gyhgyh http://gyhgyh.lacoctelera.net es-es Motor /imag/ed/mujer65x65.png gyhgyh http://gyhgyh.lacoctelera.net the-shaker v0.1. More on http://www.the-shaker.com Warhammer Tips On Stuck http://gyhgyh.lacoctelera.net/post/2009/07/09/warhammer-tips-on-stuck 2009-07-09T09:11:01+00:00 Warhammer Tips On Stuck

Well as most of you know it is possible to get stuck on just about anything you touch in Warhammer. So here are a couple of things you can do to help pry yourself loose without having to /stuck or contact CSR.It's from the other website and not my work,which edited by Upem.

 
Step1
To spam the character sheet key (P by default) and continue to jump around until you are free. I think it may be caused by the milisecond of lag you get by opening the character sheet, so I assume this could be done with any part of the UI that causes lag (everything). Iv not tried it but I know paging through the scenarios (the right and left arrows in the scenario lobby) causes almost 1.5 second of lag so it may also help get you out of binds.

 

Step2
one of the more known ways is to remove your chest armor, this will reduce the collision around you and you can sometimes slip out this way.

 

I know both of these are known to some people but I do come across lots of people who have never tried either of these. Hope this helps.BTW,Thepowerlevel will service you Warhammer Gold and Warhammer Powerleveling. If you need,plz Click Here to our homepage

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Dungeons of WAR in Warhammer [by Botobeno] http://gyhgyh.lacoctelera.net/post/2009/06/27/dungeons-of-war-in-warhammer-by-botobeno 2009-06-27T05:09:05+00:00 Dungeons of WAR in Warhammer [by Botobeno]

This article from other forum will tell you about the Dungeons of war in Warhammer.If you are interested,just read it.

1)No dungeons at the moment.

 

2)Order

Altdorf sewers
Requirements to enter: level 9?
Set: Keeper
Location: Altdorf
What: 3 instances. (group of 6?)

 

3)Destruction

The Sacellum

Requirements level 9 to enter
Set: Keeper
location: Inevitable City
What: 3 instances. (group of 6?)
Lockout: ?
HammerWiki

 

Mount Gunbad

Requirements level 20 to enter. Bossinstances require basic (left), advanced (right) or elite (mid) influence.
Set: Redeye
location: The badlands, northwest corner.
What: Instance with three wings (unlimited) with seperate instances for the bosses at the end of each wing (group of 6).
Lockout: Only on the boss-nstances, about ? hours.

 
The Bastion Stair

Requirements to enter: lvl 31? Left wing boss & right wing: basic, right wing boss & mid: advanced, midwing boss: elite influence?
Set: Bloodlord (Grants lesser ward)
Where: Chaos Wastes, southeast corner or Praag northeast corner.
What: Instance with instanced wings (unlimited) with bossinstances (group of 6) at the end of the wings.
Lockout: Only on the boss-intances, about 20 hours.

 

 

4)Endgame (lvl 40)

If you successfully siege the enemy capital then you can enter their endgame dungeons too.

Order:The Sigmar crypts & Warpblade tunnels
Requirements to enter: level 40, city rank 2 & 3.
Adviced gear: 3-5 lesser wards.
Set: Sentinel (grants greater ward)
Location: Altdorf.
What: Three instances (group of 6), there are two different warpblade tunnels, generally referred to as warpblade(head) and warpblade(boots).
Lockout: On the subbosses and endbosses, seperate for each instance. About three days.

 

Destruction

The bloodwrought enclave & The bilerot burrows.

Requirements to enter: level 40, city rank 2 & 3.
Adviced gear: 3-5 lesser wards.
Set: Sentinel (grants greater ward)
Location: Inevitable city.

 

The lost vale

Requirements to enter: level 40.
Adviced gear: 3-5 greater wards.
Set: Dark promise (grants superior ward)
Location: Avelorn.
Lockout: about a week.
Stunty stomper

BTW,Thepowerlevel will service you Warhammer Gold and Warhammer Powerleveling. If you need,plz Click the links to our homepage

 

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Warhammer Online: Addons and You version 1.1 http://gyhgyh.lacoctelera.net/post/2009/06/25/warhammer-online-addons-and-you-version-1-1 2009-06-25T07:21:08+00:00 This cut from official site which edited by Flazh will tell you how to use the Addons of Warhammer.If you wanna make your interface better and so on,just read it.

