Sunday, 13 June 2010

Da Toughest - A Guide to the Black Orc Tanking Mastery

DA TOUGHEST

In the second part of my guide to Black Orcs I'll be discussing our primary mastery - the tanking role. We have a whole tree dedicated to this known as "Da Toughest". It features our self heal bellow, aggro generating attack and a few defensive abilities. I'll look at typical mastery builds and mastery rotations. This is just a guide to the tree and some builds and rotations around it, specific guides on roles such as the ORvR tank will feature as a seperate guide. Warning, this is a LOT of text (over 2,500 words).

Overview
Da Toughest is our tanking tree, featuring defensive abilities and tactics. Each point in the mastery tree increases the effectiveness of abilities from this tree. The purchasable actions and tactics in this tree are geared more toward PvE tanking rather than anything of great value to RvR. There's a few key points to know about Black Orcs and PvE tanking though. You have to keep in mind that we're not 'technical' tanks like Black Guard or Chosen, we dont have mass amounts of parry and no way to drop our chance to be critically hit. What we do have though is a decent block rate which can be increased by a large amount (at a cost of threat generation and AP) and a vast amount of wounds. Finding the right balance between your wounds, armour, chance to be critically hit and defenses such as block and parry is half the battle. I tend to make sure I'm well stacked on wounds with a low chance to be crit, your healers should be able to keep you up, if not then dropping a bit of crit reduction for more block/parry might be the best option (and a bit of praying).
A key stat that Black Orcs lack in however is parry, we have no real natural way of increasing it other than one tactic which is quite weak (and even then it's 0/5/10% depending on the plan you're in). What this means is that Black Orcs are vulnerable to cleave attacks as they cannot be blocked, only parried. If you struggle on a boss with cleave attacks then there's no harm in seeing if a chosen or black guard can take over the tanking duty for him, it might be easier until you can start stacking Parry through renown.

  1. Action Breakdown
  2. Tactic Breakdown
  3. Rank 4 Morale
  4. Builds, Tactics and Morales
  5. Rotations

Action breakdown
I'll break down each action that comes under Da Toughest mastery, I'll list plan, action point cost and if it's a low, medium or high damage action.

Clobber (first plan - 35 AP – Low Damage)
Our basic threat generating ability. Causes a decent chunk of damage and increases threat on our target. It costs 35 Action Points (compared to every other tank other than Swordmaster who does the same or more damage for 30AP, and the SM does spirit damage with his). This should be used a couple of times upon engaging a boss before starting your rotation and is a good, solid ability in PvE. Sadly not great in RvR due to needing to slot a tactic to turn it into a morale drain attack, combined with the high AP cost, spamming it will drain your AP very quickly.

Tuffer 'n nails (second plan – 30AP – Low Damage)
This action increases our armour by 990 for 20 seconds, it's not on a cool down but is in our second plan. A great action to use for PvE tanking.. IF you don't have any armour potions or a DoK with the armour buff covenant on due to the fact it doesn't stack which is disappointing. In all honesty though the buff you get from it is better than the covenant or the armour potion so should be used. It's cheap as well for one of our actions so fits in nicely, plus smashing a shield into someone's face is always good for a laugh.

Right in Da Jibblies (second plan - 35 AP – Medium Damage)
Quite possibly the most iconic action from a Black Orc. Kicking someone right in da jibblies causing a decent amount of damage and a reduction in weapon skill. Excellent in small scale for taking on melee DPS to reduce armour penetration (the bane of a tank).

Savin' Me Hide (third plan - 0 AP – Medium Damage)
My favourite RvR ability. Increases your toughness but importantly reduces the incoming magic damage your group receives by 20% for four seconds. This is a great ability in large scale RvR where bomb groups rule the roost. The four seconds could do for being a bit longer due to it only being 20% and Black Orc abilities having a hidden cool down due to the plan mechanic. I would recommend this and Not In Da Face as two essential RvR actions. Put this as your third plan and your group will love you.. For four seconds.

