Monday, May 31st, 2010 | Author: god

Lost Vale Right Wing Guide

First of all you need to have completed the left wing at least once to carry on the quest chain. 2nd this wing is not so bad as annoying.

General hints
  • Avoid hitting any sprites
  • High DPS is required
  • Greater wards
First boss Chul EarthKeeper

chul earthkeeper Simple boss. He will throw one person off the cliff into the water. Rest of its tank and spank. To get back up will require pulling allot of trash so either place him next to the next or heal / DPS from the water if you can. If not off tank gives a guard to the runner. Simple boss.

He will drop decent loot and doesn’t take long to get to.

He is in the cave as you come through the the right wing just up a little run.

Oh and the NPC’s are lizards enough to kill a healer but not really bother a tank or tough melee dps.

Second boss Larg the devourer – Optional

larg the devourer This boss is optional but easy enough all into the cave and face him away from the party and tank him while DPS kills all over in a few minutes.

If anyone is not in the cave when you attack they will not be much help and likely to die.

You must face him away as he does a AOE attack in front of him best if only the main tank gets hit.

Getting up the steps to the third boss

right wing stairs 2 ways of doing this.

1) Crowd control the little gobbos and kill them before they can get up to warn the rest.

2) DPS race you pull them down and kill the 2 big guys. If you have enough DPS this is often easiest when the next set comes your main tank and off tank grab one each and its all over after several repeats.

The 2nd way is generally easiest as if you have the DPS and you should you pull them down a bit and it gives you time to kill them before the next set arrive. Job done.

Third Boss Butcher Gutbeater

butcher gutbeater This is one of the hardest bosses in the Vale. Not only does he and his side kick hit hard. You kill them at set times or he enrages. So the gnoblar needs to die at 75%, 50%, 25% each time he will respawn it don’t worry. So your off tank needs to be able to take a beating. Split them up one each side of the room and all will be fine.

As you can see banners are handy here if you have PVE tactics on them and yes your tanks are going to take a beating. One last thing the gnoblar needs to be dead before gutbeater dies or it resets.

Getting to the fourth boss

2 annoying stages here

stone example 1) Getting up the steps with the tree at the top you all need to go together. If you don’t go bunched up some may get locked out the fight.

2) Getting the stones to work. To get a access to the forth boss you need to workout the circle of stones. Not very had just main tank in the middle. Healers and DPS round the edge then when the champions spawn kill them one by one. Do not move off the stones.

Fourth Boss Gorak The Ancient

gorak the ancient This is a hard boss if you don’t know what to do. Has 2 phases a standard tank and spank and a OMG spread out phase. When he knocks back you need to be well away from other players as he will hit one or 2 with lighting and it jumps if you are close. Does about 2.5K damage to soft targets so 1 or 2 jumps and your healer or ranged DPS is dead. So when knocks back spread out till he stops then close in to kill again.

Before you start it is best the clear all the trash sprites in the area or they make life really hard for you.

Fifth and Last Boss of the right Wing Sarthain the worldbearer

Sarthain the worldbearer This boss is a little differnt. You have constant attacks of NPC non champs to the group. You also have 2 phases. Phase one is tank and spank. Then he changes and you need to get off the island and deal with the champs that spawn. We use 1 rdps and the melee + the 2 tanks and healer to deal with the other. Basically you form a semi circle round the boss and one healer does 2 of each group. When all in middle both healers can reach. This screen shot shows you the champs spawning. While these are active you can not damage the boss.

sarthain the worldbearer2

 

This screen shot shows you the first view you get. Yes he is big and yes its not the easiest fight ever but you will enjoy it and have fun.

The trash don’t worry about just make sure your healers have a guard and all will be fine.

This is the end of the right wing the middle wing guide is coming soon!

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Saturday, May 29th, 2010 | Author: god

City RvR Improvements

The city RvR experience has been greatly enhanced to create a much more satisfying RvR endgame. Please see the “City Campaign Changes” section of the Patch notes for the full details.

Warhammer online  summary

Both IC and Altdorf city RVR is now scenario based and less lag. It also is a 3 part PQ where it goes till the end so at any stage you can win loot even if you failed a previous one. Also you get insignia’s now and there is a lock out on

Item Improvements

Career restrictions on many equipment drops have been eliminated (i.e. if a heavy armour piece drops and you can wear heavy armour, then you can use it.) The look of dyed items has also been greatly improved.

Warhammer online  summary

Its now easier to gear your character as the restrictions are simply no longer class but type of weapon or armour.

Mini-Map Edge Tracker

Edge Tracker – To help navigate around the world we’ve added a new Edge Tracker to the mini-map. When your party members are out of range, their mini-map icons will stick to the edge of the mini-map to indicate which direction they are in. Scenarios, Open RvR and Contested Cities objectives keeps and important monsters will be represented by icons on the edge of the mini-map as well. Mousing over any of these tooltips while they’re on the edge of the mini-map will also display the approximate range to the edge point. You can also filter what items are tracked by bringing down the Map Filters option box and unselecting the items you don’t wish edge tracked. Part of the Edge Tracker is a new border around the mini-map when you are tracking anything, if you wish to use the Edge Tracker with the old mini-map border check the “Old Minimap Border” option on the General tab in User Settings.

Warhammer online  summary

If you now look at your mini map you can see the distance to your allies. Not much time for this in combat but gives a better sense of range in the game and helps tell you what general direction everyone is in.

Combat Highlighting

To provide better feedback during combat in the playable game space we’ve added a new method of lighting characters when they are healed or damaged. At its default settings whenever your own player takes damage they will flash red briefly, a critical hit will flash a stronger red. Receive a heal from someone and your character will flash green briefly. Likewise any targets you damage or heal will flash in a similar manner. This feature can be enabled just on yourself, others or turned off completely in User Settings on the General Tab.

Warhammer online  summary

Haven’t noticed this in game generally speaking a effect to show if your getting heals and who is being hit.

Inventory Space Changes

To help players carry around their belongings, we’ve changed how inventory space is acquired as well as added new vault space to fill up! Backpack pouches can now be purchased at any time instead of waiting for them to be unlocked every 10 ranks. Additionally, we’ve added two more tabs of vault space, which can be purchased 1 row at a time for a total of an additional 160 vault inventory spaces. Guild vaults have also been expanded with another tab, which is purchasable 1 row at a time for a total of an additional 60 guild vault inventory spaces. See below for more details!

Warhammer online  summary

The space issues are now happening to many guilds as valuable items need to be shared and gold bags from keep claims stored. A player may need 6 gold bags when they hit renowned rank 33 and that’s 6 slots in a bank used. A welcome addition but the prices on this are very high at 25 gold for first row and appears to double each time. Same as the world of warcraft vaults.

AFK Changes

To combat AFK players in scenarios and contested cities we’ve made some adjustments to how AFK is handled in these areas. Now in addition to the existing Idle Hands system if a player anywhere inside of a scenario or contested city idles for more than 2 minutes they will be flagged as AFK and given the Idle Hands debuff. Once flagged AFK and given Idle Hands the player will no longer receive rewards and after 60 seconds if the player does not return from AFK they will be removed from the scenario or contested city.

Warhammer online  summary

A small attempt to slow down the leeching.

Land of the Dead – Tomb of the Vulture Lord Changes

The Land of the Dead, specifically the encounters leading into and inside of the Tomb of the Vulture Lord have received some attention with this patch. To start with, the purge mechanic for the Tomb of the Vulture Lord has been changed to better reflect its intended purpose. Purges can now only be initiated by an appropriate force from an enemy realm and requires direct conflict to trigger. As well, there have been a number of changes and fixes to Boss Seven within the Tomb of the Vulture Lord.

Warhammer online  summary

A nice change as sitting there waiting behind a trap for 30 minutes when your enemy has left is kind of boring but does give good rewards.

General Changes & Bug Fixes

General Changes & Bug Fixes

* Fixed numerous tooltip issues with Renown awarded abilities.

* Fixed an issue in which players could sometimes still repair Siege equipment which was affected by “anti-repair” debuffs.

* Enhance War Engine: Fixed an issue in which players would receive an “Out of Range” message in error.

* Shield the Skies: Fixed an issue in which this ability would affect players outside of the caster’s group.

* Slam: Fixed an issue in with the tooltip of this ability.

* Dead monsters with loot on them have had their decay time increased to 15 minutes inside of dungeon instances.

* Changing your worn equipment will no longer cause the transparency effect to be removed when the camera is zoomed in so close that the player becomes transparent.

* Players who have been turned into chickens can no longer bolster other players.

* Players in the process of logging out that take a flight master will no longer lose control of the mouse when returning to character select.

