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Aenigma
04-16-2007, 12:46 PM
We don't know much about the spells for the Zealot, but that doesn't mean we can't speculate about it.

Since the Zealot is a newly created class and there isnt much lore connected to it, his spells and abilities are more or less Mythic's to play with.
Of all the healer/support classes in the game, I personally expect the Zealot to be the most focused on DPS. With lots of DoT's and debuffs.

Here is a list of spells I thought would be fitting for the Zealot:

EDIT: These are not official spells, just some brainstorming I did

Harbinger of Doom
Does X amount of damage to the target over Y time. the damage done increases each tick

Harbinger of Pain
All damage done to the target is increased by 10%

Harbinger of life
10% of all the damage done to the target is transferred to the damage dealer in health

Harbinger of Decay
Decreases the target's cast and attack speed by 25% and heals made against the target are 50% less effective

Wicked Plague
Plagues the target, decreasing it's damage done by 10%. In addition, all heals made against this target have a chance to damage the healer for 25% of the healing done. has a chance of spreading to enemies in 10 yards range

Surge of life
Deals X damage over Y time to the target. when all the damage is done, all friendly players in 30 yards of the target are healed the same amount as damage caused to that target

Gouge
The Zealot sends a flock of raven to an enemy, gouging out his eyes. This causes low damage and disorients the target for 3 seconds.

Vengeance of the Bird God
The Zealot sends a flock of raven to an enemy, swarming it for 5 seconds. this causes moderate damage and slows the target by 50%

Bird Sacrifice
The Zealot sacrifices a raven. This heals the target for a high amount and increases its damage done by 10% for 10 seconds

Devour life
The Zealot channels life from the enemy for 5 seconds. when the channeling is completed the Zealot may cast a great heal on a target.

Terrifying screech
The Zealot screeches, blocking Morale generation for 5 seconds and decreases morale by 20% for all enemies within 30 yards.

Scare
The Zealot creates a scarecrow, causing all enemies within 10 yards to flee in terror for 6 seconds.

Feed the birds
A flock of birds devours the corpse of a fallen enemy. all friendly players within 30 yards of the corpse are healed for a moderate amount over 10 seconds.

Poison cloud
The Zealot throws poison around, causing damage over time to all enemies within 10 yards and decreases their chance to hit by 20% for 10 seconds.

Acidic strike
An instant melee attack that damages the target and decreases its armor by 25% for 20 seconds.

Shadow blast
A magic missile dealing moderate damage. damage done is increased for every DoT on the enemy.

This are just some wild thoughts about what spells a Zealot could have, I hope you like them.:)

Whillow
04-17-2007, 06:20 AM
wow, well done aenigma!

ok, when i read all the spells, i can definitely maintain, that the zelot will become a dot/support-class. that makes it much easier to understand the way of acting of a zelot!

Gray
04-17-2007, 03:02 PM
I can see you put some work into that, but I really don't think those are the kind of spells that the zealot needs. A lot of them are very basic and in no way incorporate the "complex network of interconnected effects and abilities" that Mythic has talked about. It's a nice start, but I would like spells that require more thought to use effectively. I don't want my zealot to turn out to be a tweaked version of the WoW warlock.

Aenigma
04-18-2007, 04:52 AM
I just made them up on the way home from school, I'm not a develloper.
Those spells are just some random thoughts I put together, just for fun you know.

deadboy
04-20-2007, 11:57 AM
i think there pretty cool. Im just hopeing they dont make it like a wow healer where all you do is stare at a few bars and hit the same butten over and over again in combat. im hopeing alot of there spells transfer healing back to the party, and that they still have some damn good blow you up spells.

StevenQ
05-02-2007, 10:17 AM
Excellent list of spells/abilities. I always like classes that heal themselves by damaging other players/mobs.

miber
05-03-2007, 05:25 PM
In case anyone's interested, here's the current abilities Zealots have. Some of them are kind of similar to the OP's ideas. They're from this video (http://www.warhammeralliance.com/forums/showthread.php?t=11711).ACTIONS

Tzeentch Shall Remake You.
Action Points: 50
Range 0 - 10 feet
Ressurects the target.

Dark Medicine
Action Points: 100
Range: 0 - 125 feet
Heals the target.

Scourge
Action Points: 50
Range: 0 - 100 feet
A basic magic attack

Impending Doom
Action Points: 40
Range: 0 - 100 feet
Calls down a Harbinger of Chaos upon your enemy, causing them to be the target of your Dark Rituals and Dazing them, reducing all of their stats by 5%.

Ritual of Exsanguination
Action Points: 100
Invokes a Dark Ritual which deals damage to the bearer of your Harbingers, and heals any groupmates within 60 feet for a portion of the damage dealt.

MORALE

Quelling Mists
Morale: n/a
Range: 0 - 100 feet
Deals damage to your target.

Cower Before Tzeentch!
Morale: n/a
Range: 0 - 100 feet
Your target is Detaunted, making them hate you less and reducing the damage that they deal to you by 30% for 9 seconds.

Tzeentch's Talon
Morale: n/a
Range: 0 - 100 feet
Your target's armor and resists are reduced by 35% for 6 seconds.

TACTICS

Manipulation
Tactic Slots: 1
Your Toughness is increased, but your Lumina and Spirit resists are slightly reduced.

Gemini
05-03-2007, 10:38 PM
Wow, those are really cool. Man, I'm pondering if my main alt should be a zealot instead of a shaman now... I guess I'll have to wait and see.

