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Warhammer : Ironbreaker Tactics

Warhammer : Ironbreaker Tactics

Rising Anger : Each time you hit an enemy, you gain X Grudge. This effect will not trigger more than once per second. 

Long-Held Grudge : All of your damaging attacks will cause additional hate based on Grudge.

At 25 Grudges: Adds an additional X threat.

At 50 Grudges: Adds an additional X threat.

At 75 Grudges: Adds an additional X threat.

At 100 Grudges: Adds an additional X threat. 

Sweet Revenge : Increases your chance to critically hit by X% if you are above 50 Grudge. 

Seasoned Veteran : Whenever you block an attack you will take X% less X DAMAGE for X SECONDS. 

Seen It All Before : Snares last half duration against you and when you are critically hit by an enemy, the bonus X DAMAGE that you suffer is reduced by X%. 

Dwarven Riposte : Whenever you Parry you also build 30 Grudge. This effect will not trigger more than once every 3 seconds. 

Relentless Training : Grudging Blow and Heavy Blow will cost X fewer action points. 

Long Reach : Extends the reach of Shield Sweep and Rune-Etched Axe by an additional 10 feet. 

 

Ironbreaker Spec Tactics 

Furious Reprisal : Shield Of Reprisal will also increase the cooldown times of the enemy's abilities by an additional 5 seconds for the next X SECONDS. 

Oath of Vengeance : Vengeful Strike will now also buff your Oath Friend if within X FEET of you. Your Oath Friend and allies within X FEET of them will receive X Toughness for X SECONDS. 

Shield Mastery : Increases your chance to block attacks by X%, and you take X% less X DAMAGE from all attacks while you are holding a shield. 

Overprotective : Whenever your Oath Friend is attacked there is a 25% that you toss the assailant a glare so fierce they take X DAMAGE. 

Powered Etchings : Rune Etched Axe's cooldown is reduced to 10 seconds and will now Knockback other players and Knockdown monsters. 

Greataxe Mastery : When you are wielding a Greatweapon, your chance to parry is increased by X% and all X DAMAGE you deal is increased by X%. 

Avalanche : When you disrupt an enemy's spell, your run speed will be increased by X% for X SECONDS and you will recover X health. 

Punishing Knock : Inspiring Attack will also Knock Down your target for X SECONDS. 

Told Ya So!  Any time you critically hit an enemy, everyone in your group will gain X ACTIONPOINTS.

 

This effect will not trigger more than once every 3 seconds. 

 

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Warhammer:the great leveling guide

Warhammer:the great leveling guide

Below is the great leveling guide.If you have just started playing Warhammer,please reading up now.

 

Levels 1-10:

 

So starting off General leveling tips that works on all pops:

 

The basic idea to leveling up is to gain experience in a somewhat fast way to gain ranks and enjoy the endgame. Right? Well if your unlucky or perfer doing it solo it takes awhile and you seem to run into a few hard quests here and there. So how does on get around this? Well I've found it easiest to play the pairings in a circle. Questing from your starting area up to the second zone of tier 1 can get you somewhere in level of around... 5-10 not bad but it may still be a challenge to push forward by yourself, so what you would do is pop over to another pairing and start from the very begining to pick up all the extra chain quests. Then again work towards the second zone for tier 1. By the time you've done this you'll be closer to 10-15. You could at this point keep sticking in the same pairing or move to the last and start over, or move back and continue the old pairing.

 

Low pops:

 

For a low pop server the only real good way to go around gaining levels from my experience is to get hitched up in an aoe group and farm a good pq or two as your doing quests together, queing up for the hopeful scen.

 

High pops:

 

On a high pop server leveling is the easiest of all. The main concept is still questing (for someone who is new.) and que up for a scenario. If your new to the game or class I normally look for a 5-10 ranked member of your class while in a scen and follow them around and see how they play, just to get a feel for ideas. Now your going to be gaining experience much faster with quests to supplement extra exp so you might just skip jumping from pairing to pairing till closer to level 20.

 

 

Level 10-20:

 

General:

You'll still want to be queing up, make sure not to join at a keep or Battle Objective (BO or Obj) as you'll earn a free ride back to the warcamp.

 

Med pop:

 

This tier is where you'd want to get more involved with the RvE flipping on your server, look for fights with the other realm. If none are happening just stick around for the RvE flips.

 

High pop:

 

Hopefully your server will be fighting at every corner possible join in the fun (solo gains the best exp, grouping gives you the best fun).If they arn't join on the RvE train.

