AoC-Ageof Conan Blog offers Age of Conan News, AoC Guides and Tips, Conan Videos & Screenshots!

Tuesday, September 30, 2008

Age of Conan : Letter from the Game Director

Craig Morrison, the new Game Director for Age of Conan has posted a lengthy outline of upcoming changes and updates for the game, including details on server merges, Ymir's Pass and the PvP update.

Today I wanted to take the opportunity to go over some of the updates, changes and developments you will see in the game over the coming weeks and months. Hopefully this will give you a little insight into what order things are being addressed in and what sequence you will see the new content arrive in.

There are two things on the immediate horizon that will very soon be on the test server for public testing in the shape of Ymir’s Pass and the second stage of the PVP update. There are a couple of things I want to address on these.

Firstly Ymir’s Pass is a large zone and has quite a bit of content to test. This may mean that it stays on the test server through several updates on live. We have the ability not to include a given playfield when we build new versions for live, which means that this testing won’t hold up the release of the other new content and Ymir’s Pass will still get the time on the test server that it needs. We want the experience to be as good as possible for its release and feel the public testing phase is important in that. We hope to be bringing the playfield to the test server shortly, and we all hope you will enjoy the many varied encounters it brings.

Then there is the second stage of the PVP update that brings with it the consequence system. This new system allows for players PVP actions to have real consequences in the world, and it will greatly enhance the entire PvP experience in Conan. As you know the system is meant to bring repercussions for repeated evil behaviour (i.e. killing players outside of your level range), so should you chose to “gank” other players, a whole new gameplay area opens up! For one, it will result in you no longer being welcome in many parts of the game-world, but in its place you will have to rely on a newly arrived network of camps and areas that function with a little more moral ambiguity. This is very true to the essence of the Conan lore, and a change I think many players will find intriguing.

Another aspect which has popped up in the forums recently is whether we are going to do a server merge or not, and I can today confirm that we are actively working on an approach to merge servers, both in Europe and North America. It’s important for us to ensure the best gameplay experience for you all, and more healthy populations on each and every server will make sure we maintain healthy communities for the game in the future. Still, there are many complexities involved in this, and we want to ensure that everything happens as fair and streamlined as possible. That work has now started, and we are naturally making sure that guilds and players can get to new servers in the best possible way. We will come back with more info on this, but I hope that this will serve as a positive injection to the social scene in the game.

Friday, September 26, 2008

Age of Conan Become More 'Player-Centric'

Funcom's Age of Conan: Hyborian Adventures has a new game director and with him comes the promise of a more "player-centric" direction for the MMO that launched in May.

"I think that the fact that Gaute leaves means that we get a direction which is more player-centric, since [new game director Craig Morrison] is so good at being hands-on with the communities at all times," said Funcom product manager Jorgen Tharaldsen to MTV Multiplayer in reference to the sudden departure of Gaute Godager.

Godager was a founding member of Funcom and served as producer on Age of Conan through the game's launch before leaving, citing dissatisfaction with the finished product.

"We have seen but the start of the evolution of Age of Conan, and out of all the people in Funcom, I can't think of anyone which could do it better than Craig," said Tharaldsen. His optimism echoes that of Morrison himself, who promised, "My main priority now is therefore to listen to, and act on, player concerns."

Tuesday, September 16, 2008

Age of Conan Review

When Age of Conan was first released I avoided it like the plague. I did this not because of the hefty price tag or the monthly subscription, nor the gigantic download or the fear of it being a bad game – I did it because I was scared of losing another 4 years of my life to a great MMO. You would need to have been living in a different solar system to avoid the hype of Age of Conan, and after hearing about the new combat system and amazing graphics I feared another WoW.

But alas, a few short months down the track and the temptation was too much to resist. I decided that it was time to put the fear of MMO Addiction behind me, and take a chance with a game that clearly deserves my attention. Thus it saddens me to say that the next few days of my life weren’t at all what I had expected. Upon purchasing AoC, waiting several hours for the installation (a whopping 24GB) and several more for the extra 2GB of patches I soon found that I had grossly underestimated the system requirements and had a tough time getting it to run properly.

It's true that my laptop only just meets the minimum requirements of the game, but the first time I started playing I could only see water and body tattoos. I knew after spending a few minutes roaming the endless water as a pair of floating tattoos that this was not how the game was supposed to be played, and began writing an email to Funcom Technical Support. Fortunately the support I received was nothing short of fantastic, and after a few updated drivers and Windows improvements and I was finally playing AoC properly, and loving every second of it. It seems that my poor little laptop won't ever be running AoC well, it's choppy and horrible at even at the best of times and my frame-rate is lucky to see 11FPS, but with the highly customisable settings turned down to their lowest I was at least able to play.

All washed up

In true Conan style, AoC begins by allowing players to choose a character from a group of slaves on a cargo ship. The character creation is second to none in the MMO genre, with 3 Races and 12 Classes in total. Although the Races are all variations of Human, they are very different from each other – with the Cimmerians of the North being able to select from the Barbaric Classes such as the Guardians, the Proud Aquilonians having access to shamans and priests, and the dark-skinned Stygians looking after the spell-caster types. The available classes are placed nicely through the races, and I doubt that many people would feel cheated when matching their race with their class.

After deciding on your lineage, you will be able to mould your appearance like never before – everything from eyebrows to cheekbones, and jaw lines to body size. Once you’ve finished, the journey begins.

By some miracle the slave vessel you were being transported in is destroyed, and you awaken on sandy island shores. A strange man stands before you, time has not been kind to him, and whilst you indulge in the fully voiced and cinematic cut scene you soon learn that your life of freedom is doomed to end almost as quickly as it had begun. The Slave Master aboard the vessel you were being transported on is already on his way to town, and once he arrives he will alert the guard of the incident, branding you as a slave – and as slaves are not allowed the privilege of freedom you would be dead before nightfall.


You'll realise quite quickly that Age of Conan will be offering you an experience unlike any you've ever seen before. It feels almost like a single-player game the likes of Elder Scrolls: Oblivion with cut scenes and voice acting present throughout. Also adding to the single-player feel is that until you first reach the city of Tortage, you will be in an instance (a section of the game separated by all other players). This helps to tell the story and create a sense of immersion like none other, and is a tactic used throughout the game. Once you have reached Tortage you will join an instance will all other players on the Island, but not those in the rest of the world. Throughout the first 20 levels of the game you will drop in and out of this instance to complete various quests in single-player mode, many of which will be specific to the class you selected back on the boat.


Something of special mention here is that the storyline present throughout your travels on Tortage is different depending on the class you have selected - that is to say that you will be completing different parts of it. The same storyline will be active no matter your class, but your role in it will differ greatly depending on your initial choices in the game. As an Assassin I was tasked at one point to steal a magical scroll from a witch who would use it to harm the city, and replace the scroll with another of my own. However when watching a friend of mine who had chosen the path of the Demonologist complete the same quest, he was instead tasked with befriending the same witch, and corrupting her plans through other means. This same style was present for the remainder of my time on Tortage, and was a welcome addition indeed.

Exploring Hyboria

Once you reach level 20, your time in Tortage will come to an end. By now you’ll have all the knowledge you need to make it in the real world, and trust me when I say that you’ll need it, as Hyboria is a one of a kind place.


The locations that you'll be exploring are truly amazing. Vast deserts, gorgeous mountains, and ruined cities are but some of places you'll visit in your travels throughout Hyboria. The graphics, sound, and scenery are better than any I've even seen in an MMO – but they come at a price. The System Requirements in AoC are also higher than any other MMO, and without a computer of notable value you, like me, will be experiencing something different altogether. It still looks beautiful – but it's faded and choppy, and most of the textures take several seconds to properly load. Luckily, it's not only the graphics and sound in AoC that create such brilliant immersion, but also the atmosphere. Towns are filled of people and taverns of drunkard locals, and quests litter every corner of the land. Be wary though, AoC is a game meant for mature audiences, with naked women and vulgar language a plenty.

The quests in AoC are superb, as all of them have significant meaning. Speaking with a quest-giver will cause the camera to zoom in towards their face, and a small cutscene-type process will begin. You won’t be finding any boxes of text here; instead the information is displayed at the bottom of the screen as are you’re choices in the conversation. You’ll be given several choices of what to say in most conversations and all of them will determine the outcome. All of the quests contributing to the main story are fully voice acted, and Funcom are hard at work adding voice to the rest.


The quests themselves are where the meat is though, as I’ve yet to find a single quest that didn’t have me doing something of actual importance. Most MMOs have standard quests, asking you to collect boar teeth or something equally trivial, but AoC will have you slaying demons, unraveling mysteries and even assassinating people whilst they sleep.


Something else that you may find a little different to begin with is that all of the towns and surrounding areas are actually instances of their own. Unlike traditional MMOs where the world is seamless, every different part of Hyboria is separate to the next, and is available in either Normal or Heroic Mode. It takes a bit of getting used to when you begin, but works really well and allows for some great new additions to the genre – such as the ability to change which instance you are in, but remain in the same zone. This is specially handy when you’re looking to escape a PvP Happy player or trash talk.

Vanquish thy enemy… now with player input!

