Select your info
Expedition Resources
well, most of those who are in Tier4 know that you nowadays get so called Expedition Resources when killing players or NPC guards in RvR Zones.
Those are there to be a deciding factor for the access to Land of the Dead. To hand them in you got to visit an Expedition Quartermaster in the city (near Altdorf's Flight Master) or in the Warcamps, they will decay after a set amount of time if not handed in (2h).
This handing out is designed as a mini quest so you got to have atleast one quest slot open to start the hand in and get a reward dependent on how much you hand in.
What i didn't know is, that - so far- if you handed them in you got an appropriate RP reward (number of rp = number of resources, which is not bad already). If you hand them in at the oRvR Warcamps tho you get Influence for the pairing you hand them in, instead of RP. Considering the time and effort it takes to get capped INF for the Tier4 pairings nowadays (check the rewards for your class in the Tome of Knowledge) and that you easily get a few 100s of those in a successful altdorf defense, it's rather nice Influence boosts. I take that as a great plus for handing them in and not letting them decay.
Have fun and i hope it helps to assure LotD access more often and a faster way to those funky dwarf or elf T4 elite weapons
Shadowlords Guide to Epic Weapons
When advancing to the end of Tier 4, often the question for a new weapon arises. The back then introduced Epic Quests are a good, fast and reliable way to obtain such weapons.
While certainly not being State of the Art anymore, those weapons sure can fill the gap until one recieves the endgame weapons obtained through Tier 4 Influence, Dungeons or nowadays Land of the Dead (and lots of luck or cash). The presence of a weapon proc might make it even more viable for a longer time. That's the reason for making this post as i still think they are valid (aka not dependent on luck and can be achieved with like one evening playtime with a small group)
There's three epic quests, one for each T4 pairing. The Quest Chains nowadays start off in the Chapter 21 Towns, Chapter 20 for Elf respectively, and advance through the appropriate pairing.
Dwarf Epic: Battle for Remembrance (Level36+, ~2h) Rewards
Empire Epic: Faith is Madness, (Level37+, 2h+) Rewards
Elf Epic: Unmasking the Enemy, (Level37+, ~1h), Rewards
The time is an estimate, based on Duos/Trios doing it, solo will take longer.
Allakahazam's info is outdated regarding level requirement and start locations (got changed in the past). The NPCs are still the same tho.
Stay tuned for updates
Warhammer signatures
For those of you that want a warhammer signature for the forums there are two options atm:
If you waht the one Astramenius is using: http://www.warhammeralliance.com/
If you want the one I am using: http://www.gamerdna.com/warhammer-signature
In both cases you will need to signup
Warhammer Lore
I've found this post that is mostly the lore around BWs and thought some of you may enjoy reading it. I certainly found it very interesting
http://www.warhammeralliance.com/forums/showthread.php?t=8873
If any of you guys find similar info for other classes pls let me know
Bestiary & Tome Unlock Guide
http://war.allakhazam.com/wiki/Guide_to ... ry_Unlocks
http://www.pwnsan.com/?p=3754
http://www.pwnsan.com/?p=178
http://www.pwnsan.com/?p=847
http://www.pwnsan.com/?p=3842
http://www.pwnsan.com/?p=3894
http://www.pwnsan.com/?p=4001
http://www.pwnsan.com/?p=3716
http://www.gaisciochnaanu.com/warhammer ... m_unlocks/
Dungeons in Warhammer
In WAR a Dungeon is a partially instanced area where groups of players can take on challenging foes and have a chance at obtainning powerful loot. Dungeons are a part of the PvE experience in WAR and usually contain a powerful foe (Boss) at the end, which players must defeat. Dungeons should not be confused with Lairs - which are similar but much smaller and not marked on maps, they require chance discovery. Dungeons are often indoors (inside a fortress or castle) or underground.
Altdorf Sewers - The entrance is in various locations in Altdorf and the level range is 12 - 18. The city must be at least rank 1 to enter and the style is intance (wings). Armour drop is Guardian.
The Sacelium - The entrance is dotted around the Sacelium Arena in the Inevitable City and the level range is 12 - 18. The city must be rank 1 to enter and the style is group instance (wings). Armour drop is Keeper.
Mount Gunbad - Located at the top left of the Badlands the level range is 22 - 33. The style is realm instance (Warband recomended) and the armour drop is Redeye.
Bastion Stair - Located in the far SE of Chaos Wastes the level range is 34 - 40. The style is Realm Instance (Warband recomended) and the armour drop is Bloodlord.
Warpblade Tunnels - Located below the auction house in Altdorf the city must br rank 2 to enter. This is a 40+ Group Instance and the Armour drop is Sentinel.