* Players taking a screenshot while placing a ground target area of effect (GTAOE) targeting cursor will no longer have the GTAOE targeting cursor become stuck on the screen.

* In contested cities buildings in the distance will no longer fade out of view at a closer range than intended.

* Cloak and helm display settings will now be maintained when zoning into a region with a moderate to heavy amount of players.

* Guild Heraldry may now be reset at a cost of 100 gold by clicking the “Reset Heraldry” button at the bottom right of the Guild Rewards tab. This will clear the current heraldry so that a new one can be chosen from the Heraldry Reservation option on the Guild Rewards tab at Guild Rank 10.

* Guild Tactics may now be reset at a cost of 10 gold by clicking Show Tactics on the Guild Rewards page and then the “Respecialize” button on the Guild Tactics List.

* Fixed an issue with campaign persistence after a server restart.

* Fixed an issue where the Quitter debuff would not persist when changing zones.

* Fixed an issue in Scenarios and Contested Cities where you sometimes would be unable to use friendly abilities on friendly players.

* Map Pips in Scenarios and Contested Cities for friendly players will now be seen everywhere on the map and not just for those friendly players near your character.

Combat and Careers

Combat and Careers

General Changes & Bug Fixes

* When attempting to use a knockback ability against a target that has immunity to knockbacks, the victim will now be displayed as “Immune”.

* The Chosen Career has undergone several improvements. Due to these changes, all Chosen players have had their Mastery points refunded. Please visit a Career Trainer to reallocate these Mastery points. Please see below for more details regarding these changes.

* The Marauder Career has undergone several improvements. Due to these changes, all Marauder players have had their Mastery points refunded. Please visit a Career Trainer to reallocate these Mastery points. Please see the below for more details regarding these changes.

* Pet Abilities: Fixed an issue which allowed players to manually force their pet to use an ability when its target was too far away.

* Fixed numerous damage reduction abilities to reduce damage multiplicatively rather than additively.

* Immaculate Defence: Fixed an issue in which this ability would not play effects or sound.

* The manner in which modifiers to Autoattack Speed are calculated has been changed. These modifiers now increase the number of attacks by the given percentage. In other words, a 50% bonus will now result in the character getting 50% more attacks. Please be aware that the numerical values of all Autoattack Speed -debuffs- have been reduced as a result of this change in order to keep overall effectiveness exactly the same. As an example, a “50% debuff” would previously have resulted in the victim getting 33% fewer swings, and so that effect will now simply be listed as a “33% debuff”.

* Player-controlled pets which are rooted will no longer be able to use their abilities and damage targets which are out of range.

* Fixed an issue that caused effects over time to occasionally “lose” ticks.

* Player-controlled pets will no longer lose their behaviour state after their owner summons a mount.

Ranged DPS Archetype

Bug Fixes

* Siphon Power: The debuff icon of this Morale ability will now display a tooltip.

* Steady Aim: This Tactic has been renamed to “Masterful Aim”.

Melee DPS Archetype Tactic

Bug Fixes

* Riposte: Fixed an issue in which this ability could deal critical damage.

Tank DPS Archetype Tactic

Balance Changes

* Demolishing Strikes: The stacking behavior for this debuff has been changed and only the largest value will apply.

Archmage

Bug Fixes:

* Balance Essence: This ability will no longer heal NPCs.

* Drain Magic: Fixed an issue in which an enemy could right-click to remove the effect of this ability.

* Funnel Essence: This ability will no longer heal NPCs.

* Transfer Force: This ability will no longer heal NPCs.

Black Guard

Balance Changes:

* Bolstering Anger: Increased the value of the heal granted by this ability.

* Armor of Eternal Servitude: The stacking behavior for this debuff has been changed and only the largest value will apply.

Black Orc

Balance Changes:

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

Bug Fixes:

* Fixed numerous tooltip issues.

Bright Wizard

Balance Changes:

* Due to the nature of the changes in this update, all Bright Wizards have had their Mastery and Renown training refunded. Please visit a trainer to relearn these abilities.

* Boiling Blood: This ability will now debuff the target’s Willpower and deal damage at the end of the duration.

* Fuel to the Fire: This Tactic will now increase the value of Boiling Blood’s Willpower debuff, increase the amount of damage dealt, and cause the effect to expire and deal its damage more quickly.

* Ignition: The effect of this tactic has been adjusted. It will now cause Ignite to always reduce the target’s Corporeal resistance, and will also reduce Ignite’s Action Point cost.

* Scorched Earth: This ability will now cost 20 Combustion instead of Action Points. Also, this ability will no longer build Combustion when used.

* Slow Boil: This ability’s effect will now remove Action Points from the target and explode after its duration has expired.

Bug Fixes:

* Cauterize: The hotkey for this ability will now only light up when the Bright Wizard is affected by a Hex, Ailment, or Curse.

* Embrace the Flames: The effect granted by this Tactic can no longer trigger more than once every 3 seconds.

* Scorched Earth: The impact effect for this ability will no longer play on the caster.

Warhammer online  summary

Appears to be a small down grade to the the class but they are once geared still heavy damage dealers. A little more adjustment to the top end of this class would be nice.

Choppa

Bug Fixes:

* Tired Already: Fixed an issue in which this cooldown debuff could stack with other cooldown debuffs

Chosen

Balance Changes:

* Impenetrable Armor: This Morale ability is now available at Rank 36, has been moved to Morale Rank 3, and its duration has been increased.

* Sprout Carapace: This Morale ability is now available at 15 Mastery Points into Path of Corruption, and it has been moved to Morale Rank 4. Additionally, the stacking behavior for this buff has been changed and only the largest value will apply

Bug Fixes:

* Crippling Strikes: The effect from this Tactic will now only be cleansable by abilities that remove Curses. Additionally, fixed an issue where the debuff applied by this ability could be right-click removed by enemy players.

* Repel: Fixed an issue in which the knockback portion of this ability would not fire if the damage portion was absorbed.

Disciple of Khaine

Balance Changes:

* Khaine’s Refreshment: Fixed an issue in which this channeled ability would not heal on the initial application.

* One Thousand and One Dark Blessings: The stacking behavior for this buff has been changed and only the largest value will apply.

Bug Fixes:

* Fixed numerous tooltip issues.

* Khaine’s Bounty: Fixed an issue in which this ability was not categorized as an “Absorb”.

Engineer

Balance Changes:

* Cannon Smash: The stacking behavior for this debuff has been changed and only the largest value will apply.

* Electromagnet: This ability will now use Ballistic Skill instead of Intelligence to determine defense chance.

* Friction Burn: This ability is now based on Ballistic Skill instead of Strength.

* Spanner Swipe: This ability is now based on Ballistic Skill instead of Strength.

* Spanner Swipe: This ability no longer requires the victim to be hexed before it snares them.

Bug Fixes:

* Fixed numerous tooltip issues.

* Concussive Mine: Fixed an issue in which this Tactic would remove the Stagger granted from “Land Mine”.

* Land Mine: Fixed an issue in which the Stagger would not always break on damage.

Ironbreaker

Balance Changes:

* Gromril Plating: This Morale ability is now self-only.

* Grumble An’ Mutter: Increased the value of the heal granted by this ability.

Bug Fixes:

* Fixed numerous tooltip issues.

* Away With Ye: The Knockback portion of the ability will now display “Immune” if it affects a target that has the “Immovable” buff.

* Furious Reprisal: Fixed an issue in which this tactic would stack with other cooldown debuffs.

Magus

Balance Changes:

* Conduit of Chaos: Fixed an issue in which the ability would not play effects or sound.

* Daemonic Maw: This ability no longer requires the victim to be hexed before it snares them.

* Daemonic Maw: This ability will now deal Spiritual Damage.

Bug Fixes:

* Daemonic Resistance: Fixed an issue in which having a target sometimes prevented this ability from firing.

Marauder

Balance Changes:

* Marauders now have standard Dual Wield capability, and will no longer “clone” their mainhand weapon into their offhand. While un-Mutated, the offhand weapon will be displayed, and while Mutated, the offhand weapon’s graphic will be hidden so that the Mutated arm can be shown instead.

* Exhaustive Strikes: This ability will now remove Action Points over time. This effect will not refresh itself.

Bug Fixes:

* Forked Aggression: This Morale ability will no longer go through the combat formula and instead will apply damage directly to the target.

* Terrible Embrace: This ability is now more reliable when cast on the move. In addition, this ability will no longer drag targets inside the Marauder.

Runepriest

Balance Changes:

* Grungni’s Gift: This ability’s heal value has been increased, and its Action Point cost has been reduced.