Putting aside for a moment the unique style that AoC displays with storytelling and instanced questing, another of the truly innovative features provided is the combat. Opposed to the standard auto-attack feature found in most other MMOs AoC will have you pressing a separate key for each individual attack, beginning with Left, Right, and Forward – and adding Lower Left and Lower Right later in the game. This is then combined with the use of combos, requiring you to first press the key assigned to the skill you would like to use, and then pressing a combination of keys in order to execute the attack. For example, using the skill Vicious Strike might require me to press my assigned key 5, followed by 1 and 3, in which I have assigned to Left and Right Attack. This simple addition to the game adds incredible depth not only to questing, but to PvP and raiding too. One wrong key-press can mean the difference between life and death, adding loads of excitement to the somewhat boring and overused combat style presented in most other MMOs.

Another of the features that helps to make the combat in AoC more interesting is that all of the standard attacks and combos are AoE (Area of Effect) enabled, meaning that even the standard slices of your sword or axe will hit all of the enemies in front of you. This not only helps add the immersion, but it also makes multi-mob combat far easier to manage. It's also possible to perform a fatality, killing your opponent in a vulgar manner, and awarding you with a buff for the next few seconds. Although I'm not exactly sure what causes these fatalities to happen, they are a welcome addition as the animations are superb – as an assassin my fatality would usually consist of me stabbing my daggers into an enemies neck, then ripping them out viciously causing a spray of blood to litter the surrounding walls (did I mention this game was for mature audiences?). Equally awesome was watching my friend, a Demonologist burn his victims alive with a fire spell. When a fatality had activated they would run around, wreathed in flame for a moment, before clutching their throats and falling to the ground as a charred corpse. It's only a small addition, but it adds much to the immersion.


There will be blood... most of it yours.

Whilst the PvP system in Age of Conan does have some new additions that mix it up, there really isn’t that much to say. If you choose to play on a PvP server then you’ll most likely spend most of you’re time playing running away or hiding from the higher level players that find it endlessly entertaining to gank you into oblivion. This slows down quite a lot once you reach the higher levels, and with guilds being able to built cities and wage war on each other it does get more interesting, but for the most part it’s been done before, and it’s most definitely not a stand-out feature in AoC.

The most notable difference that I could find was that all players have the ability to stealth. It AoC it’s referred to as Hiding, and can be done simply by pressing H. However unless you’re an assassin you be spotted quite easily, and if you move your stamina will be quickly drained. But combine this with the unique combat style and instance zones and it makes for some very fun battles, and for the most part I was happy I chose to play on a PvP server.


Not without flaw

What Age of Conan does right, it does better than ever before. There are however some lingering issues that hinder its success. Mainly, this comes down to the enormous difference between Tortage and the rest of the world. Tortage is hugely polished, with voice acting present in every quest, plenty of players running around the island, memorable characters throughout the towns and meaningful quests that won’t soon be forgotten. Unfortunately, this makes it painfully obvious that the rest of the game has received far less attention and by level 25 you start to realise that you’re still playing the same MMO as you have the last few years, with prettier scenery and an improved combat system. But until we get a developer that is actually willing to push the MMO envelope and try some really new ideas then this is most likely as good as it’s going to get.

Monday, September 8, 2008

Funcom Security Exploits Patched

Dan Caselden and Gabriel Landau of Independent Security Evaluators recently checked into Funcom games Anarchy Online and Age of Conan Hyborian Adventures. The evaluators discovered some rather disturbing exploits within the games. One of which could even allow a hacker to take control of the targets computer. Fortunately, ndependent Security Evaluators contacted Funcom and the problems have since been patched to prevent any future issues.

8/28/08 - Funcom released patches for both games today. Both vulnerabilities were fixed in Anarchy Online. In Age of Conan, the directory traversal vulnerability has been fixed, but the buffer overflow remains. We do not believe that the buffer overflow alone currently poses a serious risk to players, but we recommend that Funcom fix it promptly so it cannot be used in any future hybrid attacks. In the meantime, we suggest that players exercise caution when downloading custom game scripts from third parties.

Play AoC with Your XBox 360 Controller

Blue Orb, the creators of the SwitchBlade application that allows gamers to play PC games with their Xbox 360 controller have taken their application to Hyboria. Their latest work was displayed at this years Games Convention for attendees to check out.

SwitchBlade is an easy to use application that brings a fully configured game controller interface and experience to any PC game. Once SwitchBlade is installed, it provides a console gaming experience for the gamer looking for a new way to play popular PC games. Age of Conan: Hyborian Adventures is the latest PC game supported by SwitchBlade, and the application’s preconfigured key bindings map the Xbox 360 controller buttons to the most commonly used Conan controls.

Key Features of SwitchBlade are:

Provides all the gaming functions of a mouse and keyboard
Brings Xbox 360® controller support to Age of Conan
Use one of the many richly pre-configured controller layouts, or...
Create your own customized layout

Funcom Invades DragonCon 2008

Funcom will be attending this years DragonCon. DragonCon is the largest multi-media convention dealing with science fiction, fantasy, gaming, and comics. This year Funcom will have a booth for attendees to stop by and pay a visit.

Funcom Booth hours (Our booths are in the Marriott Marquis ballroom 103-111):

Friday 1:00 p.m. – 7:00 p.m
Saturday 10:00 a.m. – 7:00 p.m.
Sunday 10:00 a.m. – 7:00 p.m.
Monday 10:00 a.m. – 5:00 p.m.
Event Schedule

Friday - FunCon Event (10pm Sheraton Capital Ballroom)

This year’s event is one not to miss as everyone is invited to join us Friday at 10pm at the Sheraton Capital Ballroom! We will have several ballrooms adjoined together with the best in lighting and sound as DJ Tarryk will be spinning the musical entertainment for the night. Along with the entertainment we will also have many Funcom attendees from Age of Conan, Anarchy Online and The Secret World dropping by throughout the night to help make this FunCon one to remember!

Saturday - Game Presentations

7 - 8pm : Sheraton Capital Ballroom (Age of Conan Presentation)
10 - 11am : Sheraton Athens Room (Anarchy Presentation)
Swag/Prizes

You may have chances to win the following at DragonCon:

Posters
Inflatable Swords
Tshirts
Lanyards
Custom PC cases
One special customized Anarchy Online PC


About DragonCon

Dragon*Con is the largest multi-media, popular culture convention focusing on science fiction and fantasy, gaming, comics, literature, art, music, and film in the US. Dragon*Con 2008 will be held Labor Day weekend (August 29 - September 1, 2008) in Atlanta, GA.

Sunday, September 7, 2008

Anarchy Online and AoC Vulnerabilities Fixed

The Baltimore Sun reports that security firm Independent Security Evaluators has disclosed vulnerabilities in the popular MMORPGs Age of Conan and Anarchy Online. The flaws (which have since been patched) allowed a malicious user to read files from and take control of another player's computer.

Using flaws discovered in the games' coding, Independent Security Evaluators
said it was able to read confidential files on massive multiplayer online (MMO)
games Anarchy Online and its best-selling successor, Age of Conan. ISE, which
will reveal the research today on its Web site (securityevaluators.com), said it
was also able to take control of a player's computer in the older game.

The vulnerabilities, ISE says, expose a growing concern among industry
experts. Many say players of such games should start worrying more about
malicious attacks that can endanger confidential and financial data than the
virtual battles that revolve around crushing demon skulls and laying siege to
ancient towns.

Saturday, September 6, 2008

Hellgate's Failure and AoC's Success

Mythic VP and lead "Warhammer Online" designer Mark Jacobs told MTV News the things needed to make a successful MMO and explained what went wrong with 'Hellgate,' why he wanted ' Age of Conan ' to succeed.

The details are as below:

Mythic VP and lead "Warhammer Online" designer Mark Jacobs told me some of the
things needed to make a successful MMO. But he also said if you're looking to
make an online game nowadays, the odds are against you.

"If you look at
the numbers, MMOs have the highest failure rates of any entertainment product,"
Jacobs said. Going all the way back 11 years to the release of "Ultima Online,"
the first MMO to reach 100,000 subscribers, he said that there have only a been
handful of successful MMOs compared to the number of them being developed.

I mentioned how the measure of success nowadays might be if your game
still exists in a year. "It does seem that way," he said, "and it is just
tremendously sad when you look at the amount of money and effort that goes into
MMOs."

In our recent conversation about the state of online games, we
also touched on why last year's "Hellgate: London" went under, and what the
troubled "Age of Conan" can do to prevent the same fate.

First, we
discussed "Hellgate: London," the online action-RPG was made by Jacobs'
long-time friend Bill Roper. Though Roper had experience as VP of Blizzard North
working on the "Diablo" series, his company Flagship Studios recently closed its
doors following the release of "Hellgate," its first title, last October. So
what went wrong?

Wednesday, September 3, 2008

AoC: PoM Guide to Leveling 1-80

Below I will describe leveling builds. Where, what and when on AoE leveling.

Skills:

Renew Mana - Max every level.

Mana Attractor - Set to half of the max for every level.

Casting Consentration - 100. Only raise after when you get interrupted.

Climbing - Highest you will need is 600 that I have come across.

Hiding - 30 So you can hide from other players.

All other skills are personal refrence like Run Speed, Perception etc. Bandaging and Recovery are completely useless to Priests. Use potions if needed.

Gear while leveling:
Max Health - Gives you a health boost.
Max Mana - Increases your mana pool.
Wisdom/Magic Damage - Increases Damage from spells (Supposedly)
Mana/Health/Stam Regen - Increases the rate of regeneration to your Stam/Mana/Health.