Sigmar Crypts - Located in the Great Temple of Sigmar in Altdorf the city must be rank 3 to enter. This is a 40+ group instance and the armour drop is Sentinel.
Bloodwrought Enclave - Located east side of the Undercroft in Inveitable City. The city must be rank 2 to enter and it is a 40+ group instance. Armour drop is Sentinel.
Bilerot Burrow - Located near the Monolith in Inevitable City. The city must be rank3 to enter and it is a 40+ group instance. Armour drop is Sentinel.
The Lost Vale - Located in the NE side of Avelorn this is a 40+ group instance and the armour drop is Darkpromise.
Medal Quests
There are several mission agents at War Camps that give medals as rewards. These start as scout missions followed by kill 25 players, in reward 3 medals for doing your day to day stuff.
So far these agents are as follows;
Tier 1
Elf Blighted Isle Sara Lighted Path by step before you enter RVR
Tier 3
High Pass Khent Werner by healer
Tier 4
CW Johann Breuer by the guns left of RVR entrance
Eataine Lanril Elderborn next to rally master
I shall update this post as i find more, i aint sure as yet if these are repeatable quests.
Medal Requirement for Armour
How Many Medallions Do I Need
Under the new medallion/crest system, the costs of gold pieces of armor are:
(Recruit) Tier 1 / Decimator Set / Recuit Quartermaster
Decimator Chest Piece - 15 Recuit Medallions
Decimator Feet Piece - 5 Recuit Medallions
(Scout) Tier 2 / Obliterator Set / Scout Quartermaster
Obliterator Chest - 45 Scout Medallions
Obliterator Feet - 25 Scout Medallions
Obliterator Gloves - 10 Scout Medallions
(Soldier) Tier 3 / Devastator Set / Solider Quartermaster
Devastator Chest -100 Soldier Medallions
Devastator Helmet - 80 Soldier Medallions
Devastator Shoulders - 100 Soldier Medallions
Devastator Gloves - 20 Soldier Medallions
Devastator Feet - 65 Soldier Medallions
(Officer) Tier 4 / Annihilator & Conqueror Set / Officer Quartermaster
Annihilator Chest - 210 Officer Medallions
Annihilator Helmet - 170 Officer Medallions
Annihilator Shoulders - 130 Officer Medallions
Annihilator Feet - 90 Officer Medallions
Annihilator Gloves - 50 Officer Medallions
The following needs to be amended, once figures known
Conqueror Chest - 500 Officer Medallions & 30 Conqueror's Crests
Conqueror Helmet - 475 Officer Medallions 20 Conqueror's Crests
Conqueror Shoulders - 475 Officer Medallions 20 Conqueror's Crests
Conqueror Feet - 400 Officer Medallions 20 Conqueror's Crests
Conqueror Gloves - 400 Officer Medallions 20 Conqueror's Crests
Conqueror Belt - 375 Officer Medallions 15 Conqueror's Crests
Dungeons for Dummies
As i never remember which dungeon in WAR holds which prerequisite, i was thinking of creating this thread.
The idea behind it is making it easier for fellow n00blets like me tracking down the different prerequisites you need for guild raids
I, for instance, can never remember how much wards you need, what lockout time you got for which dungeon etc.
List of order dungeons currently available:
Altdorf Sewers - T2 Altdorf (Various Entrances) - Level 12+ - Instanced wings, No lockout- Keeper Armor Set
Mount Gunbad - T3 The Badlands (NW) - Level 22+ - Realm Instanced, Lockout: short - Redeye Armor Set
The Bastion Stair - T4 Chaos Wastes (SE) - Level 32+ no Wards - Realm Instanced, Lockout: 20h - Bloodlord Armor Set (LW)
Warpblade Tunnels - Altdorf (Below Auction House) - Level 40+ (T4+LW D3+LW H3+LW) - Group Instance, Lockout: 2d20h - Sentinel Armor Set (GW)
Sigmar Crypts - Altdorf (Temple of Sigmar) - Level 40+ (T4+LW D3+LW H3+LW) - Group Instance, Lockout: 2d20h - Sentinel Armor Set (GW)
The Lost Vale - Avelorn (NE) - Level 40+ (T5+GW D4+GW H4+GW) - Group Instance, Lock: 4d20h - Darkpromise Armor Set (SW)
Hope this thread helps not only me
T = Tank Classes - D = DPS Classes - H = Healer Classes
LW = Lesser Wards - GW = Greater Wards - SW = Superior Wards
Links
Other Threads in this section
http://gaarawarrgabs.wordpress.com/2009/03/08/definitive-guide-to-armor-sets-in-war/
http://warhammeronline.wikia.com/wiki/Dungeon
2.1 Patch Notes
I don't think anyone has posted this yet so here's the link.
http://img.war-europe.com/syndic_img/ne ... _1_en.html
Master Loot and how to do it.
