
At grimbeard station in chp 12 greenskin you can get on the train tracks and walk to the edge at an angle where you are kind of floating in space. you can grind the mobs patting below you, they cant path to you, and you can loot them when you kill them. Good greens so far.
As a sorceress this is easy, but i cant aoe them, the ones not directly targeted reset before they die. Be mindful of dwarves gaurding the stairs though, sometimes they can path to the top of the tracks where you are. I ground to elite chp 12 influence like this.
Thought i would add the best place for this is at the middle of the track in the station, on the north side of the track. There are 3 spawns and two pats that make for consistent grinding.
- Hands on DPS makes for great close contact battle
- Mutations allow for amazing damage and variety of playstyle
- Fast and harsh damage plows through enemies at a high pace
- Medium armor means weaker defenses
- High damage makes this class a primary target on the battlefield
- Mutations take some knowledge of class to be properly effective
WAR Exploit: loot and kill without getting hit
How Scenario XP/RP Really Works & What You Need To Know To Farm It
I'm going to keep this short and simple, as there is a lot of misconceptions about how these two values are calculated. I gathered this data through testing and playing over 250 scenarios and accumulating around 11,000 RvR kills on a Runepriest! For the classes I list, assume the true is the same for the Destruction equivs. I am a Runepriest, so I will post some of my general farming tips and strategies for that class.
I've joined a match with only 7 minutes left to go, only to have 1,500 more Renown then anyone else in the entire match. I've joined matches late and earned the most RP/XP out of everyone in the scenario. Farming XP/RP is pretty straight forward, there is no complex math involved or crazy weird mechanics for calculating it. After reading this, you should be able to go out there and maximize your farmtr0n.
Experience Breakdown:
Experience (XP) is gained through kills and kills only. You do not gain XP for doing objectives, healing people, or damaging them. You gain much more XP for getting the killing blow, and even more XP if you get a solo kill.
To get a 'kill', you either need to be near the person when someone in your Team kills them, OR, you kill them, OR, you need to 'tag' them for death, aka, do any amount of damage to them atleast once. When they die, even if it's 10 minutes later, you will be credited for the kill. If you're a Runepriest, it's important to lay some of your crappy dots, or AoE dot, on enemies, just to 'tag' them for kills. By doing this as an RP, you can easily tie the lead for kills on your team, despite not really doing anything to anyone.
XP is ratio'd to your level. The higher level you are, the more XP you'll get out of the final XP pool for your team (more on this later). So if you find yourself 'doing' better then other players in your scenario but getting less XP, it's probably because they were 1) higher level then you, or 2) in a better team then you which earned more pool XP.
You also gain a Win XP bonus at the end. Currently a Tier 3 Win gives me 8,500 XP. I do not know the rates for the other Tiers.
Renown Breakdown:
Renown (RP) is gained by getting kills, killing people, and solo-killing people. You also gain it through healing people other then yourself. The general forumula for Renown from heals is the amount you healed the player for divided by 100 (rounded down). So if you heal someone for 370, you will get a +3 RP update. So if you are a Runepriest, having HoT's all over the place is pretty important for farming Renown. If someone falls into the lava, thank whoever knocked them there, and then spend all your AP healing them with Grungi's Gift untill they die. You'll get quite the RP for it, I promise
Much like XP, Renown is pooled for your team and split between you at the end of the match. It is not scaled to your level, so if you are low level, you can still farm high amounts of RP and beat out high levels on the final score chart.
You also gain a Win RP bonus at the end. Currently a Tier 3 Win gives me 600 RP. I do not know the rates for the other Tiers.
Team Breakdown (IMPORTANT):
Experience (XP) and Renown (RP) is shared with your team. If you play in your own team, you keep all the xp/rp you earn. If you suck at earning xp/rp, you'll want to join a team with xp/rp farmers (Runepriests & Brightwizards). If you are a Runepriest or Brightwizard, you probably will want to be in your very own team. Runepriests can't kill anyone, so you'll get crap XP, but you'll get the most Renown out of any class. My RP can farm 4,000 RP in a scenario, but I'll usually get less then 2,000 XP! My friends Brightwizard can farm 20,000 XP in a scenario, and also farm 4,000 RP as well. BW's are the scenario farming champs if they go solo, however, this is only true if they have a dedicated Runepriest in another team healing them.
