Here's five things you may, or may not know about Black Orcs in Warhammer Online.
1) T'ree Hit Combo #1: It hits five times, not three. It's meant to.
2) T'ree Hit Combo: #2 It's one of the only actions that has fluff in the tool tip as well 'As Da' Big Boss would say, "Countin' is for Stuntiez" '
3) We are the only tanks that can do corporeal damage and have ailment actions
4) Our collectors edition head (the metal face plate) will be the same colour you choose for the metal bits when you create the Orc (so you can have a red or gold face plate for example)
5) We can use hammers, but none we can use actually drop from mobs or quests.
Friday, 24 September 2010
Five things you didn't know about Black Orcs
Labels:
black orc,
five things
Sunday, 19 September 2010
Changing da plan - A guide

So after a few weeks of 1.3.6, the biggest change to the Black Orc mechanic since launch has been used, mind you it's the only change to the Black Orc mechanic since launch so that's not saying much about the worst designed and badly implemented mechanic in the game. Thanks for throwing us a life line after nearly two years!
Anyway before I rant more about it, Mythic have mentioned in the past that they are looking at the mechanic and how it works in the future so maybe we'll see something come of it.
Well back onto "Changin' Da Plan". How does it work after testing? Overall it's not too bad, in fact it can work very well but also leads to over complication. I actually know of Rank 40 Black Orcs that haven't bothered with it as the mechanic and finger fiddling is enough for them without adding in another one. However I would recommend that all Black Orcs pick it up and use it as much as possible to learn the benefits of the new action.
Key points to remember about CDP.
+ It costs no AP
+ It's off the global cool down
+ In combination with Big Swing you can 'preload' to the third plan
+ You can step back to second plan when in our third plan
- It's not just to preload a plan
- It has a 5 second cool down which cannot be removed
- It can complicate a rotation
- Accidental use can cause problems
Preloading
The act of moving up plans to second or third after using Big Swing in preparation for combat is known as Preloading. Prior to engaging in ORvR I'll often setup a big swing or knockback if near a cliff face (I still gloat to this day about my preset aoe knock back killing four order that had come out of hunters vale near a cliff in Dragonwake and slid down the side of the terrain face taking fall damage).
However talking to some fellow Black Orcs and they tend to use it to setup moves at the start but then it gets lost in the shuffle of combat. Setting a rotation in your head is potentially the best you can do rather than trying to hit it in the middle of combat without thinking ahead. You can also preload third plans by using Big Swing to move straight onto it, letting you smack a target down straight away leaving them open for the melee dps to rip them into pieces.
Rotations (and stepping back)
Rotations pre 1.3.6 were fairly standard you could easily sit spamming three different actions but now with Changing Da Plan it can complicate things and lead to more actions being used.
Two example rotations are below:
ORvR (preloaded onto plan 2) - If on healer attack duty
Big Swing - Not in Da face - CHANGE DA PLAN! - Big Swing - Shut Yer Face - Wot Armour? - Big Swing - CHANGE DA PLAN! - Big Swing - Savin Me Hide - Wot Armour?
Single Target (example in PvE)
Wot Armour - CHANGE DA PLAN! - T'ree Hit Combo - Follow my lead - Right in Da jibblies - CHANGE DA PLAN! - Trip Em Up - T'ree Hit Combo
As you can see, CDP isn't always used when it's on cool down for the simple reason that it can sometimes break a better rotation. For example in the Single target rotation we actually change off the third plan away from t'ree hit to use a snare, even in PvE. The reason for this is actually straight forward. When you reach the third plan you actually have a 1.5-2 second cool down left on T'ree Hit and using another 3rd plan ability might not add much more damage. If you change down to second plan and immediately use Trip Em Up you will be ready for T'ree Hit again straight away. One great little unintentional boost that T'ree Hit now has is that it because it's a channeled skill which takes exactly as long as the cool down on CDP.
Lag does play a part in this though, so be warned that changing plans in heavy lag can take a few seconds to register leaving you wasting cool downs. Experiment a bit in each situation you're in to find your lag level and how you feel with a long rotation. It's not about memorising one rotation for each situation, it's about using a base rotation and swapping out actions for each situation. For example you probably won't bother too much about Trip Em Up on a slayer but using big swing may prove to be efficient if you don't have action point management issues.