What it's used for; In any group/warband in which you recieve winning loot in bags distributed by rolls to enable gold bag winners to pass their bag to someone who needs it more.
Example: Group take a keep. Most are fully warded, bar one. Member A wins gold bag, but doesn't need it. Member B wins green bag, but needs a gold. Member A can select to allocate their bag to Member B.
How to do it;
Group/Warband leader must set party loot options to Master looter.
Loot Threshold must be set to 'all'. (Once selected you will recieve an on-screen message sayign threshold set to 'utility')
When roll is complete party leader must select the winner of the bag to be passed on (in the above example Member A) as Master Looter. Neither Member A nor B should loot the chest.
Master Looter must then right click the chest and a standard loot screen will come up.
Master Looter must then right click the bag and a drop down bar with group members names will appear.
Select the member you wish to pass the bag to and the bag will appear in their inventory.
As there is only a short amount of time the chest is available it is best decided beforehand who needs the gold bags, so after roll, it can be quickly allocated.
Wards explained
After a difficult warp tunnels run i was wondering whether wards effected healing (they dont apparently)
and found this useful nugget of info:
1 Ward - reduces damage taken from 300% to 260%, increases damage done from 40% to 55%
2 Wards - reduces damage taken to 220%, increases damage done to 70%
3 Wards - reduces damage taken to 180%, increases damage done to 85%
4 Wards - reduces damage taken to 140%, increases damage done to 100%
5 Wards - reduces damage taken to 100%, increases damage done to 115%
this bit answers Nakks question:
Lesser Wards - required in City Dungeons and Fortress attacks
Greater Wards - required in Lost Vale and Stage 1 City Siege PQs
Superior Wards - required in Stage 2 City Siege Sub-Boss PQs
Excelsior Wards - required in Stage 3 City Siege King PQ
Supreme Wards - no current known use
loads more info on this link: Definitive Guide to Armor Sets in WAR
http://gaarawarrgabs.wordpress.com/2009 ... ts-in-war/
its long but certainly tells u everthing u could ever need (or want) to know........
LOST VALE TACTS – DUNGEONS MADE EASY
Our setup : 1 IB tank (the most roxxor tank in the world), 2 dps (Leeroy˛) – BW and SW, 3 healers – RP,AM and WP (who goes dpsmode most of the time now we steamroll LV).
First few bosses are pretty easy and straight forward, certainly when everyone in the group got 5 greater wards.
Left wing
General : when someone is here for the first time, make sure he grabs the quest (no finished quest is no progress to 3th wing). In the light of the general quest, gather all Broken Menhir stones laying around in the first wing (need that after 3th boss, but only when someone needs the quest)
Ahzranok (lizard):
General : Tank and spank. Tank the boss in the water, and burn it fast or another (but easier) hero will spawn. Tank AoE taunts the adds, kill them with AoE but focus DPS on boss. Really straight forward encounter.
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible.
Tank : Tank boss, ae taunt adds
Malghor Greathorn (pink clouds):
General : Before you pull make sure you leave 1 trash group alive with a shaman, otherwise you gonna get some ghost adds. Tank pulls boss and everyone stands against the rock wall where no clouds spawn. If you stand in a cloud you get agro till you die. Another straight forward encounter.
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible
Tank : Tank boss with its back towards squishies.
Horgulul (6boob monster):
General : Before you pull the boss, clear all furies. Tank pulls boss and everyone spreads a bit out? Burn boss down and kill adds with AoE when they spawn. Another straight forward encounter.
Use the menhir pieces you picked up to restore the broken monolith and everqueen will spawn.
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible.
Tank : Tank boss with its back towards squishies.
Dralel the Whitefire Matron (spider):
General : By completing the quest you get a torch in your quest inventory, put it on your hotbar cause you’ll need it. When boss is pulled, small spider will walk towards it and when they reach the boss, it gets buffed. We assign 1 dps to AoE the boss and killing the small spiders, they got very few (not more then 50) hp. The spider also does a knockback and a webroot+disable. Use the torch to burn the web and run back/dps/tank/heal again. Boss does some nasty dmg on 4ward tanks, so healers beware.
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible + 1 dps AoE boss to finish of spiders
Tank : Tank boss with its back towards squishies.
After killing the spider you receive a Worldbranch (quest inventory) this allows access to right wing.
Right wing
Chul Earthkeeper (pit boss):
General : Straight forward encounter, throws persons down in a pit. They either run out agroing 15non champ mobs or dps/heal from down below. Tank just needs to position boss at the edge.
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible.
Tank : Tank boss with its back towards squishies.
