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  • Elsword announces new Raven character

    by 
    Jef Reahard
    Jef Reahard
    08.03.2011

    Aside from having one of the cooler names in the MMO space, Elsword Online also has some pretty interesting characters. The manga-flavored brawler added a new face to that roster in today's update, and the dark and deadly Raven joins Rena, Aisha, and the titular Elsword as playable characters ready to adventure their way through Kill3rCombo's side-scrolling opus. Raven is a human fighter with giant metal claws and considerable skill with a variety of blades, and he brings a "quiet, cold, and distant" vibe to the game's brightly colored canvas. In terms of gameplay, Raven is a fast melee attacking class, and he possesses the ability to dual wield, easily chain combos, and fire off heavy attacks without consuming much MP. He also boasts great evasive skills, and you can learn more about him -- as well as download the game -- on the official Elsword website.

  • Fiesta Online unveils the Joker class

    by 
    Jef Reahard
    Jef Reahard
    06.22.2011

    Outspark's Fiesta Online has your standard MMORPG classes. There's the Fighter, the Archer, the Mage, and the Cleric. The free-to-play fantasy title departs from the norm with the latest entries to its class stable, though, and today the devs have announced a followup to the Trickster class that was announced last March. That followup is known as the Joker, and though he doesn't look terribly serious, he nonetheless brings the pain as well as your average comic book supervillain. According to an Outspark press release, the Joker is "an agile melee fighter who can deal a great deal of damage to his opponents in a short period of time." Additionally, Jokers boast their own class-specific system which involves absorbing souls from defeated opponents to strengthen subsequent attacks. Weapon-wise, the Joker favors claws and dual swords. If you're interested in learning more about the class, or if you're ready to download Fiesta Online, head to the official website.

  • Wasteland Diaries: Weapon balance

    by 
    Edward Marshall
    Edward Marshall
    06.17.2011

    Rock, scissors, paper. It's not quite that simple when referring to the three weapon classes in Fallen Earth. You have the two ranged disciplines: rifles and pistols. And then you have melee weapons. They all have distinct advantages in combat, and they are all viable in PvP and PvE when played properly. There is a lot of debate about weapon balance on the forums and in the game (gotta love global chat) about weapon balance. I come from the school of thought that believes the weapons are currently as balanced as they have ever been. Many people will disagree with me on that point. But the vast majority of people who agree that the combat is well-balanced in Fallen Earth's current system are my contemporaries who have been PvPing since alpha, beta or launch. Many newer, less experienced players feel that certain weapon classes are overpowered or useless. I say that is not the case. Continue past the cut and I'll explain why I feel that way.

  • Overheard@E3: 'We're not talking about melee kills'

    by 
    Ben Gilbert
    Ben Gilbert
    06.07.2011

    In our line of work we hear, "I can't talk about that just yet," fairly often. It's a necessary evil of the job. We do what we can, ya know? So when we stopped by Capcom's E3 2011 booth today to play Resident Evil: Revelations, and a zombie started ravaging Jill Valentine's face, we asked the Capcom rep: "Hey, what's the melee button?" "We're not talking about melee just yet." ...Oh Capcom, you're adorable.

  • The Game Archaeologist jacks into The Matrix Online: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    05.10.2011

    It's not every year that a movie comes along that captures the pop culture zeitgeist so powerfully and so quickly as The Matrix did. I recall lugging a few college friends along to see this in 1999 -- having heard only a few sparse details about it beforehand -- and coming out of the theater feeling as if we we'd been electrified. The bold mix of science fiction, martial arts, philosophy, action, and leather ensembles became the smash hit of the year, and a franchise was born. And while we had great hopes that this would be this generation's Star Wars, The Matrix ultimately proved to be a lightning-in-a-bottle phenomenon, impossible to recapture once unleashed. Sequels, animated shorts, video games, comic books -- none rose to the height of the original film, and eventually the franchise petered out. During this period, an odd duck of an MMO was born: The Matrix Online. When you think about it, an online virtual world where people log in and fight against programs was a really short hop from the movie series. MxO, as it was abbreviated, was an audacious game with unique features, story-centric gameplay and a sci-fi bent in a field of fantasy competitors, and while it only lasted four years, it was enough to make a huge impression for its community. So by popular demand, this month we're going to revisit the 1s and 0s of The Matrix Online to see just how deep the rabbit hole (and well-worn cliche) goes -- and what made this game stand out!

