Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
This map is still in its beta phase, and I need your help!
Everytime you finish this map with your friends (a party greater than 3),
I need you to type “-dmg”, open the Multiboard and send me a PM or e-mail (serbianbeasthotmail.com) with the data you see there.
It needs to contain Class, Level, Build (Str/Agi/Int) and % damage done.
Example
1. DK Level 10 Str 25%
2. ES Level 9 Agi 22%
3. CR Level 8 Int 20%
4. CH Level 7 Str 18%
5. ES Level 5 Str 15%
This is the first part of the epic World of Ancients saga and takes place in the deserts of Zulanni.
A group of heroes are sent out to eliminate the Trolls of Zul'Terrak and all of their leaders in order to prevent them from bringing havoc to the world.
Map site: www.worldofancientssaga.webs.com
Features
Fully scripted Bosses and Encounters
World of Ancients has fully scripted Bosses and Encounters, so a full dungeon raid will be well worth your time as no encounter will be the same!
For more details go to this page.
Custom Combat and Stats System
World of Ancients features a brand new Combat System, based on a custom made Stats System; this allows players to play Warcraft in a way that’s never been possible before!
Talent Tree System
World of Ancients also features a Talent Tree, which allows you as a player to design your character into the hero you want to play.
Inventory System
Instead of using standard Warcraft 6-slot inventory, WoA uses inventory system that supports 11 slots for equipped items and 10 extra slots for carrying items, as well as standard 6 slots for potions and usable items.
Spell Packs
All heroes in World of Ancients are granted three Spell Packs from start. All these Spell Packs consists of four spells you can use at start and the player will unlock more spells as the game progresses.
Fast and Exiting Gameplay
- - - - -
Save/Load System
In World of Ancients, you’re able to Save and Load your hero and also able to Load them in the upcoming campaigns!
Heroes
Name: Champion Main Roles: Tanking and Damage Spell Packs: Protection, Assassination and Destroyer
Brutal warrior, capable of taking great amounts of damage, rushing into combat and tearing his enemies apart.
Name: Protection Function: Tank and Damage Based on: Strength
Name: Thunder Clap
Spell damage
Slams the ground, dealing 150% weapon damage + your total strength to nearby enemy land units and slowing their movement by 45% and attack rate by 45% for 3 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Taunt
Causes 10 closest enemies to attack the champion. In addition, your armor and spell resistance is increased by up to 50 (2 x hero level is max). Everytime you take damage this bonus is reduced by 2.
11 seconds cooldown.
Name: Retaliation
Physical Damage
Next 4 attacks or spells used against you within 4 seconds will deal as much damage to the attacker as they do to you.
This spell cannot crit.
This spell is not affected by armor, spell resistance or any other damage reducing property.
8 seconds cooldown.
Name: Living Fortress
Passive
Increases your strength by 35%. In addition, reduces damage taken by 15% - 60%, and gives a 10% chance on taking damage to increase damage done by next normal attack by amount equal to damage taken.
Name: Counter Attack
Spell damage
Every attack or spell made against you within 10 seconds has a 33% chance to cause you to deal 125% weapon damage + your total strength to enemies within 200 AOE. Cannot occur more than once every 0.25 seconds.
This spell's chance to crit is determined by spell critical chance.
30 seconds cooldown.
Name: Assassination Function: Damage Based on: Agility
Name: Mortal Strike
Physical Damage
Deals 150% weapon damage to the target and causes it to bleed for 15 seconds. Bleeding deals 75% of your total agility as damage per second, slows the target down by 15% and reduces healing on that target by 50%.
This spell's chance to crit is determined by physical critical chance.
10 seconds cooldown.
Name: Open Wound
Your next normal attack made within 4 seconds will deal 60% more damage. If the target is bleeding this effect will be increased by 50% and your attack will be a critical strike.
6 seconds cooldown.
Name: Rampage
Physical Damage
Increases your attack speed by 30% and weapon damage by 15%. In addition, if the target is bleeding your attacks will deal bonus damage per second for next 6 seconds. First attack will deal 50% of agility per second, second will deal 60%, third 70% etc. Duration of this effect will prevail even if the target is no longer affected by bleed. Lasts 16 seconds.