Ya Missed Me (25 AP – Low Damage)
Now we look at the purchasable actions. Ya Missed Me is the first action you can buy. Upon blocking you can deal a chunk of undefendable damage to a target and reducing the physical damage done by 20% for 10 seconds. This is great in PvE encounters but also very handy in small scale RvR (scenarios, 6v6 etc) where it will proc off a guard if you block it and can then dish out de-buff to any target you want. Not as much use in large scale RvR due to the single target nature of it but if the enemy has a melee focus or a super slayer then you can neutralise them. What is important is that this action is not bound to a plan so you can use it and retain the plan you are in without stepping ahead or back.

Can't Hit Me! (15 AP/Second – Medium Damage)
Can't Hit Me! is the ability other tanks want and immediately believe that it makes Black Orcs the best PvE tanks in the history of ever. "OMG you can get 100% block permanently".. WRONG! CHM is a fantastic action but it's certainly not an ability to trivialise PvE due to a couple of drawbacks. The first is that it drains AP. Black Orcs have a higher than normal cost for abilities so when you get out of AP, it is more of an issue. The second problem is that the threat generated is very low, you will only be dealing around 120 damage upon blocking so you can only spam it up once you have a large amount of threat (imagine 240 threat compared to 1000 threat from a choppas auto attack crit). It's great for emergency situations or for holding large numbers of mobs but remember you cannot block a cleave so it won't help on a lot of bosses. It is however essential for PvE tanking for a fall back and to keep up when you're at the last few percent of a boss when your threat should be high enough.

Down Ya Go (Third Plan – 0 AP – High Damage)
Our only knock down appears at the top of the toughest tree. 20 second cool down and a 3 second knock down... Not great, but it does have the single biggest base damage of any black orc ability. I have seen 2k+ crits on this with a two hander however the fact it's on a 20 second cool down, is the third plan and the knock down is only three seconds does limit it as a crowd control action. If you're speccing into the tree fully it's worth it as a burst damage ability and in small scale it's nice to have for neutralising someone for three seconds so they can be focussed down.

Tactic Breakdown
Less Stabbin' Me (3 points in Da Toughest)
The first purchasable tactic you can get is Less Stabbin' Me. I actually think this is overrated and used a bit too often. People see the 10% increase to parry and block in the last plan and get blinded by it. This tactic gives 5% increase to parry and block in second plan and the afore mentioned +10% in the third. The problem is, you don't hold yourself in a plan for long as you're debuffing the target, hitting things, trying not to get hit and building threat. It's pointless in RvR and in PvE the tactic slot would be better suited for an 'always on' tactic for tanking.

Stop Hittin' Da Runts (7 points in Da Toughest)
Now THIS is a must have tactic. 40 AP every time a bellow goes off (normally 25% of the time on a hit). It works in a fantastic combo with Can't Hit Me and Da Biggest bellow which can proc on multiple targets almost giving you 50% extra block for a longer duration as your AP will be regenerating when the bellow goes off. It also lets you keep spamming the rotation as you shouldn't have any AP issues. If you're taking any points in Da Toughest then you could do a lot worse than take Stop Hittin' Da Runts.

Mor' Hardcore (11 points in Da Toughest)
Dear Gork.. What a dreadful tactic for 11 points. Right in Da Jibblies and Savin' Me Hide will now knock back targets a medium distance. Two main problems here though. Medium distance is actually pathetic compared to any other type of knock back that tanks have (Black Orcs have the shortest distance of knock back available). And the second problem is that Right in Da Jibblies is on the second plan along with our base knock back so there's no use in having two knock backs on the same plan when you can only use one anyway. Seriously, this is one tactic I have NEVER taken and in its current form NEVER will.

Rank 4 Morale
Can't Touch Us
Group Members within 100 feet gain 200 Action Points and absorb 4500 damage over 15 seconds. This is basically a very weak version of the Zealot Rank 4 morale Tzeentch's Shielding (250 Ap and 5400 damage over 20 seconds). It's also an exact mirror of the Swordmasters morale 4. Basically it looks nice for extra support in a war band but as ORvR Black Orcs tend not to spec into Da Toughest for war band action it's of limited use and I certainly can't justify the 3 mastery points you have to spend to get it. It's a common trait amongst Tanks, the rank 4 morale in the defensive tree just doesn't seem worth the points. Honestly unless your war band requests you to spec into it then don't bother.