* Master Rune of Adamant: The heal value of the ability has increased.

* Rune of Burning: This ability now deals slightly less damage per tick, but ticks at a faster rate, resulting in an overall increase in damage. Additionally, its Action Point cost has been increased.

* Rune of Fate: This ability will now heal for 150% of the damage dealt.

* Rune of Fire: The damage of this ability has been increased.

* Rune of Fortune: The ability will now heal for 150% of the damage dealt.

* Rune of Immolation: The damage of this ability has been increased. Also, fixed an issue in which the Damage-over-time would unintentionally deal damage on the initial application.

* Rune of Serenity: The heal value of the ability has increased.

Bug Fixes:

* Rune of Binding: This ability will now show an effect on the Staggered target.

* Sundered Motion: Fixed an issue in which the snare applied by this ability would not always apply to affected targets if the Runepriest was moving.

* Grimnir’s Fury: This ability will no longer be able to critically heal the target.

Shadow Warrior

Balance Changes:

* Swift Strikes: Fixed an issue in which this ability would not always play the hit effect and sound.

Bug Fixes:

* Barrage: Fixed an issue that prevented the arrow animation of this ability from being seen by the player.

* Assault Stance: The armour buff from this ability will now always be exactly equal to the player’s total armour from items. This fixes an issue in which the player’s armour value would be increased by 100% after armour debuffs were calculated.

Shaman

Bug Fixes:

* Fury of Da Green: This ability will no longer heal NPCs.

* Yer Not So Bad: Fixed an issue with the effect timing of this ability.

Slayer

Bug Fixes:

* Fixed numerous tooltip issues.

Sorcerer

Balance Changes:

* Due to the nature of the changes in this update, all Sorcerer/ess’s have had their Mastery and Renown abilities refunded. Please be sure to visit a trainer to retain your abilities.

* Shadow of Disaster: The effect of this tactic has been adjusted. It will now cause Chillwind to always reduce the target’s Spiritual resistance, and will also reduce Chillwind’s Action Point cost.

* Surging Pain: This ability will now cost 20 Dark Magic instead of Action Points. Also, this ability will no longer build Dark Magic when used.

* Vision of Domination: This tactic will now increase the value of Word of Pain’s Willpower debuff, increase the amount of damage, and cause the effect to expire and deal its damage more quickly. The ability “Vision of Torment” is no longer affected by this tactic.

* Word of Pain: Reduced the damage of this ability.

Bug Fixes:

* Absorb Vitality: Fixed a bug which allowed the healing portion of this ability to occasionally critically heal.

* Doombolt: Fixed an issue in which an impact effect would sometimes show on the Sorcerer.

* Glorious Carnage: The effect of this ability can no longer trigger more than once every 3 seconds.

* Paralyzing Nightmare: The root applied by this Morale ability can now be removed by abilities that cleanse roots.

* Surging Pain: The impact effect of this ability will no longer play on the caster.

Squig Herder

Balance Changes:

* Gas Squig: The armor buff from this ability will now always be exactly equal to the player’s total armor from items. This fixes an issue in which the player’s armor value would be increased by 100% after armor debuffs were calculated.

* Squig Goo: The snare applied by this ability is no longer removable by abilities that remove snares. This fixes an issue in which this Morale ability was not consistent with other Morale snares.

Bug Fixes:

* Drop That!!: Fixed an issue in which this ability could be fired without an active pet.

* Squig Frenzy: This ability will now grey out when your pet is out of range.

* Tastes Like Chicken: This ability will now grey out when your pet is out of range.

* Bad Gas!: Fixed an issue in which this cooldown debuff could stack with other cooldown debuffs.

* Git Em’: Fixed an issue in which if the pet did not have a target it would not hit the Squig Herder’s target.

Swordmaster

Balance Changes:

* Bolstering Enchantments: Increased the value of the heal granted by this ability.

Warrior Priest

Bug Fixes:

* Divine Aegis: The stacking behavior for this buff has changed and only the largest value will apply.

* Divine Strike: This ability will no longer heal NPCs.

* Sigmar’s Shield: This ability will no longer heal NPCs.

White Lion

Bug Fixes:

* Fixed numerous tooltip issues.

Witch Elf

Bug Fixes:

* Enfeebling Strike: The Action Point Cost bonus granted by this ability can no longer be severed by an enemy.

* Ruthless Assault: Fixed an issue in which this ability dealt less damage than intended.

* Treacherous Assault: The Action Point Cost bonus granted by this ability can no longer be removed by Fleet-Footed.

* Vehement Blades: The Action Point Cost bonus granted by this ability can no longer be severed by an enemy.

Witch Hunter

Bug Fixes:

* Burn Armor: The Action Point Cost bonus granted by this ability can no longer be cleansed off by a friendly player.

* Dragon Gun: Fixed an issue in which visual “explosion” effect of this ability would play before the bullet finished its travel to the target.

* Fanatical Zeal: The Action Point Cost bonus granted by this ability can no longer be cleansed off by a friendly player.

* Sudden Accusation: The Action Point Cost bonus granted by this ability can no longer be cleansed off by a friendly player.

Zealot

Balance Changes:

* Boon of Tzeentch: This ability no longer requires you to have an active Harbinger.

* Boon of Tzeentch: This ability will now heal for 150% of the damage dealt.

* Flash of Chaos: This ability’s heal value has been increased, and its Action Point cost has been reduced.

* Leaping Alteration: The heal value of this ability has been increased.

* Ritual of Lunacy: The heal value of this ability has been increased.

* Storm of Raven: This ability now deals more damage per tick, but ticks at a slower rate, resulting in an overall increase in damage. Additionally, this ability no longer requires a Harbinger to activate.

* Tzeentch’s Cry: The damage of this ability has been reduced.

* Tzeentch’s Talon: The stacking behavior for this behavior has changed and only the largest value will apply.

* Warp Reality: The damage of this ability has been increased.

Bug Fixes:

* Aethyric Shock: This ability will now show an effect on the Staggered target.

* Harbinger of Doom: Fixed an issue in which this ability would toggle off when attempting to apply it to a new target.

Warhammer online  summary

Class has pretty much undergone a well over due update. The improved flash heal is very low action point now and use able. General DPS and healing upgrades. You should start to see more zealots around.

Content

Content

Features

The rumours started first. Sickness. Deaths. Before long the rumours weren’t just whispers but screams echoing into darkness – The red plague had come.

In response to the virulent outbreak, merchants have abandoned their routes, preferring instead to remain in the perceived safety of larger cities. The Crafting and Training Guilds have issued a decree recalling all guild members to their respective capitals rather than risk the loss of their master crafters and trainers. For the first time since the war began, experienced Order and Destruction forces must now head to Altdorf and the Inevitable City in order to consult with career trainers, craft masters, and merchant kings – for until a cure is found no sane man will travel the battlefields of the land alone.

Service NPCs within peaceful Altdorf have had their respective locations adjusted. The following list now reflects the new home of these service NPCs:

* Temple of Sigmar

- Mailbox

- Career Trainers

- Renown Trainers

* Market Square

- Mailbox

- Auctioneers

- Apothecary Trainer

- Will now also sell Apothecary Goods

- Will now also sell Armor Dying Services

- Cultivation Trainer

- Will now also sell Cultivation Goods

- Hedge Wizard (Talisman Making Trainer)

- Will now also sell Talisman Making Goods

- Butchering Trainer

- Salvaging Trainer

- Scavenging Trainer

- Craft Supply Vendors

- Will now also sell Armor Dying Services

* Lord’s Row

- Mailbox

- Bankers

- Vault Keeper

* War Quarters

- Mailbox

- Renown Gear Merchants

- Medallion Quartermasters

- Emblem Quartermasters

- Mount Vendors

- Guild Registrar

* Emperor’s Palace

- Mailbox

- Name Registrar

Service NPCs within peaceful Inevitable City have had their respective locations adjusted. The following list now reflects the new home of these service NPCs:

* The Monolith

- Mailbox

- Career Trainers

- Renown Trainers

* The Apex (Central)

- Mailbox

- Auctioneers

- Apothecary Trainer

- Will now also sell Apothecary Goods

- Also Offers Armor Dying Services

- Cultivation Trainer

- Will now also sell Cultivation Goods

- Hedge Wizard (Talisman Making Trainer)

- Will now also sell Talisman Making Goods

- Butchering Trainer

- Salvaging Trainer

- Scavenging Trainer

- Craft Supply Vendors

- Will now also sell Armor Dying Services

* The Soul Vault

- Mailbox

- Bankers

- Vault Keeper

* The Undercroft

- Mailbox

- Renown Gear Merchants

- Medallion Quartermasters

- Emblem Quartermasters

* The Breaking Grounds

- Mailbox

- Mount Vendor

* The Viper’s Pit

- Mailbox

- Guild Registrar

* The Eternal Citadel

- Mailbox

- Name Registrar

The maps for the peaceful cities have been updated to color code popular merchant and service locations.

