
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 online: Dragonwake West Keep Exploit
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.
Tips to Make Gold in Warhammer
Having problems in Warhammer with money because you haven't good ways to making money? I will write here the best 5 tips to make warhammer gold I could think of.I think it's very good to have them all in one place.Read up,I hope my tips will be useful in helping anyone make warhammer gold .
1. When farming cheap warhammer gold, try and stay focused. Mobs in WAR die pretty fast, if you waste time chatting your results will end up being very poor;
2. Find the right spot. There are a lot of enemy NPC's in the RvR zones, but those are too scattered to make any use of them, instead look into the normal PvE areas for camps, especially around Public Quest sites. Your mobs should be in tight clusters so you can kill as many as you can;
3. Find the right mobs. The two major types of mobs you can find are either humanoids or beasts, you will want the humanoid ones as they are the only ones that drop real cash along with other items you can sell;
4. Keep the right drops. If you find a spot that gives a lot of seeds and dyes you should use that. Dyes are very popular in WAR as well as seeds. With the herbs you grow from seeds you can make potions, so seeds will always be needed. Never sell seeds to a NPC merchant, just gather as many as you can and sell them at the Auction House;
5. Choose the right tradeskill. You should pick the Scavenging gathering skill and use it on any and all humanoids you kill, even enemy players in scenarios or open RvR. It can add some nice gold over the amount you farm.
In addition,we have lots of gold on Warhammer. Now, don't hesitate, Buy Warhammer Gold at the lowest price with fast delivery here,and buy Warhammer power leveling to get a higher level for your character in short time.
Warhammer online strategy to level 21+ solo, influence + gunbad
Mythic changed the XP function for level 21-31 last week. Players can take advantage of this by going to Gunbad. When you zone in, choose the left path over the bridge toward a couple champion goblin squiq herders and their 5 non-champ pet squiqs. These non-champ squiqs are level 25. I was able to kill them at level 21 as a witch elf, depending on your class type, your milage may vary. They were worth 1680 xp each at level 210, by level 25 they were down to 750 exp each, but still worth 5 times as much as normal mobs. (which they are). So, first go across the bridge, kill all 10 of the squiqs, if you are level 21, killing 10 will result in 16,800 xp to kill 10 mobs... seeing as most quests for this level only give out around 2500-3000 xp, this is insane xp. Once you kill those 10, they will need to be given some time to respawn. Move further into the cave and hug the right wall... now, I am not sure how tough this will be for non-stealth classes. This tip may end here for non stealthers.... anyway if you get past, you can get to another non-champ squiq area that is even better.... because it is inside a PQ that gives Gunbad influence. The first stage of this PQ is to kill 18 squiqs. If you are solo, you are getting the mad XP for each kill, plus you get 600 influence per squiq kill. If you repeat this stage 1 of this PQ, 8 times you will be max faction for Gunbad. To get the most out of my time, I would queue up for scenarios right outside the Gunbad entrance, zone in, kill the first 10 squiqs for XP, if the scenario pops I take it. if not then I moved into the next area for XP and INF.
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