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Posts with tag classes

From Tabletop to Desktop: WAR's Order careers

Filed under: Fantasy, Galleries, Classes, Game mechanics, Lore, New titles, Warhammer Online


It's been a month since we last took a look at how Warhammer Online's Destruction classes have made the transition from the old-school tabletop game to a full-fledged MMO experience, and a lot has happened. We've shown you a huge amount of new coverage with our Massively Goes to WAR series, and even got some more hands-on details of each of the game's many classes. We know that the guild beta is practically within our reach, and the open beta never leaves our minds, though it still lies just over the horizon.

Since our last look at the WAR's tabletop roots was so well-received, we went back to the drawing board to bring you part two - focusing this time on the races on the side of Order. If you plan on joining the ranks of the Dwarfs, Empire, or High Elves and lack the proper appreciation for how the game's classes came to be, read on!


Your weekly infusion of hot Mythos news

Filed under: Betas, Fantasy, Classes, Interviews, Mythos, Free-to-play, Races, Casual

If it's Tuesday, it must be time for more news of Flagship Studios' upcoming free-to-play MMO, Mythos. Lead developer Travis Baldree tells German fan site Online Welten more about their plans for Mythos' future, Coming up are another class and another race. Travis also explains what sorts of things you'll be able to get with their RMT system, such as more slots for your "stash", and the ability to share your stash among other characters. Mounts are coming soon -- hope they're more unique than (yawn) boring horses. Information about new guilds, puzzle boxes, wedding rings and naked foot-races -- it's all there, in elegant English or glorious German -- your choice.

In his latest "Almost-a-blog", Travis also talks about their first epic quest-triggered Overworld boss. Everyone who helps take it down gets loot, similar to Warhammer Online's public quests. There's news about particle effects, Zone 2 progress, the consignment house and crafting. There also seems to be a lot of talk about open beta on the forums.

The Daily Grind: Do you dislike playing an "overpowered" class?

Filed under: Classes, Culture, The Daily Grind

In the never-ending cycle of patching, class-tweaking, and talent overhauls, most classes in any given game get their time in the spotlight as the flavor of the month. There has always been a certain sub-culture of lemmings within any given player base who flock to the most powerful classes simply because they represent the path of least resistance to the end-game. While these bandwagon riders are usually acknowledged for what they are, its difficult sorting out who is playing for power and who is playing for more sincere motives.

At the same time, it's ostensibly a lot more fun behind at the top of this never-ending cycle than the bottom, so shouldn't players enjoy their moment in the sun, no matter how temporary? And so we ask you, dear Massively readers: Are the benefits of kicking butt in PvP or getting that coveted raid spot worth the cost of being lumped in with the power-hungry lemmings?

Angels Online first impression

Filed under: At a glance, Fantasy, Classes, Game mechanics, Crafting, Reviews

Putting aside the whole concept of being a good angel tasked with protecting the people of Eden (Spoiler alert: They get kicked out. Guess you didn't do your job very well). Anyway, that aside, playing a cute little angel in Angels Online who must earn his or her wings via the tried-and-true tropes of killing and crafting has a fun factor built right in. Flying! You get to fly!

But you aren't handed your halo, harp and wings from the moment you log in. You must learn the sacred jobs and responsibilities of an angel. And you must learn to slaughter those legendary enemies of angels, the Slarms. In her first impressions review of Angels Online, Ten Ton Hammer's Amber Weldon sets out to learn how to be an angel in a sinful world, from the stern lessons inflicted by Archangel Raphael, to her hours and days studying for her exams in the Lyceum, to her robot-assisted resource-gathering excursions.

School? Lessons? Robots? If you're dying to become an angel (in Angels Online, that is), you'll definitely appreciate this clever first glimpse.

[Ten Ton Hammer]

Interview with Mythos' Travis Baldree

Filed under: Betas, Fantasy, Business models, Classes, Economy, Interviews, Launches, New titles, Crafting, Mythos, Free-to-play, Casual

While we wait for Mythos to enter open beta so we can all play in the action-MMO inspired by Diablo II's fast, furious and inviting gameplay, we were thrilled to read this interview with Mythos' Project Director, Travis Baldree. This is one of the guys with his arms elbow-deep in the code. If you've been following Mythos' sometimes-funny, sometimes-frustrating struggles toward release on Travis' "Almost-a-Blog", then you already know that Mythos is a game that definitely proves the old canard that change is the only thing you can depend upon.