Warhammer online  summary

They have bulked up in areas so once you get used to the new city layout easier to find. Does mean the general map is less cluttered. The moving of a mail box to outside an auction house is nice. Again this looks like a borrow from warcraft in terms of layout.

Encounters

* Bloodfiend Flayerkin in The Inevitable City now animate properly.

* Kyara: This NPC will now maintain her look between Thunder Mountain and Cinderfall.

* Cleaned up excess quest objects in Marshes of Madness.

* Arremar Swiftblade: This Order quest giver has been set as non-aggressive, and will no longer attack Destruction players.

* Sheen Gloomleaf: This NPC will no longer get stuck on nearby trees.

* The Hierophant Eutra’ta: This Tomb of the Vulture Lord encounter will now begin when any player in the party steps atop the central platform within the chamber. Once the encounter begins, large sandstorms will form within the doorways leading in and out of the chamber. If a player enters proximity of a sandstorm, he or she will be afflicted with a debuff called “Suffocating Sands”. This debuff is a damage-over-time effect that deals 10% of maximum health in unmitigated damage every 3 seconds. This debuff will persist until the player dies or the encounter ends. Additionally, the following changes have been made to this encounter:

* Curse of the Jackal, Curse of the Asp, and Curse of the Vulture: These applied buffs within the encounter have had their duration reduced to 15 seconds.

* The Hierophant Eutra’ta will now teleport all players to the same location after erecting her Ancestral Aegis. Curse of the Jackal, Curse of the Asp, or Curse of the Vulture will be applied 6 seconds later.

* The Hierophant Eutra’ta will now mark four players with her Curse of the Jackal, Curse of the Asp or Curse of the Vulture. Each curse will be applied at least once as long as three players are alive within the encounter area.

* The Hierophant Eutra’ta will attempt to recast Curse of the Jackal, Curse of the Asp, and Curse of the Vulture every 20 seconds if her Ancestral Shield is erected and a player is not affected by Ancestral Malediction.

* The Hierophant Eutra’ta’s Furious Bolt ability can no longer critically strike. Additionally this ability can no longer hit the same target within a three second period.

* The Hierophant Eutra’ta has gained a new ability that is used after the fight lasts for 10 minutes.

* The Heirophant Eutra’ta will now despawn in the event that a party perishes and will respawn in 30 seconds.

* Cousin of the King’s Dervish ability has been redesigned. It is now a permanent aura that cannot be removed by any means. Negatively affecting the movement velocity of the Cousin of the King will stop the ability from dealing damage. Damage will resume once movement velocity is restored to normal.

* Cousins of the King will no longer directly attack players. They will instead travel on a set path and ignore all combat upon spawning.

* Cousins of the King will not be able to be affected with Unstoppable.

* Uncle of the King’s Cursed Ground ability will not deal damage for the first 3 seconds it exists in the world.Added tooltip text to the Curse of the Jackal, Curse of the Asp, and Curse of the Vulture debuffs.

* Added tooltip text to the Ancestral Malediction debuff.

Quests

* A Rock to Remember: The NPC Roland Steinhauer is still up on his rock, but now just wants to get home safely.

* Water Stunties Good Fer?: This quest now utilizes a cave waypoint.

* Georg Olenskaya: This NPC found in Praag is no longer attackable by Destruction players.

* A Shattered Peace: Players will now only receive credit for part 3 of this quest upon using the Purified Shyish Crystal on the Sundered Spirits.

* Ignoble Weapons: The Reaper Bolt Throwers have been adjusted so they now have a death animation.

* Legend and Infamy: Part II of this quest now properly decrements the amount of Shadow Warrior heads from the player quest inventory.

* The Grudges of King Grolmunn: Removed mention of the player being rewarded with a drinking horn at the end of this quest chain since the player is rewarded with experience bonus instead.

* Unmasking the Enemy: The Journal Entry text for part 16 of this quest no longer cuts off.

* Sweeping the Doorstep: The second condition’s waypoint of this quest is now properly placed around the Temple of Ualatp PQ.

Public Quests

* Echoes of War: Additional messaging has been added to Stage II of this Public Quest.

* Hall of the Crimson Shroud: The Stone of Shyish in Stage 3 of this Public Quest will no longer display “Target is not attackable” when taking damage.

* The Siege of Anyerrial: Uthorin Obliterators found in this Public Quest now appear riding on top of their Cold Ones instead of inside.

* Beasts of War: The Ravenherd Raiders found in this Public Quest will now attack the Griffon camp during Stage I.

* Trovolek: Trovolek Hunters found in this Public Quest can no longer be pulled to the Chapter 8 hub area.

* Murgluk’s Gits: Female Dwarfs found in this Public Quest are no longer missing the tops of their heads.

* Temple of Ualatp: The granted ability “Dig” will now be properly removed upon using a Book of Binding.

* Purge the Tomb of the Vulture Lord: This Public Quest has been renamed to Conflict Within the Tomb and has undergone many changes.

- This Public Quest now has three stages denoted as:

- Invaded: This stage begins once an invader enters the instance. This stage has no effect on either Realm other than notifying the defenders that enemy forces are present in their instance. Any direct RVR interaction between Realms will cause the PQ to transition to the Purge stage.

- Purge: This stage is where both Realms battle to the point a winner is declared. If the invaders win the Purge stage, all defenders are relocated to their capital City as the invaders claim their PQ loot and the instance is shutdown (this will not affect lockout timers).

- Secured: If the defenders win the Purge stage, the PQ transitions to the Secured stage where their instance cannot be invaded again for 30 minutes.

- Defenders will now respawn within the instance during all three stages of this PQ and will only be relocated to their capital city if the invaders win.

- Defenders will now have two methods to win this PQ: Outlast the Purge by allowing the timer to run out or by successfully defeating an invader by any means.

- During the Purge stage, players respawning or being resurrected will no longer decrement the non-timed PQ condition of the opposing Realm.

- Players are now able to see the enemy Realm’s status of this PQ.

- During the Invaded stage, if all invaders leave the instance the PQ will immediately end and all invaders will be disassociated from the instance. If all defenders leave the instance during the same stage, the PQ will also immediately end, all invaders will be moved to their previous location, and the instance will be shutdown (this will not affect lockout timers).

- When this PQ is in the Purge stage, all players within the safety of the zone-in location will be moved to the ground level after 10 seconds upon entering the instance or respawning.

* Halls of the Heavens: Players will now properly receive damage with the “Poisoned” effect when falling into the pool.

* The Poisoned effect from the River Mortis and pool within the Hall of the Heavens PQ is now properly removed upon respawning.

Items

Items

Open RvR Currency Changes

With 1.3.5, players will notice that each of their Open RvR Crests have been renamed to “Ancient” Crests. These items are not the required currency to purchase set items, but will instead convert into 5 of their respective crests (e.g. Ancient Conqueror’s Crest converts to 5 Conqueror’s Crest). With this change, the price of armor on the Medallion merchants has been adjusted accordingly.

Crests now convert downwards on a 1:1 scale (e.g. 1 Invader’s Crest converts to 1 Conqueror’s Crest, which converts to 1 Officer’s Medallion). Additionally, all Fused Crests will now convert into 10 Crests. You will also notice that anywhere you were previously awarded a Crest, you are now awarded a stack of 5 Crests.

Warhammer online  summary

Good and bad news. If you had allot of crests built up good news if you needed them as now they convert into 5X the number. The 1:1 scale down is not so good for players. Reason is simple you could previously convert down 1 high crest to get allot of what you needed now you can’t. On the bright side most currency is now allot easier to get. Its still going to be hard to get those nice weapons so don’t be fooled into thinking its easy mode time. Does however reward long term players.

New to the Open RvR Stores

New unique Talismans are now available from each of the 4 Medallion Quartermasters! These Talismans of Aptitude and Celerity can be purchased with tier-appropriate medallions, and last a certain number of played hours based upon their quality. In addition to these temporary talismans, there are also temporary accessories. These accessories can be purchased using Invader, Warlord and Royal crests and last 14 real time days.

There is also a new, exciting mount that can be found on the Mount merchant in the Cities. This mount is exotic and temporary, imported straight from Tomb Kings. As such, you will only be able to purchase this mount if your realm owns Land of the Dead. This exotic steed can be purchased using Invader Crests and will last 30 real time days.