Remember, everything you earn is shared with your team, and everything they earn is shared with you. If you are on a team and you are the best player in terms of earnings, this will work to your disadvantage. If you are a Brightwizard or Runepriests, try to get on to teams with other BW's and RP's. If you're on a team with nothing but tanks and melee, and they're higher level then you, they'll get 80% of everything you earn, leaving you with nothing much to brag about.
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There are 5 teams available to join during a match. You can change teams at any time during the match by click on the White Flag button on your screen. You're usually put on Team 1 or 2, sometimes 3 if it's a full match (most players I've seen is 18 per side, aka 3 teams of 6 players per side). If you want to try solo, leave your Team and join an empty one like Team 4 or Team 5.
And that about wraps up the guide. To farm high XP/RP, you generally need to run strats different then strats needed to win the match, so you will need to find a nice balance between maximum farm-mode and win-mode, as winning in itself gives huge XP/RP bonuses. So don't exactly throw a match just to farm a bit of XP or RP, as it'll not be close to the bonuses you get from winning. However, if you already are going to lose, might as well stop playing to win and start playing to farm.
Bright Wizard Guide for Noobz
Anyway I have played a bright Wizard from Rank 1-24, and 31-34, I am an ex-Guildwars top guild PvPer and basically usually only play competitive games (I hate wow and never played it past 20).
Here is a shot of my damage score:..."try {parent.deselectBloggerImageGracefully();} catch(e) {}">
I usually finish first in damage, sometimes not but w.e. Also I have extensively ganked/dueled/scenario fought with a bright wizard. Mainly immolation spec.
Instead of going over everything in detail which would bore You I will start with the basics:
Dac The Hork's Guide to not sucking with Bright Wizard
First things first, you are squishy, you will need some heals with combustion mechanic or you will get fustrated,
immolation spec is the best spec for most cases. Incinerate is a far second to the power of Immolation, and AOE is situationally better in some cases like keeps (but you will have about the same power with rain of fire etc at 100 combust so don't sweat it.
Now then your utility tools will be:
A rank 2 Morale that stuns 30 foot PBAOE for 5 seconds <-- owns/demolishes/makes all Melee cry
Firecage: a PBAOE root that breaks when enemy is damaged, great in some cases
Smoke Screen: Your target does HALF damage to you,
Shield of Aqshy: Increases your armor a lot and reduces setback
Withering Heat: High level immolate skill that snares target 40% (they move slowerr) and delivers a lot of damage at high combust, possibly 4800 damage in 7 seconds, enough to kill some people outright.
Stop Drop and Roll: Knockdown 3 seconds with decent instant damage (500ish at high combust) comboes with ignite
Playing with Fire: Target recieves half the benefit from healing, and all healers who heal him take X damage (up to 500 with 100 combust zomgz IMBA)
So you have a crapload of utility you see. You should have a weapon for every situation and really are a juggernaut of Overpoweredness with the current combustion mechanic. If you want you can also AOE with Rain of Fire at 100 combust and hit for 900 every tick on up to 9 targets. Again there is no reason you should not dominate any scenario you enter.
Now let me get into how to play:
First things first learn to kite and cast. This is the most important skill you can learn, and it requires you not to be a noob clicker (you aren't a noob clicker right, and if you are this game you are gonna use hotkeys right?!).
Okay so you have mr marauder running at you, you obviously run BEFORE he gets to you because you understand that marauder running at you = marauder killing you in the near future if you don't. Now then, while you are running you can cast all your instants on him and ruin his day. This means you quickly whirly your face, get him in your cone of fire, cast, and keep running (easy and can be done VERY quickly). This allows you to continue running and casting at the SAME time gee wiz.
During this kiting and casting you can cast ignite, boiling blood, detonate, stop drop and roll, playing with fire, shield of aqshy, firecage, and smoke screen. AKA you still have a large portion of your arsenal besides withering heat. This means for all intents and purposes you should NEVER EVER let melee get close easily.
lets see it takes 6 seconds for them to reach you, you run away obviously now that time for them to catch you goes way up say to 30 seconds. Now you firecage them, knock them down, etc etc etc. You have escape mechanisms you just have to be smart and quick enough to use them.