While solo grinding make sure to use:
S - Solo
H - Healing
I - Is
E - Easier
L - Less
D - Damage

Use a Book/Staff when grouping and not taking any incoming damage from players or NPC's for better stats.

Nastal's AoE Feat Build:

I know there is many builds out there that are playable or may excell in one area or another. I prefer to speak upon my experience rather then the experience of others.

This is my level grinding build at level 80. Been AoE grinding with a mixture of quests since mid 40's. I have to say this has been very easy with practice. You will be grinding most of your levels post 50.

<>

Start in the Vengeance feat tree.

Vengeance:
10-14 Improved Smite
15-19 Cleansing Fire
20-23 Holy Vengeance
24-25 Revivication (2 points only)
26-28 Glowing Radiance
29 Searing Light (Wont be able to spend point untill level 30)

General:
30-33 Ether Flow

Divinity:
34-38 Lance of Mitra
39-42 Divine Lance

General:
43-44 Far-Reaching Spirit
45-47 Grace
48-51 Presence of Mind

Divinity:
52-56 Holy Accession
57 Clarity of Mind
58-61 Wrath of Mitra
62-64 Force of Will
65-67 Purification
68-70 Improved Repulse
70-74 Holy Surge
75-78 Overwhelming Light
79 Avatar of Mitra
80 Empowered Repulse

Here is what the build would look like at 80.
http://www.conanarmory.com/feat.aspx...ef16ef2e2f5ef7

This is ofcourse my opinion as of being level 80. I havent had any trouble grinding or PvP for that matter. Feel free to criticize my build or give constructive feedback.

Spell Rotation:
Smite > WoL > Repulse > Lance > Cleansed Fire > Radiance > Lance.

Leveling 1-80:

*Always try to select the instance with the least amount of people in your area. If you find your area crowded, change instances untill you find something more suitable. Also do quests. They are few later in the levels so enjoy them while you can.*

1-20: Tortage
Quest here, 1-5 is self explanitory. Once your in the Multiplayer part, start your destiny quests. If you happen to be below the required level to continue your destiny questline then I suggest going to Acheronian Ruins first then White Sands followed by underhalls last. I got to 20 before doing my final destiny quest.

20-24: Wild Lands of Zelata
You can get here by going to Old Tarantia and going to the SW gate. Pickup as many quests in town as you can then start knocking them out. AoE grinding isn't really needed as much before 35-45.

24-32: Conall's Valley
To get to here you need to go to Conarch Village in Cimmeria. If your leaving Wild Lands head back to Old Tarantia then use the West Gate to get to Conarch. Once in Conall Valley you will have a few quests you can pickup in Conarch for the beginning part of the zone. Optionable to skip these. You want to make your way to Cimmerian Settlement to start your quests. Also quest hubs are at Mountain Glade, Cascade Falls and Gravesinger gives a couple. You will find plenty of quests and a few elite quests for some decent gear to obtain.

32-35: Wild Landz of Zelata
After completing Conall Valley head back to Wild Lands, there is a slew of quests to get here again. You will be getting quests for Border Range aswell. I suggest completing every quest in Wild Lands before doing the Border Range quests. Before heading to Border Range make sure to pickup the quest from Fabio in Old Tarantia in the Market District. His chain leads to a Sanctum of Burning Souls quest.

35-36: Outflow Tunnels
After completing Wild Lands and Border Range you will have a couple quests to do in here. Its decent XP and the mobs arent too bad. Also you need to complete this for a Sanctum quest from Fabio. Also explore around to find the Sarcophogus it has a book on it that starts another Sanctum quest aswell.

*Optional* 35-37: Sanctum of the Burning Souls
You can get here in Wild Lands, after completing all of Border Range, Tesso and Zelata quests you should have quite a few quests here to do. You need to find a group for this instance and make sure everyone is atleast 35+.

*Optional* 35-40: Wild Lands of Zelata
The VERY NE part of the map there is Vanir Camps galore! You can get here by following the road North from the Lynx's, there is also a ressurection point up here. Great if you die you are still close to getting back into action. If you happen to run out of quests and dont want to go to Kopshef for questing then there is an extraordinary place to AoE grind here. Take some practice and alot of running but your constantly killing it seems. Took me about 2 1/2 hours to grind 35-40 out.

*Early 40's you can choose between two different zones. Field of the Dead or Tarantia Noble District.*

40-43: Field of the Dead
Directly connected with Conall Valley. Questhub at Crossroads, Foothills, Stream Bridge. Follow the quests here in this zone while leveling. Like I previously stated. Quest as much as you can they are few later in the levels.

43-45: Tarantia Noble District
You can get here by crossing the bridge in Old Tarantia from the Trade District. Alot of good quests you can do here. Some are bugged some are not. The bugged quests for killing the NPC's seem to work if you do them in "Epic Instanced" mode. Also start your arena chains. Your gonna wanna come back to finish at 54.

45-50: Field of the Dead
Directly connected with Conall Valley. Quest Hubs at Lookout Point and Stream Bridge. Doing these with a little mix of grinding should get you to 50 without any problems. Also don't forget to try and do the Death to the Vanir line. Decent XP and good blue reward at the end.

50-60: Eiglophian Mountains
Direct connected with Field of the Dead in the SE. Quest Hubs at Main Town, Hunting Lodge and a few around the roads as you travel. Can do some decent grinding in Cannibal Cave once your 52. Later in the levels you can grind out 60 in the Vanir Camps West of Hunting Lodge.

60-62: Thunder River
You can get here through Poltain. Quest Hubs in the town and across the adjacent bridges. Decent grinding on Cannibal Camps on the SouthEast part of the zone. Quest as much as possible.

62-72: Atzel's Approach
You can get here through Lachiesh Plains. Quest Hubs by Entrance and at the First Rez point. Quests will start becoming scarse. So you may have to grind some on one of the few camps I mention below on my AoE Hotspots section.

72-80: Keshetta
You can get here through Purple Lotus Swamp. A few quests to do here, although I suggest saving them for level 79. Can easily knock out half a level through the quests at 79. AoE grind alot here, look below on locations.

AoE Hotspots:

**When doing most of your AoE leveling. Its generally best to get a group together. Experience is still spectacular and you have more ability to control your area. If on PvE server, just hope the spots aren't taken already. Make sure to have the highest level apprentice everyone.**

My AoE Group Make-up.
We have yet to lose a spot unless swarmed by 80's. Keep HoT's stacked and Damage going and you will survive huge groups or another attacking group trying to take over your camp. WoL doesn't stack with other priests HoT's (Unless you outlevel your companions by 3+ levels) so only keep up Emanation of Life.

Priest of Mitra
Tempest of Set
Herald of Xotli
Gaurdian
Bear Shaman
Demonologist


Eiglophian Mountains
53-57: Cannibal Caves - Directly East of Hunting Lodge.
57-60: Vanir Camps - West of Hunting Lodge.

Atzel's Approach
60-65: Vanir Camps - Before Skammestein.
65-69: Vanir Camps - Skammestein.
69-73: Vanir Camps - Fortress.

Keshetta
73-76: Cohort Camp - SE of Entrance.
76-80: Death Master Camp - SE of Main Town.

Good Leveling Duo's:

Herald of Xotli - After enough practice the both of you can do well together for PvE and really well at PvP. They have good AoE from Hellfire Breath to compliment yours.

Tempest of Set - By far the best class to Duo with in my opinion. Whenever I have grouped with a ToS. We were able to clear camps 5x faster then I could solo. Also as a duo you are hard to kill unless you are extremely outleveled. Anyone 5+ and below in groups of 4 or less you should dominate.

Demonologist - Great AoE and a Damage Absorbtion shield. They kinda suck earlier in the levels but they really shine 40+.

Necromancer - Same as the Demonologist but takes a bit more dedication. Alot of people have been turned off by this class Because they are completely lackluster early in the levels. Necro's really compliment you well though later in the levels with all their minions to boost your stats.

Helpfull Links:

Conan Armory - Feat Calculators, Playefield Maps etc.
http://www.conanarmory.com

AoC Wiki - General Information about anything AoC. Great site.
http://www.wikiaoc.com/The-Age-of-Conan-Wiki

Curse Gaming - Customize your UI by getting UI Mod's here.
http://aoc.curse.com/

Level 80 Builds:

PvE Spec:
(Current spec for PvE Raiding).

http://www.conanarmory.com/feat.aspx...efe3f2ef3efef7

Divinity:
Lance of Mitra - Damage and Healing spell, very usefull for spike healing.
Divine Lance - Makes LoM heal on damage.
Sacred Lance - Improved range of the Healing radius effect from LoM.

Vengeance: Early talents arent as important so I'll start where it matters.
Glowing Radiance - +5% Melee/Ranged/Magic Damage when casting Radiance.
Revivication - Places EoL when your struck by melee attacks on yourself.
Guiding/Empowered Hand of Mitra - With more talents increased the duration of HoM to 12.5 seconds and makes it an instant cast spell.
Determination - Decreases the casting time of all your CC spells allowing you to get that CC spell off faster.
Relentless Faith - Increases the duration of your CC/Debuff and HoM spells.
Immortal Spirit - Key talent in PvE raiding, Increases your EoL from 13 to 20 seconds and WoL from 20 to 30 seconds, allowing more time for DPS in between keeping your HoT's up.