Builds, Tactics and Morales
One of the great things about Black Orcs is that a lot of the actions you use are not in the actual mastery tree so you can actually perform most roles without having to respec too much but you do still need a build. I'll do each build for 25 mastery points and point out where you can put the other points once received. All builds feature PvE tanking as a feature but some (particularly the ORvR and Skirmish specs) will also feature in other trees with different builds

Fairly obvious build. The spare points including those from renown ranks can pretty much go anywhere but I find popping them into the brawler tree will at least help Skull Thumper and Da Biggest bellow while Arm Breaka is handy if you find yourself doing some RvR. Tactics and Morale are straight forward as discussed above.

Turtling is all about survival, losing group utility, damage and general usefulness to become an immovable object. It's not a whole lot of use but some do enjoy playing it. Extra mastery points I'd split between both trees as you'll absorb more damage with Rock 'Ard, heal more with You got Nuffin' (which is now a group heal, not the anti de-taunt as shown) and if you use the toughest bellow as a turtle then the extra points will help to heal. Stop Hittin Da Runts can be useful as well if you want to slot that instead of the You Got Nuffin, especially if you want to spam Can't Hit Me. I've included both in the build so you can swap them out depending on the situation.

AoE and survival is the biggest thing in large scale ORvR. The more damage and debuffs you can do while staying alive the better. Depending on tank numbers and what they're specced for (example being Chosen with crippling strikes) you will likely have to be either spamming Hold The Line or hitting the ORvR rotation. Spare points are just that, put them anywhere that you feel like though I'd recommend keeping them to the Boss spec or Toughest. Putting them in Brawler will just spread it out too much. I have to admit however that I feel a good solid ORvR build is based more in the Brawler tree, but this works if you wish to keep a single spec.

Skirmish is what I call the Toughest build that is most effective with for Scenarios/6v6 or small roaming groups but with the PvE aspect of the tank still attached (again it saves a respec). It's also effective in ORvR however you do lack Big Brawlin' which is great (more in the boss guide). Spare points go in brawler to get Arm Breaka and Not in Da Face. Tactics can vary if you want to use a two hander, I'd then slot in Dat Was Great, Stab You Gooder or Stop Hittin Da Runts depending on how you feel and how your group is composed.

Rotations
Your basic toughest rotation for PvE tanking involves two toughest abilities and one from the brawler line.

Clobber >> Tuffer 'n Nails >> Skull Thumper >> Clobber >> Right in Da Jibblies >> Skull Thumper

Clobber is a no brainer, until you have a decent level of threat up then use this in your first part of the rotation. Once you hare happy you have enough threat then start swapping in Wot Armour? to help the group DPS. You can then move onto Tuffer 'n Nails which will give you a nice armour buff and lasts long enough that you can swap in Right in Da Jibblies when the second plan comes around again. Skull Thumper, although it's a brawler ability there's no decent third plan from the Toughest that you will use in PvE. Use Skull Thumper as this will do damage every time someone crits, so if you have a crazy Witch Elf, Sorc or Choppa with a huge crit build you will actually gain extra threat and damage done to them. Skull Thumper features more in the "Da Biggest" section. Of course, during this rotation you will keep Ya Missed me up on the target when it appears, as this does not break your plan you do not need to worry about it causing any interference with your rotation.

Turtling is an incredibly boring way to run as an RvR tank, in fact it offers little to no group utility, probably won't earn you any friends but you will be incredibly difficult to kill.

Rock 'Ard >> Tuffer 'n Nails >> Savin' Me Hide >> Can't Hit me for 5 seconds if under attack

Add in Can't Hit Me as often as possible and you will be a solid rock, just that though.. A rock, you wont be hitting anyone, you won't be doing anything and in fact you'll be a big, immobile blob of worthlessness.. Not Orcy as not enuff fightin'. This is more like Stunty fightin'. Note though that Rock 'Ard is in the Boss mastery tree so I'll discuss that more in that part.

The next rotation is for the ORvR build. Catching as many enemies out and helping your allies is the aim here.

