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  1. #1

    Default [WAR] Army confusion

    So let me get this straight. There are 6 armies(factions). Each army has (only) 4 careers (classes) classified as tank/melee dps/ranged dps/support. However, several classes were removed to make the release date, so 2 armies don't have a tanking class and 2 armies don't have a melee dps class. Because each army's careers mirror each other, there are really only 4 classes to choose from with 6 skins each.

    um, so there are only 4 classes. That sucks pretty hard. And 2/6 armies not having tanks?!? I just don't understand how this is supposed to work.

  2. #2

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    Well yes and no. There are archetypes (Healer, Melee DPS, Ranged DPS and Tank) and within those there are different "flavors" that perform the function differently. Also, the equvalent class on the other side does the same thing but with a different "twist." So the 2 tank classes on each side play differently (Chosen has Auras, Black Orc has combo-based attack moves), they are both tanks and are offset by the tanks from the other side (The Ironbreaker and Swordmaster)

    Here's how I understand the classes match up

    Ironbreaker vs Black Orc

    Swordmaster vs Chosen

    Engineer vs Magus (both have immobile "turret" pets)

    Squig Herder vs White Lion (SH is ranged with a mobile pet, WL is melee with a mobile pet)

    Bright Wizard vs Sorceress (ranged nukers with AoE and a mechanic that buffs crit/damage at the risk of self-damage)

    Witch Hunter vs Witch Elf (stealther/dps)

    Warrior Priest vs Disciple of Khaine (melee healers)

    Runepriest vs Zealot (primary healers with DoT)

    Shadow Warrior vs Maurader (SW is ranged DPS, Maruder is melee DPS)

    Archmage vs Shaman (Both have ranged DPS and Heals and casting of one type buffs the other)

    So really, there are 10 different classes per side. I can't talk much to the tanks, as I haven't played any, but the other classes do play and feel different than the other ones on their own side. Since travel among the zones is quite easy (you just need to make it to a warcamp) there is a fair amount of mingling of the 3 armies on each side, so it's not like the if you play a Dark Elf, you will never have a tank class in the scenario or open RvR with you. Are the classes as distinct as the class options in, say WoW or AoC, you could say no, it really depends on how you look at it.

  3. #3

    Default RE: [WAR] Army confusion

    Quote Originally Posted by 'Biz',index.php?page=Thread&postID=110111#post1101 11
    um, so there are only 4 classes. That sucks pretty hard. And 2/6 armies not having tanks?!? I just don't understand how this is supposed to work.
    It's no different than races in WoW that don't have priests or warriors.

    It's more accurate to say that there are 2 armies. 3 races per army. Around 10 classes (each being unique to faction and race). Instead of having one class shared by both realms and multiple races/realm, you have one class per realm, and unique to the realm. Unique being that they have a similar mirror in the opposite faction, but each has some separate and unique designs/abilities.

    To give a WoW analogy, it'd be the equivalent of Undead and Human mages. Except perhaps a third of the spell lists would be "racial spells". The remainder of spells that are shared would be named differently, come in at different level ranges and have unique graphics (and damage types). So both would have a PBAE, a ranged AE, some collection of DDs and DoT spells etc. But they'd have enough changes to at least not be carbon copies.

    Players from different races can PvE and RvR in other allied newbie tiers easily enough. It's not rigidly segregated into chaos/empire;elves/dark elves etc. And by the time you reach tier 2, both realms' armies are intermixed heavily.

    Also, unlike in WoW where a Tauren druid is going to have a rough time training in non Tauren camps -- WAR career trainers are universal -- they can train anyone. This kind of leads to a more flavorless environment in the respect that you don't find a class specific area to call "home". But it does make it easier for races to intermix. I remember what a PITA it was for our groups' Druid to run over to Undercity to level with us undead -- only to have to hoof it back to TB in order to get some training.

  4. #4

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    The more I see about Warhammer the more excited I get.
    I was invited to beta months ago and deleted the email thinking I would never play Warhammer.
    I finally preordered today after seeing these videos a beta tester made, I think I'll be a Shaman.

  5. #5

    Default RE: [WAR] Army confusion

    Quote Originally Posted by 'Biz',index.php?page=Thread&postID=110111#post1101 11
    Because each army's careers mirror each other, there are really only 4 classes to choose from with 6 skins each.
    the term "mirror" is misleading. only the base archetype and common abilities are mirrored. eg; flex healer. melee healer. burst healer. as you progress and gain renown, experience and apply your specialization points, every class gains abilities available uniquely to that class. not only do they gain unique abilities, but they get access to tactics that upgrade and improve their existing abilities to give them a unique twist. ie: "turns a regular nuke into an AoE", "adds secondary effects to an existing spell", etc.

    shaman and archmage are supposedly two sides of the same coin, but i can tell you from experience they play very differently end-game. the same goes for all classes. the only thing static about each archetype is that you will generally, obviously, find yourself filling the same role in any group. despite all the bollocks mythic tries to spin about healer archetypes not being pigeon holed into healbots, thats exactly what they are. AP regenerates fast, but nowhere near fast enough for you to be able to spare AP to waste on damage while trying to keep a group alive. even if you can spare it, the damage output for ALL healer archetypes is absolutely pathetic and not worth the effort.

    to put it into perspective, my level 1 bright wizard far outdamaged my level 14 archmage against equal level mobs. tested. but the point is, healers heal, tanks tank, dps dps. so far as that goes, its very cookie cutter.

  6. #6

    Default

    that somehow just feel slow.. i like the idea that you can level just by pvping as starting over leveling in a new mmo is hard..
    Northrend Dungeon Hero - http://img26.imageshack.us/img26/129...1109203942.jpg
    PvP incomming in 3.1

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