 

Level 20-30

 

General:

This tier has a few better pve options so on any server throwing in some aoe grinding isn't a bad idea, and as always queing for scens, and quest inbetween pops. You'll also start to become more of an assest on the server overall in this tier since you locking zones here can have the biggest benefits for t4 so try and work with them.

 

Med pop:

Mostly likely your server is going to try and Rve this tier for the ORvR, so jump on the Rve train if you see an enemy warband try to lure them to attack a keep and try and defend if not just keep going.

 

High pop:

On a high pop server this tier may still be closer to a med pops people trying to avoid fights for Rve, some you might get some amazing fights that offer exp.

 

 

Level 30-40:

 

General:

Congrats your now in the last tier! Heres were the fun begins. Right? In this tier you'll want to start looking for your epic quest chains, great exp and rewards. Aoe grinding because an even better choice, get 3-4 people together find a PQ with a hight spawn rate or that has lots of mobs and easily done for your group and farm in a few hours a day  while questing or what have you. You'll still want to que for those scens and quest inbetween.

 

Low - Med pops:

 Saddly I noticed for atleast me aoe grinding was the fastest to get from 30-40 took 6 days of grinding, while throwing in some RvE flipping of the lakes.

 

High pops:

On a high pop server it seems t4 has a bit more to do, if your server is better balanced join in the warbands and pushes you'll start leveling very quickly. However some high pop servers still have odd off hours so you may still get to play in the rvr lake, or head back to aoe grinding.

If you have more guides,just share with us.Thanks

 

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Warhammer : Archetype Tactics and Morale ( part 1)

Warhammer : Archetype Tactics and Morale ( part 1)

Welcome to Thepowerlevel .

 

Some info can be inaccurate due to game changes.

1.Tank Tactics 
Focused Offense
You deal X% more X DAMAGE, and all enemy monsters will hate you X% less than normal, but you

take X% more X DAMAGE any time you're hit. 

 

Weapon Mastery
Increases your Weapon Skill by +1 per level.
 
Sturdy Defender
The X DAMAGE dealt to you caused by Guarding an ally is reduced by 25%. 

 

Rugged
Increases Toughness by X.

 

Menace 
Enemy monsters will hate you X% more than normal on all attacks.
 
Unstoppable Juggernaut
Juggernaught's cooldown is reduced to 20 seconds.

 

Going For Broke
You deal 5% more X DAMAGE, but your Toughness and Armor are reduced. 

 

Cheap Kick

Any time an enemy parries your attacks, you will strike them for low X DAMAGE which they can not prevent. Requires a Greatweapon.
 
Shield Spikes
Each time you block an enemy's attack, low X DAMAGE is dealt back to them. 

 

2.Melee DPS Tactics 

Brute Force 
Increases your Strength by X. 

 

Weapon Expertise
Increases your Weapon Skill by +1 per level. 

 

Flanking 
All of your attacks deal X% more X DAMAGE when you strike an enemy from the sides or rear. 

 

Invigoration
You will regain a small portion of your hit points every 5 seconds while you are in-combat.
 
Pay No Mind
All of your attacks will cause your enemy to hate you 5% less than normal. This has no effect on enemy players.

 

Jagged Edge
Any time you critically hit an enemy they will begin to bleed, suffering additional X DAMAGE over X SECONDS.
 
Toughen Up!  Your Toughness and Armor are increased, but you deal 5% less X DAMAGE. 
Riposte

Each time you parry an enemy's attack, you will strike them back for X DAMAGE which they can not prevent.
 
Dirty Trick
Any time an enemy blocks your attacks, you will strike them for low X DAMAGE which they can not prevent. 

 

3.Ranged DPS Tactics - Bow 

 
Steady Aim
Increases your Ballistic Skill by X 

 

Swift Reflexes
Increases your Initiative by X per level. 

 

Expert Skirmisher
You deal X% more X DAMAGE when you are within 45 feet of your target, but X% less X DAMAGE when you are further than 45 feet away from them.
 
Quick Reload
You will regain X ACTIONPOINTS every second. 

 

Keep Your Distance
All of your attacks will cause your enemy to hate you 5% less than normal. This has no effect on enemy players. 

 

Thigh Shot
Any time you critically hit an enemy they will become snared, reducing their run speed by X% for X SECONDS. 

 

I'll Take You On!  You deal 5% more melee X DAMAGE, but 5% less ranged X DAMAGE.

 

Clever Recovery
If an enemy dodges any of your attacks, you will regain X ACTIONPOINTS.This effect will not trigger more than once every 3 seconds. 