Conclusion
So in conclusion. Changing Da Plan can be a very powerful tool, though can also be used poorly causing more issues or not using it to its full potential. If you've never used it, or are unsure on using it, please take the time to play around with some low damage champion mobs to find a rotation you like. Get used to using CDP in non dangerous or crazy situations and that will get you more comfortable in using it.
Labels:
changing da plan,
guide
Saturday, 18 September 2010
'appy second WAAAAGHday to Warhammer!
Two years old and still going.Not bad for a game that was going to get shut down by Xmas 2008 and is dead in the water being in "Maintenance Mode".
May everyone at Bioware Mythic keep on Waaaghing for a long long time, I look forward to another two years at least of Warhammer Online. Thanks to all the devs that work and have worked on the game and to all the bloggers and twitters that keep the community going. Kudos also to everyone who just plays the game and shows support quietly by going out and enjoy it, you truly are the stars of this MMO.
Happy Birthday Warhammer.
Wednesday, 15 September 2010
Video: Hand of Blood - Sleepless in Praag
Another video from our epic adventures in the lakes. Well in this case it was one lake, we pretty much spent all night in Praag against all odds (literally with the buff). A sickening number of kills in total (I think we counted up to 1,200 by the time we called it a night) and one of our RR79's got 1/3rd of his renown bar during it. Awesome fun, a mix of classes and good banter all night, we wiped others and got wiped but always picked ourselves up and headed back out. Anyway, enjoy.
Labels:
hand of blood,
video
Tuesday, 14 September 2010
A proposal on how Mythic can make Black Orcs da biggest.
So I'm beating this subject to death again, only this time I will offer a solution. Adding character changes as they level up can already be done as can be seen by the Magus disk and the White Lions pet so we know this is a possibility already to put in but the question remains, that if Mythic decided to put it back in, how could they? This is where I attempt to answer that.
First of all, lets give Mythic some money out of it. There will be a WAR booster pack out which would add to all classes and races a way to customise your appearance further depending on your renown rank, this is achieved through the use of special 'dyes'. If you have the collectors edition you know about the head dyes which give you the special faces, this would act the same way, allowing you to apply a new change to the character.
For Black Orcs I would propose the following.
Upon achieving renown rank 20 you get a mail in the post from a Sneaky Git letting you know that there is an old warboss in a zone that is ready to get a good kicking and this would be a great chance to push yourself up the ranks in Grumlocks Waaaagh! So off you trot to the location, find the Orc and give him a hiding he wont forget, seeing that you're a much tougher Orc than he is, he gives you some fungus beer and a leg of ham and slips off into the distance admitting that you're much bigger than he is. This beer can be used in the special dye slot to increase the size of the Black Orc by 1% It's not a lot but still, you're not yet a tough Black Orc like Grumlock. Also the leg of ham, if used in the special dye slot will darken your skin a bit.
Once you get to RR40 another mail appears again from the Sneaky Git. This leads you to a quest to complete involving blowing up stunties, much hilarity and then defeating another bigger Orc in a headbutting contest. Upon completion of this you receive another pair of dye items to use which increases the size of the Black Orc to 3% above base size and the other will darken your skin further, also you receive quite a large trophy to proudly wear showing you're bigger than other Orcs.
This process repeats itself at RR60. A quest which sends you off to take some Elf ears and track down an Orc which has betrayed Grumlock in exchange for his own pile of shinies from the High Elfs (which in reality is just a load of shiny stones). Once this is done, you will again receive the two dye items which once used increases the size of the Black Orc to 5% of the base size and darkens the gnarly green hide of your Black Orc even more. Along side this though you are granted a Shield, this has no stats and is bound to player, in fact it's a unique skin for the appearance system, it turns the shield into a High Elf shaped/design but with Orc glyphs and no doubt some extra spiky bits attached to it. Again, this shows off you have achieved RR60 if you want to use the appearance.
Guess what happens at RR80? The sneaky git reveals himself to be Gazbag who has been watching you. Having defeated an old Warboss in the orc lands, a warboss in the stuntie lands and a warboss in the elf lands it's time to head to the Empire and lay down Grumlocks law on a warboss which has had a siege set on Praag for months now without progressing and in fact is getting fatter, lazier and his boyz are getting more and more worthless as each day progresses. So a quest is set forth to get them sorted for Grumlock until you draw the ire of the big, fat warboss. Again, once you defeat him you feel the power of the Waaagh and as all Orcs do when they defeat a bigger Orc they themselves become bigger. The dyes you receive this time increases your size to 7% of the base, make you even darker and in addition you retrieve a choppa which is in fact the Runefang which was lost to a great Waaaagh many centuries ago. Again, this is only appearance, and not effect.
