Tuesday, November 30, 2010

[Guide] Atrophy

This is EASLY my most favorite feat of all. It has always been since day 1. With the 1.6 revamp atrophy became 2/2 feat that gives -30% melee and magic damage debuff. Its instant, fast, it can crit very well, does AOE dmg/debuff and has extremely low CD.
Best of all: it has its uses both in PVP and solo PVE and costs no shards.

Atrophy as an opener
This is the first and most common usage: atrophy is instant, does pretty decent damage and can debuff greatly so double tap forward to gain momentum and unload atrophy on the opponent.

It’s a win/win scenario because:

1.    if you get momentum stun: you have gained valuable seconds to proceed with another nasty trick and as your opponent comes out of the CC he is greatly debuffed. Note that you can upgrade momentum via AA perks so if it procs it will deal extra damage (so basically its an upgrade to Atrophy damage)
2.    if you don’t get the momentum stun: you still have dealt damage and debuffed your opponent. You can follow up with instant CC or take advantage of the remaining 9s of debuff and save CC for later


Atrophy during CC
The first thing your opponent will do after coming out of CC is most likely CC you back. When your enemy is CC there is only so much you can do: you can apply GC+SS or other miasma combination and the CC duration should be about over. However there is still time for that sweet, instant atrophy to drop. Whatever retaliation your opponent will inflict on you after the CC is over with atrophy it will be 30% less severe. For example that cuts 3000 damage from detonation to 2100 saving your ass from suffering 900 more HP loss.
One common mistake is applying atrophy as soon as CC starts which will lead to the loss of valuable debuff time 

Saving team mates
In minigame scenario I often employ atrophy against people who go after healers. 30% debuff usually is enough for healer to recover and out heal the damage while you keep the DPS up. This way you can keep the valuable CC’s for better moment while still making the difference.

AOE and atrophy
Atrophy does cone AOE damage and debuffing. In PVE mobs will stack up and bunch up naturally so you will take full advantage of this. In PVP this is very situational, but the opportunity might rise when two teams clash in the very beginning when they are escorting their flag carriers (on Blood Ravine this will happen a lot).

Atrophy and PVE
In Paikang you will meet quite the number of bosses that you will have to handle solo. Prime examples will be gray apes (Priests of Yun quest) and the dreaded Dark Legion’s Commander. Atrophy makes those a breeze (almost). Also use atrophy as often as you can because the CD is only 45s and taking less damage will result in less down time and smoother progression. Atrophy really shines in Khitai because the mobs generally have more HP than their vanilla AOC counterparts and they are hitting A LOT HARDER. In vanilla AOC atrophy might have been perceived a bit like an overkill (especially since 1.6 assassin’s revamp giving us uber DPS): why debuff a mob if you can KILL it faster? Such is NOT the case with Rise of the Godslayer. I highly recommend this feat especially for those builds that don’t have Avatar feated in – for extra survivability boost.

Atrophy in PVP
Atrophy debuffs both magical and melee damage so its great against all classes. However as you know there are some hybrid classes that employ both magic and melee. Such class in a Hox. Antrophy is almost designed to kill hox.

Thursday, November 25, 2010

FC's sub offers: why try harder?

So this will be a hot topic for some time (a lot of quitrage on the forums too): FC's new 12 months sub offer.
Before I will give you pice of my mind (not that you care) here are some stats (because I know that thats the only thing you do care about):


Senior Community Manager
 

Here's the information about the White Tiger:
  • Same speed as a swift horse
  • Requires eastern riding (which is included in this offer too as a /claim item)
  • 9% Sprinting Stamina Drain
  • -30 Staggering Chance
  • Charge ability
  • + health when mounted


Now the offer:

And the quite chubby tiger itself:

credit goes to dawee
So its a faction mount with a paint job? Thats laaaaaaaaaaaaaaaaaaame & lazy. And a little desperate after FC's last, pretty sloppy Q report (time to digg deep).

I bet FC would have gotten more subs sold and made less people angry if they actually WORKED on their offer. You know, like did stuff and stuff.

I don't mind those kushy offers (hell, I bought 12m sub during last offer), but please put some effort into it *sight*. FC is cutting corners and refrying old content as much as they can. The tiger mount was iconic for the ROGS expansion and I can understand people raging that its ruined now. Kinda is? Well why anyone who have put time and effort into getting like rank 3 with Tamaris would go for instant white tiger plushie? Why anyone with tiger (after grinding it for months) would get this white abomination? Who gets to win here?
I guess...people without sub and a tiger mount?
I am crazy enough that I would have bough another 12m sub if the offer was good. But I just cannot reward a company for half-assed effort.

