18th September 2008 will be the Open Beta!~!! Finally some good news for us big fans after all that waiting.
What will you pick for warhammer guys?
The following is a quick guide for those who haven't attend the closed beta. These info is taken from MMORPGslave.com
For screenshots, class 3D model design please go on the official
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Black Orc
Black Orcs pride themselves on their excellent battle plans. You start by hitting something, than hitting it harder, and if need be, hit it even harder again. Clobber is the start of the plan and while it deals only a small amount of damage, it increases hate from monsters, alternatively you can use “Wot armor?” to start your plan and reduce your target’s armor. Trip ‘Em Up is a Gud’ plan and deals damage over time while snaring your target. Skull Thumper is the “best plan” and hits harder than the previous moves, Shut Yer Face can silence those pesky wizzies and healers. Use Da Challenge to taunt opponents so they’ll less damage to anyone but you. Use Da Biggest to have a chance to buff your strength after every hit. Save the Runts will split damage towards your guarded groupmate with yourself, helping to keep them alive longer. “Where You Going?” can root up to four targets around you, which can help create some breathing room for your group.
Chosen
Cleave is a Chosen’s basic attack, and Seeping Wound can be used to add damage over time. Touch of Palsy is powerful effect that damages your target as long as they are moving. Dizzying Blow will snare your target and if they happen to be ailing their abilities will briefly take longer to refresh. Tooth of Tzeentch deals damage upfront and adds additional damage to the next attack against your target. Use Taunt to reduce the damage your opponent can deal to everyone but yourself. Repel can be used to knock players away from allies you are defending, and Petrify can root them in place in order to slow them down. Dreadful Fear is a brief aura that will reduce the Auto attack speed of your targeted enemy, and will then radiate an effect that gives everyone in your group a chance to deal extra damage against anyone in your aura.
Disciple of Khaine
As a combat healer, you need to personally strike opponents to regain Soul Essence used for healing. Covenants are lasting auras that provide benefits to you and your group. Using Lacerate on an opponent cripples them with damage over time. Since they are now crippled, Cleave Soul will deal Spirit damage instead of normal damage, and Flay will snare your target. If attacking a caster, use Consume thought to silence them. Soul Infusion heals over time that can be quickly applied to anyone in need. Khaine’s Embrace can be cast fairly quickly and will heal everyone in your group. Rend Soul is an offensive ability that will heal allies based on the damage dealt. Terrifying Vision will reduce the damage you take from a single opponent, but will end early if you strike them. When needing to fall back, use Flee.
Magus
Start encounters by placing your Pink Horror and then cast Mutating Blue Fire to deal a large amount of upfront damage followed by damage over time. Follow up with Glean Magic to reduce your targets magic resistance. Use Flickering Red Fire while Mutating blue Fire Refreshes. Surge of Insanity is instant cast and will set back your target’s building abilities slightly. Use Theft of Words to briefly silence other casters. Dissolving Mist deals damage and lowers your target’s toughness, making them take more damage. Use Demonic Lash when possible on targets that have closed the gap to you. Tzeentch’s grip can root targets around you in place and can give you time to cast longer building spells or to use Flee and escape entirely.
Marauder
Marauders are all about running up to people and hacking at them until they stop moving. A Marauder should always have a mutation on, in this case we’ll focus on using the Gift of Brutality.
Use Charge to gain a burst of speed and quickly close the distance with any ranged attacker trying to attack you from afar. Alternatively, you can also use Terrible Embrace to drag a victim to you and your group. Start out by using Corruption to lower your opponent’s toughness, and Pulverize to reduce their defenses. Next try stacking on multiple Rends to get a steady stream of damage. Convulsive slashing deals a lot of damage over three seconds, after which it’s good to use Flail until Corruption and Rend need reapplication. For an extra boost of damage use Ferocious Assault, but try to finish the combat before the negative effect kicks in. If your prey tries to run away, use Debilitate to slow them down.
Shaman
Mork wants you to be shooting, the more you shoot, the more Gork wants you to be healin. Every offensive or healing spell cast will fill your Waaagh! pool for the opposite deity. Using an ability opposite of what type filled the pool will drain it, which reduces cast times or increases the effectiveness of that spell.