Finally, when all appears to be settled down, Grumlock calls upon you at RR100. The Skaven have used some evil ratty magic to enslave one of Grumlocks trusted Black Orc bosses. You have to go down there, break the enchantment (and a few skaven skulls), upon doing this the boss wakes up and realising that the only way to redeem himself to Grumlock would be to give you a solid beating takes you on at a fight. Once/if/when you defeat the boss (it doesn't have to be easy, just a challenge for a solo player) the now beaten boss, hands over a chunk of warpstone, a cooked rat and a massive, black warpstone enchanted two handed great choppa. The warpstone will increase the size of the Black Orc to 10% over the base, the cooked rat will darken the skin further and the great choppa is a unique appearance for great weapons.
And that's that! It doesn't need to go further, it can be expanded to other races and classes (dwarves get longer beards and more gnarled looks, Bright Wizards may gain more burn marks or flames erupt around them (oooh particle effects) etc etc). You also don't have to use each item, it's simply there if you want to you might like your skin the current colour so there's no need to change it, your size might not appeal to you and you may like the appearance of other items better. Whatever your choice though it's that. A choice, you're not forced to buy it as it offers no in game advantage and even if bought if you dont like the look of being bigger and darker, well heck, you don't need to use it!
I'd pay for it for sure.
Monday, 6 September 2010
How to be Grimgor Ironhide
Grimgor IronhideNo one knows Grimgor’s early history. He came from the east, staggering out the Blasted Wastes with an unknown number of grizzled, tired and hungry Black Orc bodyguards, now known to other Orcs as "Da Immortulz" (The Immortals). Upon entering the northern portion of the Worlds Edge Mountains he quickly took over the first tribes of Greenskins he came upon and within a month had carved out a small empire for himself. From there he set course on a campaign of destruction that the northern Worlds Edge Mountains had rarely seen in their history.
So with the new armour and weapon appearance system in place I thought it would be a fun idea to try to replicate some of the famous Orcs from lore. For my first one I decided on Grimgor Ironhide, as you can read above (and the link sends you to a Wikipedia article about him if you want to find out more).
So I did a bit of digging around on him and came across pictures of him and his miniature in the tabletop game. I decided to stick with the Games Workshop colour theme and try to replicate his armour and appearance as much as possible. Now a word of warning, it will not be 100% accurate, for once thing Lokax has a big metal plate stuck on his head so please ignore that for the sake of appearance, and the armour in game does not always equal what you see in artwork or on miniatures so it's as best as I can manage. Grimgor also appears in game at the last Greenskin hard PQ I believe, I've not used this as reference at all.
My rule of thumb for these is that all equipment should be relatively OK to put together, I want to try and avoid Sovereign and the likes so that most people can put together the same gear. Below are a couple of painted models (the first is the Games Workshop painted one so I've gone with that colour scheme) that I used for reference as well as the artwork above.

The actual armour set I came up with was easier than expected once I'd stopped trying to be absolutely perfect. For example I was looking for boots without spikes on the knees but were heavy full plate... Don't think there is any, so I had to settle on spikes. Same with the shoulders, I couldn't find any rounded shoulders that looked like Grimgors so I had to use ones with spikes on them. Oh and also, lets not mention the pose...
During my travels should I come across more armour models that will suit it better I will update the armour list. If you read the background, at one point Grimgor heads into High Pass so I placed him there for the screenshot. But in the meantime here we go...
Head: None/Hidden
Shoulders: Shouldaplate of the Fallen Explorer (green drop from Land of the Dead)
Chest: Primeval/Invader/Darkpromise
Back: None/Hidden
Gloves: Primeval/Invader/Darkpromise
Belt: Primeval/Invader/Darkpromise
Boots: Primeval/Invader/Darkpromise
Weapon: Bigchoppa of the Darkscale (from Lost Vale but the model does appear quite often)
I used Chaos Black primary dye and Ulgu grey secondary dye (ok, I used the Dye Preview addon) to get the colouring right and for the belt I used.. gah, can't remember now, but chaos black is the secondary colour. I used a knife trophy to try and simulate the choppa Grimgor has on the side and removed the other trophies.
It's easier to get the primeval pieces as there is no Renown or dungeon required. Just search for "priceless" on the auction house to find the repairable pieces.