Warhammer online  summary

Low ranks and those just levelled most of these apply to but there are a few nice ones for the higher RR. The exotic mount a nice add as a bit of quicker game movement is always welcome. Down side is your going to chew through invaders crests and need to be renowned rank 60 to use it. I notice it left that out the patch notes.

New to the Open RvR and the Scenario Stores

Scouring Agents and Bleaching Agents may now be purchased from the Open RvR and Scenario stores, respectively, and cost either Officer’s Medallions or Officer’s Emblems. They can be used to remove dye from a piece of armor.

Warhammer online  summary

Another way of chewing up your medals for looks. Guess players are a little vain.

General Changes and Bug Fixes

* Alchemist Tonic: Fixed an issue with the tooltip of this potion.

* Evasive: Fixed an issue in which the detaunt granted by this ability could stack with the ability “Guard”.

* Firebrew: Fixed an issue in which the granted ability of this potion, “Breath of Fire”, was gaining benefit from the caster’s statistics and could deal critical damage.

* Fixed a tooltip issue with the Shadow Warrior’s Sovereign Armor.

* The bonus to “Radiant Gaze” granted by the Archmage’s Tracker set will now apply to the damage of the ability.

* All Currency items that could previously stack up to 999 can now stack to 9999. As a part of this change, “Fused Golden Scarabs,” “Cluster of Golden Scarabs,” and “Torn Page of Liber Mortis” can now be placed in your currency backpack.

* Armor items found within White, Green, Blue and Purple Chapter PQ bags are no longer career specific. Additionally, both armor and weapon items are now Bind On Equip.

* Armor items that drop from world monsters are no longer career specific.

* Broken items which are Bind On Pickup will now display that information in their tooltips.

* Fixed an issue that caused all Vitalize item proc tooltips to show incorrect chance to proc and incorrect value.

* Fixed an issue that caused Shadow Warriors to see 2 bows as their Advanced Rewards for Empire Chapter 4 Influence. There will now be a choice between a sword and a bow.

* Fixed an issue where Entangled Medallions showed the incorrect number of medallions it would convert to in its description text.

* Items of particular interest will now display item level in their tooltip.

* Magus mounts have been edited to have the correct spelling in the item name.

* Scenario Currency – You may now purchase Satchels of Emblems with higher-tier Emblems in order to down-convert. These new items can be found on each respective Emblem Quartermaster.

* Set Bonus – All Careers: 8 piece Sovereign bonus granted abilities will now display the correct tooltips and buff icons.

* Set Bonus – All Careers: 8 piece Sovereign bonus granted ability will no longer fade after death, requiring you to reapply a piece of armour to gain it back.

* Set Bonus – Blackguard: 8 piece Sovereign bonus will now properly grant the player Unnerving Hate.

* Set Bonus – Bright Wizard: 7 piece Warlord bonus will now work as intended and the tooltip will display the correct AP value.

* Set Bonus – Knight of the Blazing Sun: 8 piece Sovereign bonus will now properly grant the player Slowing Radiance.

* Set Bonus – Pilfer: 6 piece Sentinel and Sovereign proc “Pilfer” has been adjusted to do the intended amount of damage.

* “Silverwind Family Crest”: This item can no longer be converted into anything.

* The Healing Elixir and the Phial of Adrenaline found on the Officer’s Medallion Quartermaster have now been properly named “Officer’s …”

* The movement speed proc effect from a number of Land of the Dead talismans will now be immediately dispelled if you activate an ability. The following talismans have been affected: “Fractured Crystal of Quickening”, “Crystal of Quickening”, “Fractured Crystal of Haste”, “Crystal of Haste”, “Fractured Crystal of Alacrity”, “Crystal of Alacrity”, “Fractured Crystal of Sandstorms”, “Crystal of Sandstorms”, “Odjira”, “Ur Odjira”.

* Weapons that are 2H as well as having a slot type of EITHER have been fixed so they can only be worn in the right hand.

* The 3rd, 4th and 5th backpack pouches are now purchasable any time starting at rank 1 rather than having to wait for every 10 ranks! To purchase a pouch, simply click on the lock icon which appears within the inventory space. Pouch 3 costs 1 gold, Pouch 4 costs 5 gold, and Pouch 5 costs 15 gold. Additionally, players who have already unlocked these backpack pouches will not have to purchase those pouches again in order to unlock them. Additional inventory space cannot be purchased by Trial users.

* Additional bank vault space has been added! Two full tabs worth of space have been added, and may be purchased one row at a time for a total of 160 additional bank inventory slots. See any Banker in order to take advantage of this additional inventory space! To purchase more vault space and click on the lock icon which appears within each row of the bank space on bank vault tabs 2 or 3. The first row costs 6 gold and the cost of each additional row increases as follows: 8, 9, 11, 13, 15, 18, 22, 26, 31, 37, 44, 53, 63, 75, 90, 108, 129, 154 and 185 gold. Additional inventory space cannot be purchased by Trial users.

* Items in the loot roll window will now display their quantity.

* Fixed an issue which caused the “Glyph of Sokth: Tabia” for Witch Elves to be missing a stat.

* Fixed an issue that caused certain pocket items to overwite player’s character appearance.

* All mounts will now display their power on the tooltip of the item.

Item Stat Changes

* “Ghrond’s Greatcloak”: This item will now display its secondary stat correctly.

* “Notched Tome of Triumph”: This item will now correctly regenerate Righteous Fury.

* “Sigmarite Tome of Thunder”: This has had its resistance stats and the “Barrier” ability proc removed to be in line with other charms in the game.

* “Vanguard Trollsplitter”: This item now has appropriate DPS for its level.

Crafting Changes

* Salvaging

- “Bloody Matchlock”: This item will no longer allow players to salvage stats that are not on the item.

* Talisman Making

- Fixed an issue with “Selfless Crusader’s Soul” talismans that caused improper durations to be displayed.

- “Heroic Hierophant’s Soul” should now be able to be converted into “Massive Heroic Hierophant’s Soul”.

* Apothecary

- Fixed a tooltip issue with the “Liniment of Swift Tergiversation.”

- Lasting Strangulation Bombs should now display the correct effect on the target.

Realm vs. Realm

Realm vs. Realm

General Changes and Bug Fixes

* Players will no longer receive Zone Control Rewards when in a tier lower than their character Rank.

City Campaign Changes

Contested Altdorf and The Inevitable City will both be undergoing extensive overhauls with patch 1.3.5. With the contested cities as the capstone to the Tier 4 campaign, the emphasis for this patch was to make the cities RVR driven. To do this, the following changes were made to the Contested cities.

(Unless otherwise noted, the changes below apply to both Contested Altdorf and The Inevitable City.)

General Changes

* City Sieges will now be a 24-versus-24 battle.

* City Sieges will now last a maximum of 2 hours (1 hour as Contested, but will remain open for another hour so that players can finish their instances).

* All PVE instances within the Contested City have been removed. The Warlords and King are now part of the Contested City PQ.

* The City Siege is now split into three stages, outlined later in the notes.

* Players in the City Siege are now placed in an instance-specific scenario party. Looting rules are disabled for this City Siege scenario party.

* Players who go link dead in a Contested City will be returned to the same Contested City if they log back in within 5 minutes.

Reward Changes

* With the removal of the PVE Instances, the rewards for those instances are now given at the appropriate stage of the City Siege (Stage 1 = Invader; Stage 2 = Warlord; Stage 3 = Sovereign).

* During each stage of the City Siege, both the defender and invader will have a chance to obtain rewards. This means that successfully defending your city can result in winning Sovereign equipment!

* At the conclusion of each stage of the City siege, players on both sides are rewarded for their efforts.

- The winning realm will receive a PQ Chest drop.

- Those who win the PQ chest roll will have to make a conscious decision on what they want from the bag.

- Players on the winning Realm who did not win a bag will instead receive a number of Invader’s, Warlord’s or Royal Crests placed directly into their inventory.

- Players on the losing Realm will receive a number of Invader’s, Warlord’s or Royal Crests based upon how well their Realm did despite not being the victor.

- In the case of a stalemate, possible in stages 2 and 3 of the City Siege, both sides will receive a “consolation prize” equivalent to the reward normally given to the losing side of that stage.

