Showing posts with label renown. Show all posts
Showing posts with label renown. Show all posts

Wednesday, 8 December 2010

Mailbox guarders

So, this is beginning to irritate me now, it wasn't so bad pre-1.4 when the only renown these afkers would get was if the zone locked. Now however, its quite easy to get over 10000 renown an hour just by standing in (or just out of) the warcamp, without the zone even locking. I know people who have characters logged into WAR leeching renown while the actively play WoW - thats ridiculous

So, here I have two solutions, one is simple, one not so much

The simple one, stop the resource carriers giving renown when they reach the wc/keep

The not so simple one, remove warcamp guards, in their place you will have a barrier, you will only gain renown if you are outside the barrier. Players can freely move and attack through the barrier defending their warcamp, but the enemy force is unable to. This method would mean anyone afk-ing outside the warcamp is free renown for the opposing force. I think this method would prevent wc farming as well as the defending team can attack through and if they do die, then they respawn at their keep anyway

This still leaves the issue of people afk-ing at the keep though, how could this be prevented? the only method I can think of really is to use another 'idle hands' debuff, if you've not done anything for 90 seconds you receive a debuff that stops you from gaining renown, performing some actions removes this debuff. Maybe a better way to remove this debuff would be to right click it, obviously a warning box informing you that you have the debuff and how to remove it would need to be implemented as well

Another way of preventing people from AFK-ing at the keep could be to prevent you from gaining renown while within the keep unless its from killing another player (i.e. mdps classes and gutter runners that can bypass defences) or the keep is flagged as under attack

While not perfect, I think something like this could only have a positive impact. There are loopholes to every system though, and no doubt someone would write an addon/macro that works around it.

Friday, 19 November 2010

1.4 is here!

And my evening kind of went like this...

got online around 8ish, specced my sorc, sorted renown points out, went to get mail from packs, no mail, got the hell out of IC, mail!, saw enemy wasn't working since the patch (along with a few other non-essential addons), installed squared again, found out there was an update to enemy hidden away (http://netload.in/dateiH2mAWll9uc/Enemy.rar.htm) so installed that and removed squared again, reconfigured my unit frames with enemy, flew to DW, server maintenance in 15 mins, bash head against table, go play a bit of Dragonquest IX on the DS and then watch Castle

on the plus side, I'm probably not going to be online till the weekend now, so maybe people will have a clue about wtf is going on in oRvR...

If, for example, everyone that was in DW RvR zone suddenly got ported to Ellyrion's RvR zone, most of the chickens would be headless

Some good news then...

Rancid's Career Builder is finished!!! http://wardrobe.war4scrubs.com/

This is fast becoming my favourite site for WAR related stuff, I tend to respec weekly, so being without a builder for so long was agony for me and Rancid's put a hell of a lot of work into this bad boy

There's also a renown builder available at WARStats.net (another one of my fave sites, I just wish searching was a bit easier) http://warstats.net/rbuilder?lang=usa

Thursday, 11 November 2010

Additional testing complete!

So, plugged away at a keep door this morning in TM using my usual rotation (instead of CQ DB spam)

Frozen touch only ever procced off Arctic Blast, Gloomburst, Impending Doom and Hand of Ruin (any tick)

Guess SoG is looking more and more promising

Been running it for scenarios the last few days, overall, damage hasn't increased by any great shakes, but I did notice that those players who were surviving a rotation with a sliver of health now arent :)

Still going to continue playing with it for a bit longer and see how it goes

on a side note, dinged 69 the other day, one more rr to reach my target of 70 before 1.4

Wednesday, 20 October 2010

Thanquol's Incursion

Now this I actually like the sound of...

Full details (or full details so far anyway) are here

So an instanced, 24vs24 dungeon, with rvrve elements

killing a boss (I expect high level lords) while dealing with the enemy realm is just my cup of tea. the fact that these bosses are going to do stuff (unlike Karl Franz for example) adds a whole new dimension to the fight, and the fact that you have to be rr65 to even enter the dungeon says that these beasties are going to be challenging

Quite looking forwards to this, the win-o-meter sounds nice and it'll be interesting to see what kind of goodies we can use the warpstone on

Is this the tier 5 we've all been waiting for?

Monday, 18 October 2010

New Renown Abilities

EDIT AGAIN: Stupid Google Docs playing silly buggers. Have uploaded both of the files to 4shared.com and they're accessable via this link: http://www.4shared.com/dir/4RZObJMV/WAR.html, have changed the file names to make it obvious which is macro enabled and which isn't

EDIT: The links are pretty difficult to spot on the posts using this theme I've found, so I've also added links to the two calculators to the 'screenies and stuff' page, the link to this is at the top of the bar

So I had a bit of time spare at the weekend and knocked this little excel sheet up so I could look at what kind of spec I could go for with the new renown abilities. For those of us who are security conscious (and why wouldn't you be in this day and age) the sheet is macro enabled and has one button which is simply used to clear all of the checkboxes, I you really truly dont want to download something with a macro in, I created a version that is competely macro free (you'll just have to manually uncheck things). You can download either or both of these versions from here. Once these changes have gone live and are confirmed I might do a nice swishy web-based version

So anyway, my thoughts on the changes (full details of the new realm abilities can be found here)...

Changes:

  • Wounds now worth taking as they increase at the same rate as the other stats (unlike previously)

  • No armour buff anymore (considering this was bugged and only rank I worked, not a major deal)

  • Criticals... 15 more points for 2% more crit than previously... Ouch

  • Resolute Defence, rank I now costs 10 points, this is painful


New Stuff

  • take less damage, deal less damage - hmm interesting, though for pvp I dont think its much use, might be good for tanks in pve though

  • +18% dodge/disrupt, thats pretty impressive, probably better things to take first though

  • +18% parry, pretty impressive also, could be useful for those classes with parry reactionals, especially with the likely nerf to undefendable talismans

  • Reduce chance to be crit by 24%, wait... what??? really??? almost cancels a bw/sorc's full comb/DM

  • Reduce crit damage by 50%, cancels bw/sorc's full comb/DM bonus

  • +AP pool... doubt anyone will spec this

  • +health regen... those tanks in full def sov might enjoy this

  • chance to boost movement speed... what is the point of this? odjira in boots proces enough and you're losing 24 wounds for that, or you could spend 10 rps for a lower chance of a lower boost. Considering those 10 rps could be spent to give +38 wounds

  • improved flee... really? run out of ideas?

  • Cleansing wind... purge, nice. expensive though, and I think i prefer resolute defence

  • efficiency, not too fussed about this either

  • last stand.. interesting but probably not worth it