 

Pierce Defenses : If an enemy blocks, dodges, or parries any of your attacks, their chances to block, dodge, and parry will be reduced by X% for X SECONDS. 

Ranged DPS Tactics - Magic 

 

Endless Knowledge
Increases your Intelligence by X. 

 

Swiftness
Increases your Initiative by +1 per level.
 
I Stand Alone
All of your attacks deal 5% more X DAMAGE if you have no other allies within 40 feet. 

 

Tap The Winds
You will regain 5 action points every second.
 
Sleight Of Hand
Enemy monsters will hate you X% less than normal. 

 

Devour Energy
Whenever one of your spells hits an enemy, you have a 25% chance to regain X ACTIONPOINTS. This effect can not occur more than once every X SECONDS. 

 

Close Quarters
Your magical attacks will deal X% more X DAMAGE if the target is within 45 feet, but X% less X DAMAGE if they are further away. 

 

Recover Power
Any time an enemy disrupts your attacks, you will regain 50 action points. 

 

Forceful Conduit
If an enemy blocks any of your attacks, their chances to block and disrupt will be reduced by 10% for 5 seconds. 

 

5.Healer Tactics 

Infinite Knowledge

Increases your Intelligence by +1 per level. 

 

Divine Fury
You deal X% more X DAMAGE, but all of your healing becomes X% less effective. 

 

Infusion Of Power
You will regain 5 action points every second. 

 

Subtlety
All of your heals will cause enemy monsters to hate you 25% less than normal. 

 

Restorative Burst
Any time one of your direct healing effects critically heals an ally, you will regain X ACTIONPOINTS

over X SECONDS. 

 

Aggressive Focus
You deal 5% more X DAMAGE, but all of your heals are 5% less effective. 

 

Reabsorption
Any time an enemy disrupts your attacks, you will regain 50 action points. 

 

Discipline
Increases your Willpower by X. 

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Warhammer : Q+A Section on guild

Warhammer : Q+A Section on guild

1.Do you get to wear the Guild cloak at rank 9 or is it Rank 21?
A: we were able to too at 9

 

2.Can a rank 6 Guild capture a Keep with its Standard bearers and/or Guild Leader. Or do they need to be rank 11 ?
A:not until 11

 

3.Can a Guild leader carry and use a Standard ?
A:Yes GL can do all a standard bearer can do

 

4. A question arises. Guilds with more members are advantageous in gaining ranks, because it doesn't look to the average of player accumulated results, but rather looks to the cumulative contribution from all members. Am I correct? So that would mean zerg guilds will gain guild ranks much quicker?

A: Guilds with more members will level quicker than less members, but it is based on numbers online.

10 person guild - 100 person guild - 200 person guild

5/10 online will earn less than 10/10 online

10/10 online will earn more than 10/100 online

50/100 will earn more than 50/200

 

5. Can you have more than one guild Leader? For instance in DAoC, you could have multiple Rank 0 GMs.
A: no, not at this time

 

6. How to gain Guild trophies . Not sure what you have to do though maybe kill cretain bosses ?
A:Mentioned Future benefits of capturing Standards (subject to change of course)

Guild rewards are supposed to be based on capturing enemy Standards

Players are supposed to get renown for capturing a enemy Standard

Your supposed to be able to unlock special Tome entries and rewards for capturing Standards
Your supposed to be able to gain 'Banner Scraps' from capturing Standards which you can use to aquire special items

Trophies to display the guild's exploits and standard captures

 

7. If the guild dropped below the minimum number of people needed to form it in the first place the guild was automatically disbanded. Does anyone know if this is the case with War?

A:No you can have one person in the guild. that being the guild leader.

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Warhammer : some Tactics

Warhammer : some Tactics

Welcome to Thepowerlevel .hope you like the following guide on Warhammer .

 

Dark Blessings

 

Useful when you have a healer although it's not the most effective tactic you can usually slot. 10% healing received is such a small bonus to take up a tactic slot you will most likely abandon this in a few ranks as soon as you get Devour Energy. Unless you are getting spam healed every few seconds it's probably not worth slotting.

Suggestion to Mythic: Increase this to 15% as 10% is simply to meager of an effect and it'll be thrown out compared to any other tactic. I do know that it's a racial tactic for the Dark Elves and would like to see a racial tactic have more use. I know that racially the Dwarves are more resistant to stuns with a tactic - why can't Dark Elves simply be noticed for the extra heals they can scrape up?