Well known,the human brain is able to handle a lot of things at the same time, but once deeply, deeply concentrated and focus of its action the capacity of handling several things at once falls to sleep with fishes; it dies. And who are you gonna call? Ghostbusters exists only within movies, and for some geeks. Let's face it, you have to deal with it anyway! And how are you gonna deal with it, when you cannot call someone, and you're all by your self at maximum capacity? That's right.. Addons!

They will show you your health or action points or when your fellowship are failing some some reason more exactly. Even if you can't see it for yourself, it can fail! And when your capacity finally sees it for itself, it can be too late, and it ends in death! As if that's so bad in Warhammer Online, huh? Well can be worse.. WIPE!

Steps:
1. Did you try to call for help? If not, it's time to try, at least. Well, that's why you came here, isn't it? That's why you are reading this way too fast, perhaps you missed something, a word or two had to unwind in your head to even make sense. So slow down, you'll get through this wall-of-text eventually.
2. Go to http://www.curse.com/client/ and make friend with the client. Download and install! PC or MAC. If you have neither, though luck. You'll have to do ALL manually.
3. Then, once it is installed, it needs to run of course, and update itself. And then you have it, like a wide new Internet in your very hands. The Curse Addon Database! Sweet!
4. Normally the Curse client finds the game itself, and sets it up. If it doesn't, you need to do it manually.
5. Now, you'll need a few addons that you find cool, useful or flashy. I have a few that I would recommend. And I'll tell you what it does.

BTW,Thepowerlevel will service you Warhammer Gold and Warhammer Powerleveling. If you need,plz Click Here to our homepage

 

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Warhammer:Part of the Guide for the Wrath Priest http://gyhgyh.lacoctelera.net/post/2009/04/20/warhammer-part-of-the-guide-for-the-wrath-priest 2009-04-20T04:00:34+00:00 Warhammer:Part of the Guide for the Wrath Priest
Advanced Play Style: Getting Position

1.When you start getting a hang for the Wrath Priest you should master positional combat. Despite not having any positional abilities this class, as is every class, a positional class. You must do everything you can get to get position on your target. What this means is hitting their back and sides. When you hit their back and sides they can’t block or parry. This is extremely important when using divine assault against MDPS careers which is quite common on the front lines.

2.The way to get position is to master circle strafing and strafe around your target. While this game does have auto face when your opponent is out of AP or on the global cool down then they will not auto face you. This will allow you to get behind them or to their sides to divine assault or land a devastating final blow. This is very important against MDPS; especially when they have their 100 percent parry morale up. You also need to circle strafe to prevent your opponent getting position on you. Remember that every class is a positional class and every class can parry and this includes you. Keep your opponent in front of you so that you have a chance to parry their attacks.

3.Another way to get position is to run through your target. If you run into your target for more than a few seconds you will run right through them and end up behind them. This can be good to run right through to divine assault on the other side.

Recommended Attack Rotation

( Healers/Casters except Magus )

On all squishy targets you should start with running in with Smite if possible then Vow of Silence, Castigation, Weight of Guilt, and then Sigmar’s Fist. This will silence and snare them and buff you. After this use Sigmar’s Vision, Sigmar’s Radiance, then Hammer of Sigmar. On non healers you can normally skip Sigmar’s Radiance and go straight for Hammer of Sigmar. If they still aren’t dead a couple of divine strikes will kill them.

1.Magus

Your attack rotation for the Magus is slightly different. In addition to the above you should use purge either when you first reach the Magus, after your silence, or after your snare is complete.
If you use purge when you first reach the Magus and you haven’t seen them cast their root recently this can be very dangerous as they will root you and run and thus you should silence then purge. However if the Magus is a flight risk and you feel you wont have time to snare before it flees away you may like to silence, snare, then use purge. I prefer this approach. The reason you must do this is that Magus have a significant armour buff unless you purge it. This armour buff does not diminish with time however it will disappear after the Magus is attacked 20 times. The fact that you need to purge this target means that it may be not as high of a target as say a sorcerer. Although note that the Magus pull can be devastating to your side.

2.MDPS

MDPS have a habit of not running away so you don’t need to snare them right away. I start with Sigmar’s Fist, then Castigation and Weight of guilt to restrict their movement so they can’t easily circle strafe around me. I then use Sigmar’s Vision for the extra parry, Sigmar’s radiance, then if I can Hammer of Sigmar. If I can’t I just use divine strike until weight of guilt, Sigmar’s radiance, or Sigmar’s vision is up again. It really depends how tough they are and how good your gear is.
Often you will be using Divine Assault in this rotation as well as MDPS tend to do a lot of damage. Always stray off your standard attack rotation for Divine Assault if you need it.