General:
Ether Flow - Increased Mana Regeneration, very needed to maintain a healthy mana pool.
Far-Reaching Spirit - Gives your Radiance spell a +2 Meter range.
Spirit Armor - Increased your base stats to +3% for melee damage.
Guiding Spirit - Makes WoL recast time go away, allowing you to spam heal this spell.
Presence of Mind - Makes your Radiance spell Instant with no casting time. In clutch situation 1.5 seconds could mean to death or life of yourself or your tank.

PvP Spec:

http://www.conanarmory.com/feat.aspx...cf2ef5ef2ef2ef

Divinity:
I have found the Divinity Tree to be more PvP oriented deeper in the tree than Vengeance. The above build Maximizes your DPS while giving you some key abilities for survival. Don't underestimate the power of Avatar of Mitra, a AoE stun that lasts for 5 seconds allowing your to get a free repulse on anyone effected by the stun.

Vengeance:
Holy Vengeance is the key feat here, while Cleansed Fire and Revivication are just helpfull spells. Holy Vengeance when stacked with Wrath of Mitra, Exemplar basically increases your Holy damage by 150.

General:
Ether flow/Far-Reaching Spirit/Spirit Armor/Presence of Mind are all longevity and survivability talents for PvP environments. Exemplar and Vengeance of the Gods are your damage modifiers for bursting down your enemy.

Hellgate's Failure and AoC's Success

Mythic VP and lead "Warhammer Online" designer Mark Jacobs told MTV News the things needed to make a successful MMO and explained what went wrong with 'Hellgate,' why he wanted 'Age of Conan' to succeed.

The details are as below:

Mythic VP and lead "Warhammer Online" designer Mark Jacobs told me some of the
things needed to make a successful MMO. But he also said if you're looking to
make an online game nowadays, the odds are against you.

"If you look at
the numbers, MMOs have the highest failure rates of any entertainment product,"
Jacobs said. Going all the way back 11 years to the release of "Ultima Online,"
the first MMO to reach 100,000 subscribers, he said that there have only a been
handful of successful MMOs compared to the number of them being developed.

I mentioned how the measure of success nowadays might be if your game
still exists in a year. "It does seem that way," he said, "and it is just
tremendously sad when you look at the amount of money and effort that goes into
MMOs."

In our recent conversation about the state of online games, we
also touched on why last year's "Hellgate: London" went under, and what the
troubled "Age of Conan" can do to prevent the same fate.

First, we
discussed "Hellgate: London," the online action-RPG was made by Jacobs'
long-time friend Bill Roper. Though Roper had experience as VP of Blizzard North
working on the "Diablo" series, his company Flagship Studios recently closed its
doors following the release of "Hellgate," its first title, last October. So
what went wrong?

"I know for a fact that sometimes just having talent is
not enough," Jacobs said after a long sigh. "You need leadership and you need
patience. And what's most important - something that so many developers forget -
is you also need to deflate the ego a little bit. You really have to remember
that as good as you were then - 'Diablo' was a great game - you're not always
going to be right... I think for 'Hellgate,' that was part of the problem."

He also said that no matter how great you think your game is, developers
must listen to the community. "It doesn't mean you have to follow what they say,
but you always have to listen," he said. "The test of greatness is to know how
to look at it and either incorporate it or learn from it. We might listen to the
wrong advice, but we always listen. That's how I think all developers have to be
because nobody is that smart and nobody is right all the time."

On the
topic of the listening to the community, I wondered what Jacobs thought about
Funcom's May-released MMO "Age of Conan" and the trouble the company has had in
terms of delivering promises to its fanbase. Blizzard president Mike Morhaime
recently said that 40 percent of "WoW" players who left for "Conan" have since
returned.

"If I was a 'WoW' subscriber, and I played another game hoping
it would be great and it wasn't, of course I would come back," he said. "I'm not
saying 'Conan' sucks but obviously the people who left it thought it sucked,
otherwise they wouldn't have left it. And the same thing may happen to us...
'Conan' had great sales initially, but then [Funcom] failed to follow up with
continued great sales. If you're not selling boxes anymore, if players aren't
talking about how good your game is, then obviously people are not happy with
it."


Wednesday, August 27, 2008

Age of Conan : Correspondent - Exploration in AoC

Ag of Conan Correspondent Jean Francois Doyon writes this article about his dissapointment with the exploration factor in Funcom's MMO.

Who hasn't dreamed of running through far reaches of sand and stones, humid
forests and windy plains wearing only a loincloth and the necessary belt to hold
it and your trusty, ridiculously badass-looking sword in place?

advertisement Okay, maybe not that many people, but in the vast and
rough world of Conan, these are the kind of images that my mind would have
expected, along with the scantily-clad women tied to a nearby pole as if we were
meant to cross the desert to come across her... Happy was I to find the
scantily-clad woman tied to a pole within the first five minutes of Age of
Conan, and the rest of the world was lush and lively (for the most part), as I
hoped. A pity it was nowhere as vast, however.

In the Conan literature,
Hyboria is a huge land. Over twenty years before Frodo, Sam and friends had
crossed the vast and largely empty Middle-Earth in the 1950s, Conan, in Howard's
small stories, had already crossed much of Hyboria, a vast continent inspired by
ancient Europe and very similar in its inspiration and design to Middle-Earth.

Cimmeria to the north is a mountainous and harsh land of cold winds, icy
nights, scattered resources and dangerous creatures. Its people, the belligerent
Cimmerians (of which Conan himself is a proud member) are similar to the Celts
of the Roman age, with their blue war painting and barbaric raid parties.

Stygia, on the other hand, is a land covered by endless deserts,
punctured with pyramids, ancient temples and tombs ridden with curses and dark
magic, directly inspired by Ancient Egypt and its largely spiritual and
superstitious people.

Then there is Aquilonia, a nice foot to the
balance holding the other two plates, a civilized kingdom with a rich culture of
political intrigues and scholarly pursuits, relative religious and social
freedom and a powerful and organized army, obviously inspired by Ancient Rome or
Greece.



Even though the three aforementioned lands are the only
ones used by Funcom so far, the rest of the continent is covered with different
lands and people, to the point where the works of Robert E. Howard look like a
raking job of the planet where all of the oldest peoples and civilizations ended
up in a single pile in the middle of the world map, and many of these lands (if
not all) were visited by Conan at one point or another in the books.

Now
Conan is old and King, so it's up to the player to walk in his footsteps (at a
distance - I'm sure the old panther isn't too fond of being followed by stray
dogs).

At any rate, I was excited at the idea of exploring this vast and
brutal land myself, spending hours wandering in the desert or the virgin forest
only to stumble upon a forgotten cave or temple only to get out of it with some
old king's sword (Hey, Conan did, why not I?).

I was disappointed to
find out that I couldn't simply head straight into the forest until I found the
edge of it. The game starts on an island, so I would have fallen into the sea at
best if I had done that, but even that misfortune wasn't allowed. Instead, the
forest was mostly impassable, save for a single path that was clearly put there
so we may follow it to the next point in the game. Now, this was only the
starting area, so I was ready to forgive that lack of freedom in exchange for a
solid start in the game.



Tortage itself wasn't so bad, but the
island felt small, and once again the only way to go was where we were expected
to. The White Sands Isle was slightly better, some stretches of it being open to
exploration, but once again there were many paths that were designed so that we
had to use them.



From here on, that was how most of the world
would be. No hidden areas, no random caves or temples to explore, no far
stretches of empty land on which to build a lonely shack. Old Tarantia, the
gleaming capital of Aquilonia ruled by King Conan himself, seemed somewhat
unfinished. Most of its doors closed, and surrounded by palisades once you left
the safety of its walls, its outskirts and surrounding lands inaccessible for
exploration. No running along the road to get from one land to the other,
avoiding or fighting off any nasties preying on poor travelers either. Instead,
there were coaches ready for me minutes away from the city to carry me
effortlessly to my destination, loading times being the only indication I could
possibly have of the distance I had travelled.



The Stygian
Capital of Khemi was similar; only a small island in the center of the city
(even though you can still see the buildings across the water) may be visited.
The remainder of the city is blocked by invisible walls in the water, so the
rest of the city is little more than a wallpaper behind the part of the city
that I was allowed to explore. In comparison, Conarch Village in Cimmeria, the
"capital" of the rough land, was more interesting despite its smaller size, due
to its uneven terrain and the number of paths I had to find and take to get
anywhere.

The more hazardous lands such as the Wild Lands of Zelata or
Conall's Valley seemed large enough when looking at the map, but still had too
many cliffs and roads that made sure I knew where I was supposed to go, and I
quickly found myself at the end of the region, with a "that's it?" thought in
the back of my head. Open area regions such as Poitan and the Lotus Swamps,
where a guild may build its city, didn't have much in the form of paths - which
is great - but still didn't have much space, and I quickly found myself at the
edge of the map once more.

Another interesting part is that in the Lotus
Swamps, Poitan, and others "uncharted" lands, mobs will appear and attack you as
you travel, or even jump you as you harvest resources, which makes things more
interesting, and binds resource gathering and adventuring together.

To
counter the unavoidable overpopulation of these small zones, there are
instances. You may not choose first hand in which instance you will end up, and
even though you can usually switch instance easily enough by running to a
respawn point, joining friends, unless you're grouped with them, is somewhat
difficult since there are usually at least a dozen instances to scroll through
when you're looking for someone.