Read about the most unbalanced crafted item ever made, consignment houses, new classes and races, and when Open Beta might start ("Soon". Oops. Spoiler!)

[WarCry]

The Daily Grind: Do guild relationships transfer between games?

Filed under: Classes, Game mechanics, Guilds, Raiding, Quests, Grouping, Opinion, The Daily Grind


When you have the right group of people, everything is just easier. When your guild members communicate well with each other, and each person knows her role and responsibilities, there isn't anything you can't overcome. At least, in that particular game. But what happens when you try to transfer that guild to a different game?

Although many MMOs have similar classes and structures, it isn't always a one-to-one correlation. Your tank might suddenly find himself with a much more challenging job than in the previous game. Your healer could see a new class and decide he's done with his old job and wants to try something new. Maybe the functions of the group just don't work in the new game. When your guild wants to tackle the challenges of a new MMO, how do you go about settling in? If it isn't happening, how do you fix it?

World of Warcraft
Which Lord of the Rings Online classes do the developers play?

Filed under: Fantasy, Lord of the Rings Online, Classes, Guides

Everybody plays the poncy Ranger, right? Everyone wants to be Aragorn, or maybe like Gandalf - wielding the lore-stick with abandon. And yet, that's apparently not the case. According to a Eurogamer guide to the Lord of the Rings Online classes, the most popular class in Middle-earth is the Minstrel ... if you're a LOTRO developer The article, meant to provide a general outline of the various classes to new players, also includes a popularity breakdown based on what the Turbine developers are playing. Clearly showing that the devs know what is important in a fight, the Minstrel healer class tops the charts.

Here's the breakdown from bottom to top:
  • Captain (6%) - This all-in-wunderkind just doesn't have enough of a personality to get the team excited, it seems.
  • Champion (8%) - A fragile DPS character, the website ascribes the class's genre familiarity to its lack of popularity.
  • Hunter (11%) - Sharing the 'perfectly average' spot with the Lore-master, this nuker is a ranged attacker with few of the familiar hallmarks of this 'class type.'
  • Lore-master (11%) - A unique mix of pet class, crowd control, and weak healing, 1 out of every 9 employees plays a greybeard.
  • Guardians (14%) - The best tanking class in the game is only the third most popular, possibly because of the high cost!
  • Burglar (22%) - Can't beat being a hobbit, right? The lore buffs at Turbine just can't turn down the chance to follow in Mr. Bilbo's shoes.
  • Minstrel (28%) - Keeping the team going, keeping the Fellowship on the move. Is it any wonder that the game's developers would choose this class over all the others?
Be sure to check out the piece for a few words of strategy about each class as well.

Massively goes to WAR: Wrap-up

Filed under: Fantasy, Classes, Game mechanics, Crafting, Warhammer Online, Massively highlights, Massively Interviews, Massively Hands-on

All week long, Massively.com has been offering up feature after feature on EA Mythic's in-development MMO, Warhammer Online: Age of Reckoning. The Massively goes to WAR feature series has taken you front to back through almost every moment of our time at Mythic's Virginia headquarters. To wrap it all up, we've got a handy-dandy clickable guide to the series. Whether you're into hardcore PvP, dungeon delving, crafting, or are a total MMO newb, we've got you covered. Click on through, and explore the world of Warhammer.

Continue reading Massively goes to WAR: Wrap-up

Massively goes to WAR: Every Warhammer class explained

Filed under: Fantasy, Classes, Warhammer Online, Massively Hands-on

Last week Massively.com had the chance to sit with developers Adam Gershowitz and Josh Drescher during our visit to EA Mythic. There for a tour of Warhammer Online in its entirety, we'd already covered the innovative Engineer and Shaman classes. The morning was quickly running out, and to compensate for the sheer amount of information we needed to pile through our demonstrators went into overdrive. For roughly an hour we moved quickly from class to class, visiting the highpoints of several different types of gameplay. Much of our discussion explored the karmic doppelgangers across classes; different races entirely that share similar roles or playstyles.

As our weeklong series - Massively goes to WAR - rolls on, read below for crunchy game details on every single class in Warhammer Online: Age of Reckoning. At the end of the piece, check out the designers' take on why the Skaven (among other races) aren't in the game. And, if you're a fan of the recently announced White Lion class, make doubly sure to look below, because we have a few great details that should make you very, very well pleased ...