On the plus side it's a good living down the FC's marketing: you boys and gals have A LOT OF STUFF TO PAINT before you will be out of ideas for next 12m subs offers.

HELL YEAH!

Sunday, November 14, 2010

Dagger and a bowl of rice ep.7: Solo PVE in Khitai

Ah the glorious Khitai, hands down the hardest solo content you will face in Age of Conan.
Contrary to what some people think assassin, if played the right way™, can handle Rise of the Godslayer easily. Personally, at the time of writing this, I have taken Brittle Blade to rank 4, Yun to rank 3 and Last Legion to rank 3 effectively completing all the quests for those factions from Grass Lands to the Paikang – solo all the way.
So how does one get started with the expansion’s content and live to tell the tale? This guide will take you from trader-trash wearing, noobie GC+Soul Strike to the expic set wearing assassin that can pull several +83 mobs  and still stand his ground.
Specc > Gear
I don’t know how vital the specc is to other classes nor do I care. For assassins the specc can make or break you in every aspect. The very foundation of your survival and progression in Khitai lies in Avatar’s healing. Healing and healing alone will let you live through the punishment some mobs will inflict on your. The ability to deal damage is secondary at best: no matter how high your dmg output will be it will never be enough to drop several mobs before they drop you. Where full Lotus build struggles to take on 3 mobs the hybrid can easily dismember 5 or more. True, you can carefully pull mobs and blow all of your cool downs, but the key to progression, and let face it: pleasure of gaming, is ripping the shit out of mobs in a fast and constant manner. This the hybrid can provide.

The specc: Hybrid with Avatar

Of course there are many variations to this build, but nevertheless avatar should and must stay as the cornerstone.
Lets go over the details:

How to deal with pulling 1 mob
As with every pull the CCs are your friend. If you are facing really resistant mob with large HP pull then use the CC chaining.
GC->SDS->Soul Strike (this will apply both stun and explosion)->CC->Swift Strikes

How to deal with pulling 2 mobs
Atrophy is your friend. This will effectively reduce the damage output of 2 mobs into…1.2 mob. It really makes the difference.

How to deal with pulling more than 3-4 mobs or Bosses
This is where the hybrid build really shines and where all other fail miserably. First open with SDS and use lotus dart while activating avatar of death. This mob with the dart will feed you the much needed HP so DO NOT KILL HIM, turn to the next mob and apply GC+Soul Strike. The explosion will deal AOE damage providing much needed spike and HP leech. At the last second of avatar use Death Whirlwind to get the last spike of HP and damage. If there are any mobs left use snap kick and finish them up. There is a good chance that some mobs standing near the ones affected with Soul Strike and Lotus Dart will get splashed with GC or SDS – use Face Stab to take advantage of this and consume those effects for large damage.
With relish in death specced in (+15% fatality chance) there is also a good chance you will fatality at least one mob which can only help you to deal with the rest faster and with less damage taken.
The following procedure allowed me to take down the Dark Legion’s Commander in Paikang, loot his head and still run away to safety. I have to yet face more worthy foe than him.
There is more than meets the eye in that build so check my other guides for more details on some of the feats:
Gear
Once you have your build all sorted out you can prepare your gear. Needless to say Khitai faction’s gear works best for Khitai. If you do not have T1/T2 epics then get yourself Assassin’s cultural gear (Bossonian set) along with some pieces from City Crafted Gear.

Contrary to the pvp set up the Khitai requires two things from your gear: a lot of Hit Points and Hit Rating. Without HP you will die fast and without hit rating stats you will miss a lot and as a result: die a lot.
I myself have started my journey through Khitai with cultural gear made for pvp (see the guide above) but I have used collector’s edition rings (epic one and blue one with LOADS of HP and hit rating) and also the necklace reward for killing Grim Gray God. Those have made OCEAN of difference.
You can get pretty decent ring by doing “simple”, but rare quest given by the Emissary of King of Zamora. This quest will spawn at random when you chose to defend the caravan during your journey to Khitai. Just keep taking the road to khitai quest and dieing until you meet the Emissary.
This quest involves killing 500 demons (you can kill those in Grass Lands) which might sound really tedious (and it is!), but its not THAT much  of a grind (like hell its not..) and the ring has nice stats on it.
Upgrade your gear pieces as soon as you can get a replacement from your faction of choice: I went with Brittle Blade.
Do NOT worry about MOAs! As you progress through content the tokens will be more and more easy to acquire. Right now I am getting exactly 55 MOAs in 46 minutes  (solo PVE!) and I have heard its very  much possible to reach 100 MOAS per hour mark. Time will tell.
Perks
Funcom did a great job at making perks progress your character horizontally. Trust me: after upgrading a couple of perks you WILL feel more powerful.
My perks are PVP focused, but that didn’t really hinder my progression – there is hardly a need to be switching perks from PVP to PVE mode.
I recommend getting choking powder, liberation (there are very few CCs, but this perk gives great damage) Tainted Weapons and Finely Honed (very few mobs will use shields, but it will come handy both in PVP and Group PVE)
See the guides here: http://forums-eu.ageofconan.com/showthread.php?t=114374

Once you get to lvl 4 with Brittle Blade and Yun you can start buying REALLY awesome pets that will take your damage and survivability to the next level.