Wot Armour? >> Big Swing >> Savin' Me Hide / Not in Da Face

The whole aim of this is to cause debuffs and disorients with Big Swing then follow it up with damage mitigation or unstoppable buffs if facing low numbers of casters. You should be in the middle of your war band doing this to the enemy unless the healers aren't staggered (chosen AoE normally) in which case feel free to disorient them, just be careful you don't break any staggers that are incoming. Though as stated on the top of the guide, I'll actually be doing a guide just on the ORvR Black Orc.

Skirmish Build is what I basically use as a term for a spec that you can use in PvE tanking and also in Scenarios or small scale stuff. I'll do the rotation for RvR as the PvE tanking is the same as the standard rotation above.

Wot Armour? >> Right in Da Jibblies >> Down Ya Go! >> Wot Armour?/Arm Breaka >> Trip 'em Up >> Savin' Me Hide / Shut Yer Face / Not in Da face

The Skirmish rotation does vary depending on what your facing and if you have the extra mastery points from the renown rank, for example I really wouldn't bother with Savin' Me Hide if you're not facing any casters or they're not overly powerful or blowing the crap out your group at that point in time, instead Shut yer Face on a healer would be fantastic as would Not in Da Face to increase cool downs (and gives unstoppable to your group for four seconds).

Thursday, 10 June 2010

A welcome to the WAR Europe crews WAR Blog

http://waaaghmeup.blogspot.com/

I'll be keeping an eye on you gitz for news so yer on me blog roll.. Now Mr Kaxzane, about that onRPG contest....

Tuesday, 8 June 2010

Primeval (Priceless) set for Black Orcs

Part two in the Non set sets... This is the Primeval set which drops in the Tomb of the Vulture Lord as repairable purples known as Priceless .... It's the same models as the Invader set but it does have a melee crit bonus on the shoulders instead of a block bonus that normal Invader has so works out well if you have a spare armour piece and want a bit more power. Plus, the shoulders are arguably the best in game for any class.. I mean, a Rat Ogres skull on one shoulder and every spiky bit you can find on the other.. What's not to love about them?

Monday, 7 June 2010

Kerching!



Well it happened last night, and in all honesty it's how I wanted it to happen. In a middle of a fight not a zone leech or undefended keep take, actual fighting. I'm the official leader of G.R.E.E.N. in the guild (Getting Renown Ethically Each Night) so that basically means only get renown you fight for, no zone leeches and step out a BO before the final tick if you didn't have anyone to attack... I'm the only member :P Just scenario weapons left for me before I've officially 'completed' the game, but right now I'm having a lot of fun in the RvR lakes. Humans are much less predictable an opponent than memorising key strokes and positions for end game PvE encounters.

Huge thank you to everyone in Hand of Blood that helped me on my way there and a special shout out and thanks to Asrok, Garamore, Gogron, Kendel, Lethy, Mavve, Mimz, Snikkit, Xhera and Xzi.

(as a side note, that's part two of the Black Orc guide almost written so it should be up today or tomorrow)

Monday, 31 May 2010

Random musings

It's typical isn't it? I can think of a hundred and one posts when I'm at work (normally when I go for a walk at lunch time) but see when I get home? They melt out my brain and disappear somewhere... So instead of actually putting one post on one thing, I'll pop a few little comments into a post and see what inspiration happens...

The Red Plague... I think we're setting ourselves up for a fall here. I am actually starting to believe that there is no red plague and that it was just a throw away fluffy comment in the patch notes. WE the players and bloggers have actually been the carriers of the disease that now has people talking about what will happen with WAR and if it will be an expansion. WE will be sorely disappointed and no doubt actually be raging at Mythic for not doing anything about the red plague when it was actually the community that created expanded it into something it isn't.

End game... I'm deliberately staying away from zones that will be locking, taking a couple of steps out a BO before it gets capped and generally trying to prevent any gains in renown other than killing things. Why? I'm just about to hit end game and I'm worried that the RR80 curse will hit me and suck the life out the game for me. I doubt it will, but there's just not a lot to drive people out to the lakes other than fighting for the fun of it when they hit 80. The game needs more for the end game players to do as full Sov and RR80 are actually getting quite common now.

