Tyrael is a powerful Warrior that's capable of hard-pushing a lane when surrounded by his team. With the combination of his speed, mobility and ability to bolster his team mates, he's incredibly strong in the right hands. Unlike Muradin or Johanna he is arguably squishier, despite having a shield. However, he makes up for this in the fact he can get in and out of fights quickly and in the process, can harrass deep into an enemies team before coming back to shield his team.
Guide Updated: 06th July 2015
Amazing lane pushing with his team thanks to his skills affecting minions
He is squishier than the likes of Joana so can be focused relatively easily if he has no cooldowns
Incredible mobility for a Warrior
Can be mana intensive early game as you chain your skills to support your team
A valuable group wide shield and speed boost
His damage outside of Smite is woeful
A powerful innate skill that can often kill opposing players at the end of a team fight if you happen to die
The ability to teleport is incredible for escaping quickly
With its low cooldown, Smite is an amazing skill. Capable of dealing damage to enemies as well as increasing yours, allies and minion movement speed by 25% it has a lot of utility. With Purge Evil it'll deal 25% more damage to Heroes, which is fairly significant considering its width. Placed in a team fight, it can quickly hurt a line of your opponents and if you're chasing them down, you're gaurenteed to catch them.
Tyrael is pretty squishy outside of his shield and as such, needs as much help as he can get to stay afloat. You'll gain 33% extra healing from all healing sources, which is pretty significant for staying alive.
You should be regularly diving into the front-lines of enemy Heroes with El'Druin's Might and with your shield on (Righteousness) you'll now deal AOE damage to players surrounding you when it's destroyed. The damage isn't huge, but scales well and is enough to provide your team with a nice additional burst to a group.
Variable: Battle Momentum is sometimes a good alternative if you feel you need your cooldowns quickly. Each basic attack will reduce your cooldowns by 0.5 seconds and considering Tyrael swings quickly, it can add up. Just remember that you'll have to attack 12 times just to cut 6 seconds down on a skill.
One of the best elite skills in the game, without a doubt. Tyrael will charge forwards a fair distance, stun, deal damage and knockback enemies around him. It's an incredible initiator and even better when you've primed your shield before going in. If you do then take damage it'll explode and you can always use El'Druin's Might to quickly exit the fight. Better still, your team should be quickly backing you up for a quick wipe of the enemy. Always try to initiate on the squishiest and most dangerous target.
Tyrael's shield is very important and it's just got stronger thanks to Imposing Will. Enemies who now attack you will be slowed by 50%, making their life pretty miserable as they try to escape you.
I don't see many Tyrael's take Salvation but I think it's one of the best talents he has. A 25% increase to your shield based on each ally shielded is amazing. During a fight you can easily catch at least 3-4 of your team, meaning you're significantly stronger when diving in.
Variable: Zealotry is a good alternative if you want your shield to last longer. This extends its time by 100% and results in it lasting 8 seconds as opposed to 4. It's a good talent if you want to prime a spike against a particularly challenging enemy team.
You're now pretty untouchable thanks to a damage reduction of 75% when you trigger Hardened Shield. Just be sure to use this when engaging, followed up with Righteousness, or as you're fleeing a fight.
Tyrael is a swift and aggressive Warrior but he's also incredibly weak in the damage he deals. I would never recommend that you go 1 on 1 with an enemy Hero with the sole purpose of attempting to kill them unless they're nearly dead. Having said that, you can freely kill Murky any time you choose. What you should be doing when it comes to Hero matchups and threat is targetting the squishiest and most dangerous individual on the opposing team. Thanks to El'Druin's Might you can engage quickly and easily and if you combine this with Smite, it's a sizeable burst of damage to make them think twice about engaging you or your team. When you're in lane this combination can easily poke most enemy players base behind their tower walls. The biggest threat to Tyrael is being rooted or slowed. Although you can escape it if you have El'Druin's Might off cooldown, it can spell your doom if you don't. A single root from Malfurion is punishing. As a result, if you are facing Malfurion, Thrall or Arthas just be sure to use El'Druin's Might defensively rather than offensively.
1. All your skills can apply to minions, as such you should always be winning a lane push whether solo or with your team. Your shield and speed boost make your minions much stronger than the opposition - use it to your advantage.
2. Smite is pretty cheap on mana, as such you should poke your lane opponent regularly with it.
3. El'Druin's Might is a powerful offensive and defensive skill. You can use it to quickly engage and force a fight or you can flee quickly thanks to the teleport. Similarly to Sylvanus and her Haunting Wave, be clever when using it. It's a good idea to throw it in one direction, run another and then teleport away for a clean escape.
4. Try to always use your shield around your team mates and the moment you engage a fight. It only lasts 4 seconds so make it count.