3.Tanks

In scenarios you generally won’t be fighting tanks unless there is nothing left. If you have to though it is pretty similar to the MDPS attack rotation except make sure you have your HoTs on you at all times due to tanks mitigating and blocking your Divine Assault. You can just grind them down after that. There are always exceptions like DPS Chosen tanks which can be devastating. If you aren’t planning to get into a duel with one it will be a very tough fight and you could lose due to them debuffing all your resists. However in 1.2.1 this is getting nerfed. Until then if you know you are going to fight a DPS Chosen then stack plenty of spiritual resist and even swap out guilty soul for unwavering faith. You need around 1000 since they will debuff it by 378.

Note :If you are having problems with these concepts you can play a Witch Hunter till level 20 or so and learn how to use their torment ability effectively. It will greatly enhance how you play against other melee careers .

By the way, I recommend you buy Warhammer gold and Warhammer powerleveling from us, you will obtain the best service and the fast delivery.

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Warhammer Apothecary guide http://gyhgyh.lacoctelera.net/post/2009/04/20/warhammer-apothecary-guide 2009-04-20T04:00:02+00:00 Warhammer Apothecary guide

Potions can be very useful in Warhammer.Most of the beginner potions are going to add +10 to a stat for 5-10 minutes. If you compare that to level 5 gear, you're talking about being able to add a bonus comparable to two or three pieces of armor that all buff the same stat. Want to heal?

Beginner potions will give you a quick recharge of +250 hp if you know where to get the materials. Overall it appears that Mythic intends apothecary to be the number one utility crafting skill. If you don't want to invest a lot of time in raising it, you don't have to: every merchant who sells apothecary supplies sells enough materials for you to grind out restoration potions.

What you need:
Every potion has 3 basic components. First you have to have some sort of container. The basic container is a used glass vial, which costs 5 brass at a vendor. You also need a main ingredient, these can be purchased at a basic vendor as well. Vendors in the low-level towns will have elvish parsley for recovery (heal over time potion) and bear claws for strength. There are also some intelligence materials I believe. Bear in mind that as you progress in level, the quality and type of ingredients vendors provide will change. Finally, you have three slots where you can add additional components. When first starting out, don't waste your time adding anything other than cloudy water. Again: until you get your skill to 25 adding anything other than cloudy water to your potions is a waste of materials that will be helpful later. Simply put, you don't yet have the skill to make more than one potion at a time, and you don't have the materials to make potions that last longer than 5 minutes.

How to get it:
There are two gathering skills that contribute items usable as a main ingredient. Butchering will give you main ingredients as well as some ingredients with varying miscellaneous effects (stabilizing effects appear to be the most common). Cultivating will allow you to grow plants and fungi which can then be used to create potions. Which is better? Well each has its benefits. Butchering is great because if you know where an animal spawns you have an unlimited supply of an ingredient, provided you are willing to farm long enough to build up your stock. However, butchering's strength is also its main weakness: you have to have animals to butcher, which means higher-level components will not be available right away, even if your skill would be high enough to harvest them. Cultivation is the more peaceful alternative to butchering. I've found that every monster component has an equivalent plant. But it's worth noting that each skill point you want to raise in cultivation will take approximately 90 seconds. Butchering an animal has a duration of 5 seconds. This means that while cultivation requires nothing other than seeds, it takes much much longer to raise skill in cultivation compared to butchering. However as far as I can tell butchering has nearly nothing to contribute to dyes.

How to get good potions quickly:
Here's how I did it, which may not be the best way, but it got me to making some good potions after about 15 minutes of skill-raising. First off, you're not going to be able to use any green ingredient you have until your skill is at least 25. Your best bet for getting skill from 1 to 25 is to simply figure out what potion will benefit you most from the ingredients available at the vendor, and then just get enough materials to make this potion 25 times. Remember you only need the main ingredient, a used glass vial and some cloudy water at this point. After buying 25 of these three items, open up your skills by pressing 'V', then select apothecary from the top of the alphabetized list under the general skills tab.