You can also read more about Grimgor Ironhide on the official GW website here
Labels:
appearance,
armor,
armour,
grimgor ironhide,
sets
Saturday, 4 September 2010
Video: Hand of Blood - This is how we RvR
Just a video from a night of RvR earlier in the week, it was a hugely succesful night, even going right up against the best guild on the server and kicking ass. At one point we notched up over 200 kills on the trot as we moved into the zerg and destroyed warband after warband. Our resident video maker Ecipo put together a little promo video and may be working on more! (you may even see a red coloured Black Orc at a few points.. dats me!)
Labels:
hand of blood,
video
Thursday, 2 September 2010
Five things from WAR's concept that we never seen
Just looking through old previews and artwork for Black Orcs (I'm gutted my closed beta screenshots have disappeared off my hard drive) and came across some fantastic little concepts that never quite made it. I'd love to see all five come back in some form to spice it up a little but well, we can't have everything and of course, things had to get cut out. Have a look, which is your favourite? (I've deliberately left out the other cities out of this)
On a personal level I'm still wishing to see Black Orcs getting bigger, but also I've been so disappointed with the trophies. Now I know that we have seen trophies and they are in game but they just seem like so much wasted potential. They could have been so damn cool but ended up being a horrible, low res blob that no-one can actually make out so it doesn't stand out at all.
Mythic also seems to be focusing much of its PvP efforts on a more structured manifestation of this sort of gameplay -- what it's calling Battle Zones. You can make the obvious analogy, and you'll probably be correct. These Battle Zones will be instanced matches between preset groups of players. The number of players on each side won't necessarily matter, mind you. Rather, true to Warhammer's legacy, it's all about their "point" value. A given Battle Zone scenario might have, say, a 1000 point limit. This could permit ten less-powerful players go up against five who are significantly stronger, while theoretically keeping things balanced. It works just like this in the tabletop game. Mercenary units -- belonging to the Dogs of War faction from Warhammer fiction -- will be on hand to make up for any point deficiencies.http://uk.pc.gamespy.com/pc/warhammer-online/700105p2.html
Your character model will also evolve as your character levels up. Orcs get bigger and thicker as they level up and dwarves get longer beards. This makes it very easy to tell at a glance just how powerful an opponent is.http://uk.pc.ign.com/articles/699/699806p2.html
Social organisation is reinforced in the game design at guild level, too. Guilds level up themselves - progressing through 80 ranks - and there's a heraldry system whereby they earn banners. These can be assigned tactical buffs that play an important part in skirmishing. They're hung proudly from keeps by the owners and can be taken from defeated guilds too, their tatters displayed as a trophy. The guild interface also looks like a vast improvement on the usual fare, including a facebook-style news feed.http://www.eurogamer.net/articles/warhammer-online-age-of-reckoning-preview
Death will also be handled in a truly unique way. If your character falls in combat, you'll be presented with a chance to use acquired Fate Points to resurrect yourself and continue the fight at the very same instant you died. If you don't have any Fate Points, you'll be resurrected but you'll also acquire Insanity Points and you'll temporarily suffer from various attribute penalties. The only way to rid yourself of these insanity penalties is to successfully complete PVE quests.http://www.gamepro.com/article/previews/53097/warhammer-online-age-of-reckoning/
For example, you earn trophies for killing 100 players, 1000 players, a million players (OK, maybe I exaggerate a bit), etc. It is up to the art team to make sure the million-players-killed trophy looks much cooler that the 100-players-killed trophy. Applying this thinking to every type of trophy awarded will ensure that Badassery is accomplished.http://war.warcry.com/news/view/81161-Warhammer-Online-WAR-Trophy-System-Revealed
On a personal level I'm still wishing to see Black Orcs getting bigger, but also I've been so disappointed with the trophies. Now I know that we have seen trophies and they are in game but they just seem like so much wasted potential. They could have been so damn cool but ended up being a horrible, low res blob that no-one can actually make out so it doesn't stand out at all.
Labels:
concept
Monday, 30 August 2010
Again, making Black Orcs da biggest again.