Start fights with Brain Bursta, and then quickly toss on Bleed Fer’ Me to further damage your target while healing your defensive target. Use Ey, Quit Bleeding to keep health topped off and Bigger, Better, An' Greener to restore large amounts. Don’ Feel Nuthin can be used as a heal buffer as the recipient will absorb a large amount of damage over ten seconds. Use You Got Nuthin! on other casters to shut them down briefly.Continually attacking will let you instant cast your large heal or instantly Rez an ally. If you get in over your head, use Eeeek! and Flee to try and escape.
Sorcerer
Start encounters with Doombolt and then use Chillwind to add a Damage over time effect. Stack three copies of Word of Pain on a target to reduce willpower and eventually deliver a huge burst of damage. Shadow Spike can add a powerful damage over time to everyone in front of you, diverting healer’s attentions from your Word of Pain victim. Using Stricken Voices can outright silence the opposing healers, making them unable to react to your incoming damage spike. Obsessive Focus increases your damage against a single target, perfect for the incoming Word of Pain. Fire Gloomburst to quickly deal damage and increase your Dark Magic until Word of Pain activates. The higher your Dark Magic the more damage you can do, but also the more likely you are to damage yourself in the process. With Grip of Fear you can root all those near you in place and get off some nukes unhindered. If you get overwhelmed, use Flee to escape.
Squig Herder
Summon your trusty horned Squig to bounce around and attack your foes. Use Lot’s and Arrers and Run ‘N Shoot to deal the bulk of your damage, using Plink to fill in gaps. Poison Arrer is a powerful attack, great for starting and finishing a fight. “Drop That!!” is great against weapon based classes. ###### Squig can deal a fair amount of damage to everyone near your Squig, and the ability allows you to quickly summon another. You can’t shoot at point blank ranges, so use “Cut Ya!” to add damage over time and Stabbity to finish off opponents in your face. Use Flee to retreat while your pet attacks your pursuer.
Witch Elf
With Shadow Prowler you can sneak around and start fights on your own terms. From Prowler you can use openers such as Treacherous Assault to give yourself an edge. Continue with Kiss of Betrayal to increase the amount of damage you do. Follow up with Wracking Pains and Slice to build up further points for a high damage Puncture finisher. When possible, try to connect with Agonizing Wounds from the rear to reduce armor. If fighting a caster use throat Slitter to silence them. Use Enchanting Beauty to reduce the damage coming from targets you are not currently attacking. If there are too many opponents for you to deal with, use Flee to escape.
Zealot
Before battle, place Marks on both yourself and allies to grant them additional protection and abilities. Start battles with Scourge and follow up with Warp reality once monsters start running towards you. Cast Harbinger if Doom to reduce damage you take once an opponent is attacking you. Using Flash of Chaos and Veil of Chaos you should be able to heal or prevent a fair bit of damage. If things get too intense, use Flee to retreat from battle. Once safely out of harms way, you can use Elixir of Dark Blessings to heal a large amount to either allies or yourself. If they are beyond saving, you can cast Tzeentch Shall Remake You to bring back your fallen allies. Casting Mark of Remaking on yourself allows you to self resurrect and have a second chance of saving your group. Dust of Pandemonium can heal everyone in your group at the same time.
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Archmage
Archmages utilize all magic in balance. As they cast offensive actions, they generate excess energy inside their bodies. The next defensive spell, the Archmage uses this excess energy to help power the spell, making it cast much more quickly. Casting multiple defensive spells in a row will also generation this extra energy, which will in turn be used for the offensive spells.
Archmages function best when alternating between offensive and defensive actions. When damage is desirable, start with the Law of Conductivity and then utilize Radiant Lance. If the enemies are ignoring you, Searing Touch will deal large amounts of damage quickly. Pay attention to the health of your groupmages during combat. When a heal becomes necessary, use Boon of Hysh if you are not currently being attacked. If a faster heal is necessary, Healing Energy will do the job. To combat small persistence damage, utilize the HoT spell Lambent Aura. If everyone in your group is damaged, the Blessing of Isha will help heal everyone at once. At this level, you should use Prismatic Shield before combat to help increase your groupmates resistance to magical damage.