5. Smite makes your allies run 25% faster when they move through it. Ensure you place this in front of your team if they're chasing an enemy or trying to escape.
6. Judgement > Righteousness > El'Druin's Might > Smite is a high AOE spike that will pressure even the hardiest of teams. If you can, try to complete this rotation against a squishy target and ping the enemy beforehand so your team know who to attack.
7. Remember that when you die you'll be able to navigate Tyrael to then explode. The damage is significant and will finish anyone off that's low health. Aim for vulnerable Heroes such as Jaina or Kael.
Be sure to visit our complete Guide Portal for Heroes of the Storm for more Hero Guides, updated Tier Lists, and more. To read the latest news, features, and eSports coverage you can also visit our main Heroes of the Storm Game Page.
Made a short video of some AoE: https://www.youtube.com/watch?v=UdhN1PmZDmo
The sounds are incredible although they seem to have been lost in the YouTube processing. I hated Diablo 3's resource builders and spenders where the whole purpose of progressing your character seems to be to get to the point where you can just spam the spenders and finally have fun. This game does that from the beginning and there is so much impact with the abilities.
Global expansion is somewhat common for game development studios, though it typically doesn’t occur until titles have been shipped and proven to be somewhat successful in their native territory. That’s not always the case, of course, as proven by the latest announcement from Cloud Imperium Games (CIG), the company behind the wildly popular crowd funding phenomenon otherwise known as Star Citizen.
In the latest official announcement from CIG, a new development studio has opened in Frankfurt, Germany. At present, there are 21 people on the team, with that number expected to grow to around 50 by the end of the year.
The new office will be managed by CIG’s Foundry 42 Ltd. in Manchester, and is comprised of many artists, engineers, and designers who previously worked on CryEngine. In the official announcement, CIG co-founder and creative director Chris Roberts explains:
“These are some of the top game developers in this part of the world,” said CIG’s co-founder and creative director, Chris Roberts. “We are extremely pleased to have them on our team and working with CIG in all aspects of creating Star Citizen. Their experience in working on CryEngine will pay huge dividends for us in the very near future. Some of their contributions are already showing up in in our single player game, Squadron 42, and our first person shooter elements.”
Brian Chambers, development director at the Foundry 42 German office also noted:
“This is a dream come true for our entire team,” said Brian Chambers, development director at the Foundry 42 German office. “It’s exciting to be working on an ambitious project like Star Citizen. Our team is small now but we will be growing quickly and recruiting from all over Europe to come work on the game. We have some very interesting ideas about future technology that I think our fans will like and we look forward to talking about those very soon.”
To view a list of CIG’s current job listings, including those for the new Frankfurt office, can be found at the official CIG Jobs page. And for those of you interested in backing the project, details can be found at the Roberts Space Industries website.
So I just started downloading Cabal 2 since I heard that its in Open Beta and the shortcut on my deskotp says Cabal 2(US). Im from europe so I dont really want to be playing with 200-300 ping but I cant find a european version, so does it even exist?
So after playing these traditional MMORPGS or a while, like World of Warcraft, I kind of took a step back and asked myself what I was actually doing. I look at all the pieces of gear, and 99.9% of the time when I get a new piece of gear, all it does is increase my stats a little bit so I can do another half percent of dps.
Are there any games where your character is not defined by your stats or item level and getting a hard to get new piece of gear means you can do something different that you otherwise wouldn't be able to do, like cast a special spell, use a weapon with a unique reach or speed or swing style, or gain some rare kind of utility?
I remember from pen and paper rpgs back in the day that the magic items you would obtain were really special when you got them. Now it seems you are just tossed in a gear grind where you are constantly replacing and upgrading and all you are really doing is making a few numbers go higher.
If you intend to purchase a game and want to help support TenTonHammer at the same time then these Games Republic links are one way to do it!
Any purchase supports not only your gaming habit, but also TenTonHammer. Thanks for gaming and thanks for thinking of us when you do!
Wrote up my weekly article, inspired by last month's announcement of Devilian Online which is being published in the West by Trion Worlds (Rift, Archeage).
Was wondering what the /r/mmorpg community thought of gender-locked classes. Always disappointing to see it in games in my opinion, but perhaps others don't really care one way or another.
Full write up here, but of course the topic is fairly general so I'm sure you guys can just share your thoughts immediately unless you want extra Devilian details.
Hellfire Citadel, a raid instance released in Warlords of Draenor Patch 6.2, and is located in the Tanaan Jungle Zone. This raid is currently available in four difficulties LFR, Normal, Heroic, and Mythic and requires an ilvl of 650 to enter. With 13 separate raid bosses in this non-linear instance, players will be able to choose their own path through this bastion of the Iron Horde. Divided up into five sections, this is one big instance.