Someone sneakily asked in the RvR pack Q&A about Black Orcs getting bigger again and got the following response by Andy at Mythic.
http://erdknuffel.de/2010/08/interview-von-der-gamescom-teil-iii/
I've also updated the original request post with the new Bioware site instead of the GOA and old Mythic forum stuff
http://mmmmmgud.blogspot.com/2009/03/waits-jus-minute-us-black-orcs-are.html
Also feel free to post your support on a fantastic YouTube video that was made @ http://www.youtube.com/watch?v=3uKCc4NSrkE
Alternatively, if you have a blog or website and you'd like to support our plea then pelase rip my "Supportin' Black Orcs" tag to the right there and post it somewhere
"Appalled wrote...I also just noticed on Erknuffels blog he asked the same question when getting a chance to speak to the devs at Gamescom
Thanks for the thread Andy, I have one question and one only that keeps me awake at night;
Will the Black Orc be the size of an enraged Choppa by the time this RvR pack comes out? If not, have MYTHIC begun to put serious consideration in to this community request so that we are in accordance with the lore? (Get what I did there? :P)"
I've been trying to convince the Art/Production team to do this for over a year now. I'll keep hammering away at them.
http://erdknuffel.de/2010/08/interview-von-der-gamescom-teil-iii/
The hope is still alive fellow Black Orcs! Don't let our Waaaagh go un noticed!Erdknuffel: Do you have any plans on making the Black Orc da biggest Orc again?
Andy: Well if it’s up to me: yeah, because that’s something I’m constantly bugging these guys about. So Carrie, the community really wants for the Black Orc to be the biggest Orc, because it matches the lore.
Carrie: I think we can look into that.
I've also updated the original request post with the new Bioware site instead of the GOA and old Mythic forum stuff
http://mmmmmgud.blogspot.com/2009/03/waits-jus-minute-us-black-orcs-are.html
Also feel free to post your support on a fantastic YouTube video that was made @ http://www.youtube.com/watch?v=3uKCc4NSrkE
Alternatively, if you have a blog or website and you'd like to support our plea then pelase rip my "Supportin' Black Orcs" tag to the right there and post it somewhere
Thursday, 26 August 2010
A question of alts.
So I've made mention a few times on tweets to other bloggers about no purple numbers showing anymore or double xp weekends being meaningless to the 40/80 player and it's always been brought back to alts, and it's a perfect chance for them.But I don't play alts... I do HAVE alts, (rank 7 squiggy and a 40 shaman and 40 choppa) they all started as bank alts and then two levelled up for butchering mats and eventually scavenging. Is this really an alt? I have no link to them, I log them in and always feel strange not seeing Lokax there and look confused at my toolbars until I remember one button that does stuff and just hit it. I have no empathy to the characters and don't enjoy using them for gathering mats, so I don't count myself as having alts. The Choppa gets logged in once a month to grind out armour mats and the Shaman gets logged in every few weeks and then to check if I can be bothered getting scavenging levelled on him (answer every time being no).
Many do have alts though, it keeps the game fresh for them and I have no problem with that. I've put a lot of work into Lokax to hit 40/80 with good gear, unlocks and what not. It's not easy getting to that level with a Black Orc but it was worth it. If I'm bored and in WAR I'll either log out or go and do some quests, unlocks or look for new armour/weapon skins to add to the collection I have built up. In WAR especially there is quite a lot of other things you can do.
I like thinking up new specs, going out roaming in the lakes on my own or friends who are also RR80 and do the same as myself. I'm not a fantastic gamer, never have been, I can pick things up and play with them and work out bits and pieces but I'll never be in the elite. Spreading my time over alts seems to 'weaken' me, I forget rotations and certain aspects of the character if I'm not playing them so I like to put effort into one character and keep with them. I personally feel that I get the most out the character by learning more about them.
What's interesting is that I've always been like that in MMOs. In Ultima I had my Fisherman and the obligatory mule. In DAoC I had a Bonedancer. In SWG I had a Creature Handler/Bio Engineer and in WoW a warlock. I always focused my time and effort into them and didn't bother with any others unless something came up where I had to.
I guess it's why I'm always a little dissapointed when I see double xp/renown weekends, or lake buffs to grant more xp/renown. It doesn't affect me, I feel like I'm missing out as people get excited about shiny numbers rocketing on characters as I sit there wondering "Purple numberz? Wutz dat?". It IS my choice however to not have alts so there's certainly no reason for me to complain (and I try not to), but I wouldn't say no to seeing a little something added in, even if it's just a small chance of say a blue level dye or above dropping which can only be looted by a 40/80 (random example).
So really, the end of this little musing is that, is it odd now a days for a player to not have any alts, sitting at max progression and gear and not being bothered about it?
Labels:
alts
Subscribe to:
Posts (Atom)