Devour Energy

 

Extremely useful in any PvE group environment. Often useful in RvR as well if you find yourself running out of action points at any time. Combine it with Recover Energy and Reckless Gathering to become a human (er dark elven) action point recovery machine. A key ability to sustained damage.

Grasping Darkness

 

Makes you a debuff machine. Drops an opponents damage by a considerable amount of whomever you hit with Doombolt or Chillwind not to mention makes it drain ever so slightly the AP of someone every time one of those spells land. Useful if you spam Chillwind around and useful if you Doombolt nuke a target - probably an RvR only tactic unless you really need to reduce the mobs damage.

Endless Knowledge

 

A pretty good boost to damage and anti-disrupt mitigation. Always the perfect tactic to equip when you need filler. In fact, I would only leave it out of very specialized builds. If and when we determine what the soft cap is for Intelligence then I imagine this tactic will become less useful as you fill out with gear letting you free up a tactic slot.

Infernal Gift

 

This is why you will be wanted for groups. Notice it doesn't effect yourself but you will probably still be dishing out more damage then them anyway if your healer loves you enough.

Bathing in Blood

 

Hardly even useful for PvE. It's useful somewhat while AoE'ing if you are in danger of dying and begin killing off targets - but if you are that in danger of death it's likely a single tick of Bathing in Blood wouldn't save you. There are a lot of reports of it getting bugged while killing multiple mobs at once as well.

Sleight of Hand

 

If you pull aggro then use this. If you never do then don't. It's that simple. I'm sure tanks would want you to use it however, so keep that in mind. Obviously has no effect in RvR unless you pull aggro against Keep Lords or Heroes guarding the objectives.

Empowered Dhar

 

If you dump Dark Magic often with Dhar Wind and are in sustained fights then use this. Generally this will only happen without a healer in RvR. I would see it as counter intuitive that a healer couldn't give you a hot or two in PvE (unless he can't keep the tank alive).

Close Quarters

 

A miracle bonus for when you can fight close up. Think PvE where you don't worry so much about being close - unless it has some crazy AoE in which the Melee DPS get to suffer from. It is possible to use this in RvR but from experience it'll earn you a faster death. It excels at "dueling" a Melee DPS and any solo conflict with one will be considerably easier.

Manic Obsession

 

If Obsessive Focus was more worth it then this tactic would be pretty neat allowing you to keep one up indefinitely. This however is not quite the case. A 10% boost in damage using 1.5 seconds of every 20 seconds is hardly worth it. Instead I'd just slot Endless Knowledge and notice the effect without having to constantly use it.

Triumphant Blasting

 

It's amazing. Not as amazing as you probably think, but it is amazing. Knocking people around is great. You probably know by now that you crit a lot at high Dark Magic and therefore you will knockback a lot. Great with cone AoEs and Surging Pain to try and get someone off of you as well as pushing back the enemy with Pit of Shades.

Hastened Fear

 

If you find you need Grip of Fear and Dread Aspect quicker then utilize this. I never felt I needed either as often as the cooldowns permit since I simply got used to the idea of preventing the instances in which I needed them most often.

Glorious Carnage

 

Another on crit ability for the crit class. I never actually tested this as I was too hooked on other builds and to be honest I forgot about it. I'm not sure how much 200 points of Morale is but I can gather that is a fairly large bonus. Combined with a high Dark Magic setup you will likely do quite well with this active allowing you to reach Morale 3 and 4 much easier.

Umbral Fury

 

Triples the damage from Frozen Touch for your entire group. Pretty interesting really and especially useful on a career that hits in rapid succession . Remember Frozen Touch only applies to being hit with an attack and does not occur within ticks of a skill so keep that in mind. Very powerful tactic in groups and I can only imagine what it can do in tandem with Tapping the Dark.

 

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Warhammer : simple Guild Guide

Warhammer : simple Guild Guide

To form a guild on Warhammer you will need to meet the following requirements.

Be the leader of a full party of six .

No party member may already belong to a guild.

Be able to pay the guild creation cost of 50 silver.

There are 3 types of XP in the game.

 

-First is usual xp gained from quest and killing monsters and killing players (yes you get xp from PvP)

-2nd is Influence xp is gained from doing public quest

-3rd is renown xp is from PvP and RvR quests

 

The guild has a XP bar. To get xp for the guild do RvR (gaining renown xp) 100% xp gained from this is applied to the guild.