Producers letter tomorrow... Hopefully something of substance, but I get the feeling this one will be a recap of the last patch and the usual "Great things are coming... just wait!".

Bombing... Good to see a European (and a guild we regularly fight) gave Mythic a bit of a wake up with the effectiveness of bomb groups. Shame that the 'fix' has actually done nothing of the sort other than add one more button to press every now and then. Bomb groups are still alive and kicking and are as effective as ever.

TTK... Time To Kill. This is actually a good one, and something I want to talk about properly. Mythic claims that the TTK is too low, meaning that players die too quickly. Mythics answer? Raise damage and healing.. Errr wut? No seriously, there's been no increase in damage mitigation or nerfing of items that make you kill players quicker than intended *cough*Land of the Dead pocket items*cough*. Why are resists so easily hitting the stupidly low softcap and then barely moving to help mitigation? Why does toughness really do bugger all since to make it effective you have to stack it very high (in my opinion, double the effectiveness of toughness). So many defensive buffs, potions and liniments don't stack that it makes many abilities worthless to use. I wont go into too much detail since it's best left for another day. Suffice to say that Mythic think the TTK is too low, but they keep on adding things that lower it...

PinkforTink... All my thoughts are with you lass. Hope you can pull through this and everyone over here in the old world of Europe is rooting for you.

Arabian Steeds... They look dreadful and all of a sudden the "You can recognise an enemy from the silhouette" design concept gets chucked out the window. I would have preferred (of course) racial mounts. Dark Steeds for Dark Elves, Keg carrying ponies for Dwarves. Wyverns for Orcs etc etc. Still the idea of having stuff to spend your wasted tokens on is good. Now it just needs to actually have something of use (and desire) for me.

Anyway, that's it for me for just now. Will pop back in later to go over some of these things again.

Monday, 17 May 2010

Any fellow bloggers know how to contact Mythic for a couple of interview questions?

Subject says it all, even if you're not a blogger any idea?

I'd like to send a few questions off to Mythic about Black Orcs and I'm looking for a way to contact them or some of the guys over there. Since I have a European account I can't use the forums to PM Andy or James there (and I dont think they would pay too much attention to a trial account PM'ing him) and I'm not even sure who does what on the team anymore (maybe a who is who for the website would be good Mythic?)

Not sure if I'm even wasting my time or possibly there time but if you know, then drop me a comment or you can send me an email by clicking the orange link to the right hand side there in the "Wot's dis all about?".

Even better, if you are Mythic then let me know if it'd be ok, or if it's best just to wait for producers letters etc

Thursday, 13 May 2010

Precursor set for Black Orcs

So I've decided on a little project as I get scarily close to realm rank 80. To collect all armour sets which you don't often see such as the green sets, repairable sets and basically to look for interesting models and skins, hopefully the odd unique one as well to tart around in :)

So here's the first one. The Precursor set for rank 39. Simply a green set, nothing special on it but the artwork is nice enough, though can be seen throughout the game. You can click on each picture for bigger examples. I left the trophys on simply because I couldn't be bothered to take them off so the twin daggers on the shoulder at the left hand side are from Land of the Dead and the Stags skull on the right side of the picture is from the Hunters Vale live event.


Wednesday, 12 May 2010

Black Orc questions from the recent Q&A

I need to get me going to the European one if it happens again to ask some solid Black Orc questions. Last one (and maybe only ever one) I was on holiday :(

Anyway, thanks to Gaarawarr for posting the transcript.

Q – Are you looking into making the Black Orc Boss tree more attractive?

Nate - For the Black Orc and the Swordmaster, our intention is really getting the career to feel overall top to bottom like it’s a little smoother. Whether that’s something to do with the mechanic or how the abilities interact with the mechanic, I’m not sure yet. But we want to get the career generally not feeling so step-stop, step-stop as it does currently. That’s our priority more-so than singling out a specific mastery tree.

Well it's a start. I'm not expecting much, if anything as this has been the first mutterings of changes to the mechanic since they last mentioned it wasn't totally going to be re-written. I'm wondering if it wouldn't just be easier for Mythic to re-write the mechanic than to work on the existing one. It absolutely MUST be resilient to high lag situations so we're not locked out of plans or spamming one button because the game doesn't realise we've changed plan and then jumps us ahead two. I'd actually like to sit down and design a mechanic, just to see how it would work.