- Stage I (Winning Realm):

- Without Reward Lockout Timer: 10x Invader’s Crests

- With Reward Lockout Timer: 7x Invader’s Crests

- Stage I (Losing Realm):

- 0x Objectives Controlled: 1x Invader’s Crest

- 1x Objective Controlled: 1x Invader’s Crest

- 2x Objectives Controlled: 2x Invader’s Crests

- 3x Objectives Controlled: 3x Invader’s Crests

- 4x Objectives Controlled: 4x Invader’s Crests

- 5x Objectives Controlled: 5x Invader’s Crests

- 6x Objectives Controlled: 6x Invader’s Crests

- Stage II (Winning Realm):

- Without Reward Lockout Timer: 5x Warlord’s Crests

- With Reward Lockout Timer: 3x Warlord’s Crests

- Stage II (Losing Realm):

- 0x Objectives Controlled: 1x Warlord’s Crest

- 1x Objective Controlled: 1x Warlord’s Crest

- 2x Objectives Controlled: 1x Warlord’s Crest

- 3x Objectives Controlled: 2x Warlord’s Crests

- 4x Objectives Controlled: 2x Warlord’s Crests

- 5x Objectives Controlled: 2x Warlord’s Crests

- 6x Objectives Controlled: 3x Warlord’s Crests

- Stage III (Winning Realm):

- Without Reward Lockout Timer: 5x Royal Crests

- With Reward Lockout Timer: 3x Royal Crests

- Stage III (Losing Realm):

- 0x Enemy Realm Champions Defeated: 1x Royal Crest

- 1x Enemy Realm Champion Defeated: 1x Royal Crest

- 2x Enemy Realm Champions Defeated: 2x Royal Crests

- 3x Enemy Realm Champions Defeated: 2x Royal Crests

- 4x Enemy Realm Champions Defeated: 3x Royal Crests

* At the conclusion of each Stage of the Contested City, all players of the winning Realm who earned enough Contribution to qualify for a PQ loot roll will have a Reward Lockout Timer applied to their character. This reward lockout timer will force a character to opt out of loot if they attempt that stage again within the lockout period. Players with a lockout timer can still participate in a Contested City battle; their reward will be spoils in the form of Crests in lieu of a chance at the standard reward bags.

* Upon entering a Contested City a player will receive a “Personal Preparation” buff. While this buff is active, a player may leave the battle without incurring any penalty. After this buff has faded, leaving a battle for any reason will result in the player receiving the “Quitter!” debuff and will be unable to rejoin any city battle for the debuff’s duration.

Warhammer online  summary

Change to the city siege is welcomed by almost all. I admit I miss the bright wizard college and the PVE aspect. But overall its so much more fun to fight other players then it is just NPC’s. The change to loosing getting something is also welcome as it means if your realm has no chance in the instances you enter you get something. This is a small incentive to fight rather then log on a levelling alt.

Zone Control

* Victory Points are no longer a factor in the Contested City stage. All instances of the City Siege will be independent from one another.

* Cities pushed to the Contested City state from the campaign will drop two ranks at the conclusion of the Contested City phase.

The City Siege is now broken up into three contiguous stages within Altdorf or The Inevitable City:

Stage 1: Attacker Push

* Setup Phase: ~5 Minutes

* Duration: 15 Minutes (Maximum: 45 Minutes… details included in the description)

* Attacker’s Win Condition: Destroy the Palace Door

* Defender’s Win Condition: Hold Out Until the Timer Reaches Zero

* Reward Lockout Duration: Approximately 20 Hours (Real Time)

Brief Summary:

During the setup phase of this stage players can prepare while the King briefs them on the battle ahead. Once complete, the invaders and defenders are released into the city and the City Siege begins!

The goal for the attackers is to destroy the Palace Door within the time allotted. This is accomplished by capturing a series of chained objectives around the city and destroying the Palace Door.

* Objectives:

- Objectives and their current status are clearly marked on the map.

- Capturing an objective will increase the available time for attackers by 5 minutes.

- Captured points cannot be reclaimed by the defenders during this stage.

- Objectives gate access to the Palace Door and will affect the final battle in stage 3.

- Objectives are chained so that access to the next point is gated by capturing the previous objectives. (see below)

-

Contested Altdorf objectives:

- The Armory and The Siege Workshop are open initially.

- Capturing either of these will open Emperor’s Circle.

- Capturing Emperor’s Circle will open The South Dock, The Library, and The North Dock.

- Capturing The Library or the North Dock will begin the assault on the Palace Door.

- Contested IC objectives:

- The Slaanesh Chambers and Khorne War Quarters are open initially.

- Capturing either of these will open Emissary of the Changer.

- Capturing Emissary of the Changer will open Temple of the Damned, The Lyceum, and The Outcrop.

- Capturing The Lyceum or the The Outcrop will begin the assault on the Citadel Gate.

- Capturing an Objective:

- To capture an objective, the invaders must first destroy the defender’s siege equipment at that point. Doing so will trigger their realm to send a sapper NPC to take over the objective. The invaders need to protect this NPC until it can make it to the objective and take it over. If the sapper is killed, another will spawn and repeat the process, until either the invaders take the objective, or the time for the stage expires. Sapper NPCs can be stunned, rooted, or snared, but will not directly attack the defending players. Sapper NPCs can be healed by allied players. Sapper NPCs will display their positions at all times on the map, mini-map and also be supported by the new mini-map edge tracking functionality.

- Destroying the Palace Door:

- To destroy the Palace Door, the invaders need to capture at least one of the two closest objectives to the Palace. Capturing one of these final points will spawn siege NPCs that will do damage to the Palace Door until it breaks or time runs out. Players cannot damage the Palace Door directly, so taking one or both of these points is essential to winning this stage and taking out the Palace Door. The Door can be healed only by Tanks using the bulwark ability.

* Altdorf: Capture The Library or the North Dock

* IC: Capture The Lyceum or the The Outcrop

* Capturing all of the points is not essential to winning this stage for the invaders, but it will give them additional time and give additional NPCs to damage the Palace Door.

* The goal for the defenders is to prevent the destruction of the Palace Door. The defense is successful if the attackers run out of time. The default duration of this stage is 15 minutes, but the attackers can increase the time by capturing objectives as noted above.

* After either side meets their winning condition, this stage ends and rewards are given out to each side. (See rewards section for more information on reward distribution.)

Stage 2: Warlords!

* Duration: 30 Minutes

* Invader’s Win Condition: Escort Either Allied Warlord to the Palace Door

* Defender’s Win Condition: Escort Either Allied Warlord to the City Gates

* Draw Condition: All Warlords Defeated

* Reward Lockout Duration: Approximately 68 Hours (Real Time)

Brief Summary:

At this point in the City Siege, each side’s Warlords will take to the field. The goal for either side during this stage is to escort a friendly Warlord to the other side’s entrance.

* Warlord Behavior:

- Warlords will spawn at each side’s camp and make their way along a path which ends at the other side’s entrance.

- Defending Realm Warlords that arrive at an objective that is owned by the enemy will stop and take over that objective for their side.

- Invading Realm Warlords will continue to make their way to the Palace Door without stopping at objectives.

- Warlords that arrive at an objective that is owned by their side will continue on toward the next objective.

- If two opposing realm Warlords cross paths, they will stop all action and fight each other to the death.

- Warlords will ignore combat initiated by players and concentrate only on objectives or opposing Warlords.

- Warlords are not immune to any form of damage or crowd control, nor are they affected by Unstoppable or Immovable.

- Warlords can be healed by friendly players.

- If a Warlord arrives at the enemy gates, the stage will end and the realm associated with that Warlord will be declared the winner.

- Similar to the Sappers in Stage 1, Warlord NPCs will display their positions on the map, mini-map and also be supported by the new mini-map edge tracking functionality.

* If the timer for this stage expires before any Warlords make it to the enemy gates or if all Warlords are defeated, the stage will be considered a draw. Both realms will receive rewards based upon their effort, but no PQ chest will be given. Regardless of a stalemate, the City Siege will then progress to Stage 3.

Stage 3

* Duration: 30 Minutes

* Invader’s Win Condition: Defeat the Enemy King

* Defender’s Win Condition: Defeat the Enemy King

* Reward Lockout Duration: Approximately 112 Hours (Real Time).

Brief Summary:

This is the final battle in the City Siege and involves the Kings of both Realms. Depending on who won Stage 2, the battle will occur at one of two locations.

If the invaders won or Stage 2 ended in a draw, the final battle will occur within the enemy King’s palace.

If the defenders won, the final battle will occur at the main entrance to the City.

When the stage begins the Kings will call forth all of their combatants for a final rally to battle. During this preparation time, the King will explain the situation and call upon four players to serve as his champions in the battle to come.

* King/Champions:

- Each King will select four players to serve as their champion.

- Each King will be immune to all hostile effects while these champions are alive.

- Champions are endowed with special abilities and powers to serve in this role.