In this guide we will tackle the Hellbreach section of the instance, providing you with all the details you will need to successfully take on the boss encounters found in this section of Hellfire Citadel LFR difficulty.
The first encounter of this instance is the Hellfire Assault, taking place in the shadow of the mighty Citadel. For this “boss” players must fight their way through Siegemaster Mar'tak and an army of adds that will continuously spawn from portals throughout the room. All while attempting to use the Hellfire Cannons to break open the gate of the Citadel. Only after the gates are broken open will Mar'tak's forces retreat and let your raid have some peace.
Tanks will be busy int his fight. Every tank needs to be ready to grab any Hellfire Reinforcements that spawn. The only mobs that do not need tanked during this fight are the various siege weapons that will roll in from time to time.
Tanks will also need to keep a close eye on the Slam Debuff applied by Hulking Berserkers. Once this reaches an uncomfortable level, tanks should switch who is tanking the Berserker until their stacks fall off. Be especially wary of this debuff when tanking multiple mobs.
DPS should first and foremost be focused on taking down Siegemaster Mar'tak. She doesn't have a ton of health and will vacate the fight after hitting 50% health. With Mar'tak out of the way, DPS should focus on the rest of the mobs in this order (when possible):
If a Felfire Munition drops, DPS should help Healers carry them to the Hellfire Cannons located at the back of the room.
Healers during this encounter will need to prepare themselves for Felfire Volley, which takes place directly after Metamorphosis. This spell will conjure a volley of flame, inflicting a ton of Fire damage to enemies within 50 yards (likely most of the raid). Save your cooldowns for this. You will need them.
Besides watching for Felfire, Healers will also need to be on the lookout for Conducted Shock Pulse and dispel it as soon as possible. When applied to a player, this nasty debuff will shock the target for a ton of damage and also stun the target for 6 seconds.
Finally, Healers will need to pick up Felfire Munitions and take them to the nearest Hellfire Cannon. These bundles of joy are dropped by Felfire Siege Engines after they are defeated. Healers will find the Hellfire Cannons at the back of the room.
Of course, all members of the raid should avoid any nasty damage that appears on the ground or elsewhere in the room. However, most of the damage in LFR is pretty tame. Once the gates are thrown open, players can advance to the next encounter.
The Iron Reaver encounter will take place in two alternating phases. In phase 1, the Iron Reaver will not be at full power and will be restricted to the ground. During this phase, the Iron Reaver will dish out a lot of raid wide damage that can easily be avoided by simply paying attention and spreading out. The worst of these abilities is Immolation which throws fire onto the ground that leaves a stacking debuff the longer you stand in it.
Once full power is reached phase 2 will begin and the Iron Reaver will take to the skies to smite her foes from above. During this flying phase, the Reaver will take 95% less damage and will gain access to a host of new abilities on top of her previous abilities. The most important of these being Falling Slam.
When using this ability the Iron Reaver will leap at a targeted location, inflicting Nature damage to all enemies and extra damage to any enemies within 30 yards. Players should move quickly away from the indicated location for this ability with as much haste as possible. During this phase Iron Reaver will also spawn Volatile Firebombs, adds that will need to be taken down by DPS.
Tanks during this encounter have a pretty simple job. They simply need to tank the Iron Reaver, until Artillery is cast. This ability fires an Artillery shell at the target that will do massive amounts of damage to any players nearby. Moving out of range of other players is essential. The tank not affected by Artillery should continue tanking while the affected tank moves out of the raid.
DPS will spend most of this fight damaging the Iron Reaver. Only during Phase 2 will their focus change. During this phase of the fight, DPS will need to take down any Volatile Firebombs that spawn as soon as possible. Also, like everyone else in the raid, they will need to avoid any and all damage and stay spread out.
Healers in this encounter should be ready to heal through Pounding. When using this ability Iron Reaver will pound the ground, inflicting damage for 6 seconds to all raid members. Avoid any and all damage when possible and stay spread out throughout the encounter.
Once the mighty ruler of Gorgrond, Kormrok has been tapped by the Iron Horde and infused with the fel power of Gul'dan. Now lurking within Hellfire Citadel, this giant magnaron will put up quite a fight. Inside Kormrok's room players will find three pools of fel energy; Shadow, Explosive, and Foul. Each able to empower one of his abilities for a short period of time. It should be noted that Kormrok will never jump into a pool he has used recently and will typically jump into the pool nearest him.
Kormrok will also periodically cast Pound, an ability that does raid wide damage, spawn adds, and lay down Explosive Runes that will need to be triggered before they explode.
