Tier 2 Scenario: Mourkain Temple
Find the Mourkain Artifact and seize it for your realm. Killing the enemy while carrying the Mourkain Artifact will yield more points , but slaying the artifact bearer also yields increased rewards. Carrying the Artifact will inflict damage to the carrier over time.
So you have read our guides to the Tier 1 Scenarios, and now you are moving up to Tier 2. You don't want to look like a noob, so what do you do? That's right, you turn to Ten Ton Hammer for all the ins and outs of the Tier 2 Scenarios.
The name of the game in this Scenario is War Ball. I could make it sound all lore appopriate, telling you about how the Mourkain Temple is all that remains of a mighty complex, and how a Goblin Shaman discovered an artifact near the temple, and how the Dwarves want to prevent the Greenskins from claiming it. But lets face it. You aren't reading this guide for lore, you get enough of that in game. You are reading this guide so you don't look like every other noob running the Scenario. You want to get that edge over the other players, and you want to WIN! So lets get to it.
You can see on the map that both sides start the same distance from the War Ball. At the start of the Scenario each side races to the War Ball (the little skull in the center of the screen). The first player to pick it up (you can tell who this is as that they will have a floating skull rotating around them) runs toward their side and tries to stay alive. Everyone else's job on his side is to keep him alive, and likewise, everyone on the opposite side needs to kill him and take the ball. You get points for each kill in the Scenario, you get bonus points for having the War Ball on your side, the longer you have the Ball, the more points your side gets over time. You can also gain even more bonus points if you kill players while holding the Ball, and if your Ball carrier is killed, the opposite side gets bonus points.
That's it. The first to 500 wins, with a 15 minute time limit... Oh there is one more little thing you might want to remember... THE LONGER YOU HOLD THE BALL, THE MORE DAMAGE OVER TIME YOU TAKE! Did you get that? I want to be very clear here, (you will see why later in the guide) if you are holding the ball, you will slowly start to take damage. The damage will build over time, doing more and more damage per tick. So even if no one touches you, within a minute or two, you will be taking a lot of damage!
Order has a small disadvantage in this Scenario. While Destruction has a nice little hut near their spawn point to protect their Ball carrier, you only have a small wall to protect yours. Too many people grab the Ball, then stand out in the middle of the battle until killed. The best thing the Ball carrier can do for his team, is stay alive! If you hold the ball the entire time and do nothing else, your side will almost always win. So use the terrain to your advantage. Grab the Ball, run to the safe wall, and hide behind it. Everyone else should stand on either side of the wall and block Destruction from getting to the Ball carrier. Use collision detection to your advantage here. It is a bit more difficult to block off the safe wall compared to the safe hut for Destruction, but it can be done. With your Tanks guarding the sides, and with your healers spamming heals on the Ball carrier and your spawn point being so close, this is your best way to win.
Destruction has a nice advantage in this Scenario. You are given a nice little hut right near your spawn camp, which is a perfect spot to hide the War Ball. Too many people grab the Ball, then stand out in the middle of the battle until killed. The best thing the Ball carrier can do for his team is to stay alive! If you hold the ball the entire time and do nothing else, your side will almost always win. So use the terrain to your advantage. Grab the Ball, run to the safe hut, and hide inside. Everyone else should make a wall at the entrance on the hut to keep Order from getting to the Ball carrier. Use collision detection to your advantage here. It is very easy to plug up the entrance to the hut, while your healers spam heals on the Ball carrier. With the safety of the hut, and your spawn point being so close, you will win easily.
Tanks : Your primary job in Mourkain Temple is simple. Get the War Ball! You are perfect for this job, since the Ball will damage you more and more the longer you hold it, every enemy player will be trying to kill the Ball carrier, you need a lot of armor, and tons of hit points. Guess what, that's you! So sprint to the Temple, and grab the Ball quickly! If one of the other tanks on your side has the Ball, your job is to slow down the other side and prevent them from getting to your carrier. If your Ball carrier is playing smart, and ran inside the safe hut for Destruction, or the safe wall for Order you should plug the doorway, or sides of the wall. If the Ball carrier is not a Tank.... stay close to them, the weakling will die soon enough, and you will be able to grab it up! If your enemy has the Ball, well, CHARGE IN THERE AND GET IT BACK! If you have a really good group with you, use /assist to concentrate your attacks on the Ball carrier.
Melee DPS : Your primary job in Mourkain Temple is to keep the enemy off your Ball carrier. It's tempting to want to grab the Ball, I know, but Tanks are better at this than you are, and your talent iswasted if you aren't fighting. You
should only grab the Ball, if and only if, there is no Tank around to do it. You make a decent back up for the Ball carrier, but if there is a Tank there, let them grab it. If your side has the Ball, and is in the safe hut, or behind the safe wall, make sure the Tanks are plugging the entrances, and then your job is to kill any enemy player that gets close. The further back you can keep them from the Ball carrier the better chance of your side winning. If your enemy has the Ball, things change a bit. While you should also CHARGE IN THERE AND GET IT BACK, this is one time that it's ok to take the Ball. If you have a really good group with you, use /assist to concentrate your attacks on the Ball carrier. With the damage you do, you are likely to be the one who kills the enemy carrier, DON'T wait for a Tank! If there are enemy players all around you, grab the Ball and run back to the safe hut or wall.
Ranged DPS : Your primary job in Mourkain Temple is to kill any enemy players that get close to your Ball carrier. Hit them fast and hard, and keep hitting them until they back up. Don't get to carried away with chasing them though If they decide to run, let them. Your job is to protect the Ball carrier, and while you are off chasing down that wounded Bright Wizard, or Orc Shaman (getting your side 2 points), his buddies are killing your Ball carrier (getting them 20 or more points). The idea of the game here is to stay together and keep the enemy away from your Ball carrier. Do not bother trying to go for the War Ball unless you have no choice. While everyone thinks it's fun, and wants it, not everyone is good at it. You are the worst! Between taking damage over time from simply holding the ball (and the damage gets really, really high) and every enemy player doing their best to kill you, you stand little chance of doing anything more than dieing 50 feet over there. If the enemy has the Ball, back up your Tanks and Melee DPS, by concentrating your attacks on the Ball carrier. If you have a really good group with you, use /assist to concentrate your attacks on the Ball carrier.
Healer: Your primary job in Mourkain Temple is to keep your Ball carrier standing. Whoever has the Ball on your side (hopefully a Tank) you should stay close, and keep your eye on his health bar. The damage from the War Ball starts off slowly, but given enough time, you will be spamming heals as fast as you can on the Ball carrier. You will really need to be watching your action points here. You will quickly run out, so cast any AP taps you can on any enemy players that get close. This will replenish your action points, and keep the enemy players from getting off many attacks. If the enemy has the Ball, keep your Tanks and Melee DPS standing so they can get it back.
The main key to success in Mourkain Temple is to stay together. You will hear this a lot in Scenarios, and RvR in general. While it's a good rule of thumb, it is really needed in Mourkain. If your side has the War Ball, play defense, stay close to your spawn point, and play safe defense. If your enemy has the War Ball, you have to do just the opposite. While still working as a team, you need to throw caution to the wind, and charge in there and get the Ball back. Every other target is secondary to the Ball carrier. The winner is almost always the side that holds the War Ball the longest.
To read the latest guides, news, and features you can visit our Warhammer 40,000: Storm of Vengeance Warhammer Online: Age of Reckoning Game Page.