  • Massively Exclusive: Outspark previews new Priest class in Divine Souls video teaser

    by 
    Jef Reahard
    Jef Reahard
    04.30.2011

    There's a new class on the way to Divine Souls, the action combat MMO from Outspark. Next week will see the introduction of the Priest, and this ain't your daddy's healbot. No sir, this Priest is all about offense, and Outspark has given Massively an exclusive look at the whirling dervish as he swings, slashes, and chops his way through hordes of bad guys courtesy of his deadly soul scythe. Priests make use of lightning and poison elements in addition to melee attacks and traditional restorative powers. Divine Souls is also getting some avatar outfit updates, and you can get a few glimpses of the new digs, as well as the new class, in the Priest trailer after the cut.

  • TERA shows off Centaur lore and tactics

    by 
    Jef Reahard
    Jef Reahard
    04.07.2011

    The official TERA website has updated with a look at one of the mobs players will likely encounter in their journeys around Arborea. Centaurs are found primarily in the Fey Forest region and look to challenge adventurers with spear attacks, hoof attacks, and their ability to sidestep player combos. The new entry also reveals a bit of centaur lore, noting that the legendary creatures are "presently allied with the fey creatures of northwestern Arcadia province in an uprising against woodcutters, whose drastic logging practices are in danger of denuding the forest in order to fulfill lumber orders from Velika." Tactically, centaurs are prone to rapidly closing the distance to a target as well as coming to the aid of nearby faeries and other centaurs. Check out all the details, as well as a couple of new screens, at the TERA website.

  • Wasteland Diaries: Choose your weapon

    by 
    Edward Marshall
    Edward Marshall
    01.07.2011

    The new Fallen Earth combat system is sweet. I really don't have much to complain about. But there is a serious lack of balance between the weapon types (I almost said classes). I like the fact that when I shoot someone in the head with a shotgun, I see results -- not the kind you'd expect to see in an ultra-realistic tactical FPS, but very tangible results for an RPG. The focus on weapon damage (aka white damage) has made the combat system more intuitive and user-friendly. But it has also (despite a decent increase in everyone's health) made combat much more decisive. Making a shooter with firearms and melee weapons is a daunting balancing act. If you make the firearms too powerful, nobody will use the melee weapons. There will always be those who use the under-powered weapons, but in the competitive world of PvP, most PvPers will opt with the most powerful ones. The pendulum of balance has been swinging since Fallen Earth launched in September 2009, but more often than not, one weapon type has come out on top every time. In fact, one weapon is very popular and has been since launch. Oddly enough, that weapon isn't even a 180 weapon; it's a 164. That's right, you can be dual-wielding the most deadly weapons in the game at level 45. Most of you seasoned vets know what weapon I'm talking about, and after the cut I'll confirm your suspicions. If you are a new player, you should also read on.

  • The Mog Log: Saturday afternoon's all right for (discussing) fighting

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.06.2010

    Here's the hangup I have with writing guides: I like writing them so long as I'm fairly confident in my understanding of the game. Unfortunately, unlike many others who are reasonably sane, I have a definition of "understanding" that goes into theorycrafting and design space issues. I don't feel that I understand Dragoons just through knowing their abilities; I need to understand why they have those abilities instead of others, how those abilities work in concert with other parts of the game, and so on and so forth. That's the reason I haven't talked a whole lot about guides for Final Fantasy XIV, because I'm still figuring a good chunk of this out. That having been said, there was no shortage of positive response (mixed with the usual omnidirectional vitriol) to the first guide-ish piece that I ran. So we're dipping back into that well with a look at the violence inherent in the system. It's time to get down and dirty with combat, and this time around we're going to look at the system as a whole, at tricks you can use that you might not be aware of, and at some useful low-level abilities to consider before you start picking "main" disciplines.