The good part is that despite its small
size and lack of content, the land is lush and lively. Even with DirectX 9, the
vegetation and scenery are among the richest I have ever seen in an MMORPG and
the sheer beauty of the scenery, even when you can't actually get to it, is
worth taking the look - which makes it even more sad that it there is so little
exploration to do. Many locations have "landmarks" that while they don't add
anything in particular in the form of content, bring a lot of spirit to the
locations. A lone pond surrounded by ruins in the Lotus Swamp comes to my mind
as an example.


Content is rather easy to find (when available),
since the size of the zones make it easy to guess where NPCs are located, and
they are often all crammed into one area. Thus filling up your quest journal and
emptying it in one killing (and leveling) spree is very feasible. The other good
news is that many areas are suggesting future content, such as an annoyingly
teasing closed gate along the path out of Old Tarantia. We can only hope that
the land will finally be open to us in all its beauty and immensity before long.

Bottom line: Hyboria for now has little to make the explorer and
wanderer happy, and sometimes Age of Conan feels like Dungeon Siege with
prettier graphics, but whoever likes to get from point A to point B quickly and
likes to get quests done without having to travel for hours will be happy.

Wednesday, August 13, 2008

GU Comics Takes GM Poke

Age of Conan is featured in today's issue of GU Comics. It deals with the recent GM cyb0rsex0rz scandal. I bet someone's face is pretty red right now. Probably changed his name and is living in seclusion in the woods until it all blows (no pun intended!) over. Growing a big 'ole Grizzly Adams beard and such. 'fo shame.

AoC Comics

Thursday, July 3, 2008

Age of Conan Cosplay

Below is some Age of Conan Cosplay,enjoy...


aoc cosplay
conan cosplay
aoc cosplay
aoc cosplay
aoc cosplay
aoc cosplay

Thursday, June 12, 2008

Barbarian Leveling Guide

Every class has levels at which they are weak, and other levels during which they are strong. Some levels will go by quickly, and others will take some patience.

Rather than being vague - I'll give you, to the best of my memory, which sets of levels went by quickly/slowly for me, and where I spent my time gaining these levels.

1-29:

I zoomed through levels 1-29 the first day I played. There are quests which you can stack, and tons of them. I was level 19 when I left Tortage, and hit 20 shortly after entering Conall's Valley. I just quested in Conall's until I was 29, it was pretty easy and fast. I should mention that I did not play in closed beta. I did play in open beta, to level 24. So, these levels were mildly familiar. All of the levels after this were new to me.

29-39:

My second day playing, I was able to get through these 10 levels. 29 was when I entered my first rut, and I found that I couldn't solo mobs with little downtime anymore. It wasn't a huge deal, but just something I began to notice. I played a Druid in EQ, so I was weary of the fact that some classes in MMOs are solo machines, and some are not. I was apprehensive about the Barbarian being a solo class for the first 30 levels, and this was where I first noticed their inherent solo flaws.

Around 35, I went to Pyramid of the Ancients, which was great for leveling. 35-39 took about the same length as 29-35 for me.

39-50:

My third and fourth days playing were spent gaining these levels. At 39, I headed to Old Tarantia Noble District, and was quite pleased. I was able to solo two mobs at a time with relative ease, although three usually resulted in significant downtime. Thus was the second instance of my noticing that Barbarians are not the solo powerhouse that healer classes can be. I stayed at Noble District until 45 or so, long enough to get Vaedus - my first lifetapping weapon, and then went to Field of the Dead.

**As a side note, I also did arena during these levels. Arena is in the tavern in Old Tarantia Noble District, and there are solo/group quests you can do. There is a level requirement on all of these quests, and I think you can do the final group quest at level 57 or so. These are well-worth the exp/rewards.

I managed to quest all the way to 48.5 in Field of the Dead, then briefly went into Eiglophian Mountains with an HoX friend of mine. It was at this time I noticed how powerful a Herald of Xotli can be - we were destroying the zone en masse =)

We did the beginning quests and such, then decided to call it a night.

50-57:

Fifth day playing. 50 is where the game slows down with regard to leveling. It didn't slow way down, but it definitely slowed down quite a bit. I managed to quest in EM until 55 or so, then I had to grind to 56. It seems like some quests opened between 54-56, so I did those and got close to 57, then I had to grind some more until I was 57. It was at that time I got the typical quest to head to another area - Thunder River in this case.

57-58:

Not my entire sixth day =) This is the amount of time I spent at Thunder River. The mobs were entirely too difficult for me to solo at this level, shame on Funcom for sending me here. Luckily, I heard through some of my closed beta friends that Atzel's Approach would be much better for leveling.

58-63:

Atzel's Approach rocks! When I first arrived, the content was very difficult. Atzel Conscripts added on me like an abbacus, and I died frequently. Once I got past that part of the zone, though, my exp flew. I did all of the quests and ended up somewhere around level 63.

63-68:

Seventh Day etc. I left Atzel's Approach and headed for Thunder River. I was able to finish the quests here with more rapidity than before, so I stayed a while. It seems like there was some mild grinding involved as well. After finishing all of the quests that I could, I went back to Atzel's Approach. I finished up my remaining quests and stumbled upon Ivoryvale at 67. Ivoryvale is an icy canyon full of non-aggro mammoths, generally in pairs of two. This was perfect for me, and since I was out of quests I figured, what the hell, so I grinded these mammoths until 68.

68-72;

My eighth day was an off day for me; I went and saw my girlfriend and took a general break from the game. I started my playtime by grinding those mammoths until 70. 70 was a magical level for me, as I headed to Kheshatta. Kheshatta is a wonderful place, when you're the only one in the zone. I quickly filled up my quest journal and got two full levels from quests alone.

72-76:

Kheshatta Kheshatta Kheshatta was the theme of the ninth day. I had to grind a lot of level 72, some quests opened up at 73, so I banged those out really quickly. At this level, I kill mobs with wonderous rapidity. I am no longer worried about the viability of Barbarians and soloing. It was at this time I fully appreciated my choice to be a DW Barb as well. I grinded my way to 74 after finishing some quests, and then more opened up, but it seems like they were group quests or something. I ended up heading over the the Death Master Camps, never having been before. I duo'd that with my best friend in RL - he is a Guardian. Isn't that ironic? Anyway, I ended up hitting 76 that day.

76-80:

Death Master Camp AE group. Anyone who has been to Kheshatta knows about these. Basically, you pull the entire lower camp and level it. We had a tank, 2 healers, a necro, myself, and a demonologist. It was mayhem, some of the most fun I've had in game. During these levels I had my first real group mechanics experience with casters of the non-healer variety. I was rather impressed, makes me lol whenever I hear people complaining about demos/necros now. These levels would be pretty unbearable solo, I must say. You need something like 2.9 million exp to advance to level 80 from level 79.

It was actually kind of funny, because I was on a time limit. I hit 80 something like 2 hours before the server came down. I was #4 on my server, the first Barbarian.

Barbarian Grinding Locations

Until there are more quests added, everyone will have to spend some time grinding. Because of this, I am trying to get a decent list together here of locations that are particularly suited for grinding as a Barbarian. Locations that are specifically good are those with melee based mobs in a large, spread out, area.

I'm not able to get in game right now, so I'll hold on off posting locations since I don't remember specific mob names/locs offhand, but, whatever areas you know, post the mobs, their level and at least the zone, I'll compile it based on level ranges up here.

For now, I'll just copy and paste individuals responses up here, eventually I'll go through and reformat it and whatnot so it looks pretty :P

Barbarian Grinding Areas:

36-40 (Thanks to Dregos):
The merc camps in Wildlands of Z, far north.

44-48 (Thanks to Kuranes):
The Atzel camps in the SE part of Field of the Dead

47-50:

The Dead Forest - Southern Field of the Dead, werewolves. Highly populated and quick respawns.


58-61/62 (Thanks to Remnance) Thunder River:

Grind the boars around the level 60 destiny quest instance entrance, hardly anybody is ever there and if they are they're just passing through to the instance.


50-54 (Thanks to Caratt): East Cannibal Camp (E Mountains)

Fast respawn rate and is very close to the wanted poster. By the time you get back from getting the new poster they mobs will have respawned. Starts at 2 bubs per run and goes down from there. I 2 manned this for abour 4 hours 1 hour per level.

52-56 : Repeatable Villa quests in Noble District

Gathering Herbs, Collecting Valuables and the others. Can do them seemingly infinitely and the mobs always spawn at equal level. Also some nice blues!

54-58 (Thanks to Remnance):

If you're on a PvP server and don't feel like putting up with ganking, grind the cannibal caves from 54-57 or so, very fast respawns and you're all by yourself.

54-58 (Thanks to Caratt):East White Hand Camp (E Mountains)

Eastern mountian regions where the White Hands are. Mobs are level 54+. About 2 bubs per run at 56. Always faster if you have 2 players. Fast respawn rate. Run into the boss in the middle of the camp ti kil yourself and death travel to pick up the 2 wanted posters again. Rinse and reapeat. Mobs are close together so make sure you have 2 players.


56-ish to 59-ish (Thanks to SolexBold):

Vanir Camps in E. Mountains west of the northern Hunting Camp. I was getting about a level an hour grinding solo last night. I'm reaver spec. I had to pop a heal pot about every other fight, when taking on 2+ mobs because of knockback, but other than that it was really fast and easy. Just avoid the bosses if you're solo.