Larg the Devourer (cave):
General : Straight forward encounter. All need to enter cave at the same time. Does some AoE dmg every 45 sec or so, nothing healers cant AoE heal.. Burn it down quick.
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible.
Tank : Tank boss with its back towards squishies.
Butcher Gutbeater (cook):
General : This one comes with a champion add.. If the add gets killed it respawns instantly and gives to boss a dmg increase buff. If the add doesn’t get killed it does more dmg the longer it lives. Dilemma! Kill add more dmg, let add live more dmg
The trick is to kill the add every 40 sec, and dps boss in meantime. At this rate the dmg from the boss and add is healable. Boss sometimes charges at random person and does a knockback so make sure you don’t stand at the gap in the wall or you fly off the cliff. Boss also does an AoE vomit attack, tank needs to move away from that spot..
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible + assign 1 dps to kill add every 40sec (normally just dies with AoE in that time
Tank : Tank boss with its back towards squishies.
Gorak the Ancient (dragonbreed):
General : Tanks and spank + dps race. Tank boss, burn boss down fast. After a while it starts shooting out bolts of dmg, so ppl need to spread out, in this phase he doesn’t hit the tank. After the bolts he goes in melee mode again. When he fired this bolts 3 times he goes in enrage en does a non defendable attack : 15k dmg = wipe. So kill it before he kills you!
Healers : Just make sure everyone stays alive.
DPS : Burn boss down as fast as possible.
Tank : Tank boss with its back towards squishies.
Sarthain the Worldbearer (tree):
General : This encounter cycles through 2 phases – phase 1 dps boss and phase 2 dps summoned tree healers.During phase 1 you need to dps boss as much as you can, in meanwhile it will spawn 3 healers, they are protected by a bubble. After a few sec it gives a message ‘.. enrage..’ then you have 10 more sec to dps boss and run to the healers. The bubbles will drop and you have to kill the healers under 45 sec. If you fail to do so, the boss get healed for 25%hp. Whilst the healers are vulnerable the boss does pulsing pbAoE damage (range is huge) so none (not even the tanks) go near. When the 45sec are up burn the tree again, it will summon new healers and when you see the ‘..enrage..’ message you have 10sec before bubble drops en kill the summoners. When the summoners are killed, do some ranged damage on the tree, the pulsing pbAoE wills stop and the tank can run in again.
When the boss is pulled and none is on the little isle he stands on, non champ adds will keep spawning. They aren’t a big threat.
Assign 1 dps or healer with the task of spamming a macro 10sec after the ‘..enrage..’ message and when boss stopped doing pbAoE. Makes things easier.
Healers : Just make sure everyone stays alive, AM and WP can dispel the root.
DPS : Burn boss down as fast as possible, burn summoners down within 45 after bubble drops
Tank : Tank boss, help dps kill the summoners and pull the adds that spawn.
Screenie with positioning
Center wing
Zaar the Painseeker (cage):
General : Straight forward tank and spank.
There are 4 cages, 1 in each corner. The boss puts people randomly (1 at the time ) in the cage. While in the cage you receive damage. You can’t be targeted in the cage, AoE heals do work. DPS needs to burn the cage down as fast as possible, then focus boss again. The main tank does not get thrown in a cage.
Boss needs to die within a certain time otherwise rocks start to fall from the ceiling ==> wipe
Healers : Just make sure everyone stays alive, some AOE healing when someone got ported to a cage.
DPS : Burn boss down as fast as possible, burn cages down even faster when needed
Tank : Tank boss with its back to the entrance (to avoid the squishies getting cleaved).
Darkpromise Beast (worm):
General :Straight forward tank and spank.
Does some gtAoE damage, not that much and gives a person a DOT which ticks for 1Kdamage flat. The DOT needs to be transferred to another player before it runs out or it renew but for 2K damage per tick.
So ppl all hug the back of the worm and tank in front of course. I suspect this boss needs to die within a certain time too, but we never got any problems with that.
Healers : HOT the one with the DOT and AOE healing when boss does GTAOE damage. Because all are so close everyone will get hit by GTAOE.
DPS : Burn boss down as fast as possible.
Tank : Tank boss with its back to the squishies
Sechar the Darkpromise Chieftain (aura):
General : The boss will spawn as soon as you kill the 2 pillars/monoliths. Tank needs to pull it and position the boss at the bottom of the stairs. There will be a constant spawn of a group of 4 non champ mobs = easy kill with some AoE, but don’t focus on adds, burn boss down asap.
This boss got 2 auras which he cycles. A damage aura and a ‘pleasure’ aura. He says which one he is going to use next and you can see the aura buff on the boss (target it and check its buffs). Aura changes every 30 sec.