25 seconds cooldown.
Name: Hunger for Blood
Passive
Increases your strength by 40% of your total agility. In addition critical strikes made against a bleeding target have a 30% chance to cause it to bleed for 60% agility per second for 10 seconds. If this effect occurs within these 10 seconds it will renew the effect and deal additional damage on that attack equal to your total agility.
Name: Bloodthirst
Physical Damage
Deals 120% weapon damage + your total agility to target. Deals 30% bonus damage to bleeding units and restores hit points equal to 15% of damage done. In addition, next 18 damage over time ticks will deal 60% bonus damage on that target.
This spell's chance to crit is determined by physical critical chance.
6 seconds cooldown.
Name: Destroyer Function: Damage Based on: Strength or Agility
Name: Charge
Spell damage
Can't be cast if the target is within 200 AOE
Hero rushes towards the target dealing 150% weapon damage + his strength and agility to it and stunning it for 2 seconds.
This spell's chance to crit is determined by spell critical chance.
14 seconds cooldown.
Name: Crippling Strike
Spell damage
Hero crushes the target, dealing 150% weapon damage + total strength and agility and reducing it's movement and attack speed by 35% for 4 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Exaust
Spell damage
A strike that cuts throught target and reaches it's soul, dealing 150% weapon damage + strength and agility and burns 30% of target's current mana. Mana burned combusts, dealing damage to the target. Critical strikes will burn double amount of mana.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Endure Magic
While active, increases your spell resistance by 10x your level. In addition increases your attack rate and movement speed by 30% and causes your destroyer abilities to deal bonus damage equal to 10% of enemy's total mana.
Lasts 15 seconds.
30 seconds cooldown.
Name: Pummel
Spell damage
Hero slams the target, dealing 150% weapon damage + total strength and agility and making it unable to cast spells for 2.5 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Earthshaker Main Roles: Support and Damage Spell Packs: Earth, Fire and Storm
Shamanistic hero, master of the elements. Can cause earthquakes, incinerate enemies and call upon thunderstorms.
Name: Earth Function: Damage and Support Based on: Strength
Name: Quake Strike
Spell damage
Deals 150% weapon damage + your total strength to enemy units in 245 AOE.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Tectonic Strike
Spell damage
Deals 150% weapon damage + your total strength to units within 300 AOE around hero.
This spell's chance to crit is determined by spell critical chance.|
4 seconds cooldown.
Name: Seismic Slam
Spell damage
Deals 150% weapon damage + your total strength to enemy units in line.
This spell's chance to crit is determined by spell critical chance.
6 seconds cooldown.
Name: Earthen Power
Passive
Increases your weapon damage by 70% of your strength. In addition every enemy killed increases hit points regeneration of friendly units within 900 AOE by 8 for per second, and fades to 0 over 8 seconds (stackable).
Name: Focus Tremble
While active, your 3 next quake or tectonic strikes will deal 100% more damage if there is only one target in AOE, 50% more damage if there are 2 targets, 33.3% more damage for 3 targets, etc. In addition, increases your weapon damage by 20% and spell critical strike chance by 5% for 10 seconds.
9 seconds cooldown.
Name: Fire Function: Damage Based on: Agility
Name: Flame Strike
Spell damage
Deals 150% weapon damage + your total agility to the target, and additional 600% of your agility over 6 seconds. In addition, if the target is affected by soul burn, this spell will deal 50% more damage.
This spell's chance to crit is determined by physical critical chance.
6 seconds cooldown.
Name: Soul Burn
Spell damage
Deals 125% weapon damage + your agility to the target, silences it and slows its movement speed by 45% for 2 seconds.
This spell's chance to crit is determined by physical critical chance.
8 seconds cooldown.
Name: Infernal Rage
Spell damage
Hero deals 200% weapon damage + 2 x agility to all enemies within 350 AOE and additional 600% of agility over 6 seconds. In addition, for next 16 seconds your abilities will deal 200% damage (does not apply to duration damage) but your attack speed will be reduced by 40%.
This spell's chance to crit is determined by physical critical chance.
20 seconds cooldown.