And that is it!  May your blades never dull!

EDIT:

new links to builds:
Hybrid with Atrophy
Hybrid with Grave Blossom

Saturday, October 30, 2010

First batch of 2.1

So the new 2.1 is on TL. It’s a small part of 2.1, but still it contains the most important stuff: new 12 vs 12 minigame.
There is a lot of stuff to talk about so let me break it down into manageable parts:

The looks

The map is supposed to be pictish wilderness. I didn’t really get that impression: its more of a Cimmeria if anything. Of course pictish wilderness covers a LARGE chunk of Hyboria so I guess the flora changes from place to place. It’s fine, but didn’t really bring me to my knees. For me the most polished minis are Blood Ravine and Lost Temple, but there is only so much you can do with trees and rocks.
Take a looksie at these screenshots by HitmannD since those are much better than mine.
 

The size

The map is large compared to Totem, but I have heard some voices calling for the map to be bigger. It’s fine for my taste, but faaaaaaaaaar from map that you would use mounts on. There is no reason to mount up – you can reach points reasonably fast. Besides the map has very narrow passes and bridges so it’s easy for your opponents to block you up. Perhaps overtime people will learn to take advantages of mounts in here, but as it is now they have no use.

Pets and Mounts

Yes you can use Khitai mounts and yes you can use your combat pets. While it might not be SUPER COOL to see people being followed by 10 kappas (its actually really a bad idea), but there are some khitai pets that I would like to see in minigames: Yun’s lotus pets, Brittle Blade’s sapling from the tree of death or even moon children. It’s a hard call: on one side it has potential of changing the game into Pokemon online (and those damn kappas are screwing the tab targeting), but on another there are some insta-pets that are more of a buff/debuff and those would give another layer of customization to your pvp character. I would lean towards keeping the pets and mounts: except for damn Kappas those are hard earned, legitimate buffs that everyone can get and keeping them for Khitai-PVE-only seems like a waste.


The mechanic

The point capping is very fast. I LIKE IT! I also don’t agree that there are too many capture points. The key to victory are small, tactical strikes as opposed to rolling over opponents with 12 man army. Grouping up or “Zerging” is not the way to go. This map rewards capturing and not defending. You can push with 12 people on one capture point which is held by 6, but before you know it other 6 opponents will cap like half of the map. I would keep it this way, because if there are only few points and the defence (or lets face it: camping) becomes valid the game will lose its pace and will favor heavily solder classes (which are ripping the shit out of rogues/clothes in larger scale battles) and rangers/spell weavers. For the first few minutes of my first game it was exactly like that: DTs and Conqs backed up by Rangers were doing “the blender” in the middle and other classes were popping into that fray for 4-5 seconds only to get spanked into oblivion. Then we started to avoid that “battle” and went for points which immediately broke up the big fight and people rushed in to re-capture. Point capturing often result in small scale 1v1 or 2v2 (since respawns are very close to points) which imo is more enjoyable than classic minigames were the key is to “move as one” and grind anyone that comes near that whirlwind. This mini also empowers the individual more: your actions have DIRECT impact on the outcome. In classic minis its mostly all about the flag carrier and other are usually preoccupied with fragging (myself being guilty as charged). Killing opponents is secondary to capturing the points. You will have more than enough opportunities to cross blades, but simply focusing on killing (which can be valid in capture the flag maps: butchering opponents leaves your carrier unmolested) won’t get your far.

The rewards

Take a look at screenshot. It’s very rewarding and it will greatly improve pvp progression. I thought that FC will include “Bori” token rewards too, so you can get best pvp set, by doing this mini, but CAN’T imagine that anyone real pvper would do Bori at all if he could get the tokens AND the really good pvp xp from Sag mini. With recent pvp set changes (more on that later) I think Sag will put a large dent in Bori’s participants because FC addressed three major problems with minis : horrible pvp xp, unattainable pvp set and premades. With that out of the way why would you hit rocks?