  • Wasteland Diaries: Weapons

    by 
    Edward Marshall
    Edward Marshall
    10.22.2010

    Those that say "violence never solves anything" have never been thrust into a post-apocalyptic future. Violence solves just about everything in Fallen Earth. And the cornerstone of violence, since man threw the first stone or hit his surly neighbor with a stick, has been weapons. Killing and incapacitating others is a lot of hard work, so leave it to mankind to devise a more efficient method. In Fallen Earth, weapons range from everyday household items and tools, all the way up to military-grade engines of destruction. One of the tough decisions you will need to make in Fallen Earth will not be whether or not to use weapons. It will be to decide which weapons you will use. Weapons in Fallen Earth are divided into three main categories, those being melee, pistols and rifles. While it is possible to specialize in all three types of weapons, it is ill-advised. You would be better served to specialize in one type of weapon and use any additional AP to boost other skills and mutation lines. After the cut, I will discuss the ins-and-outs of each weapon style for PvP and PvE to ease your decision-making process.

  • Earthrise dev diary details character builds

    by 
    Jef Reahard
    Jef Reahard
    09.15.2010

    Bulgaria-based Masthead Studios, the developers behind the upcoming Earthrise sci-fi sandbox, have checked in with German fansite OnlineWelten for the second in a series of dev journals designed to shed more light on the enigmatic title. This week's piece focuses on character builds and details an avatar named Tommie who provides a jumping-off point for examining a few of the skill and gear options available to residents of Enterra. Tommie uses a combination of power armor and speed armor (Nova and Quicksilver, respectively), highlighting the ability to mix and match equipment bonuses in Earthrise. The character also uses a combination of weapon types including a long-range sniper rifle and short-range blades for melee encounters. The article also specifies a number of attack and buff abilities, though the Masthead team takes pains to elaborate on its desire to keep buffs in check. "We want to make sure that everyone knows that in Earthrise, buffs have very, very low durations and if you imagine having 10 of them at the same time -- well, this could prove quite difficult," says the article. Stealth on over to the full article for more details, including snippets regarding combat medic, assault, and concentration skills.

  • DCUO releases new brawling screens

    by 
    Jef Reahard
    Jef Reahard
    08.30.2010

    November 2nd is fast approaching, and you closet-superheroes are no doubt dusting off your tights, underoos and power armor in preparation for Sony Online Entertainment's DC Universe Online. The comic-inspired MMORPG will take would-be crime-fighters from Metropolis to Gotham City, and whether you've got a PC or a Playstation 3, you'll find a home as well as plenty of competition on Sony's servers. Speaking of competition, CVG has released a set of new screenshots from the game that focus on everyone's favorite MMO pastime: violence! Whether you're itching to spec out a beefy brawler who pancakes opponents with his fists and feet, or a lithe ranged attacker who fills up on POWs, WHAMs, and KRAKs from a distance, DCUO looks to satiate your hunger for action. Check out our gallery below for a little bit of the old ultra-violence. %Gallery-100729%

  • The Mog Log: Each answer is the end of a question

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2010

    Welcome to this week's edition of The Mog Log, in which we answer reader questions about Final Fantasy XI and Final Fantasy XIV while staying as far away from the drama of this past week as possible. Seriously, the sky is not falling here, folks. It seemed like such a nice week overall, too, with lots of great news coming out the whole week long. And for the record, there's also a special announcement at the end of the article, so by all means read through to the end in the unlikely event you normally don't. Roughly ten million people asked or said: "What the heck is the deal with the fatigue system?" I'm really hoping that by the time you're reading this, the full translation has mollified people somewhat regarding the system. But I'm going to write on the assumption that it hasn't, and believe me, it's at the top of the list for things to talk about next week. And it certainly does put a strict limit on what players can do in the game, much like guildleves and their infamous two-day turnaround.

