Warhammer Online: The Dwarfs and the Greenskins

the usual suspects

Steve Marvin got interviewed by Gamespot regarding the development of Electronic Arts‘  Warhammer Online: Age of Reckoning. It’s a bit lengthy so we’ll just give you guys the pertinent game details you could lift from that interview, so you get your info fast and quick. They way you guys seem to like it.

And after this follows the bullet points, for easy reading:

  • They’re currently on their alpha test. They still have a year to go with development. They think they’re doing well.
  • It’s dwarfs not dwarves. If you’d like to use the greenskin terminology, it’s “stunties.”
  • Dwarfs are tough, stubborn, and loyal. Their tactics lend well to building up a solid defense and waiting for opportune moments to strike, and strike for max damage.
  • Orc tactics are simple: “scream and leap.” They’re beserkers. Think a the whole offensive line of a football team given ugly looking armor and mean looking weaponry.
  • Goblin tactics are sort of “scream and leap away.” Goblins in this world are actually smart enough to use magic, and cunning enough to put their mischievous tendencies to good use. Too bad they still shrimps.
  • The dwarfs get the ironbreaker, hammerer, engineer, the and runepriest. The greenskins get black orc, shaman, squig herder, and the choppa.
  • Every career in the game can become a solid combatant. There are no “pure support classes” in this game. So get used to the idea of a supposed “Dwarfish healer” kicking butt. The Dwarf Runepriest is a prime example of this. Runes on some to heal, runes on self to buff, runes on others to hurt… you get the idea.
  • They’re really trying to break the class mold, ranged weapon specialists and spell casters can still hold ground in close quarters (unlike in other MMOs). However, conventions still hold, and they still fall prey to the convention that they’re slightly softer and need protection.
  • Steve emphasizes that the easiest strategy to work with dwarfs (because they’re built a certain way) is to lean towards resilience instead of aggressiveness, although rushing aggro dwarfs are still a possible they have more opportunities to get caught flat-footed. Rune priests for example have to keep their runes fresh. Engineers might end up placing turrets and bombs on wrong areas of the map. Things like that.
  • The orcs they just go marching.

There. Down in the form of a list. Hope you guys find this useful.

the usual suspects

Steve Marvin got interviewed by Gamespot regarding the development of Electronic Arts‘  Warhammer Online: Age of Reckoning. It’s a bit lengthy so we’ll just give you guys the pertinent game details you could lift from that interview, so you get your info fast and quick. They way you guys seem to like it.

And after this follows the bullet points, for easy reading:

  • They’re currently on their alpha test. They still have a year to go with development. They think they’re doing well.
  • It’s dwarfs not dwarves. If you’d like to use the greenskin terminology, it’s “stunties.”
  • Dwarfs are tough, stubborn, and loyal. Their tactics lend well to building up a solid defense and waiting for opportune moments to strike, and strike for max damage.
  • Orc tactics are simple: “scream and leap.” They’re beserkers. Think a the whole offensive line of a football team given ugly looking armor and mean looking weaponry.
  • Goblin tactics are sort of “scream and leap away.” Goblins in this world are actually smart enough to use magic, and cunning enough to put their mischievous tendencies to good use. Too bad they still shrimps.
  • The dwarfs get the ironbreaker, hammerer, engineer, the and runepriest. The greenskins get black orc, shaman, squig herder, and the choppa.
  • Every career in the game can become a solid combatant. There are no “pure support classes” in this game. So get used to the idea of a supposed “Dwarfish healer” kicking butt. The Dwarf Runepriest is a prime example of this. Runes on some to heal, runes on self to buff, runes on others to hurt… you get the idea.
  • They’re really trying to break the class mold, ranged weapon specialists and spell casters can still hold ground in close quarters (unlike in other MMOs). However, conventions still hold, and they still fall prey to the convention that they’re slightly softer and need protection.
  • Steve emphasizes that the easiest strategy to work with dwarfs (because they’re built a certain way) is to lean towards resilience instead of aggressiveness, although rushing aggro dwarfs are still a possible they have more opportunities to get caught flat-footed. Rune priests for example have to keep their runes fresh. Engineers might end up placing turrets and bombs on wrong areas of the map. Things like that.
  • The orcs they just go marching.

There. Down in the form of a list. Hope you guys find this useful.

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