60-62 (Thanks to siregar):
- Thunder river: just south of the main town grind on the bandits there
- Atzel's approach: On the west side grind on the troglodyte and the neutral mammoths and on the freezecrawler on the hill side. Just do a loop around there and you can keep going



63-65 (Thanks to siregar):
- Thunder river: Grind on the picts witch doctor's and savages and the chiefs boss. They're very squishy I pull them in a group of 3-4 and 2 CoS finish them all.
- Atzel's approach: Grind on atzel's pickets and conscpripts. Once you hit 64 go up the freezecrawler nests and turn north down the hillside to skalestein or some area like that and grind on bandits lvl 66-69.


Level 64-68 (Thanks to Cassio): Cart Grind/Gong (Group Grind)

There is a cart you can beat on at the Aztel camp near the Skammestein rez point that gives you a constant flow of mobs. Lots of groups want to grind there, so be ready for PvP (unless you are on a PvE server, bleh ).

A slightly less crowded spot is the frozen lake, which is NW of the cart grind. If you have the quest, there is a gong you can hit for some massive aggro; even without it, there are a number of camps you can hit up in a rotation that leaves little/no downtime.


Level 68-72 (Thanks to Cassio): Ivoryvale

The mammoths are a great solo grind spot. They are yellow, so you can just walk up behind them and start whacking. If you are a DW, they are practically dead already by the time they turn to. The respawn rate in the area is quite high. Even with 2-3 others in the area, there is almost no down time.

As a DW, at Level 68, you'd have to rest some between mobs and or keep a steady supply of pots ticking. Once you are 70-71, you are killing the mammoths so fast that your only limitation usually is the cooldown on your CoS. (Get the Epic one-hander from the Arena quest; the fatality boost you get will alleviate a lot of downtime -- free stam ftw!)


Level 70-75 (Thanks to Cassio): Aztel Fortress

This is a great group grind spot, complete with its own on-site rez point. However, this is another popular spot; if you are trying to grind there during peak times, expect lots of PvP.

Apes and Undead is another good grind spot for around this level. It is less popular than the fortress grind. N of Ivoryvale I believe and up the mountains there are good camps of apes (level 71-73 or so) and undead (similar level). You can solo grind these mobs fairly easily (especially the undead, which are more spread and seem to aggro less), but expect zerg groups to run you off if you are rolling PvP.

Changes To Group NPCs Post-Patch

Jayde of Funcom notes the following:

Some have noted the fact that group NPCs are no longer quite so easy after today's patch. However, I've noticed there is some confusion about "scaling" or the reason for this so I figured I would clarify it.

Basically, at this point, group NPCs have a certain amount of "heroic defense rating" and "heroic attack rating" that players can also get. The functionality of this stat is to "counter" opposing attack and defensive ratings which are higher than what the player or NPC may currently have.

What this means in the case of group NPCs is that higher-level players will no longer deal double damage and take half damage from group NPCs due to the base attack/defense rating difference. Basically, group NPCs will continue to do their normal damage and take normal damage for a longer period of time than non-group NPCs.

There is, however, no "scaling" happening and they are not adjusting dynamically to deal higher damage to higher level players. They will simply continue to perform as they normally would for equal-level players.

I hope that clarifies the adjustment!

The Latest Word on Buddy Keys

Greetings,

We will not open the Buddy keys until we have sufficient server capacity. Most likely we will open this in stages, starting with the 555,000 buddy keys found in the Collector's Edition. There will be no separation between US and Euro keys, so they will open at the same time.

We are currently evaluating our server capacity, and guests will be able to start playing in the not too distant future. As soon as we are ready we will notify everyone directly via email (the one you have registered the game with), as well as via forums and community sites.

The buddy keys can eventually be claimed via your account pages

Best regards,

Funcom

AoC Update Notes From June 12th

Mounts


  • The Killer Rhino and War Mammoth have received a minor increase to their trot and gallop speeds. The trot (default movement speed) should now be slightly faster than a jogging player, while the gallop should only be slightly slower than a sprinting player.
  • The Standard Horse has received a moderate increase to it's canter and gallop speeds. The canter (default movement speed) should now be equal to a sprinting player, while the gallop should be slightly faster than twice the speed of a jogging player.
  • The Armored Horse has received a moderate increase to its canter and gallop speeds. The canter (default movement speed) should now be a slightly faster than a sprinting player, while the gallop should be moderately faster than twice the speed of a jogging player.
  • The Swift Horse has received a substantial increase to its canter and gallop speeds. The canter (default movement speed) should now be equal to twice the speed of a jogging player, while the gallop should be only slightly slower than three times the speed of a jogging player.

Player Character

  • 18 new robe assets added to the game for the mage classes
  • Players can no longer be knocked back while in spellweaving state
  • A large number of abilities had a tendency to not trigger in some situations. This should be fixed now.
  • The following emotes are now available to both male and female characters: scratchhead, scratcharm, apprehensive, danglefeet, squirm_on_ground, relaxed_lean (new)


Assassin


  • Assassins in Unholy Stance will now generate a Soul Fragment from performing a Sneak Attack.

Barbarian
  • If a Barbarian performs a unarmed attack after executing their No Escape ability they should no longer slide around without animating their legs.
  • Unstoppable should stop functioning when the feat is untrained
  • Finishing Blow damage boost after charge should always cancel (even when missing the target) - Finishing blow should scale like this : 1 point = 2x damage, 2 points = 3x damage, 3 points = 4x damage.
  • Decapitation feat should scale better when more than one point is spent in the feat.


Conqueror


  • There is now a 5 minute cooldown on the resurrection effect gained through your Furious Inspiration ability. This cooldown is on the character offered the resurrection, not the conqueror, so you can still resurrect multiple people in the team, just each of those people cannot be brought back to life by you more than once every 5 minutes.



Demonologist

  • Fires of Gehenna (Rank 1) will now correctly inflict fire damage.
  • Inferno of Amher (Rank 4) now has the correct casting time.
  • Increased the movement speed of all your pets significantly.


Herald of Xotli


  • The effect of Demonic Fortitude has been increased to convert 10/15% mana to 10/20% stamina.



Necromancer

  • Significantly lowered the manacost of your nukes and dots.
  • Increased the movement speed of all your pets significantly.
  • Corruptors, Mutilators, Necrotic Bombs and Harvesters will now correctly trigger Bone Horde.
  • Pets no longer have the base monster miss chance. They no longer have an innate chance to miss their attacks.
  • Fixed Life Leech so that it will tick correctly on a monster that was not initially aggro to you.


Priest of Mitra


  • Armor of Faith is no longer cancelled by Holy Light triggering.


Tempest of Set


  • Tempest of Set spellweaving should now have all abilities enabled.


Mid Level (40) gameplay improvements


  • Field of the Dead: 100 additional mobs have found their way into the the playfield. In addition respawn times have been adjusted on both normal mobs and bosses to improve the playing experience. Also, a number of quests in the playfield have been improved upon.
  • Treasury of the Ancient Ones: This Dark dungeon in Khopshef plays like a new dungeon now! It has been revamped with a new event for both solo and group players. Special rewards await those who dare to take the challenge in Epic Mode. And you will no longer fall through the world when climbing up the statues.


Quests


  • Quests in the 20 - 40 level range have been checked that all are categorized under the proper locations in the quest journal.
  • Den of Wolves: The Plains Wolf population has increased.
  • The Curse of the Werewolves: Quest NPCs population has increased. Corinocht Slayers also update the quest now.
  • Wolf Hunt: The Yukagi Wolf population has increased.
  • Hunting the Vanir: Increased the number of Vanir in the SE camp, also increased their respawn rate.
  • Cure for Lycanthropy: Removed Skull of an Alpha Wolf pickup item, this skull can now only be gotten as a loot drop. Added mobs and reduced the respawn time of most mobs.
  • Toirdealbach's Tomb: Fixed the respawn rate, fixed the lighting and Toirdealbach's behaviour has been adjusted.
  • Water for the Soldiers in Thunder River: Updated the waypoint for Guard Captain Marcus.
  • Wagon Wreck: Added a missing waypoint for the quest The Wagon Wreck.
  • The Chieftain's Vengeance: Updated waypoints for the goals "Destroy Vanir Supply Crates" and "Kill Crazed Vanir" in the quest "The Chieftain's Vengeance".
  • Finding Safe Passage: The player now has to kill 7 Lupine Hunters. The waypoint has also been tweaked.
  • Cure for Lycanthropy: Added the missing waypoint to the "Collect Wolf Blood".
  • Wagon Wreck: Removed the level requirement for the handing in of the quest Wagon Wreck. The player will now see the ? above the NPCs head.
  • A Silver Bracelet: Fixed requirements on Bartholomo's dialogue, so he won't show destiny dialogue during daytime.
  • Phoenix of the South: Made sure the destiny quests are resolved and spawned in the right order, to prevent full quest journals to break the destiny quest.
  • The Awakening I: The quest reward has received a revamp based on feedback.
  • The Awakening I: An intermittent stall when watching the cutscene "Nadini's Vision" in the Destiny Quest has been resolved.
  • In Defense of Beauty: quest can be completed now.
  • Get Mantis Scales: The description was improved to better indicate where to get the scales.
  • Chaos in the Fortress: Burning the tents will now provide team credit.
  • Emerald Eyes: Quest classification has been corrected.
  • Family Matters: Quest description has been corrected.
  • Khopshef Province Quest: Updated the waypoint to Rami's Position
  • Kalutma: The dialogue has been tweaked to be more logical.
  • Lions and Lambs: The quest cannot be 'stolen' by other players now.
  • Lost Bottles: Wine bottles will correctly show as quest items in the world.
  • Seven Years: The text has been updated to be more accurate.
  • The Worshippers' Demise: Certain NPCs on white sands have been eating those worshippers with glee and will now have a much higher chance of dropping their gems.
  • Ante Up: Giants Approaching has had it's quest marker adjusted so that it appears in the proper location.
  • Path of the Raven: Rogan will now give the player 3 feathers for the quest.
  • Conall's Valley - Destroying the Ymir Totem has been updated to reward group credit.