Hope this helps.Credit to Nobodycares

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Warhammer: Guide for the Wrath Priest http://gyhgyh.lacoctelera.net/post/2009/04/20/warhammer-guide-for-the-wrath-priest 2009-04-20T03:59:43+00:00 Warhammer: Guide for the Wrath Priest
This guide is merely to explain how to play a Wrath Priest for those who already have an interest in playing this very niche type of DPS/off healer. Many guides do not cover the Wrath tree in great detail and seek to undermine how useful the tree can be in a variety of situations. By the end of this guide I hope you have an understanding on what abilities, tactics, and play styles you will be using as a Wrath Priest. It should be noted that this entire guild is focused on a PvP or solo questing focus.

What stats should I be stacking?

As a Wrath Priest many stats are important and I will go through each in turn.

Strength – This is extremely important. You should stack this very high. More than 700 strength is necessary however as your gear gets better you may be able to get over 800 and if you get some very good weapons, jewellery, and invader gear you may find yourself at over 900 strength,

Wounds – This is one of your most important stats. Many opinions differ as to how much you should have. Over 600 wounds is optimum and if you get invader and are willing to lose out on some strength there is no reason why you could have up to 7.5k quite easily while still having well over 700 strength. However prior to this over 600 wounds is excellent and is perfectly viable. Warrior Priests in general have awfully low natural wounds and thus increasing it can be difficult. Keep in mind that you are a healer and thus your 600 wounds would be equivalent to a real MDPS class having thousands more (due to divine assault which I will expand on later). I personally run only 608 wounds in order to get a large amount of strength and melee critical hit chance.

Toughness – Toughness is a good stat to have if you have a decent amount of it. I don’t run with much toughness since it is difficult to have good initiative, wounds, strength, and toughness and toughness is the stat which I simply neglect. If you are a bit of a toughness fan try to get it up to 300 and run greave of sigmar however this won’t help your damage much. I find guilty souls’ healing and damage is much better then trying to stack toughness.

Willpower – This is not your primary stat. It does provide a benefit to you though when you are unable to melee heal. Although do not stack this stat and any willpower you do get should merely be accidental and not on purpose. However since a lot of our gear does have willpower on it you may find yourself with up to 400 willpower naturally without trying.

Initiative – A very important stat but very hard to get a lot of while still keeping high wounds and strength. I would recommend you aim to get as much as you can but it will be difficult to balance with other stats. You can get a lot of initiative through the renown gear such as the 51 initiative cloak or 40 initiative ring. Alternatively you can try and get as much reduction in crit gear as you can get. Such pieces would include the Sentinel Helm and the Herald’s Cloak. For quite a while, until I got some high initiative gear from the Lost Vale, I specced some of my renown points into initiative as it does greatly increase your survivability.

Weapon Skill – Weapon Skill is nice to have but not necessary. Do not aim to get this stat as such but having it on your gear isn’t a waste either. You are a squishy killer and thus do not have as much use for piercing armour. Unlike MDPS who have methods to ignore the armour of their opponent, you do not. Thus attacking heavily armoured opponents becomes less useful and should be avoided unless there is no other target around. This is not because you can’t win against such an opponent but merely because it takes way to long when you could be out killing healers. In short yes weapon skill is useful but strength and wounds are more useful.

Resists – It is extremely useful to stack resists however it can be difficult. With the resist cap I don’t really bother these days since a Chosen or Magus will see you with no resists anyway. You will get what ever resists you need naturally on gear.

Intelligence and ballistics skill are completely useless for a Warrior Priest in all respects. Do not use any gear with these on it.

Gear

For most gear just follow the above guidelines on what to stack. However gear also deserves its own section due to Mythic breaking up our set pieces into healing and DPS gear.

Healing Sets

Our healing sets are Annihilator, Sentinel, and Dark Promise. These sets are less useful to a wrath priest. This is not to say that you can’t use some of these pieces. I would recommend wearing two sentinel pieces in a PvP build. The reason is that the belt counts as a piece for the purposes of set bonuses. Thus you can have 3 set bonuses over 6 pieces of set gear. I recommend wearing the helm and belt unless you have invader.

DPS Sets

For our DPS sets we have Conqueror, Invader, and Bloodlord. These sets are quite hard to get when compared to their PvE equivalents. The Bloodlord set is a recommended starting set if you can get your hands on it. Wearing two pieces of Bloodlord will give you a decent strength bonus. On most servers it is also easy to gain the Conqueror boots and the fists can be bought at Renown Rank 41. I personally favour using this, two sentinel pieces, and two other high strength pieces with talisman slots as good starting out gear.

Lower Level Sets

The Devastator Set is a DPS set from T3 and is an important stepping stone. It is wise to use at least two pieces of this set up until you can replace it with Bloodlord or Conqueror. The pieces itself also have high strength.

