I just noticed i never bothered to check how Warhammer online plays like, is it a WoW clone, or does it has actual warhammey elements?
It shares some elements with WoW but there is a few
major differences:
1. The game is not centered around PvE but instead around RvR (think large-scale PvP). You can, in fact, go into a scenario at level 1 and still have fun - I have done this before, as well.
2. While gear still plays a part in the game, it's not nearly as big as it is in WoW. The best gear is easily attainable at early levels from a few hours of RvRing and when you get to higher levels it takes longer but you don't have to do it all at once a la dungeon raiding.
3. Like WoW, there's two sides: in this case, Order and Destruction. The lore is expanded upon ingame (and there's nothing I know if that blatantly throws lore to the side like in WoW, but it DOES operate on a different "What if?" timeline), and it's consistent enough that you can tell that the dwarves and the elves hate each other. The whole side of Destruction (even though there's not dueling implemented yet) basically fights against their own side in most of their PvE quests.
4. There's separate classes for each race, broken up into four different "archetypes." Each race has a melee DPS, a ranged DPS, a healer, and a tank. These range from the dwarf Rune Priest (a small break off the lore, but essentially a Runesmith) whose class mechanic is lots and lots of buffs to the Dark Elf Black Guard, an anti-magic tank with huge amounts of debuffs. Here is where the lore breaks a bit: a few classes such as the Dark Elf healer (the Disciple of Khaine) and the Chaos Healer (the Zealot) are not found in lore but instead are just generic classes for any side they're on.
Note that the Magus is Chaos's ranged DPS, but it's not too powerful at the moment. The five classes you want to avoid for the moment are Magus, Shadow Warrior (High Elf RDPS), Black Guard (mentioned above), Black Orc (an unfortunately underwhelming greenskin tank), and Marauder (a cool-looking but once again underpowered Chaos MDPS).
5. There's a few other gimmicks such as Public Quests (PQs) and influence. Basically, Public Quests are little repeatable quests in the main world that you can run with a group. They're typically broken up into three or four distinct phases with different objectives (Gather Items, Kill Mooks, and Defeat the Boss are the main ones). Usually there's a set timer for each of the phases that determine if you win or not. If you beat the timer, you can roll for loot for the PQ and have a greater chance of getting some if you were more helpful in the PQ.
Influence is another matter entirely. You gain influence from doing PQs (in PvE) or killing players and taking keeps in Open RvR (PvP). Basically, it's a little counter that fills up separately for each zone. Whenever it lands on a little blip you can get pretty decent items. It's a fairly simple gimmick, but it's there nonetheless.
5. Open RvR is one of the game's main selling points. In each of the zones there's a huge area somewhere in it where you can go and fight other people. Generally there's battlefield objectives (BOs, not to be confused with black orcs) and keeps in each one, which you can take to earn benefits for your side (and also influence for yourself). When you take a keep or BO you get a good amount of points that contribute towards "locking" a zone. When you do so, there's a huge burst of EXP, renown (basically, PvP levels), and influence for that RvR zone and you get tokens to buy really good armor (also found dropped by players). It's a fairly fun system but it does have its flaws: sometimes it's hard to find a group, sometimes you just get steamrolled by the enemy zerg, and for a while keeps were a pain in the butt to take (but that's been fixed with one of the latest updates, I've heard).
Overall, though it's not a perfect game it's still very fun and entertaining - a good way to pass the days when you're just looking for something to do.