Basically all you have to learn with BW is positioning! the key most element that good players understand. You have to keep awareness of where you are and kite/cast effectively while maximizing DPS.
A common Skill rotation for me:
Ignite-Detonate-Boiling Blood-PLaying with Fire-Withering heat
at 100 combust this will do ridiculous damage, with a high chance to do more burst with lucky crits. Basically at the end of rotation your target will be dead in most cases.
If the enemy is close such as a Witch elf who unstealths on you:
Ignite-Stop Drop and roll-ignite -> continue with DPS run, if target gets back on you shield/smoke up.
It pains me everytime I see the clickers sitting on the hill casting fireball (one of the overall worst skills in the game), while a marauder charges up to them (they don't run before he gets there), they die and then complain.
Basically the reason BW is overpowered now is because so many people are bad at playing it, get good and you shall own and dominate like no other.
Marauder Class Review

Overview:
Nothing strikes fear into the hearts of the weak-bodied souls of the Order more than the grotesque vision of the Chaos Marauder charging towards them. Thought to be blessed by their Gods, these ferocious creatures fight in the name of faith and do so mercilessly. Their strength lends them the ability to cleave through enemies thoughtlessly and their corrupted mutations give power that go beyond mortal capability.
This melee DPS class is not only a blast to play, but also extremely capable in RvR and PvE combat. You'll find the mutations add, not only a distinct splash of flavor, but also an aspect of gameplay that can become a valuable asset when mastered. If you are looking for a hands on damage focused Destruction class, the Marauder is a perfect option.
Strengths:
Weaknesses:
PvE Overview
The Marauder plays well in the PvP environment whether you go at it solo or hang with a group. Regardless of how you play, the very first order of business is getting to know your mutations. These "buffs" are key in your success as a player and having the right mutation for the right circumstance can be invaluable.
This class has the great benefit of being a powerful melee DPS class and still being able to take a hit, just don't be the target for long because it won't last!
RvR Overview
Prepare for a fight because this class will always be right in the fray of battle! Being a solid DPS class, the Marauder has the unfortunate trouble of being a focus of Order attacks. They want you gone and they want you gone now. The benefit of this class though is the various mutation allow for somewhat of a change up in technique that will keep the opposition on their toes.
Use your tank as your distraction then go in with the mind of playing aggressively and unpredictably. Your best line of defense will always be to kill them before they even know you were coming.
Marauder Mastery Paths
Path of Brutality: The Path of Brutality is focused around the Marauder's ability to warp his arm into a sharpened spike of bone. This blade-like appendage can deal horrifying injuries to an enemy, and a player specialized deeply in Brutality will likely be dealing the most damage possible against a single enemy, especially if the foe is distracted by others.
Path of Savagery: The Path of Savagery leads to a Marauder changing their arm into a monstrous claw, capable of tearing at enemies to cripple and hinder them while they quickly bleed to death. While perhaps not dealing as much immediately obvious damage as his other mutations, a master of Savagery kills his enemies in a more insidious way, weakening the target steadily so that they never realize just how much danger they're in until it's already too late.
Path of Monstrosity: The Path of Monstrosity focuses on the Marauder mutating their arm into a hideous club-like bludgeon of flesh and gore. The master of Monstrosity can use the massive bulk of their warped arm to defend themselves somewhat, and can sweep their limb around in broad, arcing swings, capable of damaging several enemies with each single smash.
Warhammer Online unlocks two new character classes
Will now be accessible to everyone
Two new character classes have been added in the latest patch for Warhammer Online: Age of Reckoning.
The Blazing Sun and Black Guard careers had previously only been available to those players who completed the Heavy Metal live event. However apparently, they will be accessible by everyone when the game's first major update drops next week.
Game Update 1.1.0 will also see a revamp for open-world realm-versus-realm play, as well as new quest chains, Lairs and Tome of Knowledge unlocks.
Until then, this week's patch will see a number of changes being made to existing careers, with nine getting full Mastery point refunds, as well as a couple of fixes to the responsiveness and animation of combat.
We'll bring you any more news about the big update as soon as we hear it.
From: http://www.gamesdog.co.uk/news/news.phtml/8416/9440/Warhammer-online-unlocks-new-careers.phtml