Name: Firestorm
Spell damage
Renders earthshaker immune to spells and deals 75% weapon damage per 0.5 seconds to nearby enemy units for 6 seconds. In addition, every time this spell hits an enemy it causes him to burn for 18% agility damage per second for 6 seconds (stackable).
This spell cannot crit.
1 minute cooldown.
Name: Searing Weapons
Passive
Increases your weapon damage by 100% of your agility and your damage over time effects of your abilities by 40%. In addition, removes casting time on your Infernal Rage ability and causes it not to decrease your attack speed.
Name: Storm Function: Damage Based on: Intelligence
Name: Primal Strike
Extra attack
Instantly strikes the enemies in front of Earthshaker, hitting each of them with a single normal attack. In addition, your spell critical strike chance is increased by 9% on this attack.
3.75 seconds cooldown.
Name: Stormseeker
Increases your movement speed by 15%, your attack rate by 25% for 60 seconds and adds 33% of your spell critical strike chance to critical strike chance. In addition, your normal attacks have a 33% chance to deal bonus damage equal to 40% weapon damage + your total intelligence and increase attack speed of friendly units within 900 AOE by 20% for 6 seconds.
5 seconds cooldown.
Name: Maelstrom Aura
Passive
Increases weapon damage of friendly units within 900 AOE by 15% and spell critical strike chance by 5%.
Name: Tornado of Strikes
Passive
Increases your weapon damage by 70% of your intelligence. In addition every attack has a chance equal to half of spell critical strike chance to gain an extra attack. This spell can proc itself.
2.5 seconds cooldown.
Name: Wind Shear
Healing spell
Heals target friendly unit for 300% weapon damage + 3x total intelligence over 20 seconds. In addition, your normal attacks heal the target for 10% of damage done, and critical strikes heal the target for 50% damage done and increase duration of this spell by 1 second (maximum is 120 seconds).
20 seconds cooldown.
Name: Cleric Main Roles: Tanking, Support and Healing Spell Packs: Protection, Divine and Holy
Noble fighter, capable of taking great amounts of damage, healing and aiding friendly units.
Name: Protection Function: Tanking Based on: Strength
Name: Heroic Strike
Spell damage
Deals 150% weapon damage + your total strength to the target, and increases your armor and spell resistance by 2. Stacks up to 15 times. In addition this spell has a 20% chance of healing you by 10 + your total strength. Bonus armor and spell resistance will rapidly decay after 12 seconds.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Revenge
Spell damage
Whenever Cleric dodges/parries or completely blocks an incoming attack, he gains 50% of his total strength as heal, and he can deal 100% of his weapon damage + 0.8 x strength to that target.
This spell's chance to crit is determined by spell critical chance.
1 second cooldown.
Name: Divine Vengeance
Increases your next attack or spell by 170% of your strength + 60% weapon damage and causes it to heal you for the 40% of damage it deals.
4.25 seconds cooldown.
Name: Divine Shield
Creates inpenetrable shield around the Cleric that absorbs damage 70% of incoming damage. Absorbs damage equal to 80% of Cleric's total hit points. Casting shield again will renew the effect.
18 seconds cooldown.
Name: Beacon of Light
Spell damage
Causes 10 closest enemies to attack the cleric. In addition, next 10 times you take damage, you deal your weapon damage to the attacker.
11 seconds cooldown.
Name: Divine Function: Damage and Support Based on: Agility
Name: Divine Strikes
While active increases your weapon damage by 20%, your chance to score a critical hit by 10% and reduces chance your attacks will be dodged or parried by 5%. In addition your critical strikes deal 10% more damage and increase your attack speed by 30% for 5 seconds.
Name: Spiritual Weapon
Increases your weapon damage by 75% of your agility and causes your critical strikes to restore mana to friendly units within 900 AOE equal to 4% of damage done. In addition, your normal attacks have a chance equal to half of your physical critical strike chance to deal bonus damage equal to your total agility.
Lasts 60 seconds.
5 seconds cooldown.
Name: Bless Weapon
Decreases chance your attacks will be dodged or parried by 15%, increases your physical critical strike chance by 15% and your critical strike multiplier by 0.5. In addition, your attacks have a 15% chance to deal bonus damage equal to 30% of your weapon damage + 110% of your total agility.