The teams

You can only see 1 group in your UI so I cannot tell how well the new system divides the classes, but I have seen both teams having pretty much the same amount of healers, tanks and DPSs.
The Sag seems like heaven for premade vs premade with vent, but minigame nightmare x 10 for PUG vs Premade. Really, I think it would have been HUGE waste if this map went live without breaking up the premades. I do hope that the option for premade vs premade will come at some point, but seeing the opportunity for abuse of this map and how it would ruin the fun for everyone I am glad that the new rules are in.

Room for improvement

As always there is room for improvement. It seems this map would benefit greatly from climbing points of various difficulties. Also I would make the water more deep so jumping from great height would not damage the player’s character and would be a valid tactic.

More on 2.1

The party on the roof continues

Seems like FC have read my report on “secret” content on TL and have seen me getting on top of the roof. They have put up a wall to prevent it. Guys, there are explorers out there that can get to the places you haven’t even designed yet ;p. By all means keep trying to seal that place up because this roof club is a pretty cool reward for winning the renown rankings and it would be bad if others could “crash” the party.
 

 Minigame pvp gear

The smartest move by FC since 2008. The new minigame gear is pvp lvl 4-7. On level 4 you can upgrade your horribly outdated blue items from lvl 1-3 and on lvl 7 you can be wearing full minigame gear. The weapons are reserved for lvl8 (also good). The Bori gear is 8-10lvl. Getting to lvl8 by only doing minigames is hard as nails now (I still need 25% to lvl8), but with new minigame map and minis getting more popular it will get a little easier. This change is great on many levels: it rewards the pvper more constantly (as opposed to half killing yourself over couple of months just to get a belt) and squashes the gear gap between regular pvpers and rock-crushers.
 
And before I finish this post:
 
Find the new icon for one of sins AA perks
New minigame window - still no sound but its coming
Rock on Funcom! (please do not mess this up).

Sunday, October 10, 2010

MMO development by Funcom

Patch 2.1. Are you psyched up about it? I doubt it, but if you are please do yourself a favor and DON'T.
For a reason widely unknown Funcom is going back to their time proof strategy of "big patch & slow development for the win". Patch 2.1, which will include whole new engine, is shaping up to be another 1.5 in terms of development. Lets hop in a time machine and read up some bullshit on how fast this patch is going live:

Community Update - 10th September - Age of Conan Europe Forums
"herefore we expect Update 2.1 to be ready for the testservers around the end of September. We will of course keep you posted on the current status in the weeks to come."
Community Update – 17th September - Age of Conan Europe Forums
"on the plus side the internal testing for the integration parts of the 2.1 series is going very well, and the build is starting to look reasonably stable. We will make a decision on when we will push the series to the test servers at the end of the month"
Community Update - 8th October - Age of Conan Europe Forums

"We aim to deploy the first versions of Update 2.1 to the test servers in the next few weeks".
Twitter: 
@Slith_hideout sooooooo.....2.1 early 2011? about 12 hours ago via Chromed Bird in reply to Silirrion
@Silirrion I really hope not...should be on test within the next few weeks, then depends on the testing about 11 hours ago via web in reply to Slith_hideout
 There ya have folks: its sooooooo coming in 2011. Now, what is the issue here? 
I cannot understand (perhaps thats because I am not an mmo developer) why we cannot have patches in small batches instead of this monster fix. I can imagine that because this patch includes whole new engine it will be buggy as hell which will only further delay whatever content we are waiting for. There are also so many small fixes that will come with the patch but would make people very happy right now: minigame pvp gear changes would be a prime example.
Furthermore one of the key issue is communication. Both community updates and monthly letters are of poor quality and those are getting both shorter and more rehashed. Do you guys think we cannot tell that you are serving us refried shit from a month ago?
There is so much Funcom could do to get people excited about their games, to make them crave the new content. Oh wait, they are excellent at this, but only before the game launches.
Why not feeding the playerbase with screenies of new maps, artworks, gameplay footage. Hell, even a developer talking about the mechanics recorded with cellphone's camera would been great. Instead we get weekly streams of "its comings" and monthly "we suck at coding with new tools, but we are getting better, like all the time".


I think you can do better than that.


EDIT: mixed up my tweet with GD's reply. Thanks for pointing that out in comments. Sorry for mistake. 

Thursday, October 7, 2010

Assassin's hideout podcast - ep.22


show notes:

- my progression through solo pve content in Khitai
- my factions of choice
- how I am getting MoAs


title of the post is a link to the podcast.





Monday, October 4, 2010

Assassin's hideout podcast - ep. 21


show notes:

- patch 2.1
- new minigames
- changes to premades sign ups
- bad sound quality


title of the post is a link to the podcast.


Link is fixed