Continue reading Massively goes to WAR: Every Warhammer class explained

Massively goes to WAR: Spotlight on the Goblin Shaman

Filed under: Fantasy, Classes, Warhammer Online, Massively Hands-on

Sitting down with Josh Drescher and Adam Gershowitz to discuss the classes in Warhammer Online is somewhat like getting to sit next to the director during a feature film. They're so intimately tied to the game that every race, class, and locale in the game has an associated story. We had the chance to get the director's commentary straight from the source, and the result is a wealth of knowledge about the 24 different in-game classes.

The first class we took for a tour was the Goblin Shaman, the healer/DoT specialist for the greenskin race. Though nothing was said beforehand, the tiny gobbos with the big sticks are this blogger's favorite class. It was therefore especially enjoyable to check out the numerous tweaks to the concept, look, and UI of the little healer. Read on for the full Waagh!

Continue reading Massively goes to WAR: Spotlight on the Goblin Shaman

From Tabletop to Desktop: WAR's Destruction careers

Filed under: Fantasy, Classes, Game mechanics, Lore, New titles, Warhammer Online


With the announcement of the White Lion as the final career in Warhammer Online, we finally have a good idea of what the class dynamics will be in the long-anticipated MMO from Mythic. Obviously, the specifics of each aren't set in stone, as some classes don't even have their masteries announced yet, but one finally gets the sense that it's all starting to come together. With this is mind, we've put together an overview of the game's classes, including a comparison to their tabletop equivalents, to give you a better idea of what you've got to look forward to with the upcoming open beta. In the first part of this feature, we take a look at the careers on the side of Destruction.

And if you like what you what you see here, make sure to check out our on-going Massively goes to WAR features!

D&DO Module 7: The Monk

Filed under: Fantasy, Dungeons and Dragons Online, Classes, Culture, Patches, PvE

When we first sign on to the special Demo server Turbine had set up to show us Module 7, we found that they'd created a level 16 Monk for us to play with. The Monk class has been in the pen-and-paper game for a long time, but DDO is introducing them with Module 7 as the tenth player class in the game.

As we signed in and got set up, the folks from Turbine introduced themselves: Kate Paiz (who we've spoken with before) is the game's senior producer, and Stephen Muray, lead systems designer, and Jesse Smith, a content designer on the game, also joined us as well (Turbine's Director of Communications, Adam Mersky, also spoke up at the end of the session). As the screen loaded up, Paiz said that with the design of the Monk, they wanted to create a class that played significantly differently from anything they tried before. All of D&DO's combat is real-time (as in, you must press a button to attack, rather than just choosing a target), and the Monk's new abilities add a twist to this system. Basically, the Monk has four different stances (Ocean, Mountain, Wind and Sun -- the developers said they drew a lot of the Monk's lore from Dungeons and Dragons' Oriental Adventures supplement book), and each tweaks his or her abilities and attacks -- during most of the playtest, we used the Sun stance to try and do more damage, though the designers said that depending on how the Monk is specced, he would also be able to tank and or do some self heals and group buffs as the class trained up.



All of the Monk's abilities are governed by Ki energy, which can be tseen in a meter below the health bar, and is simply earned by attacking. Muray mentioned that this was to counterweight the pen-and-paper Monk's "times-per-day" abilities -- in pen-and-paper D&D, many Monk abilities can only be performed once or twice a day, and while Ki energy still lets players perform Monk tricks much more often, they are still kept limited enough that choosing what abilities you use your Ki on is very important.

"Did you just Abundant Leap across that gap? Nice!"

But one of those abilities stands above the rest: Abundant Leap (a variant, we were told of Dimension Door in the pen-and-paper game). Starting around level 10 or 11, the Monk can perform a move (with a low cooldown costing a very low amoung of Ki) that pushes them forward in space with a quick jump -- as you hit the ability, the screen blurs, the Monk leans forward, and suddenly you're about 15 yards ahead of where you last stood. Abundant Leap was, during our session, the most fun thing to do as a Monk -- even in noncombat situations (and perhaps especially in noncombat situations), we were leaping and jumping as much as we could. Once, to cross a gap, we jumped, in midair hit the leap ability, and landed gracefully on the other side. It's a minor ability in the overall scheme of things, but Abundant Leap, almost more than any of the other moves we used, makes you feel like a Monk.

Overall, the class seems fairly balanced, and Paiz said that they had put a lot of time trying to keep the class not only faithful to the pen-and-paper version, but also a dynamic part of the MMO environment. It should definitely be a fun reroll for everyone playing DDO, and for the players who level it all the way up, the later abilities should offer a lot of interesting twists on what the team has created in the game.