Lasts 60 seconds.
5 seconds cooldown.
Name: Devotion Aura
Passive
Slightly increases mana regeneration of friendly units within 900 AOE, increases their physical critical strike chance by 3% and reduces chance their attacks will be dodged or parried by 3%. In addition, your critical strikes restore 25% more percent mana while spritiual weapons is active.
Name: Divine Judgement
Your next normal attack made within 3 seconds deals bonus damage equal to your total agility + 105% weapon damage, and has it's critical strike chance increased by 35%. In addition, next 6 attacks or spells made against that target will have their critical strike chance increased by 30% on first attack, 25% on second, etc. Only critical strikes will decrease this effect.
12 seconds cooldown.
Name: Holy Function: Healing Based on: Intelligence
Name: Holy Light
Healing spell
Heals target for 150% weapon damage + your total intelligence. In addition, if this spell scores a critical healing, it will heal the target for as much over 9 seconds.
This spell's chance to crit is determined by spell critical chance.
9 seconds cooldown.
Name: Holy Shock
Spell damage/Healing spell
Heals target for 110% weapon damage + 80% of your total intelligence or deals 45% more damage to targeted enemy unit. In addition, if this spell scores a critical healing on friendly unit, it will heall all friendly units with Divine Power buff for 25% of healing done, and if it scores a critical strike on enemy unit it will deal 90% of the damage done to nearby enemy units.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Inner Fire
Increases a target friendly unit's weapon damage by 20% and armor by 15 for 60 seconds. In additon every holy light or holy shock cast on that target will cause 80% healing as damage to units surrounding the target.
0.5 seconds cooldown.
Name: Divine Power
Passive
Increases armor of friendly units within 900 AOE by 3, spell critical strike chance by 6% and causes your heals to heal those units by 10% of your weapon damage + 20% of your intelligence. In addition, this aura increases your weapon damage by 30% of your intelligence, and every heal cast will increase your attack speed by 4% and weapon damage by 5% of your total intelligence for 60 seconds. Stacks up to 20 times.
Name: Holy Storm
Spell damage/Healing spell
Causes 150% weapon damage + your total intelligence spell damage to enemies within 300 AOE, and heals allied units within 300 AOE for same amount. In addition, increases attack speed by 20% and causes normal attacks to deal bonus spell damage equal to 80% of total intelligence.
This spell's chance to crit is determined by spell critical chance.
10 seconds cooldown.
Name: Dreadknight Main Roles: Support and Damage Spell Packs: Frost, Blood and Death
Demonic magic user, adept at frost, dark and unholy magic. Can freeze enemies, make them take more damage and can summon minions.
Name: Frost Function: Damage and Support Based on: Strength
Name: Frost Strike
Spell damage
Deals 150% weapon damage to the target and slows its movement speed by 40% and attack speed by 20% for 4 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.
2.5 seconds cooldown.
Name:Icy Touch
Spell damage
Deals 150% weapon damage to the target. If the target is effected by Frost, Icy Touch will deal 20% more damage and stun the target for 1 second.
his spell's chance to crit is determined by spell critical chance.
9 seconds cooldown.
Name: Frost Rage
Spell damage
While active increases your attack speed by 45% for 12 seconds and causes your attacks to restore mana based on your total strength. Every frost strike cast within these 12 seconds will, after this buff expires, incrase damage of friendly units within 500 AOE by 4%, deal spell damage equal to 25% of weapon damage to enemy units within 500 AOE and stun all enemy units currently affected by Frost for 1 second.
This spell cannot crit.
25 seconds cooldown.
Name: Icy Weapons
Passive
Increases your weapon damage by 20% of your strength and gives your normal attacks a 20% chance to deal 30% bonus damage, stun the target for 1 second and slow target for 4 seconds (Frost debuff). In addition your Frost Strike and Icy Touch deal 20% more damage to units affected by frost.
Name: Frost Armor
Spell damage
Increases target's armor by 10 and spell resistance by 50 for 60 seconds. In addition, everytime target takes damage your hero deals 50% weapon damage as spell damage to the attacker and slows them for 2.5 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.