When his pain aura is on, everyone needs to spread out asap. Take distance from the boss and from each other, the tank stays where he is of course. When the pleasure aura is on, you all need to be as close as possible, meaning hugging the back of the boss! When he changes to pain again, spread out.. etc. IF someone makes a macro things go even easier J Failing to move in time = great amounts of damage.
Boss can be reset by crossing the broken pillar.
Healers : Keep tank alive, some pretty heavy AOE healing needed when people move a bit to slow.
DPS : Burn boss down asap, some AoE on the boss will kill adds too, easily.
Tank : Tank boss with its back to the squishies in front of the stairs
N'Kari, Keeper of Secrets (last boss!):
General : Very fun encounter! Albeit a bit frustrating if you wipe ŕ 15min run back.
It starts with 4 champs, hovering around the Everqueen, kill these. After 10 or so the boss will spawn.
We have our tank holding here at the edge of the pool, with her back towards the squishies( to avoids the 7500damage cleave). She randomly tosses people in the air, when you come back down you take damage, if it crits you die. When you are in the air, detaunt and you take half the damage. Make sure you all spread out cause the falling damage is AOE! After some time she will spawn 4 balls, and she stands there idly for about 10sec. In those 10sec people need to catch the balls, they will give a vital buff for the next phase. Red ball (2): DPS – adds 100% damage; Blue ball(1) : Healers - adds 300% healing; Purple ball(1): Tank – adds 1000 wounds (yes 10Khp). Its rather important everyone takes the correct ball!
The balls spawn between the hallway and the altar so don’t stand there or you might run into a wrong ball. In this phase 2 champ adds will spawn, OT pulls these and dps kills them or guide them to your MT so he can AoE taunt the adds. You’ll need massive healing in this phase, but not that hard when the healer got the blue ball he can just spam AOE heals and some DOTS.
Boss goes normal again and will spawn new balls after a minute or so.
Boss also does some AoE damage, ticks for 500/sec but you can put it off using one of the channeling stones on the ground.. but we just heal through it J
Healers : Again some massive AOE healing expected and make sure you catch the blue ball!
DPS : Burn boss, chase red balls and burn boss more. Burn adds too when they spawn.
Tank : Tank boss at pool, run for the purple ball, you got 10sec to catch it and not have to worry about the boss that time.
oh and give comments so i can update this
1.2.1 Keeps
OK here what I found for the keep update in next pach:
Here are some standard Keep upgrades, which are pretty self explanatory:
* Door Hit-Point Increase: Hit Points are upgraded 20% per upgrade Rank, up to 5 Ranks.
* Door Repair Merchant: An NPC that sells door-repair wood.
* Guard Numbers: More guards for your Keep by 2 guards per Rank, up to 5 Ranks.
* Patrol Guards Upgrade: Upgrades all patrolling guards to Champion-level guards.
* Static Guards Upgrade: Upgrades all stationary guards to Champion-level guards.
* Standard Merchant: An NPC that sells guild standards.
* Siege Weapon Merchant: An NPC that sells Siege Weapons.
* Healer: An NPC that cures death penalties.
* Banker: An NPC that allows players to access their Personal Vault.
* Guild Vault Keeper: An NPC that allows players to access their Guild Vault.
Here are the non-traditional Keep Upgrades, new to WAR:
Ritualists!
* Guilds can purchase a Ritualist NPC that fires AoE abilities at enemies on the lower levels. Ritualists are different than standard NPCs—they will cast either an AoE Healing ability or AoE Lifetap, depending on the type of Ritualist you chose. These NPCs are designed to help bottom-floor defense efforts in Keep defenses.
Divine Favor Altar!
* Guilds that have reached Rank 40 can purchase the Divine Favor Altar. This altar will be located on the Lord level and is used to unleash pure terror on any would be-attackers in the Keep area. To purchase an Altar, the guild must be Rank 40 and have purchased a Ritualist NPC as well.
* The Divine Favor Altar needs to be fueled, and what better way to appease the gods than by collecting the skulls of fallen enemies! Each enemy player, when killed, has a chance to drop a Skull. Collecting these Skulls in the Divine Favor Altar will build up a Divine Favor charge. Anyone can deposit Skulls into a Divine Favor Altar.
* 500 Skulls equate to 1 Divine Favor charge. Up to 5 charges can be stored in the Altar. Players with the appropriate guild permissions can fire the Divine Altar, unleashing a damaging blow to enemies in the Keep area. Once the ability is fired, it cannot be fired again for 10 minutes.
* All of this is tracked nicely via the Divine Favor UI.
As you can see, the Keep Upgrades offer many great additions to Keeps, and we’re just getting started! Stay tuned for further Keep Upgrades coming in later patches. Some of these include the following:
* Guild Bind: An NPC that allows guild-mates to re-spawn inside the Keep.
* Door Spikes: Attaches Spikes to the Keep Doors so any melee attacks damage the attacker.
