
The barrier that that separates Gorak and The Worldbearer can be bypassed without fighting Gorak. It is just possible to jump to the rock on to the left of the barrier on the waterfall, and then jump up onto the stairs. It is a difficult jump, but if just one healer makes it, the rest of the party can be ressed up from the top ledge after pulling and wiping to some mobs.
Warhammer online trick: Lost Vale - Skip Gorak
Scenarios are better than Orvr
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Yesterday I decided to only do scenarios, and skip Orvr. It was a refreshing change from the join a warband, listen on vent, follow the zerg which is how most of my time lately has been. It becomes very boring, and the scenarios were fun even if we were being slaughtered.
I queued up solo, and kept to myself the whole day. I found myself having alot more fun. I died alot, but it didn't matter. There is something about the small scale rvr which is more challenging, and fun.
In scenarios you feel like you know who you are fighting. You are actually able to use all of your spells, and strategize a little. Orvr is just 24 people aoeing until one side wins, and on Dark Crag it is usually always about 100 vs 100.
The renown is so much better in scenarios too. I don't have to split it 100 ways which most of the time means 1 renown per kill where in scenarios I was averaging about 3.5k renown per scenario. Orvr has bonuses for locking zones, but you factor in the time spent in a zone it isn't worth it really compared to what you can earn in a scenario.
I just wish I could do scenarios all the time with a small premade. It just seems like no one is interested in doing it. At least Reikland Factory is coming up again to collect resources to see who gets Land of the Dead content first so that should be a week or so of fun.
Warhammer Online - Age of Reckoning Review
Mythic Entertainment is ready with their new MMORPG. They are the people behind Dark Age of Camelot, a game that became known for its PVP, Player vs Player where all the players are involved in a war between the 3 breeds. This concept, known as Realm vs. Realm, matched by hand in glove with Warhammer Table Top game, in which different races were in constant war with each other. So when Games Workshop decided to make an MMORPG based on the popular game series, it was obvious to choose Mythic Entertainment to create it. They have now done it, and Realm vs.. Realm (RVR) is an important part of Warhammer Online. "War is everywhere" promise Mythic in their advertisements, and after spending months in a small game, then I give them quite right. When you Logr into a WAR (Warhammer Age of Reckoning) server, you can not avoid being mixed up in the war between Order and Destruction.
When you start the game there are 6 races to choose from. 3 on either side of the conflict. Dwarfs and Greenskins fighting on one front, the High Elves and Dark Elves are fighting for control of their homeland and people trying to stop an invasion from Chaos. So there are 3 ways you can fight on, and what you start at is determined by what race you choose to play. Each race has its own professions, such as the Dwarf Iron Breaker or Chaos' magus. They are very different, although they essentially can be divided into some basic types that are known from this type of game. When you have chosen your character and found a look that fits, you are ready to explore this new world.
Quests are there of course plenty of and you must really make efforts to run out of them. It is normal practice for this type of game and works very well in WAR. Individual quests are easily the stereotypical kind, to find people / things, or beat monsters to death, but there has been much work in history and it makes them actually quite entertaining. You can sense that Mythic has been aware of this and they vary them quite well with small surprises in the pipeline. The first 10 levels used in the same starting area, but as soon as you reach the first warcamp, the game opens up for the other races areas and this works really great, because there is nothing preventing you from completing quests in all three areas.
Public Quest
Besides the usual quests, Mythic has invented something they call the Public Quest. It is a welcome innovation to the genre. The story of the game is driven by the Public Quest (PQs). When you run around and solve quests, you will encounter areas where a PQ going on. They often consist of 3 or more phases, which all have in common that they can not be completed alone, but require more people working together. Once they encounter such a quests, you can begin to complete it. You don't need not be in a group with other people who also are engaged in this quest, but it can often be an advantage. When a PQ is completed, ie all phases are solved, all those who contributed to finnish it is ranked according to how much they contributed. The one ranked highest gets the best rewards. It is a brilliant way to meet new people, and as one of the main purposes of an online game is to play with others, then PQs is a rather genious feature. Beyond the rewards you can win by completing a PQ you earn influence, which can be used to redeem rewards from certain people, so even if you do not just win something, then your time spent in a PQ is far from lost .
Realm vs. Realm
As I said, war is an important part of Warhammer online. Fairly quickly after starting a character, you are introduced to the PVP aspect of the game. It can be roughly divided into two: Scenarios and Open RVR. Scenarios are the first players familiarize themselves with. You sign up for a scenario, and when there are enough players on both sides to start it up, it started. Then you get send to the area and must fight to complete the objectives before the enemy or before time expires (after 15 minutes). There are scenarios where you must fight for control points, scenarios where you have to steal your opponent's flag and make sure that your own flag is not stolen, and many others. There is good variety of scenarios. The good thing about these scenarios is that it is the side which works together as a team who usually wins. It is not just a question of being run around and turn the opponent to death, although the course is always a good thing. It is a matter of working together to solve the task, and there are no classes that can handle it themselves. Cooperation is the key to success. It is quite clever that you always can join a scenario, and once it is over is simply sent back to where you were when it began. This makes it easy and quick to get involved in PVP.
