighting. At the fortress of Altdorf, the Waaagh! was kept at bay outside the city walls. Gorbad unleashed Wyverns upon the city, who threw the defenders into disarray but were ultimately repelled without achieving their main function, which was to destroy the city gates. Eventually, the lack of progress and Gorbad's injury took their toll on morale, and the army disintegrated. The remnants of Gorbad's tribe were ambushed and defeated on their way home by a Dwarf army under the King of Karaz-a-Karak. It is not known if Gorbad survived the encounter.

Part two in my "How to be..." series (part one is here). Today I focus on Gorbad Ironclaw, an Orc (not a Black Orc) who rose to become a great Warlord. Although Gorbad wasn't a Black Orc, I don't see any reason why we can't recreate him. One of the challenges for Gorbad was that he appears to have a couple of Choppa items (helm and chest) so I've attempted to recreate them as much as possible within my set guidelines of making it as easy as possible to achieve.

Sadly though, one thing I have messed up on is that there are a few items I've used which are quest rewards (search for the items on WARDB to find the quests) so apologies if you've already done them and trashed the reward. If I find an easier way to get the items then I'll try and remember to update this post.

I've used the following pictures of Gorbad as reference:



At least working out the colouring is easy, blood red the whole way through.! Once again, the shoulders became a bit of a pain, there's nothing really that matches up, but also they are fairly hidden under his cloak on the model and painting so I've simply used a fairly low key set which doesn't stand out. The cloak potentially could be replaced by the Tyrant Glyph back piece as it has the fur style plus the pole at the top but I've gone for the easier option to get (that and I don't actually have the back piece.. *mutters*).

I'm not overly happy with the weapon either, I feel there's a choppa which resembles it more but I can't seem to find it, in fact I'm almost positive there is and it used to drop as T4 green loot, but damned if remember properly. The chest I'm sure I can find a better version for as well, but the Carnage one I used (just do some newbie PQ's) works in the meantime.

So here we go, Gorbad Ironclaw. WAR style (click for bigger pictures).




Head: Ancient (Antiquated)/Conqueror 'Eadplate
Shoulders: Shouldaplate of da Miner (Quest)
Chest: Bodyplate of Carnage
Back: Vanguard Cloak (T4 renown vendor)
Gloves: Staunch Manifers of Skill (T4 green drop)
Belt: Decent plackart of Skill (T2 green drop)
Boots: Primeval/Invader/Darkpromise
Weapon: Bad Waaagh Choppa
Shield: Blocka o' da Doombull

To read up a bit more on Gorbad Ironclaw, I suggest you visit the Games Workshop page about him. Some fun little tidbits of information. HERE

Tuesday, 5 October 2010

We did it gitz... WE'Z DA BIGGEST!

From the PTS.... Black Orcs are now bigger than the Choppas!!! You can click on the picture for a bigger view. Middle is a Choppa and Chosen and the two at either end are a RR80 Black Orc and Tier 3 Black Orc, as you can see there's no difference in size based on renown, well if there is, it's not noticable. Still not complaining.



As a side note, I've not found any Black Orc changes other than the size and Save Da Runts (our guard now requires a shield). Not much time to check out more but will have a look tomorrow proper. Also I have to say this before I get too carried away.... This is only the PTS, it may change, they may remove the size difference so lets not get too excited.. ;)

(Edit: Added a Chosen into the mix for the size difference now so you may want to force a refresh of the site, holy crap we're massive! Although the Tyrant Black Orc doesn't look as big, he was slouching at that point as the chosen stretched up, trust me, it's noticable)

Friday, 1 October 2010

Tanktics part three. Guard.

You can check the other two parts of my tanktics series here and here but for those who aren't overly bothered it's simply a small post with combining tactics and the tank archetype abilities to improve them, to give something a bit more well.. Tanky.

Following on from my conversation with Bootae about only being able to guard if you are a shield it occurred to me this is actually a nerf. We're removing something from two handed tanks and not giving them anything in return, it doesn't actually make tanks want to guard more (which they always should anyway) but it certainly gives people ammunition to whine in scenarios etc about "OMG not a 2h tank.. ffs you're not mdps". If we were to only allow guard to be activated if using a shield then potentially we'd have to increase 2h damage to make it worthwhile for tanks to go 2h in scenarios etc.

Orrrrr..... We could look at combining it with a useless tactic. Now barring Unstoppable Juggernaut the other tank tactics are pretty decent, as we've already commandeered it for a Hold the Line buff then we either have to change another archetype tactic or I'm sure there's a useless tactic each tank has we can replace. I wont go through each class to find it, I wont pretend to know anything about Knights or Blackguards so I'll leave it as that, but here's what I propose instead of a straight "you can only guard if using a shield"

1 Slot Career Tactic - No range - No cool down - Passive
IMPROVED GUARD
If you have a shield equipped the damage split on your guarded target is increased to 75% assigned to you and the effect range is increased to 50ft

I have deliberately gone a bit overboard with this as I felt that my Hold the Line was in retrospect quite weak although it had the right 'feel'. Improved Guard might be a bit potent but it certainly makes choppa and blocka tanks be an absolute beast for guarding targets and much better than the 2h equivalent without nerfing 2h tanks.

Thoughts?

Wednesday, 29 September 2010

More thoughts on tanktics!

So I'm desperately trying to make my brain work tonight, for some reason motivation has disappeared and I'm tempted to just watch a film or some such, but I'm going to force myself to write something. Better to at least be a bit productive today even if I did sod all at work today.

So I wrote an earlier post about having changes to the taunt and challenge mechanic by adding in a tactic which improves it by speccing deeper into the tanking tree for tanks, and after speaking with Bootae earlier in the week we liked the idea of giving sword and board (or choppa 'n' blocka) tanks something more rewarding for speccing that way in RvR. To me, tactics are an easy way to look at how tanks can be improved, we have certain ones which are shared or at least are all very similar and yet we hardly have any that interact with our archetype abilities (taunt, challenge, guard and hold the line). So after my little thought about challenge/taunt being changed a bit, how about we look at Hold the Line....

Tanks have an unused tactic which is shared amongst them... Unstoppable Juggernaut. This tactic is all but useless these days with and in fact was never that great to start with, I can't see any tank justifying using up a tactic slot on it when there is so many better tactics out there. Now I don't want to make a tactic which works with Hold the Line that makes it the Uberbestomgwtfbbqpwn tactic of all time but I do want to make something which makes you think "Hmm, could I possibly slot this instead?". So after a few thoughts and simply looking at the name of the tactic I actually realised it's fairly simple.

1 Slot Career Tactic - No range - No cool down - Passive
UNSTOPPABLE JUGGERNAUT
While using Hold The Line! you also become immune to roots, snares and knockdowns, this also increases the channeling cost of Hold The Line! to 25 AP/sec

Nice isn't it? You can still be staggered and knocked back and the AP cost does go up, but it certainly helps to make tanks push forward more and gives another nice effect to having a shield. My other version of this was was to include knock backs (but not staggers) and increase the AP again to 30/sec.

Would this make a worthless tactic better? Certainly. Would it be used? I don't yet know but I can see potential for keep sieges and with WAR heading to more important sieges it could find a very nice place. Any thoughts?

Tuesday, 28 September 2010

Video: Hand of Blood - Recipe for Hate

Another video from the Hand of Blood vaults (well last night). A nice epic battle against one of the top guilds on the server (if not world) and then a little show on how to clear out a blob which is camping your war camp. Epic night of kills, it was a stupid amount again, there was over 3,000 kills in the zone when we jumped to Dragonwake to break up a potential zone lock.