After loading the game and playing with the new class for a bit, our game began in sight of a peaceful shrine to one of D&D's greatest heroes.

Click here to continue the preview...

Player vs. Everything: Age of Conan's newbie blues

Filed under: Age of Conan, Game mechanics, Leveling, Hands-on, Player vs. Everything

I've been playing Age of Conan a fair amount over the last week, trying to figure out if I like it well enough to continue paying for it on a monthly basis after my free month expires. The problem is that it's going to be my second MMOG -- the one I play when I'm not busy farming or raiding with my guild on World of Warcraft. Even for someone who writes about videogames professionally, when you start stacking up multiple subscriptions, things get pricey pretty fast. Usually, I keep two subs active at a time and write about what I'm playing.

Anyway, I've been trying to make this decision and I have a problem: I hop classes a lot. When you're talking about a 250 hour investment, you want to make sure that you pick a class you enjoy playing. To figure out what you enjoy playing, you really just have to try the classes out -- especially when the classes are as unique as the ones in Age of Conan. I've leveled two characters to the high teens in Tortage, and several more to the 10ish range. What I've decided, after doing all of this poking around with the classes, is that AoC's first 20 levels are about as frustrating as they can be once the initial sheen of "new game wonder" wears off. If you didn't notice it your first time through, just wait until you make your first alt.

Continue reading Player vs. Everything: Age of Conan's newbie blues

Mythos Overworld delayed; more beta news leaks out

Filed under: Betas, Fantasy, Classes, New titles, Patches, Crafting, News items, Mythos, Free-to-play, Maps


Flagship Studios sends their regrets, but the mega-update to Mythos that would turn their heavily instanced over world into one seamless land spattered, Oblivion-like, with dungeons has been delayed. Due yesterday, it now looks as if Mythos beta testers will have to wait until next week to run naked and free ... through Mythos' world of Uld, at any rate.

To tide us over while we wait, player Kirent has compiled a list of all the interesting snippets of developer responses to questions about the delay. Characters won't be wiped when the Overworld goes live, but they likely will be wiped when the test server is folded into the live beta server, after which open beta will likely begin. Zones 2 and 3 (mid and high level areas) won't be enabled initially, but we knew that. The pressures of pushing the Overworld out the door means that new monsters, dungeons, and quests won't be in in any significant way. Most of the crafting changes will be on the test server, but the balancing of the heraldries (temporary buffs applied to crafted items) will not be. Special armor sets, a new class (!!!) , retirement (here you voluntarily retire a high level character to start a new character with some sort of advantage) and any sort of endgame are all taking a back seat to the Overworld. However, it sounds like Epic weapons will be in.

Mythos is currently slated to release late this year. It will be free to play, but with an item store where you can buy items for real money, though you will be able to see and do everything in the game without paying a cent. Bored with waiting for the update? Kanthalos at MMOre Insight has been writing a series of articles about the best character builds for maximum wtfpwnage -- check it out!

Player vs. Everything: Rebuilding EverQuest

Filed under: EverQuest, Game mechanics, MMO industry, Opinion, Player vs. Everything

Ask any MMOG player about EverQuest, and you'll get one of three responses: either they loved it, they hated it, or they didn't play it (and don't want to). Nobody thinks that it was just a mediocre game, and a lot of people look back fondly on their time there, warts and all. There were a lot of warts. When I was chatting with Scott Hartsman at this year's IMGDC, he explained to me that EverQuest was rife with any number of "pain points" which later games were able to identify, fix, and build upon to make their own game better. Taking most of what was good about EverQuest and cutting most of what was bad was one of the things that helped World of Warcraft dethrone the game and take its seat as the number one MMORPG on the market.

However, not everyone agrees with all of the "improvements" that Blizzard made to the genre when they created WoW. The arguments over what should and shouldn't be left out of a great MMORPG continue to this day, and there's no quick and easy guide to what's MMOG gold. Plenty of companies are learning the hard way that cloning World of Warcraft isn't a winning strategy. It's a great game, but that doesn't mean it's the only way to play. My question for you all today is this: What if instead of EverQuest 2, Sony had given us EverQuest 2.0? EverQuest 2 was a spiritual successor at best to the original game (Vanguard is much closer to an actual sequel). If SOE had remade the DikuMUD-inspired world of Norrath, set in the same time period, with an updated graphics engine and the pain points fixed differently than WoW chose to do, what might it have looked like? More importantly, is it something you'd want to play?

Continue reading Player vs. Everything: Rebuilding EverQuest

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