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Viewing 1 - 5 out of 5 Blogs.


Herohammer Combos in Warhammer
Posted On 03/04/2010 18:27:04

first version of the forbidden rod back in 5th?. Allows you to cast as many spells as you can for free, and with irresistable force. Give it to a vampire lord, or whatever the undead 4th level caster was at the time, that can recast his spells as much as he likes, just not same spell at same target. Buy Warhammer Online Gold from our site will make the game more interesting.


You will got a wound on a 4+ when using the rod but you could still wipe out a good part of the enemy before he got to move, and you could always add some item that healed you. As mentioned before, frenzy doubles your attacks. A unit of basic chaos warriors with extra handweapons and the banner of rage clocked in at 5 attacks per model in Warhammer.


There were lots of little nasty items that could instantly and permanently remove or kill a model. Like the black gem of gnar. Of the top of my head, you do a challenge, on a 4+ both models disappear from the battle. Very nice on a cheap champion, especially considering the only limit on characters was 50% of your total points.


Bufo's hexscroll was a laugh to. It turns a single model into a frog with a stat line of all 1's. Sounds fun, where it get's really fun is that flying models were allowed to go flying high. If two opposing models went flying high they could fight each other, use bufo's hexscroll to turn the other guy's flying mount into a toad and they both go splat as they fall down to earth.


Orcs and goblins had a magic banner that instantly killed any wizard who found himself in base contact with the banner. More than one undead army has lost very quickly because an enterprising battlestandard with said banner just made a beeline for the undead general. Please buy Warhammer powerleveling service on our site.
 

Tags: Dsa


Recommendations Guide for Noob in Warhammer
Posted On 02/26/2010 01:52:48

Each army has benefits and drawbacks but we'll try and offer come constructive help. We will say that with the rumors floating about regarding 8th edition, your recommendation would be to make an Empire army as well. The Empire has the "detatchment" rule which we strongly believe will be even more relavant in the new ruleset. Hope you like our Warhammer Online Gold service.


Lizardmen are a very powerful army. They have excellent core choices and some of the most powerful magic in Warhammer. And their models are hands down better than a lot of armies, Empire included. A typical Lizardman army fields a few large blocks of soldiers and some small units of weaker troops to harrass the enemy.


They rank medium as far as maneuverability goes and have enough special rules to keep the army interesting. And if you like dinosaurs, this is definitely the army for you! They can be a bit one dimensional to play (meaning there are only a few truly viable army builds) but over all they are very competative.


Empire is a horde army : expect to buy lots of models. The good news they are cheap on Ebay. The Empire is a jack of all trades and a master of none. They have excellent range capabilities, strong magic, and play in all phases of the game. The heroes themselves are on the weaker side of things but the Empire has the toys to challenge any army. By the way you also can buy warhammer powerleveling service from our site as well.


The Empire is an army that takes skill to win with as it is a very middle-of-the-road army on the power scale. Highly customizable there are a variety of builds for the army and many themes. As an Empire general, you'll never lack for people who are willing to play against you!

Tags: Recommendations Guide For Noob In Warhammer


Level Your Magus Guide in Warhammer
Posted On 02/07/2010 23:41:11

Level Your Magus Guide in Warhammer

  • Date:02-04-2010
  • views: 10
  • Author:
  • Editor: lj
  • Text Size: A A A

So some players kept wondering how to level magus in Warhammer. Here our site has collected some information about that, it may drive your attention and help you some.


The fastest EXP/Hour is going to come from grinding mobs that are equal or 1-2 levels(Warhammer Gold) greater than you. You can go to land of the dead starting at level 25 and will be bolstered to 36. The bolster will allow you to solo mobs there. You will also receive an experience bonus for anything killed in Lotd because it is considered an RvR lake.

 
And there is a PQ called "Dragon Watch Falls" in the north of Dragon Wake that we like to use for AoE grinding on our alts from 32 to 37.  With rested exp I managed to grind out over 1 million exp/hour while soloing on my black guard. With our sorc we were able to do 1.5 million exp/hour solo and nearly 5 million exp/hour with a healer.

 
Blackguard Solo : 1.1 mill exp/hour. Sorce or Healer : 4.8 mill exp or hour. The trick to grinding this particular PQ is learning how to pull the mobs properly and being able to AoE them down before they kill you. As a magus you will likely kill mobs slower, so you may need to pull them in smaller groups than we did.

 
Keep in mind that your results may vary, don't expect to run in there and get a million exp right off the bat. It takes some practice and skill. Not everyone will be able to manage it, but the exp will still be better than grinding quests.


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Witch Hunter Guide in Warhammer
Posted On 02/07/2010 23:40:40

Witch Hunter Guide in Warhammer

  • Date:02-05-2010
  • views: 10
  • Author:
  • Editor: lj
  • Text Size: A A A

Here we 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.


Those who were expecting this class to have more armour than a Caster will be sorely disappointed. This is the weakest aspect to being a Witch Hunter. The Witch Hunter has the same base armour for throughout his or her entire career as a caster (We call them Paper thin because of it).


This is its biggest downfall, and has led to minimal survivability throughout later tiers above 1, and the reason why few Witch Hunters ascended above Tier 1. The only Trade off is that you look incredibly badass throughout your career (except Tier 3, bad armour design there). The Witch Hunters most important stats are:


Wounds: Increases Health/Hit Points. If you are to survive, you need quite a few of these.


Strength: Increases your overall ability damage and reduces your opponents chance to parry your attacks.


Weapon Skill: Increases your chance to parry an enemy attack and increases the amount of armour(Warhammer Online Gold) penetration.


These are the most important stats you need to focus on, however it is still important to have a healthy balance of the other remaining stats (besides Willpower) if you are to be affective. The reason we state no Willpower, is because it is a healing buffer skill, increasing Heal Crits and you won’t be doing any Healing.


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Magus Level 35 Guide for Warhammer Chaos (part one)
Posted On 02/07/2010 23:40:09

Magus Level 35 Guide for Warhammer Chaos (part one)

  • Date:02-06-2010
  • views: 9
  • Author:
  • Editor: lj
  • Text Size: A A A

Dear players, welcome to , The Warhammer information from the official forum, we just give it a Summary. We sincerely hope it can help you more or less.


You can do burst damage on a Magus, and no it isn't "bad". The problem is that its easily healed through, but if you coordinate with others (a squig herder using ranged heal debuff is best), you can be effective. There are 2 main ways to do this, either spec Havoc or Changing. Here is a very breif explanation.

 
In general:You need nearly capped INT (around 1000), as much magic power as you can get (hopefully at least 200), and as much crit chance as you can get. Defensive stats (wounds/tough/armor) aren't important for being able to burst (but they are for staying alive to do that burst obviously, but its more important you have the burst first).

 
Havoc:You NEED and erosion proc (this is a damage debuff). You can get this with jewlery that are tome unlocks (look up worldbreaker band on wardb), and when you get higher RR, you can get the proc with Invader gear and drop the jewlery.The key is to use the right tactics, and learn the travel times of your abilities. For example, Surging Violet has almost no travel time, as soon as you hit the ability, the target takes damage. Bolt of Change or Mutating Blue Fire for example, does, so use this to your advantage.

 
Then line up abilities at the right time, and use the right tactics, the +15% damage on Withered Soul is a MUST, and you must get that on your target before you burst them. The 50% more crit damage tactic on Surging Violet is also great for burst (as well as the -7 second cooldown, or the 15% crit chance for havoc spells).


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