Items


  • Champion of the Honorguard now correctly drops T1 shoulders for Priest of Mitra instead of T3 shoulder for Ranger.
  • Herald of Xotli raid gear has been fixed and should now offer proper bonuses
  • Widowdusk Fauld should appear correctly now in inventory and in game.
  • Crafted crossbows should now appear correctly in the character's hand.
  • Updated item names to Gold Carcanet and Filigree Gold Carcanet
  • Fair Meat: will no longer end up in the quest inventory.
  • Drinking cape should no longer clip with chest item
  • Polearms are now all of the same length
  • Katars are now held and animated correctly

Decay UI Mod For AoC

There's a new UI Mod in town and it goes by the name of Decay. You can find details on this mod, installation instructions and a download mirror here. Also, modders and mod-fans... be sure to upload your UIs to the Age of Conan Vault UI Mod Database, we'll pimp you up good and proper!

AoC UI:Decay

30-50 PVP Tips

General starting tips

Jousting: Everyone says it, so do it. When jousting just start a combo, do the initial key moves except the last, then get in range and hit the last key to initiate the combo. Even if the target is moving you will get all the hits off if you let the cast bar finish. IMPORTANT: if you know ahead of time you are going to miss the combo, you can quickly hit active block and cancel it to free your animation frames up.

Frames: Everytime you swing, or combo, there's animation frames that lock you in place. Maximize your frame count to stay ahead of the game. Use your active blocking key to cancel any frames that aren't going to do anything. As said above, missed combos should be cancelled ASAP. Double tap moves should be cancelled since you get the buff they give and can save yourself 2+ seconds of animation frames by doing so.

Anticipate combos: Watch your opponent. You can tell when they're trying to land a combo. Also count "in your head" if you know the cooldown on their most devastating combos. If you see them trying to joust a combo and head in for the blow, you can pop active block or double S evasion and usually avoid it.

Use your shielding: Some combos can literally one shot you. Find out what those combos are and be ready to shield that side of you against certain matchups. The first strategy to winning is knowing your enemy.

Use cooldowns: This is all-out, kill or be killed. If you aren't using everything to your advantage, you are setting yourself back. Restealth/run if a fight is going bad, there's no dishonor in it. The only loser in a brawl is the one that dies. Use health/stam pots generously. I always carry at least 40+ of each when I venture outside of town, and restock constantly. Keep food buffs up always. This gives you a huge advantage over people who don't use them. USE YOUR COOLDOWNS. Unlike WoW many cooldowns are on short timers (1-2min), so they will usually be up for every engagement. Use them when you feel it is appropriate. Cat's Paw to buy yourself time to go toe-to-toe with your opponent if they're melee, pop lotus extract to keep yourself at high hp, excellent balance so you don't get KB'd ahead of time, etc.

Use shield positioning: If you can, try to always get on your opponent's backside. There are 0 shields on someone's back at ANY time. You might think this isn't a big deal, but the difference between Cunning strike 6 head on and directly behind is easily 2x damage difference. Also keep that in mind when you use UL and UR combos, if you can land them from your opponent's side and hit the unshielded part, you are in the zone. Keep in mind most people keep their shields neutral, so always shoot for the back zone. I've hit soldiers for upwards of 50% of their hp (in defensive stance) with a well placed CS 6 as said above.

On joust timing: If your opponent knows how to move, take some time, be patient, and predict where they're going, fire your combos ahead of where they're moving. Sometimes I'll start a combo up, double W and stun someone with the followup hits in the combo and then land it perfectly on their back for a lot of damage. Also try to snare someone before combo'ing, it makes it a lot easier to get it off.

Vs. Barbarians: I have lost to a barbarian twice between 30-48 so far. TWICE. And they're everywhere. Since they have light armor I'll usually open with Stealth Attack *from directly behind* using a mid attack for maximum crit chance and a snare. IMMEDIATELY open with Slow Death and then back the f* away. Let SDS tick away and then hit Excellent Balance, head back in. The first thing they'll probably try to do is Clobber and KB you. If you have EB up this will fail. They will realize they missed it and go for a stun. Count to 3, Double S evade and hit active blocking immediately once you avoid the clobber. I have parried so many stuns to this day I can't even count on one hand. At this point you can now joust away, mainly try to land a cunning strike or vicious/sds when they're up so you can kite some of their hp down.

If they get the jump, use any cooldowns you need to to stay up. If they are strafing around you double W stun them and hit cunning ASAP. Everything in the above works as well. The main thing is to watch their swings and count. Most combos at this level are 3 swings (combo initiator, follow up, landing blow). If it looks like they're going to joust a combo keep on the move or get ready to evade tap/block. It doesn't always save your ass but more often than not it will. As soon as you see the parry start your own combo. Above all else if they can get a clean KB -> stun chain on you you might be screwed though :/. The KEY to winning vs. good barbs is avoiding those stuns before you go for the kill.

Vs. PoM: Open with SA, and pay close attention to what they're casting from there on out. The main thing to look out for is "Repulse", and is very easy to see by the giant golden rings around them while they cast it. If you see this, immediately stop what you're doing and run just out of range of their AOE, then start to run in again as the cast finishes. You will effectively have dodged it.

The only thing that will remotely get you is their fear, which is pretty short duration and will only let them get maybe one nuke off on you. Otherwise if they're trying to launch a smite or lance on you, double W stun the spell and go for your hardest hitting combo. If you're getting low and are out of CDs, and they just used radiance to full heal, now's the time to run and restealth ASAP. You have a minute to repeat what you just did and finish them before radiance is useable again. Key points: Avoid repluse, avoid repulse, avoid repulse and you can win.

Vs. Guardians - They don't hit for much, a health pot will keep you alive against their damage for the most part and you can just go toe to toe with them for a good while without worrying. At the same time, a good guardian can just defense stance and pot as well, the fight will never end. Generally I just avoid wasting my time with Guardians, but if you're worried about Overreach for any reason, just shield 1U 2R (that's basically 2L to them). The best way to dish out damage is to land SDS and Vicious Strikes for the unmitigated bleed/poison damage. Helps to have 2 GC ranks up on them as well. You can easily take out 70% of a guardian's HP just doing those 2, even if they're in d stance. If the guardian is in frenzy, you can probably kill them with an SA/cunning. Use excellent balance to avoid their Batter Aside, and stay on the move so they can't charge stun you.

Vs. Conquerer - Same as above, but joust more since they can dish out some hard damage. Use your bleeds if they are defensive stance and be ready to double S evade a bit more also. Cat's paw if you're below 50% and out of other CDs and you can stand toe-to-toe for a bit to get some harder hitting combos off.

Vs. Dark Templar - Same as guardian, but easier. You can pretty much just toe-to-toe with one and win.

Vs. Assassins - This will come down to whether you have the jump or not. If you know there's another assassin nearby try to de-stealth them with search. It will start the combat timer on them and if they're close enough immediately stealth and launch an SA before they realize what happened. In most cases the only time you'll be fighting other assassins is if they either jump you, you jump them, or for some reason both of you are unstealthed at the time you meet. Two hiding classes just never goes anywhere fast unless it's a ranger =.

Vs. Rangers - This requires a lot of focus, and a little luck on your part. Almost every fight vs. a ranger will start with you being rooted out of stealth or mezz shotted. As soon as you know there's a ranger about to get you, hit a health/stam pot and get ready for the fun part. They will likely show up directly in front of you and start plucking away, watch for Salvo. Immediately triple shield 3U and active block. Your root probably will still be up, or you'll be snared, depending on what kind of ranger it is you'll probably either be hit with Armor Ripper or Crippling Snipe next. Now here's the tricky part and that is identifying whether their bow or xbow.

If you can figure it out here's the deal. XBow uses Crippling Snipe, and it hurts. Shield 3L for this, and this is really the only type that uses a UR combo. For everything else, after Salvo go 1U 2R and sprint towards them immediately, and get behind them to snare. Pop excellent balance in case they try to KB you and run. Once you close range you pretty much win though. Use double-W to stun them if they're still trying to point-blank hit you with a powerful shot.

Now if they get behind you after the initial root, and you aren't quick to discern the change in your shield positioning, just hit cat's paw. It will save you a lot of the time from getting one shot, but it's not always reliable.

In most cases don't count on winning. Even blocking properly a ranger can kill you before you get out of root, or even get close to them. Most of my wins are because I parried a key shot that would otherwise one shot me . At this level just have to sweat it out and realize they are our direct counter, until 70+.

Vs. ToS: SA, initiate either a cunning or SDS but DONT finish it yet. Double tap side-step and active block cancel the animation, then attempt to finish the combo. If they are fast at reacting they will likely try to stun you. The sidestep is your only real chance at avoiding it, and it's rare, but it has saved me from their stun a few times (spell resisted).