Open RVR encounters also quite fast on. Once you find the first Warcamp you are at the batlefront, and once you move into the war zone you are doing RVR. There are bases and carstles, which you should fight for. It takes place in battle against other players, and just as in the scenarios, there is collaboration the way forward. It is extremely entertaining, and I amused myself with the cost of this aspect of the game, although I usually do not PVP. But the mythic concept of PVP is brilliant way to avoid 'ganking' So that people with low level becomes' ganket 'of people with much higher level. Mainly because it is based on cooperation, one on one battles are rare, but also because the battle zones are divided into 4 tiers (layers) and do you travle into a field which is too low for yourlevel, you become transformed into a chicken and can not contribute to victory in the area. You have to seek opponents at your own level. While it is nice to PVP is restricted to certain areas and it is completely free for the player to decide when he want to PVP. Are we not in the mood for it, then just hold off the PVP areas.
Tome of Knowledge
Another new thing that Mythic like to make the player aware of is Tome of Knowledge. It is a book where all one's holdings are listed. It's actually not so much an innovation as the same concept can be found in Lord of the Rings Online, but Mythic has extended it much and there is plenty of information in this book, which is helping to make this virtual world more credible. The first time you encounter a monster, NPC, or other you will find writing about it in the Tome of Knowledge, providing background knowledge. Games Workshop has released plenty of material for the Warhammer universe, and the Tome of Knowledge is a fine way to bring all this information into the game.
Conclusion
I could have written much more, because there are plenty of things to explore in this game. But I hope I listed the main thing that makes Warhammer: Age of Reckoning the future star on the MMORPG heaven. PVE (Player vs. Environment) part is quality work that uses the familiar formula of quest after quest. This is all just made eaven better with the Public Quest, and a rich background story well anchored in the (few) well-known Warhammer world. PVP (Player vs. Player) component are simply not better in any MMORPG. Even people that not normally bother with PVP will be drawn into the war between Order and Destruction, and my bid is that even the most determined opponent of PVP could be persuaded to PVP in Warhammer online. Still there is plenty to do in WAR even without PVP. A notification of a MMORPG is always a snapshot, since they are constantly under development. The image of WAR is a very good image right now, and if Mythic Entertainment continues in the same track, then it may be a success. It has at least deserved it!
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Warhammer online: Dragonwake West Keep Exploit

At the North Objective in Dragonwake you will see a ramp up to the keep. Once you get to the top, put yourself where you wont be going to the right or left any. Hit auto run and then use alt tab to tab out of the game.
Now use alt tab to get back into the game. Hit spacebar the instant you get back into the game and spam it for about 20 seconds. If you did it correctly, you will have lagged into the keep near the postern door.
Warhammer Witch Elf Tier One Scenario Guide
Pay attention to here,warhammer latest news: Warhammer Witch Elf Tier One Scenario Guide is here. Read it now!
MMORPG.com Warhammer Online Correspondent Andrew Bobb writes this Warhammer Witch Elf Tier One Scenario Guide to getting the most out of your Warhammer Witch Elf in Tier One scenarios.
The Witch Elves are the primary melee damage dealers of the Dark Elf race. They dual wield daggers and combine status effects, damage over time, and rapid high damage attacks to quickly subdue their foes. This culminates in the release of built up Bloodlust through a Frenzy attack for big damage. A Witch Elf is an assassin, so do not engage in prolonged fights.
In RvR, Witch Elves provide a lethal boost to the main attacking force, but are even more effective as flankers harassing the enemy's ranged support. You can do this solo or with one or two additional players for support, depending on the number of players in the scenario. If too many players are missing from the main force, this will have the twofold effect of weakening their combat effectiveness and giving your tactic away to the enemy. If taking support, a healer or another damage dealer are ideal choices.
You can queue for RvR scenarios from level 1, but with only Throwing Dagger, Slice, and Flee available, your effectiveness will be limited. You will receive a temporary hit point boost for balance, but will still be lacking in additional abilities. Should you still desire to fight at level 1, hit and run tactics will be your best contribution to the team. Flank the enemy, hit the ranged support units, and then get away.
Open the attack with Throwing Dagger while closing on your prey. If you hit them from behind, this has a snare effect, preventing your target from running away. Follow with repeated use of Slice when you reach melee range. If you attract the attention of more than one target, activate Flee and get away. If they give chase, you will have pulled valuable combatants away from the opponent?s main force.