Aenigma
05-04-2007, 03:43 PM
In case anyone's interested, here's the current abilities Zealots have. Some of them are kind of similar to the OP's ideas. They're from this video (http://www.warhammeralliance.com/forums/showthread.php?t=11711).

Nice, looks like my ideas weren't that far from the actuall content :)

Commentaris
05-05-2007, 09:29 AM
hmm, compared to the shaman abilities i cant say i'm impressed by that list

Gemini
05-05-2007, 12:54 PM
hmm, compared to the shaman abilities i cant say i'm impressed by that list

Really? I feel quite the opposite, I was pretty sure a shaman would be my main alt, but that makes me think I want to see a zealot. I see alot of potentental for the Harbringer/Dark Ritual combos once we see more of those types of skills.

miber
05-07-2007, 03:35 AM
Here's an updated list from the Toronto Games Day. Courtesy of WAR-RvR.
Abilities

Mirror of Madness
Action Points: 100
Range: 0-100 ft
Description: Damages the target

Tzeentch's Restoration
Action Points: 100
Description: Heals your entire group

Ritual of Exhaustion
Action Points: 100
Description: Dark ritual that causes harbinger bearer to regain AP 20% slower, but groupmates within 60ft 10% faster

Demon Spittle
Action Points: 130
Range: 0-100 ft
Description: Damages your target over 10s

Elixer of Dark Cleansing
Action Points: 100
Range: 0-100 ft
Description: Removed 1 harmful effect from an ally

Ritual of Fragility
Action Points: 100
Range: 0-100 ft
Description: Dark ritual that reduces armour of harbinger bearer, increasing the armour of groupmates within 60ft

Golden Eye of Tzeentch
Action Points: 140
Description: Your chance to disrupt hostile magic is increased by 75% for 10 seconds

Ritual of Lethargy
Action Points: 100
Range: 0-100 ft
Description: Ritual that increases cooldowns of harbinger bearer, reducing cooldowns of groupmates within 60ft

Dark Medicine
Action Points: 100
Range: 0-125 ft
Description: Heals the target

Tzeentch Shall Remake You
Action Points: 50
Range: 0-10 ft
Description: Resurrects the target

Ritual of Exsangination
Action Points: 100
Description: Dark ritual which deals damage to the harbinger bearer, and heals an groupmates within 60 feet for a portion of the damage

Tzeentch's Cordial
Action Points: 130
Range: 0-125 ft
Description: Heals target, then heals them over time for 10s

Morale

Dark per___?
Range: 0-100 ft
Description: Damages your target and all enemies within 35ft over 10s

Eye of Sheerian
Description: Heals your entire group over (x) seconds

Reckoning of Tzeentch
Description: Resurrects up to 2 dead allies within 40 feet of you, but only with 1hp

Reversal of Fate
Description: Deals slight damage to all enemies within 25 feet, slightling healing all allies in the area

Tzeentch's Plan
Range: 0-100 ft
Description: Target and all enemies within 25ft of them regain AP 20% slower for 15s

Coils of Tzeentch
Range: 0-100 ft
Description: Snares your target by 20% for 6s

Phylactery Eye of Tzeentch
Description: Deals damage to the harbinger bearer, and heals you for a portion of the damage dealt

Tzeentch's Talon
Range: 0-100 ft
Description: Target's armour and resists are reduced by 35% for 6s

Cower Before Tzeentch!
Range: 0-100 ft
Description: Target is detaunted, hating you less and reducing damage they deal to you by 30% for 9s

Quelling Mists
Range: 0-100 ft
Description: Deals damage to your target

Tactics

Insight of the Schemer
Tactic Slots: 2
Description: Increases your Intelligence

Gift of the Daemonic Prince
Tactic Slots: ?
Description: Damage caused by your ____ Of Daemonic Fury is increased 20%

Touched by Tzeentch
Tactic Slots: ?
Description: Your melee attacks have a chance to cause additional corporeal damage

Chaos Bearer
Tactic Slots: ?
Description: You regain AP faster for each mark of chaos that you bear

Warping the spirit
Tactic Slots: ?
Description: You are healed when your harbinger dies

Masterful Recreation
Tactic Slots: ?
Description: Tzeentch Shall Remake You will also heal the target resurrected

Overwhelming Despair
Tactic Slots: ?
Description: The Daze effectiveness of your harbinger is increased by 5%

Swift Changes
Tactic Slots: ?
Description: Your group's intuition is increased

Violent Deformation
Tactic Slots: ?
Description: Damage caused by Tumultuous Warping is increased by 20%

Tzeentch's Wrath
Tactic Slots: 3
Description: Any time you are hit in melee, there is a 25% chance your attacker's Strength and Toughness will be reduced for 12 seconds

Brittle Vitality
Tactic Slots: 3
Description: Ritual of Exsangination deals 10% more damage, but ritual of fragility drains 15% less armour

Relentless Concentration
Tactic Slots: 3
Description: Dark ritual durations are increased by 25%

The Hand of Destiny
Tactic Slots: ?
Description: When harbinger bearer dies, your group is healed. Cannot occure more than once every 20 seconds

Hastened Instability
Tactic Slots: ?
Description: The cooldowns on abilities granted by your marks of chaos are reduced by 15% but cost more API like how the dark rituals seem to work, in that they cause negative effects to your target, but aid nearby allies.

Commentaris
05-07-2007, 04:38 AM
that list looks alot better, but raises some questions.

why does the zealot carry around the oversided breadknife? there's only one (tactic) ability in that list related to melee damage.

where are the totems? where are the birds? are they gone for good?

Chilltouch
05-07-2007, 05:14 AM
Yay! Less birdy, more warpy!