  • Waging WAR: A healer's advice for melee-DPS

    by 
    Greg Waller
    Greg Waller
    08.07.2010

    Waging WAR starts the month of August with a look at archetypes in Warhammer Online: Age of Reckoning and the way they work together in RvR and scenarios. Although Greg's rules apply to pretty much any class-based, group-based, PvP-centric game, he prefers to think of them as particular to WAR, since there's a bunch of game-specific slang in there that he's too lazy to change. Having a role to play is integral to the massively multiplayer online experience, but when the term "roleplay" comes up, it usually means something very specific and closely related to dramatic acting. Taken in a broader sense, it means that we choose our roles when we project the most imaginative aspect of our psychic selves and ask the question "who (or what) do I want to be?" Thus, our vicarious adventures begin. For the purposes of social gaming, it should come as no surprise that those classes usually fit another staple in the MMO universe -- the role trinity of tanker, healer, and damager. While the bond between the healer and tanker is obvious, the unspoken pact between healer and damager is just as sacred and yet all too easily forgotten. For those who were unaware such a promise existed, it goes something like, "I, the healer, promise to keep you alive so you can kill stuff in the face (better)." However, in many cases, the damaging character is delegated an expendable role, compared to the tank's priority or the healer's own survival. These are exceptions that the melee-damager is usually aware of and even comfortable with. But today I'm not here to challenge those roles like I normally would when talking about damage-healer hybrids. As a specialized healer, I've defined a few, easy-to-remember rules that I believe every melee-damage player should follow in group situations (PUG or premade – there is little difference when it comes to these rules). Solo play is an entirely different realm and beyond the scope of this column; I want to focus on the special synergy between healer and melee-damager, and to dispense advice to those brave, wayward souls in their never-ending quest to face blades as they bring their own to bear. I'll bestow these tidbits of wisdom after the break.

  • City of Heroes shows off the upcoming Kinetic Melee set

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.29.2010

    Melee characters in City of Heroes have always lacked ranged abilities. Some of this is implied by the archetype, of course -- you wouldn't expect a character built around hand-to-hand combat to be at maximum potency outside of grabbing distance -- but it's a bit of a disadvantage at times when a tanker or brute can do very little but get shot as he moves into range. Kinetic Melee, one of the power sets coming with the Going Rogue expansion, is poised to change that a little. It might not be a blaster set, but it's more than capable of mixing things up at a longer range. Of course, that's hardly the only trick that the new powerset can pull. Kinetic Melee is full of smooth maneuvers that weaken the target with each hit -- and one of the marquee abilities, Siphon Power, strengthens the wielder with each hit. It's a steady chain of the target being worn down and the player character building up, coupled with knockback and knockdowns to keep control of the battle flow. Check out our gallery below, or take a look at the official site for more details on one of the upcoming powersets for City of Heroes. %Gallery-98440%

  • Totem Talk: Enhance DPS on the move

    by 
    Rich Maloy
    Rich Maloy
    07.10.2010

    Rich Maloy, master of the turn-around-Frost-Shock, nerd-rager of the Big Crits (week 7 coming next week), and blogger of the enhancement variety prides himself on keeping the pressure on the boss at all times. He encourages you to work on your turn-around jump shot this week. I love being melee. I love being up in the middle of the fray right on the boss' heel, breathing in the fumes of battle and mashing my abilities as fast as global cooldowns will allow. But the cost of being in the heart of the action are cleaves. And whirlwinds. And tail swipes, dragon breaths, shock vortexes, running around the room chasing ads, and oh yeah, dodging cleaves. Did I mention whirlwinds yet? Granted, there's not as much hate on melee in Wrath as there was in The Burning Crusade, but our DPS is still limited by time on target. We are after all, melee. Yet the great thing about enhance is when we're not in melee range, we can still lob some spells and drop some fire bombs all while running around dodging those whirlwinds. It was Sindragosa's Permeating Chill that first got me thinking about maximizing my damage output while I'm not doing melee attacks. Also, her Blistering Cold got me wondering about ways to keep damage on boss even while running in the complete opposite direction. What follows are some of my simple strategies for maximizing time on target and keeping the damage pumping even while running around.

