Archive for January, 2010

Citadel Boss in Warhammer

Thursday, January 28th, 2010

Citadel Boss in Warhammer

  • Date:01-28-2010
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  • Editor: lj
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Here Mmooffers would like to brings you some tips for Warhammer. If you are interested in this guide, just keep paying attention to our website. Wish you have a good day in the wonder game. 
If you can down our king with a warband of that ward makeup that alone shows he’s easier. Karl 1 shots fully warded players with abilities that cannot be avoided. If you are really interested in how the fight works  we are sure sometime soon we will release our sub-boss guide to the palace and finish up the guide to the king and throw it on these boards. We want to down him a couple more times first.

We are not going to go into the fight all that much as for the person asking questions about karl at least for now. Dont really wanna give a step by step procedure on something we had to figure out from scratch. You can buy Warhammer gold from us. However, we assure you karl is nothing like a tank and spank. His initial stage is not in the video and that by itself is one large pain in the butt, but can be dealt with once understand several of his mechanics. Certain things in the video that we have to do dont seem apparent, but we assure you its no tank and spank.

Since we havent fought both Kings what we mention above about one being stronger than the other is purely speculation, we are not making some comment on OMGOSH you guys have it easier! Just speculations!

Well, the King is tank and spank, and we’ve had at least 3 if not 4 fully warded tank. No AoE cept for a fairly weak cleave hitting for maybe 2k on squishies with 4/5 wards. The realy problem is the punts, as you’re in outter space on a little island. The whirlwinds not only deals 5k+ damage and throws you half a kilometer in the air (almost like bone quarry PQ in lotd) but it also give you a slight direction drill, meaning it’s quite possible you fall off the island and die. On that note, the amount of whirlwinds simultaneously roaming theisland ultimately is 3 if not 4 that have to be costantly avoided.

On that note, a few % into the fight aprox. 30-40 adds spawn, they seem to be neglectable though, as long as you’ve one tank to pick them up and play with them. We probably would have made it if it wasn’t for 1/4 of our WB dying right when it went into rebuilding. Also, we had to waste aprox. 20-30 minutes setting up and getting into the palace.
The king fight is supposed to be the hardest PVE content in the game(Warhammer Online Gold) and what you are meant to strive to accomplish as it is the end game content. You dont see a problem with making an entire realm which hits stage 2 every week or so be able to get to the king and kill it in easy mode after have given step by step instructions on how to do him? Wheres the fun in that? Im sure there are people that would love for me to just hold their hand and tell them how to do it, but, well, we cant have an entire realm running around with sovereign. It will kill the server just as order is coming back on an upswing.
You can also buy the Warhammer powerleveling service from our website. By the way, thanks to the loyal and new customers for supporting us all the time, we will devote all efforts to returning, once again, thank you !

Part One: Update of Tier 4 in Warhammer

Friday, January 22nd, 2010

Hope you like the following Warhammer guide which selected from the other website by me, but it’s not my work, Mmooffers just give it a summary. Hope it can help you some.

Tier 4 has a few changes from this guide here. Buying Warhammer Gold from our site! In Tier 4, the most common scenario by far has been Serpent’s Passage. To be honest, we are not even too sure why. The games tpically go full length, and the XP isnt too good in comparison to the other T4 scenarios. We hope this changes once more time goes by.

Because of this, there is an alternate method which can work, assuming the outside variables are good. PQ’s in T4 can be a very rewarding method of XP. But to do this, you need a few things. First, you need to find a PQ area which does not have other people hunting there. Next, you need a well balanced group of at least a Tank and some AoE.

We have had it work with 2 tanks, or a tank + heals(Warhammer Online Gold), or even a tank + heals + aoe. The best numbers usually come in a group of 2 or 3, more then that is usually overkill unless your group is not too balanced.

The thing is, Stage 1 is by far the most rewarding stage of the PQ’s. You will be able to tank and kill the mobs extremely fast with a good team, and the T4 PQ’s have extremely fast respawns. The trick here is finding enough mobs to take out and working a path with the respawns, which is why no others in the area is the key.

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A Question for Range in Warhammer

Friday, January 15th, 2010

Welcome to Mmooffers! Here is from other site that something about Warhammer. We just give it a summary, hope it can drive your attention.

Range. As a melee in PvP(Warhammer Gold) the ability to cover range is vital. We just yesterday got some information regarding the marauder’s abilities in this area- charge and the tentacle, and root-removing “buff”. We were wondering what kind of similiar abilities do the blorc and chosen have to a cover range quickly in order to reach their target, staying mobile and not getting kited until the end of days, unable to fight back.

Well, sadly neither the black orc nor the chosen have any ability to close the distance between themselves and another player(Warhammer Online Gold). However, they do have 2 abilities on realatively short timers. They have a juggernaught ability which will remove all snares and make them immune to snares for X seconds. They also have an AoE root ability that is also instant cast. This means that if you can get up on them a little, you can you root them.

Being kited as a chosen and black orc was a BIG problem in early beta. But Mythic listened and the current system seems to work very well now. There are alot of factors that make this more even like: tanks can un-snare and can snare others, no caster can run around in a circle and kill you will instant cast DoTs, casters go down FAST under direct melee, the strongest ranged dps classes dont have a lot of snares. All this works pretty well together today.

Hope something in the message above helped! If you want to get a higher level for your character in short time, or want to buy cheaper Warhammer powerleveling service for your character in the game. Our site is your best choice. Hope you enjoy yourself in this wonder game.

The Guild System of Warhammer(One)

Friday, January 8th, 2010

Hey guys, now Mmooffers give you a guide for all the players. The guide explained guild system in Warhammer. I think it will be helpful for you. Hope you will like it.

When we heard about Warhammers(Warhammer Gold) living guild system we became very excited that the good old days may be coming back. When first reading about all the features and rewards for guilds, we couldn’t help but feel like a breath of fresh air was about to hit the MMO scene. For those of you that have not heard about these rewards and features, let me run down a few for you.

The Guild itself levels, much the same as the players do. There are 40 player levels(Warhammer Online Gold) and 40 guild ranks. The guild increases it’s rank through Public Quests, Standard Quests, unlocking items in the Tome of Knowledge, exploration, and RVR. With each rank you unlock features, and tactics for your guild. Tactics are enchantments that help in your battles and there are 3 different types: Offensive, Defensive and Stat Enhancement.

These enhancements help people in your guild as you fight the other faction, and are held on your Guild Banner or Standard. Standards are another cool feature. On top of carrying your guild’s enhancements, you can also place trophies on your banner to show off past victories. Each guild has a Standard Bearer that carries your banner into battle.

The Standard Bearer is not able to use his own abilities while carrying your banner but as your guild levels it unlocks abilities for your guild’s Standard Bearer, such as swinging the Standard itself as a weapon and planting it into the ground and allowing the Standard Bearer to fight along side your guild while still maintaining the buffs from the banner.

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