The Ruin Set is a set that precedes the Bloodlord Set for PvE. I would not use this set due to there being high amounts of willpower on the gear itself and the first set bonus also being willpower. The second set bonus is 55 strength but it is not worth wearing three of these pieces over the Devastator Set.

Jewellery, Cloaks, and Hammers

As far as jewellery goes you should aim to get the 20 strength 20 wounds rings until such time that you get something better. Items such as ruby of the warden/watcher from city instances, the onslaught scroll from contested city PQs, and jewellery from the Lost Vale etc. If you are low on wounds you may also like to run the 43 wounds ring or maybe the 41 initiative ring as well.

For cloaks I recommend the 30 strength 20 wound green cloak that can be bought from the AH quite often on most servers. You may also prefer to wear the 51 initiative cloak if you are low on initiative. A great melee cloak also comes from purple bags in forts and there are some very good cloaks to be found in the Lost Vale.

When you first reach 40 Faith is a decent weapon to use until you can get the Sledge of Light from the Elf T4 rewards. If you can get the drop or purchase the sledge of the warden then do so. It drops from level 40 city instances and is on the AH from time to time. Once you get to the Lost Vale the Lightbearer’s Fist drops off the third boss on the left side and iSs the best hammer in the game.

I encourage you to check everything I say here out for yourself and see what works for you. I hope to share this knowledge with you so you too can get the most out of your class.

Are you busy with work ,never mind,we can help you level up in a short time .and I also recommend you to buy the Warhammer gold and Warhammer powerleveling ,we will try our best to solve your problem .

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Warhammer:defensive tanks in sieges http://gyhgyh.lacoctelera.net/post/2009/04/20/warhammer-defensive-tanks-in-sieges 2009-04-20T03:59:00+00:00 Warhammer:defensive tanks in sieges
Sieges are a big part of Warhammer,defensive tanks play an absolutely vital role in sieges.

When you're defending, your role is pretty elementary, but vital. Defensive tanks can form an almost impassable wall of shields on top of the ramp to the keep lord room, but not only: Before then, they can still sortie the main door of the keep and knockdown/knockback/harrass the enemy outside, slowing their damage on the doors and giving your allies time to come and defend. Your survivability ensures that you'll have plenty time to get out, do what you need, and then get back in safe.

When you're part of the wall of shield make sure there are healers in your group, because you will be exposed to a rather nasty barrage of spells. If there's none, ask the warband leader to switch a shield to your group, or alternatively to switch you to a group with an healer. Even if you're big, buff and fully geared, you won't survive the barrage if you aren't properly healed.

As an apparent paradox, defensive tanks play a vital role even in attacking keeps. Not only they can stay on the door without too much fear of the oil and of enemy spells (if well healed), but they are basically the only ones that can run up that cursed ramp to the lord room, fire all their defensive abilities, knockdown/back the tank wall, get behind them, cross the lord room, get on the second ramp and start maiming/disabling/harrassing the healers/ranged DPSs perched on it.

This will give your squishier allies a chance to get to the lord room themselves and to kill the tank wall (that if you did your duty will stop receiving as much heals) without being maimed too much by the casters you are harrassing.

Your survivability gives you a decent chance of surviving it to the end. Most other classes (including offensive tanks) would be obliteraded while they're still dealing with the shield wall on top of the first ramp.

When you can walk into stacking rain of fires and pits of shadows receiving ticks of 200 damage (and you have 9000+ HP), you really begin to learn the true power of a defensive tank.

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The thread original by Abriael

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Warhammer : Guide on seed http://gyhgyh.lacoctelera.net/post/2009/04/20/warhammer-guide-on-seed 2009-04-20T03:54:38+00:00 Warhammer : Guide on seed
Alot of people are asking for information on the Cultivation gathering skill so I thought I would provide a litte. This is meant to be a basic tutorial on how use this skill so someone will know as much as a beta tester when they start playing the game.Te begin with, those interested in cultivating should seek out the skill trainer located either in the local T1 story 2 camp or the capitol city. Once you have trained in the skill its time to start getting seeds to grow.

There are multitudes of seeds that can be used in cultivating (too many for me to list since I have not even seen them all). The basic level 1 seeds are available on most crafting merchants to help you get started, but to get other level 1 seeds and higher seeds you will have to kill, trade with other players, or quest. Seeds tend to drop off of non-sentiant creatures more than any (wolves, boars, and cats), however some of the best creatures to get them from are squigs (they are fungus after all).