Tanks will need to take charge of Kormrok, moving him from pool to pool in this order: Green, Orange, and Purple. This order should be repeated as the fight progresses. A tank switch will be needed whenever Kormrok casts, Foul Crush, Explosive Burst, or Swat. Finally, Tanks will need to stay at least 4 yards apart to avoid excess damage from Pound.
All DPS will be focused on Kormrok for the majority of the fight. The only variation will be when Crushing Hands or Grasping Hands are spawned. These will need to be taken down as quickly as possible. While doing damage, DPS should also stand on any Explosive Runes that are nearby and remain spread out at least 4 yards from any other player in the raid.
Healers will need to be on their toes for the Pound ability. Causing mass damage to the entire raid, cooldowns should be used whenever it is cast. Healers will also need to stand on and trigger Explosive Runes when they spawn nearby. Finally, Healers will need to spread out 4 yards apart from any other member of the raid.
Keep checking back for the next Hellfire Citadel LFR raid guide when we take on the Halls of Blood which includes the Hellfire High Council, Kilrogg, and Gorefiend and unlocks on July 14th!
Heavensward has released and might put a bit of a wrench in Final Fantasy XIV: A Realm Reborn gil farming techniques. I'm going to go over the standard fare and then go over one of the hard truths of the game about how gil is obtained. This isn't a comprehensive guide, as the dust hasn't settled and there isn't a sure fire way I've found yet of farming gil in the post-Heavensward FFXIV world, but there is a few ways to begin to save up for your Thavnairian items.
You can farm gil from a plethora of sources, each of them give you a variety of income. Dungeons, quests, the challenge log, and allegan pieces from quest rewards are all very viable means of farming gil. The main story scenario should land you easily with 300,000 gil or more at level 50 and even more additional gil beyond even there.
Going to dungeons that are now far below your level (at level 60) and cashing in on the treasure chests is another viable way of earning coin, along with just outright nearly soloing a lot of the content. Slightly controversial, but selling a "carry run" through the early level content and especially some of the harder to queue for dungeons is an attractive means for players to make gil right now, although that tapers off in a month or two after posting this guide.
Anything you do in the game will earn you gil, but most of the activities are not very profitable to just grind at. For that, you'll need to sell items to other players.
In FFXIV, the best way to acquire gil is through either gathering, which is profitable even at level 1 for shards, crafting which players very much need crafted gear, or through otherwise acquiring loot to sell on the market. While you can grind enemies and quests for a bit, you can just as well find a non-bound item and sell it for 10 to 20k Gil easily no matter its level.
The items you get out of dungeons sell really well, along with any crafted gear for the new Heavensward job classes. Even as players settle in on post 3.0 content, it's most likely going to remain a crafter world in the gil farming circuit.
Don't fret though if you haven't maxed a crafter out yet, gathering simple low level ingredients and selling them is necessary for other players to level up their crafters.
At any given point in FFXIV there are trends in items needed for the new content. Leveraging gathering and/or crafting to gather and/or create these items will always be one of the best sources of income.
Finally, the staple of everything, Desynthesis. Spiritbind gear to yourself to 100% then desynthesise it for the materia, then sell the materia on the market. Looking at materia prices on my server, Coeurl, for IV series is around 5,000 gil. 3k to 10k is reasonable for the various types. If you get a V series, you're looking at millions of gil right now, and surely some rather high prices throughout the game. I'm seeing almost none available and the few that are around 7 to 10 million.
Savage Might IV is at 15,000 as well. Spiritbonding and desynthing is definitely the way to go. Crafters can craft a full set of gear to spiritbind, then sell the associated gear.
Anyway I hope this gives you some ideas of where to start. I will return to this guide later, when the dust settles from the expansion, to give some additional ideas and showcase what to desynth, what to craft, etc.
The Final Fantasy XIV site has been updated with a new developer blog that gives out a few non-spoiler tidbits of information about the forthcoming "Before the Fall - Part 2" update. As expected, the patch will bring the original FFXIV storyline to a close before the launch of the Heavensward update later this year.
The Warhammer 40k: Eternal Crusade team has sent word that tomorrow's live stream will feature a production update, a first look at the game's UI, a developer Q&A and some great give aways.
It's a touchy subject, but spurred on by the recent discussion regarding Skyforge's monetization model I figure now is a good a time as any. Let's do this: how do you, the player, define Pay to Win (P2W) in your games?
The Rift site has been updated with a new developer blog post to lay out all of the details about the forthcoming "Echoes of Madness" patch that most notably will contain significant changes to the game's wardrobe system.
Cryptic Studios has announced that XBox One version of Neverwinter is now available on the Marketplace for pre-download. Neverwinter's XBox One version is scheduled to launch on Tuesday, March 31st.
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