Bright Wizard
Due to the volatile nature of Aqshy, the Red Wind of Fire that they manipulate, the Bright Wizard is always risking a Backlash that could incinerate himself as well as his opponent. This building-up of Aqshy is known as 'Combustion' and and the greater the level of Combustion a Bright Wizard places into his destructive spells the more likely they will explode with stupendous results (Critical Hit). However even the most skilled wizard will get burned when playing with fire and pushing the combustion level too high will result in a backlash of magical energy that will damage the Wizard himself.
Begin each fight by throwing a large Fireball at your enemy. Follow it up with a quick casting Sear and then an instant Ignite. By this time, Fireball should have finished cooldown, and you can repeat the cycle for anything left alive. When someone gets close to you, cast Fire Cage on them and fall back to get more distance. In RvR, utilize Burning Iron to deal damage and remove valuable action points from the enemy and cast Rain of Fire to deal damage to large groups of enemies. For buffs, make sure to keep Flames of Rhiun and Flame Shield active for yourself and your group. If you are ever desperate for APs, Burnout will provide them at the cost of doing damage to yourself.
Engineer
Wielding weapons of the highest craftsmanship, the Engineer brings his own brand of terror to the battlefield. Guns and Grenades are his forte, but the true mastery of the engineer is represented in the gadgets he deploys. Destructive self-powered turrets and hidden mines help enforce the Engineer’s will upon his enemies.
Just before a fight, place a turret down and take a few steps away. Enable Slow and Steady for added damage during the pull. Choose your target, and use Focused Fire to start the fight. When the channel ends, use a quick Gun Blast. As the target reaches you, fire off an Incendiary Rounds. Follow up with a Friction Burn and then use Spanner Swipe and Flashband Grenade until the target is dead. If your turret ever attracts the attention of the monster, step back and return to using Gun Blast.
Ironbreaker
A sturdy tank career, the Ironbreaker is designed to be able to absorb damage while protecting his groupmates. When the Ironbreaker or his oath friend are attacked, he gains Grudge. Based on this ‘Grudge’, he can utilize powerful attacks and debuffs to help damage and disable his enemies.
Start each fight with a few basic Grudging Blow attacks to generate sufficient hate to keep from attacking anyone else. Follow those up with a Guarded Attack to increase your armor and utilize Binding Grudge to prevent the monster from running away. When sufficient Grudge has built up, use Knock Ye Silly to boost your strength and your oathfriends Willpower. Also utilize Venegeful Strike for an extremely efficient attack that comes with a little defense boost. Taunt enemies as necessary to keep them focused on you. If your Oath Friend runs out of AP, use Watch An’ Learn. Each time you hit someone for the next 15s will give him more AP! Before the fight, place Oath Friend and Guard on another target whom will be attacked and you wish to protect. Runepriests are a good example.
Runepriest
A powerful healer, the Runepriest is an all around healer. Depending on his mastery choices, the Runepriest can choose from strong single target heals, massive healing over time, or area effect heals. Supporting this choice, he gets a number of runic buffs that he can apply to his groupmates. These buffs both increase a stat for the target, as well as give him an activatable ability to use every couple minutes.
The Runepriest must keep a balance between offense and defense. Rune of Restoration is a highly efficient high value high, but cannot be used while the Runepriest is being attacked. While under attack, healing duties should fall to Grungi’s Gift. If your entire group is hurt, Blessing of Valaya will help everyone at once. Offensively, things are simple. Start a Rune of Immolation burning on the target and then nuke away with Rune of Striking. If anyone gets close to you, use Rune of Sundering to knock them away. Before combat stats, be sure to use one of your Oath Runes on each player in your group, depending on their preference.
Shadow Warrior
Scouting ahead of the armies of the High Elves, the Shadow Warriors are experts at keeping distance and utilizing their powerful bows. Assuming they are weak when caught out of position would be a fatal mistake. Shadow Warriors are taught in 3 different fighting disciplines, the Path of the Scout, which focuses on long range attacks, the Path of the Skirmisher, which focuses on short ranged but highly mobile attacks, and the Path of the Assault, which teaches highly damaging attacks with a sword. Master Shadow Warriors have learned how to flow from one discipline to another seamlessly, making them one of the most deadly enemies on the battlefield.
Focusing on the Path of the Scout, start combat with Festering Arrow. Follow with a Rapid Fire and a Broadhead Arrow. If the enemy hasn’t closed to melee range, repeat the cycle, using Eagle Eye instead of Rapid Fire. If he has, use Grim Slash to finish him off. For extra bursts of damage, engage the Vengeance of Nagarythe during the combat. If the target begins to cast a spell, be sure to use Throat Shot to silence him. Before combat, make sure to enable the Scout Stance.