Q – When you use Not in Da Face you get a 4 second immunity to your group and Savin Me Hide gives your group 4 seconds of reduced magic damage. It was said in the past that those durations would be increased. Are we going to see those adjusted?

Nate - It’s possible. They’re both pretty powerful effects, obviously specifically the CC immunity is really strong. We don’t want those to get too out of control so that they’re up all the time, but it’s certainly a possibility.

So keep the CC immunity timer which also has a great base effect (single target CD increase but ability has a cool down) as it is and increase Savin Me Hide's 4 seconds to something of substance (10 seconds?). Savin Me Hide has a hidden cool down of around 7-10 seconds depending on lag due to it being on the last plan so it's not spammable, plus you have to drop defences on your war band (no Hold the Line), find a target that isn't a tank so you might actually not be blocked or parried, go through the first two plans and then drop it on the third, rinse and repeat. If it's too good then nerf it, but I don't see anyone complaining about it as it stands, if anything it's almost under looked due to the stupidly low 4 second duration

Q – Any plans on increasing Black Orc group utility?

Nate - As I mentioned earlier, in our view, some of the bigger problems with the Black Orc and the Swordmaster are general smoothness of playability and that’s what we’d like to look into first.

OK, so we wait for the class playability before any other changes. So 1.3.6 is out the window as it's too short if they're just looking right now. 1.3.7, 1.4? Who knows. On the upside it means I won't hold my breath for patch notes expecting some wonderful work done on the class, downside though is that we'll get the little nerfs here and there and no doubt be waiting six months until we hear anymore about this. I'll put this bet out (and going by my track record of predictions which is dreadful, please don't put money on it) and say that the Black Orc and Swordmaster mechanics/playability/ability interaction or however you want to call it won't be changed within the next 6 months. In fact I'm putting a post in 6 months which will pop up reminding me to either eat my hat or to look smug on me rock. It's not that I don't think Mythic don't want to do anything, it's just that BOBs and SM's are so poorly played it's not worth the resource for Mythic to fix the classes when the game revolves around Chosen/Knights, Sorcs/Bright Wizards, Choppas/Slayers, DoKs/WPs. Those are the best in archetype for each side, both mirrors and both head and shoulders above respective classes.


Tuesday, 11 May 2010

Black Orcs got nuffin'

I had a mini rant about this a while ago but didn't go into too much detail, so bear with me on this one....

So Black Orcs and Black Guard have a little tactic which allows us to ignore detaunts, it's gud. It lets us be a pain to healers and it gives us something different from the Chosen.

So mythic remove it from Black Orcs and give us a group heal tactic...

Uhm.

Wut?

Balance Changes:
* You Got Nuffin': This Tactic will now heal group mates whenever your War Bellows trigger.


Yup, they changed it to a group heal. But not just any group heal, it's a group heal which does a whole 300 health over 10 seconds (and it doesn't proc multiple times so it's basically on a 10 second cool down).

THIS IS POINTLESS.

All I'm asking is the reasoning behind this. Again I go back to communication issues with Mythic. They have changed something, given no reason for it and no matter what feedback will be submitted on it it will not be changed. It's one of these changes that are set in stone. I've almost gotten to the stage of giving up on feedback since nothing ever seems to change unless it's a huge public outcry.

So here is my request since we have no communication channels with Mythic.

DEAR MYTHIC.

PLEASE CAN YOU GIVE US THE REASONING BEHIND THE CHANGE TO THE BLACK ORC TACTIC "YOU GOT NUFFIN'" AND REPLACING IT WITH A TACTIC WHICH HAS SO LITTLE IMPACT IN RvR THAT IT WILL NEVER BE SLOTTED.

I know the chances of a reply are less than slim to none but since I'm a paying European customer I have no way to post on the official forum which is frequented by the developers so I have to resort to this.

Another blog roll update

Nine new additions to my blog roll, not all are new blogs, some very well established members of the community I somehow managed to miss out.

Apologies to those I missed out and welcome to the new members of the community. I'm sure there will be more to come.