- Damage Dealt is greatly increased

- Healing Done is greatly increased

- Maximum Health is greatly increased

- Cannot Guard or be Guarded

- Damage Taken from Non-Champion Sources is greatly reduced

- Healing Received from Non-Champion Sources is greatly reduced

- Gains the stacking buff ‘Building Reprisal’ when struck with a critical strike at a maximum rate of once per 6 seconds and 10 total charges.

- Gains a temporary DoT ability (Destruction: Tornado, Order: Comet – both lasting 20 seconds) that expends all charges of the ‘Building Reprisal’ buff.

- Champions are chosen at random based on archetype. The selection method searches for players based upon acquired Wards. It prefers players with the most powerful Wards earned. In the event that no players of an archetype have Wards or all players of an archetype possess identical Wards, then selection for that archetype will become entirely random.

- Tank (Black Orc, Chosen, Blackguard, Ironbreaker, Knight of the Blazing Sun, and Swordmaster)

- Healer (Shaman, Zealot, Disciple of Khaine, Runepriest, Warrior Priest, and Archmage)

- Melee DPS (Choppa, Marauder, Witch Elf, Slayer, Witch Hunter, and White Lion)

- Ranged DPS (Squig Herder, Magus, Sorcerer, Bright Wizard, Engineer, and Shadow Warrior)

- Each champion can only be assigned if a player of the appropriate archetype is present for that side. If no player exists for an archetype, that champion will count as a loss of that archetype.

- Champions will need to remain near the King or they will lose the Champion buff and this will be counted as a loss of that champion.

- Once all four champions have been defeated, the King will be vulnerable for attack.

* Objectives:

- During this stage, the number of objectives that each side controlled going into Stage 3 will affect the final battle. For each objective a side owns, that side will receive the following stackable bonus.

- Damage Dealt increased by 2%

- Healing Done increased by 2%

Outcomes:

Once the final champion of a realm dies, their King will become vulnerable. Defeating the enemy king will result in a win for that realm. Once that occurs, defenders will no longer be able to respawn and the surviving King will clean house. At this point, both sides will be given their appropriate level of reward. (See rewards section for more information on reward distribution.)

If the timer for this stage expires before either King is killed, the invading King will call for a retreat. Both realms will receive rewards based upon their effort as if they lost.

Warhammer online  summary

Tactic here is simple hold your champs up bring the enemy champs down. Harder then it sounds. This is not random the best geared of both sides will be made champions. This usually done by highest RR.

Art

Art

Updated Armor Dyes

* Armor dyes (and the tech behind them) have been updated in order to significantly boost color clarity and accuracy. Shadow Warriors, Arch Mages, and Rune Priests are the first classes to undergo these improvements. More sweeping improvements will be rolled out on a per-class basis in upcoming patches.

New Heads and Hairs

* New face and hair options have been added to the Empire, Chaos, High Elf, and Dark Elf races.

Equipment

* “‘Andsplate of Upset Ithilmar” should now have the correct Black Orcs armor appearance.

* “Bloodharvester Feetsplate” should no longer appear invisible to players.

* “Carapace of Blight” should now have the correct Chosen armor appearance.

* “Primeval Mindstrap” should now have the correct belt art.

* The ‘Recruit A Friend’ Magus mount has been updated, and now has a unique appearance.

* Tomb King cloaks “Funerary Shroud of Settra” and “Funerary Shroud of Khalida” should now display correctly on all character models.

* RvR Weapons: The first round of art updates for the RvR Weapons has arrived! The following RvR Weapons have been updated with new art (listed by currency, race and weapon type):

- Recruit Weapons

- Empire: Books, Shields

- Chaos: 1H Axes

- Scout Weapons

- Empire: Pistols, Books, 1H Hammers, 2H Hammers, Shields, 2H Swords

- Dwarf: Spanners

- Chaos: 1H Axes

- Greenskin: Staves

- RR24 Soldier Weapons

- Empire: Pistols, Books, 1H Hammers, 2H Hammers, Shields, 1H Swords, 2H Swords

- Dwarf: Spanners

- Chaos: 1H Axes, Charms

- Greenskin: Staves

- RR29 Soldier Weapons

- Empire: Pistols, 1H Hammers, 2H Hammers, Rapiers, Shields, 1H Swords, 2H Swords

- Chaos: 1H Axes

- Greenskin: 1H Swords, Shields, Staves

- RR34 Officer Weapons

- Empire: 1H Hammers, 2H Hammers, Shields, 1H Swords, 2H Swords

- Dwarf: 2H Axes, Rifles, Spanners

- RR39 Officer Weapons

- Empire: Pistols, 1H Hammers, 2H Hammers, Rapiers, Shields, 1H Swords, 2H Swords

- Dwarf: 2H Axes, Spanners

- Chaos: 1H Axes, Charms, 1H Swords

- Greenskin: Spear

- Conqueror Weapons

- Empire: Shields, 1H Sword, 2H Swords

- Dwarf: 1H Hammers, 2H Hammers, Rifles, Shields, Staves

- Invader Weapons

- Dwarf: 2H Axes, 1H Hammers, 2H Hammers, Rifles, Shields, Spanners, Staves

- Warlord Weapons

- Dwarf: 1H Axes, 2H Axes, 1H Hammers, 2H Hammers, Rifles, Shields, Spanners, Staves

- Royal Weapons

- Empire: 1H Hammers, 2H Hammers

- Dwarf: 2H Axes, 1H Hammers, 2H Hammers, Rifles, Shields, Spanners, Staves

User Interface

User Interface

General Changes & Bug Fixes

* Pressing the ESC key will no longer close an active loot roll window

* The system channels can now be enabled or disabled on all chat tabs instead of being forced on in the Chat tab and forced off on all other tabs

* The tooltip for items which are currently being worn now displays with a different background color and border than tooltips for items the player isn’t wearing so it’s more apparent which item is which when comparing two items

* Weapon tooltips are now clearer about which hand they can be held in. One-handed weapons which can only be held in the Right Hand now display as “Main Hand”, matching the slot location name. One-handed weapons which can only be held in the Left Hand now display as “Off Hand”, matching the slot location name. Two-handed weapons are now displayed as “Both Hands”, and one-handed weapons which can be held in either hand will be displayed as “Main Hand or Off Hand”.

* Two-handed weapons have had their item type on tooltips simplified. For example, instead of Great Swords displaying “Sword, Great Weapon”, they will now simply display “Great Sword”. Staves will continue to be simply referred to as “Staff”.

* With the other changes to item tooltips, the “Skill:” line in the tooltip for worn items is no longer necessary. Instead, the item type will be colored red on worn items if a player doesn’t have the appropriate skill to equip the item. If the player can equip the item in their Main Hand but doesn’t have the appropriate skill to equip the item in the Off Hand slot, the “or Off Hand” portion of the text in the tooltip will appear red to indicate this.

* Items will now display their item level in the tooltip information.

* Quest and Event items with decay timers will no longer show running timers before the player has claimed the reward.

* Players can now bind a key that, when pressed, loots the nearest lootable monster, player or object. Using this key will bring up the loot dialogue for the nearest lootable monster, player or object in range that the player can loot, as if they had right-clicked on it. This “Loot Nearest” keybinding can be found under the Targeting section of Key Mapping.

* Auction Mail is now deleted automatically when attachments are claimed.

* Chapter Hub and Warcamp tooltips now display if they contain these services: Apprentice Career Trainer, Apprentice Renown Trainer, Craft Supply Merchant, Recruit’s Medallion Merchant, Recruit’s Emblem Merchant.

* The Tutorial & Help Tips section of the User Settings window now has tooltip descriptions.

* The position of the Skirmish and PvE listings on the RvR tracker tooltip will no longer switch sporadically.

* Fixed an issue where binding Left and Right Ctrl, Alt or Shift would cause either the left or right binding to not function when pressed.

* Fixed an issue where players who had 17 items in their Quest Items inventory and removed one caused the Quest Items inventory UI to become corrupt.

* Fixed an issue where the in-game map would occasionally show a solid white texture piece instead of the appropriate map texture.

* When Post Processing is enabled, character names will no longer disappear at character select after logging out of the game.

* The results of /who searches and rest XP generation being activated or deactivated will now print to the System General channel.

* The Dungeon Lockout tab has been renamed to simply Lockouts.

Audio

Audio

General Changes & Bug Fixes

* Added new notification sounds when:

- Tells are received.

- Mail is received from another player.

- Mail is received from the auction house.

* Added an option in the Sound menu to disable communication notifications.

* Added additional UI/pregame audio enhancements:

- Map zoom in/out

- Auction creation

- Background scenes (character creation)

* Fixed issues with weapon draw synchronization.