This guerrilla approach to playing the Warhammer Witch Elf will continue to prove useful as you go up in level. By level 4, you will have a Frenzy ability to release your Bloodlust (Puncture), a stacking damage over time ability (Envenomed Blade), and a damage booster with a chance to cause a debuff (Kiss of Agony). At this point the Witch Elf can really bring the pain. Additionally, this is a good point to begin playing as a front line attacker if this is the way you prefer to play.
At level 5 the art of assassination is revealed. The Agonizing Wound ability is your back stab skill, a damaging attack which ignores armor when used from behind. When flanking, this will be your new opener until level 10. If your target does you the service of trying to run away, keep hitting them from behind with Agonizing Wound for a really quick finish. Chasing scared Shadow Warriors around the backfield while the tanks are busy elsewhere is pure ecstasy for a Druchii.
Having spent the last five levels sating your lust for murder, you have reached level 10. All that sneaky backfield treachery is about to reach new heights of awesome. With level 10 you gain Shadow Prowler and Vehement Blades. Shadow Prowler is an invisibility skill that slowly drains Action Points while you are invisible. Vehement Blades is an opening attack from the invisible state that builds 2 Bloodlust, causes your opponent to take damage when they use melee abilities, and makes all your abilities cost half as much for a short time.
You now have ultimate access to your opponent?s backfield, and all the soft targets that tend to stay there. However, due to the AP drain of Shadow Prowler, it is best to wait until you are almost there to use it, or keep AP restoration potions handy. You do not want to run out of AP behind enemy lines. That said, open with Vehement Blades out of Shadow Prowler, stack Envenomed Blade three times, and then release your Bloodlust with Puncture for a big damage assault with lingering effects.
By level 10 you will also have unlocked a second Frenzy with a debuff (Heart Render Toxin), a skill to use your back stab from any direction for a short time (Feinted Positioning), a detaunt to weaken attacks from non-targeted opponents (Enchanting Beauty), a morale skill that deals massive damage (Sever Nerve), and a second damage booster with debuff (Kiss of Death). This provides a variety of tactical options for dealing with different situations. You should now set two skill bars: one for your backfield guerrilla tactics, and the other for front line combat. Your backfield skill set should focus on pouring on the damage with Kiss of Agony and Puncture being you damage boost and Frenzy choices. The skills to use on the front line should focus on debuffs which support the whole team effort. Kiss of Death and Heart Render Toxin are more useful here.
While pursuing front line combat, use potions to enhance your armor and provide health regeneration. This will help to counter the vulnerability of your light armor and reduce the demand on your healers. Enchanting Beauty will bolster your defenses further by ensuring most combatants in the fray are only hitting you for half damage. Don't forget about Feinted Positioning and Agonizing Wound either. Ignoring the heavy armor of an enemy tank will bypass their greatest asset.
With basic combat tactics covered, it is time to bring strategy to the battlefield. The 3 RvR scenarios for Tier 1 are Khaine's Embrace, Gates of Ekrund, and Nordenwatch. All three are capture and control missions, which focus on gaining and maintaining control of focal points on the battlefield. The focal points are illuminated with a bright circle of light and have flags at the center. The focal points glow blue for Order control, red for Destruction control, and Green for neutral.
Gates of Ekrund and Nordenwatch both feature hree control points; one close to either spawn point and a third centrally located. At the Gates of Ekrund, they are situated in a straight line. At Nordenwatch, the control points form a V shape. Gaining control of the neutral points simply requires standing near them until the progress bar fills. Order controlled points take twice as long to claim as they must first be reverted to neutral status. The more players standing near the point, the faster control is gained.
Khaine's Embrace is unique, as it features two control points rather than three. The mechanic of this scenario requires right clicking the control point flag to begin a five second action to claim the point. Once both points are claimed by one side, a countdown begins. After lock down, a battle horn sounds and massive explosions occur, killing anybody near the control points and the Altar of Khaine. The control points then reset to neutral.
The battle generally begins with each team claiming a point them fighting over the third, or trying to take the other side's point in the case of Khaine's Embrace. This generally results in a massive stalemate somewhere in the middle. So, WOW Witch Elves, it is time to put your espionage skills to use and take control of the field. Take one of the side paths and hide, or Shadow Prowl at level 10, close to the Order side control point and wait for the enemy to abandon it for further conquest. When they leave, slip in for a quick and uncontested claim. After a satisfyingly wicked laugh, go attack from behind.
These tactics should serve you well as you work your way through Tier 1 RvR. This will also provide a solid tactical foundation as you progress to Tier 2. However, these methods are not the only options available to you. One of WAR's best features is the balance of the RvR system. Experiment with your skills; maybe you will discover tactics that are even more effective for your play style. Go forth and slaughter, beautiful Daughters of Khaine.