  • Behind the Mask: Taking a knife to a gun fight

    by 
    Patrick Mackey
    Patrick Mackey
    06.10.2010

    In the long history of MMORPGs, there have been two mighty class divisions vying for supremacy. The melee damage dealers, lead by the mighty rogue (and in the olden days, the monk) showed us that the raw speed and power of melee damage output was of dire importance. The ranged damage dealers, led by the mages and wizards, did not have the staying power of a rogue who might be subject to random AoE at close range. They had to rely on the incredible fury of their spells and the relative safety that distance brings in a battle. In Champions Online, that division is magnified. Ranged and melee characters can select all the same defensive powers, meaning that melee characters must, by the very nature of close combat, expose themselves to more risk. The advent of superhuman mobility multiplies the divide even further -- while a ranged character can flee at incredible speeds, melee characters require special advantages to get in close and stay there. The Super Power Pack came out a while ago and while I talked a lot about it in its early stages, I didn't get a chance to cover how the devs' final answer to these problems worked out or what the landscape of melee is today. That's changing now.

  • TERA invites the Berserker to visit for tea

    by 
    Justin Olivetti
    Justin Olivetti
    06.07.2010

    When you heard that one of TERA's classes was to be called the "Berserker" and you either thought of either the 80's arcade cabinet classic or an obscure song from the movie Clerks, then we could be fast friends. In any case, TERA's Brian Knox and Scott James Magner sat down with ZAM to talk about this brutal class and why it might appeal to the barbarian in all of us. TERA's Berserker is a two-handed axe wielder who has his weapon constantly in motion. The relatively short range of the class means that Berserkers have to get up close and personal with any foe they're fighting, but the increased risk of such moves are paid off with some of the highest DPS of the game. Because TERA uses both collision and positioning in its combat system, it's essential for the Berserker to hit with the blade and then duck away before getting slammed in return. Get too close, and you'll end up hitting with the hilt and wondering why the monster is laughing at you. You can read the full interview at ZAM and check out a series of screenshots detailing one of the Berserker's key moves. The official TERA site also has an outline of the class, along with a video for your eyes only (it will self-destruct after viewing).

  • Behind the Mask: It's all about the DPS, baby

    by 
    Patrick Mackey
    Patrick Mackey
    05.06.2010

    There is a lot of pressure on me right now to write a review for the May 4th melee patch, but I want to delay it because the developers are already tweaking things. So instead of hearing a rant about how sad I am that Psi Lash is nerfed, I will talk about the toughest, most challenging role in Champions Online -- the Avenger. The Avenger is the "glass cannon" of CO. Avengers have fewer hit points than their Guardian counterparts, and far less than the tank-like Protectors. Avengers cannot use defensive passives, or even support passives to increase their survivability. The last straw is that Avengers cannot heal as rapidly as other characters. These tradeoffs come at a massive benefit: the Avenger deals far more damage than other characters. What's even more awesome is that the Avenger's role bonus multiplies on the effects of other damage buffs, meaning that extra 20% damage never goes out of style. This guide won't be covering just the Avenger, though. It'll also cover Avenger's new cousin, the Brawler, as well as all the other ways to play a DPS machine in lairs and team content.

  • Behind the Mask: The Melee Conspiracy

    by 
    Patrick Mackey
    Patrick Mackey
    04.08.2010

    The controversy never seems to end in Champions Online. The big changes to the Might, Martial Arts, and Supernatural frameworks went live last weekend, and people just can't stop talking about them. There's also been some general changes to melee outside of those frameworks as well. As one might imagine just by a cursory glance at those threads, the forums are quite abuzz with opinions on these changes. There is quite a bit of positive things to be said about the changes, but the overwhelming feeling one gets from reading the forums is that the changes are horrible. Everyone has something they don't like about them, myself included. Still, we can't help but wonder: is it a step in the right direction? Is the doomsaying as bad as people make it out to be? Hit the jump, and we'll look at things from a different avenue.