River Drakes (map link) - Relatively close to the destruction war camp. Also good if you have Butchering as a craft skill.Bandit Scouts (map link) - You can use the underground building to try and minimize the chance of getting jumped on by a Witch Hunter.Skeletons (map link) - Off the beaten track and is sometimes not as busy as the other spots. The Skeletons spawn just by the covered entrance.Also...Champions of Sebok (map link) - Good spot for single target DPS, you need to watch out for the AoE damage from the champion as it can hurt a lot...Words of WarningWith rested experience you can probably churn out a level an hour but this means your renown rank will not keep pace with your level which could mean you spending a lot of time in tier 4 just playing catch up.If it is your first character I would not recommend this, as you miss out on all the excellent content in the other zones. As well as excellent Land of the Dead public quests which are a blast.Don't forget this game is about War and hitting other player's in the face!
Wednesday, 31 March 2010
Tuesday, 30 March 2010
Friday, 26 March 2010
Wednesday, 24 March 2010
This was meant to be my 100th post, but the hint of any sort of War expansion trumped it. I never thought I would make it this far as my usual attention is like my choppa’s life span charging into a war band in open RvR(very short lived). For this post I thought I would look back and try and pick out my favourite posts. These are not the ones with the most hits or comments, just the posts were I liked the ideas. To my surprise I was spoilt for choice and had cut the list short.
Around patch 1.3.2 the cries for a third faction were very loud. They seem to have subsided now as the player base may have accepted the way Mythic are heading with fixing the core game and incremental fixers to RvR.
These numbers are available and I still think graphs showing the number of keeps and objectives taken, tinted with guild information could help realm pride.
Order numbers are still high on our server and king captures are relegated to early morning raids. Together with a large amount of the player base trying to get crests through scenarios means open RvR is up and down at them moment.
Defence sabotage stage for keeps
The changes for keeps have made the fighting in keeps a little more dynamic, but when greater numbers are involved keeps start to become little more than speed bumps. I have seen a varied amount of tactics involved defending against greater numbers from morale building tactic and meeting them in the open. Defending from the top and hoping just to gain renown to forming a tank wall at the door. Mythic have a great base and could add a lot to keeps to improve them without investing too much and by just including mechanics which are already in the game such as public quests and siege weapons.
I still to this day like playing in tier 2. Any time I get jaded with the masses or pre-made groups. I can just pop to tier 2 were levels fly by and open RvR becomes more manageable. This was also one of the earlier posts.
Friday, 19 March 2010
Thursday, 18 March 2010
But when there has been an alliance war band running, it has been epic. Renown and experience flows and the fighting has been excellent. A good few times with have sat at a battle objective of ¾ of a war band holding out for the final few seconds trying to keep a horde of order at bay and prevented a zone lock. Those times are truly precious.
We have also tried the tactic of defending a keep by build up morale 4’s against the siege pads. Then when the horde of order turns up at the gate we immediately run out and push them back. A few nights ago it looked like an almost certain zone lock when instead of defending 2 keeps we stayed at the north keep in Chaos Wastes and used the above tactic. We managed to push and wipe them 3 times before they completely gave up.
Saturday, 13 March 2010
Wednesday, 10 March 2010
Monday, 1 March 2010
The stars aligned which meant I actually got to play War at the weekend (wife went out), could this be fate or coincidence that patch 1.3.4 hit the servers only the day before. Scission my chosen alter ego slapped me across the face with a gore soaked metal gauntlet and shouted ‘Thank the changer!’ I was just a glad to have an evening sitting in my pants in a pre made scenario group.
I got to play in a range of teams from the standard PUG to alliance and guild groups. My focus was to play in an organized group and not just get gear for my main character. So I swapped between a choppa, chosen and shaman alts to best support the group makeup as we lost and gained members. This also meant I got to play Ironclad the latest new scenario in War from varied points of views.
First off I had a complete blast, the close quarter fighting and 6 man groups meant you played a much greater role in the success or failure of the instance. The extra shinnies on offer meant the scenarios popped all night long.
The scenario is intense, if I had to sum it up in one sentence it would be like trying to sleep in a dustbin while a black orc constantly kicked and rattled the metal bin.
Only a few of the matches went completely for or against, though we never got spawn point camped. Most of the matches seemed even with lots and lots of fighting. The better groups where able to mix up taking the flags and keeping an organized group who stay together the run around.
When I played my healer it was constant AoE heal spamming. Then until I learnt to hide and keep mobile, I spent match after match with at least two people trying to pound me into the ground. So my roots and snares were used in full force. Once I got the hang of it, it was a case of either sticking with the tank hidden just around the corner or playing hide and seek with the melee DPS. It is a small boat but there is a lot hiding places and corridors to run round in.
My chosen loved this scenario, as it was almost impossible to take him down and he died once in about 5 matches. The close proximity of a healer and the ability to get out of sight of any ranged DPS couple together with limited numbers meant he could almost saunter around the boat checking out the hors d'oeuvres and winking at the witch elves.
Lastly with the choppa, again it was excellent but a little squishy at times. The AoE was excellent after you had played hide and clobber with the opposing healer and the witch hunters had little or no area to sneak around you. A quick AoE attack usually brought them out of hiding as they crept up on your healer.
I really enjoyed the 6 man scenario and had a lot of good balanced fights.
We also played a few of the other scenarios as well, and ‘came a cropper’ in Reikland Factory which may end up being the new