As for quests, each pairing has a wandering quest giver who can be found in each tier. This quest giver will generally ask for a simple gather/kill quest and reward you with a upgraded seed. This seed differs from most other seeds in time-to-grow and crit result. The level 1 version is called ‘Short-stemmed Elvish Parsley’ and will normally produce ‘Musty Elvish Parsely’ end product, however on a critical success it will produce ‘Short-stemmed Elvish Parsley’ which is a better apothacary product. These quest seeds also have an aprox grow time of ~9mins.

Another benifit of these seeds is that all results except for crit failure will return the seed to you, thus allowing you to gain multiple skill points from just one seed.

I believe that seeds come in different colors similar to equipment, however I have only encountered white and green seeds. Most regular seeds will produce an end product and nothing else on a regular success and will return the seed only on a critical sucess. Below is an example of what a seed will produce.

Musty Elvish Parsley - Crit failure = Wilted Weed (useless and common to all crit failures)
- Regular success = Musty Elvish Parsley
- Crit success = Musty Elvish Parsley + return seed

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Warhammer : guide on Tradeskill Trainers http://gyhgyh.lacoctelera.net/post/2009/04/20/warhammer-guide-on-tradeskill-trainers 2009-04-20T03:51:49+00:00 Warhammer : guide on Tradeskill Trainers
Here are some profession trainers I’ve found for those are just starting out new or are having trouble in finding them.

Cultivating
Destruction
Toofless Moguk - Da War Make
Spana Soulseed - The Inevitable City, Map Markers: 17575, 24323

Order
Balagil Axegrinder - Redhammer Brewery, Map Markers: 46234, 30029

Salvaging
Order
Dekmar Wulfmann, Salvager - Grey Lady Coaching Inn (Empire, Ch 2)
Morden Snowbeard, Salvager - Ekrund - around the left (south west) side of the inn

Destruction
Torus Savageblade, Salvager - Sorcerer’s Axiom (Chaos, Ch 2)

Butchering & Scavenging Trainers
Order
Mekel Falkenhiem - Butcher of Grey Mare Inn
Destruction
Vag Mudlash - Da War Maker
Lorne Foulsteel & Diedrick Goedbloed - Inevitable City, Map Markers: 17575, 24323

Apothecary
Destruction
Doomseer Webbweaver - The Inevitable City, Map Markers: 21604, 24122

Talisman Making
Destruction
Dripnose Shinymaka - Da War Maker
Unsure of the name, but his title is Hedge Wizard - Sorcerer’s Axiom (Chaos, Ch 2)

Order
Aidan Bond, Hedge Wizard - Gray Lady Coaching Inn

If you know of any others not listed feel free to add them into the comment and I’ll revise it whenever I get a chance.

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Warhammer : Some Flaws of Talisman Making http://gyhgyh.lacoctelera.net/post/2009/04/20/warhammer-some-flaws-of-talisman-making 2009-04-20T03:51:16+00:00 Warhammer : Some Flaws of Talisman Making

Here's a list of the current problems I've come across with Talisman making .if you are interested in it ,read it now .

 

1. Remove timed talismans

What good is an 8 hour +2 stat talisman? It's essentially a pathetic buff (and an incredibly expensive one at that). If we're going to have timed ones, at least give them better stats than non-timed ones. They're pretty much junk.

 

2. You need to get to 25 far too early

I'm not sure on the exact level that talismans start needing 25 skill but it's around rank 8-9. As you whizz through these levels you stand no chance of getting enough drops.

 

3. Confusing in general

The Talisman making screen isn't amazingly clear. There are scores of people who think they've never found a talisman trainer because they're called "hedge wizards". I know that's part of the lore but there's nothing that gives any indication that they are the ones to go to for talisman training. Also, where is the Hedge Wizard in altdorf? All the other trainers/vendors are easy to find, running around for ages in the city didn't find it and I had to fly back to a chapter 2 location to stock up on items.

 

4. other professions are easier in comparisson

heading sums it up

 

5. No drops from PQs or in general

Other professions seem to get plenty of drops but, other than the salvaging drops, I've never seen a drop or reward that Talisman makers need.

 

6. It needs too many items

It's currently next to impossible, unless your in a guild with lots of other crafters to get the crafting items you need, especially as they come from a variety of professions. The AH isn't being used much on my server at the moment so that may fill up but it still looks like buying the materials will cost a lot more than a talisman should be worth. Also, it clogs up your bag space having so many craft related items

 

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The source is here ,thanks a lot .

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