Swordmaster
A powerful tank class, the Swordmaster can soak up damage as well as anyone in the world. Utilizing the ‘Balance’ system, the Swordmaster has 3 basic levels of Balance. Depending on what state of balance he is in, certain abilities are unlocked. Each ability increases the level of Balance to the next one in the ladder until the 3rd (or Perfect) level is reached, at which point the most powerful abilities can be used and the entire process starts over.
Before a fight starts, the Swordmaster should activate Heaven’s Blade to enhance his blade with magical power. Starting a fight, most of the abilities for the Swordmaster are unusable due to a lack of Balance. Using Graceful Strike or Grphon’s Lash will put the Swordmaster into the 2nd Stage of balance (Improved). He can then use Quick Incision, a Dot and snare attack or Eagle’s Flight, an attack that will greatly increase his chance to parry for a short time. These attacks will also move the Swordmaster into the 3rd stage of balance (Perfect). Once here, he can utilize the powerful Dragon’s Talon, which resets the Balance level and starts the process over again. If the Swordmaster is fighting an enemy caster, substituting Whispering Wind for Dragon’s Talon will silence the enemy for a short period of time. In a group, the Swordmaster should sprinkle Taunt whenever he needs to control the aggression of the enemy. If a healer or mage is taking frequent damage, Guard can help spread out the damage he is taking to the Swordmaster.
Warrior Priest
Sigmar is a warrior god, and his priests gain divine favor only by fighting to defend the Empire that he built. The holy symbol of Sigmar is a hammer, and the Warrior Priests have adopted the warhammer as their weapon of choice in honor of their patron. The Righteous Fury of Sigmar fills the Warrior Priest with each swing of their weapon, and this divine power can then be used to fuel their healing magic. This becomes something of both a freedom and a restriction for the Warrior Priest - since all of his magic is powered by Righteous Fury, he can throw himself wholeheartedly into melee combat and then still have resources left to heal with, but at the same time, his healing capabilities become dramatically more limited when there are no enemies in arm's reach.
Begin by toggling Prayer of Absolution while out of combat. Once in-combat, the Warrior Priest can be one of the more challenging classes to play. When attacking enemies, utilize Sigmar’s Fist to boost your strength, Castigation to lower the target’s initiative, and then Divine Strike and Sigmar’s Radiance to deal damage and heal at the same time. If you need to heal large values quickly, use Divine Assault if you are near an enemy to attack them, or Divine Aid if you are not. If you need Righteous Fury to power heals in a hurry, Supplication is what you should use.
White Lion
Standing aside his majestic feline companion, the White Lion is a sight to be feared. Wielding a mighty Great Axe, he and his pet are one of the most destructive teams that can be found. White Lions learn 3 different basic fighting stances, each stance offering different benefits to himself and his pet.
Start a fight by using Axe Toss to attract the attention of the monster. Send in your lion while the monster charges. When the monster arrives, start by using Coordinated Strike, an attack that both you and your lion utilize at the same time. Follow up with Pack Assault and Hack. If you can get behind the target, substitute Sundering Chop for Hack. Repeat this basic cycle. If an enemy is a player, use Charge! to speed across the battlefield and attack. If you need to bring the enemy to you, tell your lion to Fetch. Outside of combat, engage Trained to Kill to give yourself and your pet bonuses.
Witch Hunter
The Witch Hunters are deadly fighters who seek out and destroy anything tainted by the touch of Chaos. They lay down Accusations at sword point until they're satisfied of their enemy's guilt, and then unleash an Execution with the booming voice of their pistol. Their combat abilities are bolstered by a variety of sacred artifacts, such as blessed bullets which add additional effects to their Executions, and potent Holy Relics which can briefly imbue them with great power.
Start each fight Incognito, sneaking up upon your enemy. When you arrive, launch an opening with Burn Armor, and quickly follow with a Seeker’s Blade and then Razor Strikes. Use Absolution when your combo points are full, and repeat the Razor Strike/Absolution chain. If you can get behind your enemy, substitute Torment for Razor Strike and utilize Pistol Whip to stun the enemy. Make sure to use Blessed Bullets of Cleansing before combat.