* Door Barrier: Doors get a magical barrier that absorbs a certain percentage of magic-attack damage.
This patch also introduces a new resource material that players in RvR can gather and trade in for deadly assault upgrades! Scattered throughout the RvR lakes, and acquired from killing players, Ordinance is collected and traded in for various items and weapons to use in open RvR!
These items include the following:
* Rams that have double the Hit-points of standard Rams.
* Ballista that do twice the amount of standard Ballista damage.
* Self-only Oil Immunity potions that last 30, 60, or 90 seconds.
* Caltrops which place a small PBAoE Snare/DoT field on the ground.
* Dynamite that is a direct-target DD plus a knockback, which can be used against players or siege weapons (deals double damage versus siege weapons).
Hmmm.
Sigmar´s Crypts map + gear drop chance in numbers
Got borred once gf and little baby fell a sleep, so drew a map of the place. Nothing Special really, made in paint :P
do comment if u like
Just thoughed i needed a map, altho i know the place rather well. Its always handy for noobitoes
update:
Found a picture of a program running 30 mil simulations, and heres a pic of how many runs to get ur full geared
and the link http://www.c-tzar.com/Warhammer/GearOut/
The full 1.2 patch notes (its big)
http://herald.warhammeronline.com/patchnotes/index.php?id=2009_1-1-2
God its long ! just click a topic u want and reeeaaaaad
#edited the link, to start page from top
The Lost Vale tactics
For those doing LV , these are the tactics for bosses :
Left Wing
Ahzranok: we have our healers stand on the shore. our tank runs in tanks him roughly where he stands, but turns him to face the opposite direction. everyone that can makes sure to sever blessing whenever he gets the stoneskin buff. at 20% a bunch of baby lizards spawn, all non champs so just AoE them down. If you dont dps him down fast enough a 2nd hero spawns, he used to drop loot as well but we are pretty sure after 1.1 he doesnt anymore.
Malghor: we have everyone that isnt the MT stand along the right wall, because no pinks clouds will spawn there. everytime someone goes into the a pink cloud they automatically get hate. he has a kleave as well, we are pretty sure that the kleave hits harder based on how many stacks of the mist you have on you, not positive on this though. at 20% he starts to hit harder so we have all the rest of our melee run in and burn him.
Horgulul: easy tank n spank, has an aoe knockback. when it does the knockback it also spawns some maggots. they dont hit hard or have much life so nothing to worry about just AoE them down.
Dralel: lets start with positioning. we tank her on the right side of the room all the way against the wall in the back corner, there is a big beam of light there that our tank has his back to. there are tons of baby spiders that are constantly running twaord her, for everyone taht gets to her she deals more damage. by tanking her in that back corner all the spiders funnel into 1 path and 1 person can AoE them down. When you first make a the pull she will bug out and not move at all so you just have to go around and hit the spiders before they get to her. she shoots webs as well, she has an AoE web and single target web. when you get webbed you get knocked, as well as silenced, disabled, disarmed, basicly you cant do anything. you use the torch from the quest chain, for destro the quest is "Blood of the Vale."
Right Wing
Chuul: easy fight, tank him near the cliff in his room so that ranged and healers can see him from down below. he has a fairly nasy frontal cone attack so face him away from the group. he tosses a random person down into the pit, we usually only get 1 or 2 people tossed down. we are pretty sure that he choses who to tossed based on range, basicly the farthest person from him gets tossed for us. we have healers, ranged just sit on the pit and attack, heal from down there.
Larg: everyone must stand in his cave, he will charge whoever doesnt. he has a pretty nasty aoe, can be easily heaed through though. tank him facing a wall because of his frontal cone
Butcher + Gnoblar: lets start with the butchers abilities. first off he pukes which is a frontal cone and it also leaves a spot on the ground, dont stand in it. he wil also charge and knockback a random person. then there is the gnoblar. everytime he is killed he wil instantly respawn, and butcher gains 1 enrage state per gnoblar kill. the gnoblar enrages every 10sec, we usually kill him every 35sec so that he is dead or almost dead as he hits enrage 4. we tank the butcher back in the corner on the oposite side of the room from where he is, and the gnoblar right about in the middle of the room. this fight is a huge DPS race. one of if not the hardest fight in LV.
Gorak: he hits pretty hard, does an AoE knockback. After he does the knockback he starts shooting lighting bolts at random people, it is aoe so spread.