In most cases you'll get stunned, immediately have a pot going before this can happen of course, then once the stun ends close range and finish the combo (joust the 2nd swing to keep the combo active on the way in). They'll likely be trying to nuke you into the ground. After your first combo double W stun them, combo again. ToS really go down very fast in many cases. If they already blew their CDs and focus on healing reset the fight and kill them a la PoM style. They are fully capable of owning you, but if you play smart your odds are highly in your favor. I think I've lost to maybe one ToS to date.

Vs. Bear Shaman: Not a hard matchup. Use bleeds as they have higher armor level and use Excellent Balance to avoid their KB. Joust a bit and kite if you start to get low, with a pot rolling this will pretty much give you some leverage to fight with. Once they get low try to stun them and finish with cunning, before they can refresh their heal. Overall one of the easier classes to beat with basic jousting moves.

Vs. Demo: This can go terribly wrong or terribly right. Most of the time SA/GC will kill them for me. If they get a root off though you can likely just get nuked down. They are a joke once you have escape artist though.

Vs. Necro: Lol.

Vs. HoX: Easily your most dangerous foe, they can root you and one shot. As soon as they root, go demon form, hit cat's paw and start blocking like a madman. I've parried 90% of fire lances just doing that. And also just keep on the move to avoid their deadliest combos that they are likely to open with. Be very careful with your jousting as it's very easy for them to drop you while demon forming. You can drop them very fast once you make them burn their cooldowns, and snap kick seems to work a lot more often on them than other classes. Use it to land your strongest combos when they're <50% and you win. Remember that the initial part of fighting a HoX is surviving their initial burst, then dropping them when they have no offensive retaliation.

Thursday, May 15, 2008

AoC: The Video Emotes Guide

Age of Conan Hyborian Adventures has a large assortment of emotes for players to have fun with. To make learning these emotes easier Ten Ton Hammer has established an emotes video guide for you to become familiar with these fun little emotes in-game. We have listed the commands for each emote below and attached a short video to each to give you a preview of them. Just click below to view your chosen emote. You can also pull up a shortcut list in-game by typing /emote and pressing Tab two times.


/emote afraid

/emote amused

/emote angry

/emote applaud

/emote apprehensive

/emote approve

/emote ashamed

/emote bearhug

/emote beckon

/emote beg

/emote blowkiss

/emote bow

/emote burningman

/emote burp

/emote bycrom

/emote bymitra

/emote byset

/emote cheer

/emote chicken

/emote clap

/emote combhair

/emote confused

/emote cough

/emote crossarms

/emote cry

/emote curse

/emote curtsey

/emote disagree

/emote disappointed

/emote disgusted

/emote dismiss

/emote drink

/emote embarrassed

/emote embrace - (Coming Soon)

/emote emphasize

/emote formalgreeting

/emote frustrated

/emote gigolo

/emote greet

/emote grin

/emote haggle

/emote hi

/emote horizon

/emote hugefish

/emote irritated

/emote kneel

/emote laugh

/emote laughheartily

/emote lightheaded

/emote lookaround

/emote lowembrace

/emote mediumfish

/emote ovation

/emote play - (Coming Soon)

/emote point

/emote pointback

/emote pointdown

/emote pointleft

/emote pointright

/emote pointup

/emote ponder

/emote poundchest

/emote pumpleftfist

/emote pumprightfist

/emote pushaway

/emote rude

/emote sad

/emote salute

/emote scared

/emote scout

/emote scratcharm

/emote scratchhead

/emote shakehead

/emote shocked

/emote shoo

/emote sigh

/emote slitthroat

/emote smallfish

/emote social_expression_suspicios

/emote stop

/emote surprise

/emote sway

/emote tantrum

/emote think

/emote thirsty

/emote toast

/emote track

/emote uneasy

/emote vixen_worship (Coming Soon)

/emote vomit

/emote warn

/emote wary

/emote waveaway (Coming Soon)

Early Access sold out

Hello everyone. We here at Funcom are extremely happy with the demand that has been for our Early Access program. That demand has been so immense, that we are now sold out! We know that several people will be unhappy to not receive their Early Access time, but please bear with us in the remaining days. So:

  • All English Early Access has sold out
  • Some Early Access still available in Germany and France
  • All Virtual items work will work on valid pre-order keys
  • Pre-orders on accounts that was later cancelled will have their keys/account disabled

    Thank you and look forward to seeing you all in Hyboria very shortly!
  • More than 1 million people sign up for the Age of Conan beta!

    And more than 5 million unique visitors to the official Age of Conan website in 2008.

    Funcom and Eidos are proud to confirm some of the impressive figures powering the Age of Conan launch, and the two companies are happy to reveal that the Age of Conan Beta has passed 1 million sign-ups! As one of the most anticipated MMO’s ever, the 1 million mark confirms the amazing interest in the game.

    “Funcom has not been able to find any higher beta numbers for MMOs in the western world,” said Morten Larssen, VP of Funcom Sales and Marketing. “We believe it represents the largest ever beta sign-up figure in the history of the genre.”

    In addition to the incredible beta numbers, Funcom confirms that almost 800.000 gamers have signed up for the Clan of Conan newsletter. The hundreds of thousands following the development of the game have moreover resulted in a rapidly growing forum community. Last week Funcom registered over 115.000 posts on the official forums, across four languages. This comes in addition to Age of Conan discussions on external forums and in other languages.

    In 2008, Funcom has also seen a tremendous growth in the amount of people who visit the official Age of Conan websites. Since January 2008, Funcom has registered more than 5 million unique visitors, from more than 200 countries. Last week alone over 725.000 unique visitors came to the Age of Conan sites.

    The coverage and interest on external gaming sites has skyrocketed as a result of the growing anticipation. Age of Conan has topped numerous charts as the most read about, most popular and most anticipated PC game in development. As an example, GameSpot.com has Age of Conan as the #1 most read about upcoming game over the last month, on any format. The game has seen a similar interest on genre specific sites, including being the #1 most popular MMO over the last 12 months on MMORPG.com. Print gaming publications have also covered the game widely, and the game now has over 20 covers, including the coveted cover of PC Gamer US.

    “How all of our strong figures convert into later sales and subscription figures is still unknown,” continued Larssen. “But our pre-order numbers in some important retail chains track as among the highest for any MMO launched.”

    Age of Conan launches 20th of May in North America / Oceania and 23rd of May in Europe.

    To celebrate the amazing community figures surrounding Age of Conan Funcom and Eidos today unveils a brand new trailer. Aptly called the Femme Fatale trailer, the new video can be downloaded in HD quality from the media section at http://community.ageofconan.com. For more information or to pre-order Age of Conan – either in English, German, French or Spanish – please visit the official websites.

    Sunday, May 11, 2008

    Age of Conan Race Guide

    Races

    Upon the launch of Age of Conan users will be able to create a character in three different races known as Aquilonians, Cimmerians and Stygian. Players will be able to roam by themselves or with their allies meeting both other online users and computer controlled people. Unlike the typical MMORPG, Age of Conan doesn't have dwarves, elfs or any other typical types of race. Each of the three races have their own advantages and disadvantages in each type of class. Cimmerians are known for their skills with a blade while Stygian's are known for their magical capabilities so picking your race carefully is a key aspect as it will help or hinder what class you might choose.

    aquilonian Aquilions- Their kingdom called "Flower of the west" is the jewel of Hyboria. It is a land with vast cities, great wealth, with a highly enlightened culture. Although any faith is free from oppression, Aquilionia is a land where the cultures class and chaos is always ensuing. Unlike other races, an Aquilonian is a character with not many stereotypical features which some users will like. Many people compare the Aquilonian's to the Romans because of their high regard for structure and their highly cultured state. Unlike in Cimmeria where strength is respected and war is in the blood, in Aquilonia scholars are held in high regard and the people are cultured and well educated.


    Cimmerian Cimmerians- If a user's favorite type of play is to charge in out numbered with blades swinging then the Cimmerian's might be a race for you. Cimmeria is a barbaric nation that is in a constant state of war between feuding tribes on this cold and rugged terrain. Crom is the acknowledge God of Cimmeria and it is told that Cimmerian's believe that at birth Crom gives them the strength they will need to face life and deal with its struggles. Cimmerian's pride themselves on surviving on their own by killing with hands or weapons and they don't rely on mysterious abilities for anything. As a Cimmerian, players will be able to dwell into three out of the four archetypes namely, Soldier, Priest and Rogue.


    Stygian Stygians- Stygians are ancient people who were born from a culture 1500 years before any other race. Stygian's are mysterious and have great magical ability which makes this race perfect for anyone who enjoys casting magic and attacking from afar. A stygian may also take on the role of a rogue whose job it is to sneak in and grab goodies from all of the upper castles. Stygians are a diverse group of people who can take may different roads of life and players will find a ton of fun and unique opportunities. Stygia is split up into three hereditary casters called "The Nobility", "The Aristocracy" and "The Peasant". The noble caste is very few and far between in this age rarely being seen in big cities or traveling around. Some are known to even spend their entire lives in contemplation in their estates. These tall, black haired and hawk-nosed Stygians are the true ruling power of the realm and provides the scholars and teachers who take care of the kingdoms many temples and libraries. The Peasant caste is there to serve the Aristocracy and to please their God Set and even a minor infraction can result in a brutally horrifying death. Due to their disdain for gruesome weapons, Stygians are more civilized, educated and enlighten folk more focused on their heightened magical ability. For this reason, the Stygians are the ONLY race that is open to the Mage archetype while also making the Soldier Archetype unavailable to Stygian users.