0.5 seconds cooldown.
Name: Blood Function: Damage Based on: Agility
Name: Blood Strike
Spell damage
Deals 150% weapon damage + your total agility to the target and causes critical strikes against that target to deal 25% more damage.
Lasts 12 seconds.
This spell's chance to crit is determined by physical critical chance.
5 seconds cooldown.
Name: Demonic Blood
Increases attack rate of a target unit by 60% and causes the target to heal itself by 3% damage it deals, but at a cost of 2% life per second.Lasts 18 seconds.
0.5 seconds cooldown.
Name: Blood Frenzy
Increases your attack speed by 45%, your weapon damage by 30% and your chance to score a critical strike by 15% for 12 seconds.
25 seconds cooldown.
Name: Boiling Blood
Passive
Increases your weapon damage by 70% of your agility. In addition your critical strikes deal 15% more damage and have a chance to increase your next blood strike damage by 115%.
Name: Blood Craze
Increases your movement speed by 15%, weapon damage by 30% of your agility and gives your normal critical strikes a 20% chance to deal bonus damage equal to your agility. In addition, increases damage of your blood strike by 10% + your total agility and increases your healthsteal provided by demonic blood by 5%.
Lasts 60 seconds.
5 seconds cooldown.
Name: Death Function: Damage and Support Based on: Intelligence
Name: Death Strike
Spell damage
Deals 150% weapon damage + your total intelligence and increases your attack damage by 15% of your intelligence that fades away over 15 seconds (stackable). If the target is affected by Death Mark, this ability will heal friendly units within 900 AOE by 40% of the damage done.
This spell's chance to crit is determined by spell critical chance.
3 seconds cooldown.
Name: Dark Pulse
Spell damage
Sends out a wave of dark energy that shatters on nearby enemies, creating other waves that deal 40% of your weapon damage + 55% of your intelligence.
7 seconds cooldown.
Name: Dark Shadows
Summoning spell
Summons 3 shadows to fight for you for 60 seconds. Each shadow deals 10 - 15 + 8% of your weapon damage as spell damage on each attack. Shadows recieve 50 hit points for every 200 Dreadknight's hit points and gain 50% of your dodge, parry, resilience, precision, expertize, spell resistance, spell penetration and spell critical strike chance. Upon death, dark shadows return to the master and restore 4 mana for each hit they had made.
45 seconds cooldown.
Name: Death Mark
Spell damage
Deals 600% weapon damage + 6 x Dreadknight's intelligence over 30 seconds. In addition target will take 10% - 30% bonus damage.
This spell cannot crit.
9 seconds cooldown.
Name: Sacrifice
Spell damage
Sacrifices a dark shadow, dealing 200% weapon damage + 2x of your total intelligence to nearby enemy units within 250 AOE of the dark shadow, and applies frost debuff to them for 8 seconds. In addition, you gain shield that absorbs 70% of incoming damage, up to equal to sacrificed dark shadow's maximum hit points + your total intelligence points of damage.
This spell's chance to crit is determined by spell critical chance.
20 seconds cooldown.
Screenshots
Change Log
Version 0.19 (0714201114)
Bug fixes:
-Quest requirement that concerns killing Hakrash will be marked as completed after you killed him instead of at the begininning of the fight (lol @ me).
-Fixed a bug which caused a player to pass on an item he has recently needed or greeded on if that player pressed ESC afterwards.
-Pressing ESC while watching at some item's stats will properly show current multiboard.
-Cooldown on Mortal Strike reduced to 10 seconds (as it was intented before).
Improvements:
-Improved item system so that it support item sets.
-Changed blue items with "wind", "desert" and "scorcher" attributes to sets of 7 items (head, neck, chest, belt, charm, boots and gloves).
Visuals:
-Improved how Dreadknight holds shields.
-Dropped items that are same as your currently equipped items will be marked as "same as currently equipped".
Balance:
-Bosses cannot be stunned anymore.
-Zul'terrak Executors gained "Berserk" ability which increases their attack speed by 50% for 12 seconds (30 seconds cooldown).
-Slightly increased weapon damage of Hakrash, Desert Scorcher, Zul'kis and Zul'rajas.