Sarathin: a lot to pay attention to but its pretty easy, he has 2 phases. Phase 1 burn him as fast as you can, atleast 1 person must be in melee range at all times, if not a bunch of non champ wolves and hawks will spawn. also in this phase he targets a random person and and disables them, looks likes roots, also does damage. the disable is a hex so make sure to have atleast 1 healer that can remove hexes. he also puts thorns up around him which make anyone that does damage to him while they are up take damage, even ranged. when the 3 summoners are up and all 3 beams are up melee need to run out. this is phase 2. he will start to spam a nasty aoe to anyone that is on his little island, he cant move so just dont go on the island until the phase is over. During this phase you just need to kill off the 3 summoners as fast as possible, they dont move or attack, we have our WE take the far one by himself, the rest of us take the 2 that are closer together. if they are killed fast enough they will heal him to full or close to it. melee needs to get back onto the island after they see a green effect around him to avoid the wolves.
Middle Wing
Zaar: Has a frontal kleave. he will randomly put a person in one of the 4 cages in the room, while in the cages you are constantly taking damage. you can also only heal the person in the cage with aoe heals. just burn the cage down and burn him down
Dark Promise Beast : tbh we just spank and tank him, just spread out and burn him. he has a dot that ticks for 1k, and somehow you are supposed to pass it because each reapplication of it makes it tick for 1k more than before. also shoot a glob of something that does aoe damage at a random person
Sechar: he spawns as soon as the 2 pillars are killed. we tank him at the bottom of the steps facing away from the group. groups of 4 non champs will be spawning relativly fast through the fight, just aoe them down. he also has an arua that he activates through the fight sometimes, does a dot to everyone, just have to heal through it.
N'Kari: a lot to this fight so lets start with the abilities she can always use. Circles on the ground that can spawn under anyone, green=snare purple=DoT. just move out of them. she will randomly toss a person(not the tank) in the air, when you hit the ground you take damage which is also AoE so try to not stand near people, detaunt decreases the damage done by this. both the ground spawns and the throw are elemental damage. she has a kleave the size of her room so face her into the wall. it will mostly likely one shot none tanks, or atleast greatly hurt them. throughout the fight orbs will spawn and scatter around the room red=increases damage done(currently broken) blue=increases healing done by 300% purple=full heal and gives 10k more hp. during this time you get a great speed increase to help in getting the orbs. shortly after the orbs spawn 2 champ adds will spawn which have a nasty bleed, they need to be picked up by a tank. while the adds are up N'kari will use devastate, this hits for 7500 undefendable, unmitigatable(like morale) she can use it anywhere from 3s apart to 10s apart, she stops using it when the adds are dead. also when the adds spawn she wipes threat. she will occasionally do a channel ability which hits everyone for 500 every .5s again unmitigatable, and undefendable. use the channeling stones dropped by the summoners used to spawn her.
so now for the strat. we tank her in the middle of the room roughly but against the wall, right by the steps on either side. melee stand together behind her when a circles spawns under them they move together out of it. and when one of them gets thrown up they call it out so the others knows to move away. everyone else just stays away from eachother. everyone makes sure to detaunt when they get thrown up. when she channels our dps/OT have picked up the channeling stones and we have a rotation on who uses them, when it is used you auto drop it. when the orbs spawn, which healers is closer to the blue orb gets it, the MT gets the purple, dps grab red orbs. when the orbs first come out n'kari doesnt move she will simply stand there allowing the tank to grab an orb. our OT picks up the adds and all dps burn them down. MT gets back on nkari keeping her facing twoards a wall. then rinse and repeat.
also drops for those who would like to know
Boots-Dralel(left wing boss)
Gloves-Random drop off of every boss
Belt-Random drop off of every boss
Shoulder-Sarathin(right wing boss)
Helm-Sechar(middle 2nd to last boss)
Chest-N'Kari(middle wing boss)
And the original link : http://www.warhammeralliance.com/forums/showthread.php?t=220700
And a link to a LV video walkthrou : http://www.warhammermovies.com/movieview.php?id=1389
Sticky pls
Warpblade for Dummies!
The entrance is located in the basement of the blow hole inn, at the docks
The Packs:
Clanrat packs: 4 melees
Tank and spank
Ratogre / Moulder packs: giant-melee + 2 healers
Tank and spank. Kill big one first. Then focus dmg on the same healer.
Moulder packs: 4 healers
Have 1 tank on all, and second tank to pull them away one by one to kill them easily.
Updated: Everyone with heal effectiveness debuff use it
The Bosses
First boss: Master moulder Skrot + add Brauk
Small one should be killed first. Have a tank on each mob.
They need to be tanked with the back against the wall.
Second boss: Grey Seer Quol'tik
Have 1 ranged dps kill tentacle adds.
The boss spawns Diseased Ground under a random target. This is an gtaoe(ground target aoe) which deals 1000 dmg per second(on a tank), more on squishies.
People must move out of it instantly, or they die. a good way to do this is, zoom out your camera and look for the big red text saying diseased ground above the area where it'll spawn.
