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[green] = up
[red] = down Snowbourn Evernight Eldar Gilrain Laurelin Morthond Maiar Vanyar Belegaer Sirannon Estel
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Krispy
07/07/2010 19:14 not anymore.. well at the moment.. damn hackers.. Radi
01/07/2010 16:41 erm firefox is claiming this is an attack site! Taffette
21/06/2010 08:43 Yeah, wondered why I kept beiong redirected... How rude! Radi
20/06/2010 18:33 bah how dare they! Krispy
20/06/2010 13:35 doh site hacked.. back now. Krispy
07/06/2010 21:34 we've moved servers.. I think it's working ok too Taffette
06/06/2010 11:42 Some new content would be nice though - and by that I do NOT mean more skirmishes *sigh* Taffette
06/06/2010 11:41 Here's hoping! Would be lovely to see new faces in game ![]() Krispy
05/06/2010 09:23 yeah very true - i heard DDO had a 500% increase in players when it went the same way Natdaprat
05/06/2010 01:47 This place sure is a blast from the past! Keep alert Krispy, this place might get more active with Free-to-play coming soon.
Shoutbox Archive
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THE European Fansite for Lord of the Rings Online (LotrO). NOTE: This is a Fansite - For the Lotro game see www.lotro-europe.com
Mines of Moria - exclusive PREVIEW!That's right - Mrs Krispy and my good self have been down in London with Codemasters Online & Turbine (Jeffery Steefel taking QA no less), taking a look at, and actually PLAYING, the Mines of Moria expansion. As well as the write-up below, please also see the images in our gallery (just click here). We've just over 50 screenshots and photo's, including ALL the in game maps (well pretty much all of em). I'll hand over to Nikki aka Mrs Krispy, who pretty much took all the notes, and played the game while I watched over her shoulder ;) During the special preview event, there was a bit of a presentation from Jeffery Steefel with what's new in Moria (quite a bit can be found elsewhere, but he also ended some incorrect speculation). Two new classes, new crafting tiers, new instances (1 12 man raid vs 'The Watcher' and 10 3-6 man instances), and the legendary item system. Then using the wizardry of having total game control we were given a tour of Moria, it is big and it is very impressive, there's even dwarf gardens and animals wondering around (how did you think they were going to eat?). Before the mines there's the Eregion area to be explored, and everyone gets this regardless of whether they get the expansion pack. There wasn't so much talk about this - it's the mines that everyone knows about - but I think there'll be a lot to do here before those with the expansion go underground. We had a little stroll around during the playtime we had, and we saw a new copper node type (Khazad-Dum copper?) and a dwarf craft urn for scholars. Lots of wargs, wolves and other stuff including a wild goat (I got a splintered warg talon and the description now says that it's a champion and minstrel class item, yay no more confusion and 'who uses these' sort of posts). Mines, big and wonderful. Lots of new types of mobs, different types of orcs and gobbos, gobbos mounted on wargs (see screenshots ), creatures from the deep which are creepy eyeless things, mini dragon things and of course worms. You can't use the mounts (pony's or horses) you have now in the mines (if Sam can't take Bill then it's only fair) the good news is that the new mounts (goats) can be used outside of Moria! Then after the mines you have the trip to Lorien, we didn't really cover that much but we visited and got some screenies of Galadriel in her garden. New Classes: Rune-keepers and Wardens Two new classes, obviously we were given level 60 characters to play around with so I'm not going to make much of a decision on them seeing as I didn't really know how to play them and it took ages for me to notice that the rune my rune-keeper had was the one he started out with at level 1. Rune-keeper Well talk about the Rune-keeper first as we've heard lots about them already, pretty much if you use damage dealing attacks then you get more damage attacks to use during the fight and you only have the weaker healing options. A visual bar shows you which way you are tending (red=dps, green = healing), and if you only use healing during a fight you get big heals but you only have the weaker attack options. I got the attack level to full pretty quickly during a fight and you have some really nice big attacks to play with - obviously I'm just pressing random buttons, I want to play I have no time to read things, and I had something like 4 bars of various attacks, heals, other things that do a snow effect. Building the character up from scratch I think it's going to be a fun character to play - if a group needs healing backup they can help, if the group has healing covered they can just attack things (with lightening, oh yes no longer is that screen blinder a lore-master only skill). Light armour only so a bit squishy but the characters we were given didn't really have all the extras that we'd add like the rings, bracelets, etc. and mine didn't have any virtues so that will all make a difference. Forgot to mention - it is really quick to cooldown from full melee to neutral, on the plus side it means that you don't have long to wait (seconds really) if you want to become more of a healer so it's really easy to change from fight to fight. On the negative side it means that if you think you're tough enough to keep going all out attack you'll have to keep building it up again walking from one fight to another Wardens Now I haven't really heard so much about the wardens so I was interested to find out more, in the presentation we were told about the gambit system where you do moves abc in different orders and then perform the gambit attack. What I noticed when I was playing is that this is going to be quite easy to get used too, difficult bit will be remembering all the different combinations (this is a lot like the fellowship conjunctions that we already have). Then what I noticed is that although wardens have medium armour and a shield there seemed to be quite a few ranged attacks with the javelin, and I noticed these 'muster' skills that allow you to swift travel to various locations (not sure if you can take a group but I'd be surprised if you can't), my conclusion is that the warden is a bit of a hunter at heart (which could be why a dwarf can't be a warden) but with the added ability to do more damage close in - of course because it was a template I might not have had all the skills to hand. The warden didn't have all the ranged ability of a hunter, but a lot more than a regular melee class; I think it will be a fun and interesting addition to the game and obviously I shall be rolling both classes. NEW: Just another point of note, was the way Jeffery S. said that the Warden is animated differently to other classes - due to the way they fight - ranged fighting is through a 'throwing' action - Javalins thrown at mobs. Also they crouch down behind their shield a little when fighting. This means you can tell the class apart from a distance, just from watching the fighting style. Legendary Items Other than then new miles and miles of terrain to explore the really big thing about the expansion is the legendary item system. It's a bit like having a weapon with it's own history (you can have six items you're working on at a time but weapons were used in the example). There are now Forge Masters and Relic Masters who can tell you what your legendary item does and also recycle old or unwanted legendary items. I don't think it will really take too long to get your head around it all especially when you have all the interface in front of you. Anyhow you have your base legendary item with it's base skills (could be make you tougher, recover morale quicker, etc.) which earns experience doing quests, killing things and by using special coin things that you get as drops. When it goes up a level you get points for the item to dish out on the skills it has making those skills better. Then you have relics; relics come from legendary items that you don't want - instead of vendoring these you have them broken down so that you can have the relics. The relics seem to be the skills from that item that you can then add to your own item - I think there were slots for 3 or 4 relics? In that way you can add new skills to your existing item. And you can reforge your item to rename it to give it that really personal touch. During the Q&A, I saw legendary spear having a DPS of around 44 (it was only a tier 1 weapon, without being filled with relics), so I would expect weapons with a DPS of 50-60+ (speculation from what we saw). Now some armour sets that we have now may well become legendary items and even if you don't want to use them they can always be broken down to get the relics from them - the rift armour set was mentioned. * Once broken down the relics from an item go into a 'special place' until you use them i.e. they don't take up bag space UPDATE:Additional info that came out during my many questions (OK some other people asked a few);
... More to come as I remember it :)
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