-Changed damage increase of mobs per player from 0/30/60/90/120/150% to 0/30/50/65/80%.
-Damage bonus to mobs in heroic mode increased from 130% to 180%.
-Zul'rajas' spells stolen from players now deal damage based on his weapon damage, and 500% damage/healing if used in blue phase.
-Reduced maximum mana of Zul'rajas from 1100 to 600, but increased mana regeneration rate to 4/sec (each of his spells costs 30 mana).
-Lengthened evocation timer from first to second boss by 20 seconds.
-Heroes and mobs will lose benefits of Out of combat and Out of casting states instantly when entering combat/casting instead of after 2 seconds.
I made this map from scratch. Everything you see is made by me, except for icons (thanks to CRAZYRUSSIAN) and models (Blizzard Entertainment).
If you are not in credits list and you recognize a model or icon of yours, please let me know.
Map is still in beta phase and everything you see can be changed.
Map is protected.
Tactics for bosses can be found here: Desert Winds: Tactics
Keywords:
This, Is, Still, A, Beta, So, Don't, Expect, Too, Much, rpg, serbianbeast, horde, wow, diablo, warcraft, dungeon, trolls, orcs.
Where can I find all of your other maps even if they are not good? I also remember playing The Growling Winds some time ago. Have you stopped developing it? And I would like to get it's latest version.
This map is interesting but it need heavy balance i took paladin holy that only heal 200-300 on level 9 and all heroes have 1200 hp in that moment that is rly sad on first level paladin has 150 mana only and spells has 120 mana requirement and other 80 enough for one!More more items!And how do you think player can get all talents without loading and saving 20 times when from one play player can get only one talent!
@Djole this is the first of map from a complete saga ... a talk about 100 level heroes and in World of Ancients we can only reach to level 10 ... so 200 - 300 heal is no too bad, is a 1/4 of heroes lifes
But healers are totally useless. IDk what they can when they get items. At the start he heals 1 time for small amount of hp, mb he will heal 5 times the same amount later On the other hand, healer in tanking spec can heal himself efficiently enough and his spells cost nothing compare to healer spec. This is not the important thing of course. Serbianbeast's motivation for continue as well as making the map need more time to be completed by players are more important for me.
updated. I was wrong. It is very entertaining to play healer as he is now.
Hello people. I'm really, really sorry it took me sooo long to answer to anything that is written here... So, here's the thing:
I've started working on OM, as many of you already know, and I've got to as far as completing all but last 3 bosses (frankly, I was out of ideas for fights and I wanted to make those encounters totally epic), and then exams came, again... Then came the full time job which I'm at parallel with my college so I've got no time to sleep and eat properly, not to mention modding or playing games of any sort... So, here's the thing, I'd really love to finish this map, at least OM and that PvP arena (which will be tremendously imbalanced, but oh well...) and it'll take me about a 100 hours to do so (compared to about 2000 spent in the series, that's not really much)... I appreciate you people who keep supporting me and keeping this WoA thing alive, really, there are simply no words to describe how grateful I am, really makes me feel as I've accomplished something. I love that there are people who appreciate my work and still play this map. Actually, I owe you one, and I guarantee, for only God knows which time, you that I'll finish this sooner or later, but not at the moment due to overwhelming time schedule...
Now back on topic: Healers are NOT weak. I agree, they are week on first couple of levels due to mana problems, but as soon as you get your first talent, you'll have just enough mana to start doing your job properly and as the game goes on (especially in heroic) you'll be healing for some greater amounts as well as dealing some really good damage... As a matter of fact, the thing in OM is that healing classes are brutally overpowered because most of them rely on the length of battle and encounters... For example Death DK can heal for really good amount of damage when he gets his stacks up on Death Strike, and in OM those heals reach about 1000 hit points + about 3k Death Strikes by the time you get to last boss... And let me remind you that you get those every 3 seconds. Just wow. And Cleric? Healing cleric had about most damage done 80% of the time we played him in testing OM, without even mentioning the 2k heals and 1.6k AOE and flash heals (considered that tanks have about 6-7k hp by the end of OM that's a lot...). And Earthshaker with his level 10 healing spell? He does about 2k HPS (heal per second)... Constantly. So, healers? NP You'll see just how "useless" they are when it comes to PvP Right now frost DK, healer cleric, flame ES and just about any Champion are pretty strong PvPers, while the others shine in PvE.