Warhammer online  summary of the patch

Some great improvements to the city siege. The balance up is nearly every other patch now and a few long forgotten classes have received welcome attention. Hopefully a return of overall balance. The rewards are now better from city sieges the down side is the lock out on rewards but you still get insignias so not all bad.

Saturday, May 29th, 2010 | Author: god

Okay this is pretty much the last major update on the guild we finally made 40 with over 200 members all the way. Yes its longer the bigger the guild but we did it.

From most things not much changes but it does mean we are collecting heads now for the altar and looking forward to testing it out.

A big thank you to all those legion old and new who helped make this possible we are now one of the longest running guilds on karak norn and still very healthy as we PVE now more then ever and still find time for open RVR in both SC and the general scraps.

The legion despite being a rank 40 guild maintains its open doors policy so if you want to join feel free and come on in. Give any member a shout they can invite you.

Tax remains low at 5% and the guild vaults are still full of kit for our veteran members use. If you join and stay long enough you are entitled to some of this as well. Please don’t ask as soon as you join the guild the answer will be no as its held for loyal members but stay and you will become a loyal member entitled to some of the spoils. After all you as a legion member will have helped to build them.

alpha legion make rank 40 guild

Monday, May 03rd, 2010 | Author: god

How to level your tank the easy way.

  1. Use your rested bar and bonus buffs you get.
  2. 2 hand until you get the skill can’t hit me or a skill = to it. Enemy takes damage when you block and your block chance is increased.
  3. Access LOTD as soon as possible

tank solo grindThe points above are the general hints. As Alpha legion has strong ties to levelling we have banners that add 9% experience points per kill and thorn shield so as you are hit they take damage as well.

Here you can see the banner and the enemy taking damage as I block. You can easily kill up to 5 mobs at a time and just repeat.

Remember to give your self a chance to heal even my Black orc with his self heal war bellow on cant cycle constantly so be careful.

This can be done solo so is a great way to make progress with your character if nothing else is happening and will help you level with a rested bar and 4K experience a kill in lots of 5 very quickly. Possible to do a level in about 20 – 30 minutes. Its best not to do this on mobs that have AP drain or knock down unless your kit recharges AP for you.

There are plenty of spots good for this in LOTD so is easy. If your realm does not have access to LOTD find a PQ with allot of mobs and repeat there. Chapter 39 elf on the far right is ideal for destruction. Remember to add raise to your moral bar for when it ticks so you can kill quickly.

At 31 you also get access to LOTD weapons and shield. These are basic but cheap and as the mobs you grind drop armour and silver scarabs you can afford to socket them with some +25 stats. I used strength, toughness and wounds but be careful not to exceed the soft cap. Also fallen explorer kit drops in LOTD so by 31 if you start at 25 doing this you will have a full set of kit to put on. If you are lucky some desert storm kit will drop you can use or sell.

Happy Levelling.

Monday, May 03rd, 2010 | Author: god

Its been a busy couple of months for Alpha legion. New guild forums are up and running, vent is still going dungeon and SC teams are reformed along with more work with the alliance. Now at level 39 and well on the way to driving to guild rank 40. 70% so far so wont be to long till we hit the big 40. Yeah in real life its the big 30 in warhammer its the big 40!.

The guild vault is now more accessible to members so you can ask for kit or materials currently present in it. Full information about this is on guild forums as we don’t hand out kit to people instantly or in massive amounts but you can receive it. This is to stop people joining just for kit.

We are now seeing more players in guild colours this is good and helps us spot each other on the battle field.

One final note Alpha legion is now going to start returning to full open RVR so you can expect to see more of us on the battlefield be it in PUGS or part of the alliance you can be sure we will fight.

Recruitment is still open doors and guild tax remains low. All nice people are welcome and we will help you with advice and other aspects of your game.

Monday, March 08th, 2010 | Author: god

Tomb of the moon Okay for those who know land of the dead it has 4 tombs that are basically boss only. Land of the dead Tomb of the Moon is one of them. This is a simple instance once in you are at the boss. No traps no issues. You need full lesser wards minimal but to do it with ease greater recommended. Why do this? Simple one you get 1 purple drop per boss of level 40 LOTD quality and 2 you get a silver ank. 12 of these get you a cloak that you all like. Speeds up as destroying the airship gets you 1. You also get the option to invade an instance. Although this is rare you can get some very good rewards for purging a tomb. I mean purple loot bags that contain 4 items worth x5 silver anks each.

Okay you need 2 glyphs to access just hover your mouse over and it will tell you what you need. This applies to all the tombs.

Once inside you better get ready to settle in. I did this with 2 healers, 2 tanks and 2 dps. Its the standard group mix.

The variation on this is you need graphics on high tomb of the moon positionsand you must not kill the champs that spawn.

Seen here is a picture how to do it with positions. You see the 2 champs that spawn have a circle around them. Trick is DPS, healers and main tank in the gold. Off tank in the black with the boss in the black. The black is a debuff so drops the damage done. The gold is a buffer so increases it.

The 2 champs spawn at the bottom of the stairs. You can not afford to hit them allot to hold aggro. If possible don’t hit them at all! The off tank uses challenge to hold the black one.

The DOK is tanking the second champ in this case as he has range and medium armour so the champ does very little damage and can be easily out healed. Other then that its another DPS race as in all the tombs. The health of the champs drops slowly they die boss will enrage and its a wipe. Main thing is high DPS second is no aoe to hit the champs.

If you are order just swap for relevant classes and all will be fine.

No traps a simple instance and with right group is over in 10 minutes.

Tuesday, February 16th, 2010 | Author: god

Mourkain temple This is my personal favourite and for both sides one of the highest scoring events. Its a hold the artefact that damages you while killing the enemy game. Its a twist on capture the flag. The longer you hold the artefact the more damage you take!. It spawns in the middle of the temple on the right side by the broken off bridge. Its high scoring as its a aim at the guy holding the artefact or if they are to heavily healed you need to break them down. Its quick simple and fun. This scenario rarely goes more then 10 minutes max due to the amount of killing in it. Very fun and easy to play. Oh and yes I love using this one to level my tier 2 guys to level as its so easy to do it here. Its a brawler of a scenario and very close to a fair open RVR event. Great scenario and I wish they made more like this one. The little skull indicates where the temple artefact is so there is no hiding once you have it you are a marked target for all to see!

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Tuesday, February 16th, 2010 | Author: god

Tigertank_003 This is one of the more popular tier 2 scenarios going. Its another capture the flag but not only do you have to pick it up you have to return it to your base or the bridge drop off point if both sides have a flag on them. Its nice and easy a few siege weapons dotted about on the map near the bridge but they are not overly effective so unless you are really low level against high levels these are not to your advantage.

There are 3 main ways round the map middle, left and right. You will be marked and visible on the map to both sides when you have a flag!

The spires indicate where the flags are and the red marks destructions starting point and the blue marks orders starting point. First to 500 points wins. You get points for killing each other and for capping the flags. Quickest way to win is to capture the flags fast.

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Monday, February 15th, 2010 | Author: god

Blow_000 This is the early version of what’s to come. To win you have to capture both points on the battle field at the same time. This grants a nice boost to the points in Scenario for your side and has 1 nasty side effect. Both points go bang. So once capped you need to clear the area. There are 2 basic ways to get to both flags one is through a tunnel the other is round the side.

To win you have to defend 1 point and capture the other. Its a fairly simple scenario but a little less popular then the rest.

The favourite Tier 1 scenario is still and probably always will be norden watch followed by gates of ekrund.

The flag capture points are locked by clicking on them and then standing close enough to fully lock.  Marked on the map by the shields, the normal blue and red spots either side mark the spawn points.

Sunday, February 14th, 2010 | Author: god

Well its been a while since the last guild update and a lot has changed in the world of Alpha legion. We no longer stand alone. We have joined forces with 6 other guilds to form the angels of death alliance.

We are now guild rank 37 and have over 230 members. Armoured mounts are unlocked and guild progress is looking good.

We now clear BWE, BRB, LV all wings and have members in warlord / invader kit.

Aims to improve

More LV – teams

VL – team forming

New forums to go live.

More members to recruit. We are one of the oldest and largest remaining active guilds on karak norn and we have no intention of changing that!

alpha legion level 37Welcome to all our new members and to those who will be joining us. We remain a casual but active guild for both RVR and PVE. Want a balance of both join the Legion known as ALPHA LEGION. All nice people remain welcome of all ranks so no matter how often you play or what rank you are. You can be assured a nice welcome to the guild.

See you on the battle field!

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