 

To advance to Rank 2 guild you will need 50000 guild xp

To advance to Rank 3 guild you will need 150000 guild xp

 

I am sorry I can not tell you how much xp it takes to reach other levels because I do not know.

 

Also in the rewards section. You can enable guild titles , Also you can set guild titles.

 

Now for the Guild rewards . Please note it looks like this is still a work in for mythic. It looks like you can gain Guild trophies .

 

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Warhammer : Talisman Tier Guide

Warhammer : Talisman Tier Guide

Guys , Hope these tips can give you some help on Warhammer .

Value:

Mythic uses a very simple staircase formula for all their Talisman making components, +1 value for each step up all the way to the top.

 

This is the left column on my chart, starting with the value 0 vendor "Fragile" fragments, and ending at the bottom with value 36, skill 200 purple items. Here is the entire value breakdown by component.

Essence: (1.1.0d changes)

 

There are nine essences, one for each skill requirement from 1 to 200. They are all blue in color, but are no longer worth what the chart would suggest.

 

Mythic reduced all essence values by one, but neglected to change their text color to green in order to match this. So the first essence now values 2, and the last values 34.

Gold Dust: (1.1.0d changes)

 

These are white or green, so there are 18 different value gold dusts.

 

Mythic increased all gold dust values by one, but neglected to change their text colors to green & blue in order to match this. So the first set of gold dusts now value 2 & 3, and the last value 34 & 35.

 

Curios:

Every color, there are 40 different value curios from 1 to 40. At skill 200 there are two sets of curios, and the higher value set is specifically labeled on my chart with names and values.

 

Fragments:

 

Massively complicated compared to the others, there are nearly 800 different fragments. The "Fragile" fragments sold by vendors are value 0, they will yield a +1 stat for 30 minutes talisman.

 

These are for 'power-skilling' to 25, NOT for selling. There are standard fragments that follow the color chart, value 1 through 36, and there are upgrade fragments worth one extra, value 2 through 37.

 

These upgrade fragments are obtained by salvaging criticals only, and are noted by a changed suffix. The suffix list is on the right side of my chart.

Talisman Tiers:

The second column shows the required value necessary for a skill 200 Talisman Maker to achieve each tier of talisman. Simply add the four component values together and the total tells what tier you will make.

 

Most commonly, you will be going for 104 value for a +9 white, 120 value for a +13 green or +16 blue, or 144 value for a +20 purple.

 

Skill Level Vs. Required Value:

For talisman makers still skilling up, the required value chart will be too high. There are five brackets, 1-49, 50-99, 100-149, 150-199, and 200.

 

At 200 the chart stands, but for every bracket lower you must add 1 value to succeed, +1 at 150-199, +2 at 100-149, +3 at 50-99, and +4 at 1-49.

 

So a beginner with 1-49 skill, trying to make a tier 3 talisman, would need 28 value to succeed, whereas an artisan 200 skill talisman maker would need 24.

 

Artisan's Gift:

In each RvR lake there is a flag labeled Artisan's Gift that adds 10 to all your skill levels.

 

If you breach a skill bracket you will in fact gain the +1 value from skill, so a 45+10 skill talisman maker will need +3 on the chart to make tiers, instead of +4. That crafter will also be able to use skill 50 components.

 

Tier Bumping Example:

Salvage a rank 16 purple and crit "even better" for a skill 75 purple fragment; you want the best talisman possible from that lucky catch!

 

It's value is 17, so add a 200 essence for 34 value, a 200 green curio for 34 value, and a 200 green gold dust for 35 value. 17+34+34+35 = 120

 

Anything else you want to know is probably on Thepowerlevel ,so good luck and enjoy .

 

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Warhammer :little guide on Cultivating

Warhammer :little guide on Cultivating

Welcome to Thepowerlevel . hope you will enjoy Warhammer a whole lot better .

Seeds and spores can be obtained as loot from monsters, as rewards from quests, and bought or traded from other players. Pots and soil can be purchased from merchants.

 

you've got your items and are ready to do some cultivating! What you need to do is this;

 

1. Place your seeds or spores inside your pot.

 

2.  Water your little pot and carry that thing around with you a little while. Things take time to grow man .

3. To make your plant healthy you can add nutrients or other things you want to try. Always wondered what to do with that spectral essence? Well add it to your soil and find out!

4. Your plant is done growing, time to find out what you got!

 

When you harvest you will either get a new type of seed , or an ingredient that you can use with the apothecary skill.

 

When all is said and done the now empty pot will go into your backpack to be used again.

 

Hope you learned something from this guide, thanks for reading...

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