The text appears short time before the spell effect and the dmg.
It's located in The mastiff's end inn, at the markets place.
assasin: They have stealth sometimes can't be seen from long distance before pull. They aoe, stand at max range to avoid some of the dmg.
warlocks: caster mob. turns to aoe a random target
clanrats: melee, tank and spank
stormvermins: Melee tank and spank
First boss: aggro resetting/knockback and aoe. Tank it with your back against the wall. For easy tanking, the tank should look out for a little bump in his screen (when he gets knocked back), from this moment it takes about a half second before the boss will go for a healer/dps. which gives you time to taunt it before it runs off. Sometimes the boss resets aggro so often that both single taunt and aoe taunt will be on cool down. It's possible to time the extra hate creating attack for the aggro reset. which will usually keep the boss focused on you, to save a few taunts.
Mine boss: When the boss is pulled, the mines will be activated. Tank/melee stands on the ramp at boss, and fight the boss with their backs to the wall, between the mines. rdps/healers stands near the tunnel entrance to the room. just to the right, between the 2 mines.
Both parts can be done with 1 tank(at least with an IB) if he got 5 wards and decent healers. + 3 dps and some healing debuffing on healer mobs in first dungeon.
The end
Crypts For Dummies
Crypts guide
The Trash:
All mobs in crypts got an AOE cone attack. This means tanks are supposed to face the mobs away from the rest of the group.
Skeletons: Just melee mobs. Tank and spank
Spiders: They use disable on tanks.
ghosts: caster mobs, tank needs to get out of line of sight after pulling, in order to gather mobs.
bats: They hit about twice as hard as other trash.
zealot like mobs: casters. same thing as with the ghosts.
tomb robbers: ranged/melee mobs. usually need to get out of line of sight for pulling
Templar mobs: melee, tank and spank
The Bosses
First wing:
First boss: The spider boss
after you've killed the first pack of spiders in the room, it's a good idea to move in and turn left. That's where the healers/dps is best placed. while tanks are in middle of room.
The boss spawns and aggros directly after you kill the last pack of spiders in the room. Be ready to taunt it.
The boss needs to be faced away from rest of the group as it does cone aoe.
It also uses root and disable, which sometimes makes tanks lose aggro.
Second Boss: The Reaper
For this boss everyone needs to have all spell effects on, to see his AOE.
The boss spawns aoe under people randomly, which you'll just move out of.
once the boss reaches 50% or so, he starts spawning adds, tank taunt those and dps keep focusing on boss. normally only 1 or 2 adds spawn before boss is dead.
Third Boss: necromancer boss
When you pull him, pull him to the middle of room and tank him there. The boss will spawn "shadows of people in the party" the tanks need to taunt those as they do a fair amount of dmg on squishies. they disappear after a short amount of time, so just focus dps on boss.
at 50% the boss will spawn 2 grim reapers at the place he was standing before you pulled. those mobs move very slow. so just stay out of their melee range. tank needs to kite boss around to avoid them.
End of first wing
Second wing: The Left Wing
Bat boss: a ghost lady
Updated: No need to kill all bats, just clear a few so you can pull the boss without aggroing.
She's easy tank and spank, but she will spawn none-champion bats during the whole fight, which the tanks need to keep off the healers. just dps the boss.
Warrior priest boss:
He resets aggro when he knockback the tank and he also uses disable. tanks should stand with back against wall.
Tomb robber boss:
easy tank and spank. when she gets to 1% hp, she turns friendly, and the remaining mobs in the room will come (usually the 2 mobs from the back room, just be ready to kill them)she'll run to unlock the gate to last boss (she won't unlock it before all 3 rooms have been cleared) she will also unlock a chest! with lots of sentinel pieces in.
Last boss: behind locked gate
There's 2 boss mobs, in same pull. They got 2 different classes, and switch class every 30 seconds. They sometimes put a 400% extra dmg taken debuff on the tank, which can make some nasty crits for about 2-4k dmg.
they reset aggro everytime they switch, so it's a good idea to have at least 1 taunt ready to grab it.
Both boss mobs has to stay within about 5-10% health of each other. when 1 mob dies, the 2nd one goes crazy style and one shots someone. so make sure to keep them on pretty much the same % hp.
UPDATED:
mob Caster class: uses a disable aura, everything inside this can't use skills. recent experiments has taught me that melee's can actually attack it with melee attacks, is they stand at max range of melee abilities. + melee aoe can hit it too. which makes it easier to keep aggro from both bosses, if you're solo tank.
mob Melee class: basic melee mob nothing special, except it hits for for a lot of dmg if tank gets the dmg debuff. good idea for the tank to use skills that boost his block / parry and other ways to reduce dmg everytime he gets the debuff.
THE END