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Vire
03-23-2009, 08:32 AM
Is there a list somewhere (or could someone provide) of the improvements classes get from reaching certain renown ranks (RR)?

For instance, at RR X, Y, Z you get a new mastery point. At RR Q, you get an extra XX action points, etc. At RR V, your butt looks better in most equipped leggings.

Appreciated in advance,
Vire

Drakhon
03-23-2009, 09:48 AM
RR1: RvR Tactic Slot 1
RR10: Siege Ability 1
RR20: RvR Tactic Slot 2
RR30: Siege Ability 2
RR40: +1 Mastery Point
RR45: Siege Ability 3
RR50: +1 Mastery Point
RR60: +1 Mastery Point
RR65: +25 AP
RR70: +1 Mastery Point
RR75: +25 AP (for a total of +50)
RR80: +1 Level to all Mastery Paths - improves all of your Mastery-linked abilities but does not count toward unlocking new ones (like +Skill in DAoC)

Siege Abilities are Career dependent, though mostly along Archetype lines - the stealthy MDPS have slightly different abilities than the rest of the MDPS, for instance.

The Prima Guide states that you get a new Rank 4 Morale ability at RR55, but this is not currently the case so either it was decided against or just hasn't been implemented yet.

Edit: Fixed for mistakes and to add things I left out
Edit2: More modifications

Gisli
03-23-2009, 11:48 AM
There are several other considerations.

* Higher RR gives you access to new set gear. In practice, this is a Big Deal for most people, who rely on annihilator gear for at least some period of time.

* Of course, you get renown rewards (primarily stat/resist bonuses).

* You get abilities at x5 renown ranks. I don't recall exactly when this starts. But its things like getting through postern doors for MDPS, and door repairs for tanks. Many of these abilities are inconsequential, but some can be pretty important. I don't know the list (but door repairs are at RR45 for tanks).

Ketu
03-23-2009, 07:46 PM
as a SH, i get to slow down a non-ram siege point for 10 seconds :confused: ... did i forget to mention it has a 100ft range and most siege points will be put up over 100 ft away :eek:

Gisli
03-23-2009, 07:56 PM
Ketu -- You get several abilities over time. Yes, most of them are pretty pointless. My Marauder gets 10% increased damage on a door for about 10 seconds... and even that might be bugged. And so on. But some of the abilities are really good. Like going through an enemy postern door, or repairing a door.

Twerpie
03-24-2009, 06:17 AM
You get the extra AP at 65 and 75 instead of 60 and 70.

Drakhon
03-24-2009, 11:16 AM
Fixed and updated original list.


* You get abilities at x5 renown ranks. I don't recall exactly when this starts. But its things like getting through postern doors for MDPS, and door repairs for tanks. Many of these abilities are inconsequential, but some can be pretty important. I don't know the list (but door repairs are at RR45 for tanks).

The first one is definitely at RR10 and, unless something has changed since a few months ago, the next two are at RR30 and RR40. Are you sure they're at the x5's?

Gisli
03-24-2009, 11:41 AM
Sorry, I think you are right about 10/20/30/40. What I know for sure is that there is another ability at RR45.

Drakhon
03-25-2009, 02:43 PM
It's 10/30/45.

Drakhon
05-02-2009, 12:30 PM
Official list from Mythic from Grab Bag No. 15 (http://herald.warhammeronline.com/warherald/NewsArticle.war?id=771) (it's the same as the final edited list I have above):



Renown Rank 1 - Tactic Slot
Renown Rank 10 - Siege Ability
Renown Rank 20 - Tactic Slot
Renown Rank 30 - Siege Ability
Renown Rank 40 - 1 Mastery Point
Renown Rank 45 - Siege Ability
Renown Rank 50 - 1 Mastery Point
Renown Rank 60 - 1 Mastery Point
Renown Rank 65 - +25 AP
Renown Rank 70 - 1 Mastery Point
Renown Rank 75 - +50 AP
Renown Rank 80 - +1 All Mastery Levels