Btw, when I get some free time I'll post here where and how we'll interact so we could come up with last 3 boss fights as a real community, together.
That's it for now, thank you all for support and Happy New Year everybody! ^^
What a really nice surprisse!!!!! Serbianbeast is alive and is baaaaaack!!!!
Happy new year to you my friend!!!!! You are always wellcome here!!!!!
It looks as if will be truly epic the OM. When you have the beta release for the tester just post it and I will be the first to play it and live support comments xD
Hello people. I'm really, really sorry it took me sooo long to answer to anything that is written here... So, here's the thing:
I've started working on OM, as many of you already know, and I've got to as far as completing all but last 3 bosses (frankly, I was out of ideas for fights and I wanted to make those encounters totally epic), and then exams came, again... Then came the full time job which I'm at parallel with my college so I've got no time to sleep and eat properly, not to mention modding or playing games of any sort... So, here's the thing, I'd really love to finish this map, at least OM and that PvP arena (which will be tremendously imbalanced, but oh well...) and it'll take me about a 100 hours to do so (compared to about 2000 spent in the series, that's not really much)... I appreciate you people who keep supporting me and keeping this WoA thing alive, really, there are simply no words to describe how grateful I am, really makes me feel as I've accomplished something. I love that there are people who appreciate my work and still play this map. Actually, I owe you one, and I guarantee, for only God knows which time, you that I'll finish this sooner or later, but not at the moment due to overwhelming time schedule...
Now back on topic: Healers are NOT weak. I agree, they are week on first couple of levels due to mana problems, but as soon as you get your first talent, you'll have just enough mana to start doing your job properly and as the game goes on (especially in heroic) you'll be healing for some greater amounts as well as dealing some really good damage... As a matter of fact, the thing in OM is that healing classes are brutally overpowered because most of them rely on the length of battle and encounters... For example Death DK can heal for really good amount of damage when he gets his stacks up on Death Strike, and in OM those heals reach about 1000 hit points + about 3k Death Strikes by the time you get to last boss... And let me remind you that you get those every 3 seconds. Just wow. And Cleric? Healing cleric had about most damage done 80% of the time we played him in testing OM, without even mentioning the 2k heals and 1.6k AOE and flash heals (considered that tanks have about 6-7k hp by the end of OM that's a lot...). And Earthshaker with his level 10 healing spell? He does about 2k HPS (heal per second)... Constantly. So, healers? NP You'll see just how "useless" they are when it comes to PvP Right now frost DK, healer cleric, flame ES and just about any Champion are pretty strong PvPers, while the others shine in PvE.
Btw, when I get some free time I'll post here where and how we'll interact so we could come up with last 3 boss fights as a real community, together.
That's it for now, thank you all for support and Happy New Year everybody! ^^
So thanks for the answer friend!!! and sorry for our ansoius, when you try a really good map you can't just stop playing and like to test more and more ... xD
I've dreamed with the World of Ancient continued saga called "Ogre Maul" ... fighting new mobs and facing dangerous new Bosses. Rising Talents and loting strong artifacts, becoming one of the most renamed in this universe!!!
I just played this map with 3 other people. The first unit was 4 shotting us and we died about 10 times trying to kill this one unit. When we got to the second part, the guy that hit the drum was easy to kill but then the two that came out caused everyone to quit because it was impossible for us to win.
Hahahaha what a noobs!! xD
Lol try again, but this time do a new strategy ...
Ex:
1- Kill the gong dude before hi make the calling. Remember you are level 1 and have no gear for the moment so the trolls in the zone are more stronger than you.
2- If the gong dude call the others, then run back to the portal and fight there, if you die then will rise near them before they heal his wounds ... the final result will be your team as winners.
3- When you get level 5 or gain more gears will see that trolls will become more easy to defeat.
4- Try to fight Bosses. They are the best of the best in the game!!!
manstie, imagine this map as a WoW dungeon, you really need a healer, a tank and some dps classes. I recommend for starters to go 1 strength (protection) champion, 1 intelligence (restoration) cleric and 1 agility (fire) earthshaker, and be sure to pick normal mode (not heroic), and you should do just fine. Kill those scouts before they reach gongs, let your champion take damage, and nothing bad should happen to you...
@manstie, I forgot to tell you, more players means trolls with more HP and harder to defeat.
You can try with a Intelligence DK (he has a short range healing, and minions) or a intelligence cleric (as you can figure, a healer is vital, especially for BOSSES)
We had 1 of each class, the trolls 3 shot any of us. The healer can't heal every second. My spells did practically shit all damage to them and I couldn't spam them because I didn't have much mana. The first troll that we encountered practically was a boss.
Hahahaha I liked as you said "The first troll that we encountered practically was a boss" hahaha, btw. Try the way I told you:
1- Begin in Normal mode (not heroic).
2- Wait until the first troll (the one with the torch that play the gong) came near the starting portal and try to kill him (before hi reach the gong) ... this way you should prevent the other trolls coming.
3- Keep trolls running behind you, that way fallen team mates will resurrect and run for your help before the troll left come out combat and start regenerate his wounds.
4- When you reach level 5 you can use the -save system and if you like, save the hero and start again to level up faster (is no necesary, you can reach level 9 in normel mode the first time you play).
I hope you can make it, is no so hard as you think.
Someone know something about serbian current status?
Still alive or something?
We have hope that some day Serbian will return with the great news of the ogre maul beta for all of us that are missing the glorious days of the better project of the Hive!!.
this game RULES!!! completed it on solo in normal mode but i have one problem; when i play with a group and save my char a code shows up. i make a scrnshot of it and on the next game i write -load (the code) but it doesn't work, pls help
edit: when i try to load the code in singleplayer it says: that champion doesn't belong to you.
Is because you may use the same name you played... example... I call miself sammath and play WoA with that name, save my progresed heroe and then, create a new nick and try to load the sammath's heroe ... the code doesn't load for that cause.
To make it work, I should use the nickname sammath as where I played that heroe...
P.S: My inglish is poor, but I think you understand what I trying to say you
Is because you may use the same name you played... example... I call miself sammath and play WoA with that name, save my progresed heroe and then, create a new nick and try to load the sammath's heroe ... the code doesn't load for that cause.
To make it work, I should use the nickname sammath as where I played that heroe...
P.S: My inglish is poor, but I think you understand what I trying to say you
I understand what you're saying (more or less) but I use the same account. I was playing on my account alexandero6 when i was saving and i was playing on the same account (alexandero6) when i tried to load. aslo, when i trie to load my lvl 5 warrior it just says invalid code( and yes i made sure the code on the print screen matched the code i tried to load) pls it's annoying that i can't play this game anymore
Hmr is this wire ... I've only that problem when I used a different account name ... I'm afrai you should start again :S and ensure to copy the code as well.
Hmr is this wire ... I've only that problem when I used a different account name ... I'm afrai you should start again :S and ensure to copy the code as well.
I did
I made two warriors 1 lvl 4 and 1 lvl 5 and neithof them work. I really like this game but because of the load problem i cannot play it anymore cause my char dissapears after.
Can i ask why do i die so much, me and my 2 brothers were playing this, one champion, one Death Knight and a Cleric.... we die so much its just too funny lool, we are brand new to this map so dont know if we are doin anything wrong....
That map make mobs more stronger in depende of who many players are playing. The claric may keep an eye in the team life to prevent his deaths. Also Dread Knight can heal a short among of life if you take the intelligence pack skills, and the champion can resist more damage than the others with the strenght skill pack.
After a fight you must wait a short time and your life and mana will be fully regenerated.
I'd like to ask for a solution to my problem: I have downloaded the map, have updated to the final patch 1.26a, but for some reason The Map Crashes after it has Loaded. I do not know the specs of the PC I'm currently playing on, but Campaign usually lags. Could that be the reason for my problem?
Both don't work. If you have any other sugestions please, because I want to play the map. And if the reason is the PC specs - My powerfull PC returns towmorrow or in friday, so HOORAY!
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