View Full Version : WP Abilities
7enix
04-17-2007, 09:59 AM
So anyone heard of any of the Warrior Priest abilities??
WIll there be an option between skills and/or talents we can chose among depending on the way we play??
If yes, will we be able to change them sometime??
Flegler
04-17-2007, 01:04 PM
Warrior Priest abilities we know for certain:
- they will be able to heal
- they buff nearby allies
- they can throw their hammers at people
You will get to choose between different abilities/specialisations, but we don't know exactly how. Early days yet and all that.
Ainvos
04-17-2007, 03:07 PM
Warrior Priest abilities we know for certain:
- they can throw their hammers at people
Throw? Really? i havent read that one yet. i seem to remember reading that WP are at a serious disadvantage at range.
7enix
04-18-2007, 03:53 AM
Throw? Really? i havent read that one yet. i seem to remember reading that WP are at a serious disadvantage at range.
well, I dont think they will actually throw their real hammers on ppl, most prolly it ll be something like a magic hammer thrown, something like hammer of wrath if you ve played wow
Vikingkingq
04-18-2007, 07:26 AM
Throw? Really? i havent read that one yet. i seem to remember reading that WP are at a serious disadvantage at range.
In the game day video, the Warrior Priest is seen doing a special attack wherein he chucks his hammer at someone, and it returns, Thor-like. It's more a med. range pulling/runner attack.
List of Warrior Priest abilities on a starting-zone Tier 1 character:
-Auto-attack
-Throw (channeled 1 sec, chuck the hammer a med. distance, can be done in melee, does mod. damage about 5 with starting equipment)
-Smite (channeled 1 sec, basic melee special attack, does unknown dmg (dude missed))
-Weight of Guilt (channeled 1 sec, wind up melee attack, does big damage 5-10 w/starting gear)
Ainvos
04-18-2007, 04:37 PM
In the game day video, the Warrior Priest is seen doing a special attack wherein he chucks his hammer at someone, and it returns, Thor-like. It's more a med. range pulling/runner attack.
List of Warrior Priest abilities on a starting-zone Tier 1 character:
-Auto-attack
-Throw (channeled 1 sec, chuck the hammer a med. distance, can be done in melee, does mod. damage about 5 with starting equipment)
-Smite (channeled 1 sec, basic melee special attack, does unknown dmg (dude missed))
-Weight of Guilt (channeled 1 sec, wind up melee attack, does big damage 5-10 w/starting gear)
And where did this come from?
Totenkopf
04-18-2007, 06:48 PM
Videos Galore, again from Mondes Persistants (not sure about the first one, though), via YouTube:
Shaman (http://www.youtube.com/watch?v=p1ePTGJgmJQ)
Runepriest (http://www.youtube.com/watch?v=iLoKoan2qSI)
Bright Wizard (http://www.youtube.com/watch?v=vjvt_hZQPm8)
Zealot (http://www.youtube.com/watch?v=INuobQX8Pb4) (good shot of the Chosen)
Warrior Priest (http://www.youtube.com/watch?v=SzNeZJ1kk7Y)
Magus (http://www.youtube.com/watch?v=GO4PL88K1S4)
The Shaman and Runepriest videos are in the Gates of Ekrund Scenario. The others are PvE in the Empire/Chaos lands. All a little over a minute in length.
Miber posted some really good videos, the warrior priest is one of them.
Vikingkingq
04-18-2007, 06:50 PM
And where did this come from?
The Miber video. And a lot of squinting. ;)
Ainvos
04-18-2007, 09:20 PM
The Miber video. And a lot of squinting. ;)
lol, and thanks for the hard work!
blodtang
04-29-2007, 03:57 AM
I'd love a smite skill, but a beam of light that smacks the unholy on the crown "purging" them in turn.
Ainvos
04-29-2007, 06:17 PM
This link was posted in another thread, but i'm highlighting what they said about WP
http://only-war.com/phpBB2/viewtopic.php?t=11544
The Warrior Priest was a stronger meleer than we anticipated. He had a hammer throw ability, a damage+snare melee attack and a basic melee attack. At level two we got a new ability point and had our choice between several abilities, including a resurrection spell, a melee attack that gained righteous fury, a castable heal, and an instant heal. We chose the instant heal, which was helpful as it had only a 6 second cooldown and could keep the Warrior Priest alive in a tough spot.
heavyhebrew
04-30-2007, 01:47 PM
'...damage + snare...'
I am in heaven.
Though the abilities of the Black Orc look really tasty, that is going to be one tough class when people figure the builder + finisher moves out.
heavyhebrew
04-30-2007, 02:21 PM
I hope we get something like an 'aura' but named something different since 'aura' has been corrupted by The Game That Shall Not Be Named. Maybe something like Prayer or Devotional.
I am hoping for something that heals over time or increases Morale gain or.....well I could go on with my wish list but you all get the idea.
Vikingkingq
04-30-2007, 06:19 PM
In the game day video, the Warrior Priest is seen doing a special attack wherein he chucks his hammer at someone, and it returns, Thor-like. It's more a med. range pulling/runner attack.
List of Warrior Priest abilities on a starting-zone Tier 1 character:
-Auto-attack
-Throw (channeled 1 sec, chuck the hammer a med. distance, can be done in melee, does mod. damage about 5 with starting equipment)
-Smite (channeled 1 sec, basic melee special attack, does unknown dmg (dude missed))
-Weight of Guilt (channeled 1 sec, wind up melee attack, does big damage 5-10 w/starting gear)
Update: Weight of Guilt is the snare attack. After it lands you see a band of gold rings around their knees. I didn't see this at first because in the video I first watched, this attack came late enough to kill the mob outright.
Bobble
05-01-2007, 12:30 AM
Update: Weight of Guilt is the snare attack. After it lands you see a band of gold rings around their knees. I didn't see this at first because in the video I first watched, this attack came late enough to kill the mob outright.
Yum...that much damage (for the level anyways) and a snare attached to it. Squishies fear meh!!! You won't get away so easily anymore!
i hope they get a holy shield ability
JonoLith
02-23-2008, 11:10 AM
i hope they get a holy shield ability
Boy do I ever hope not. Nothing like an instant cast heal spell (Essentially) to move a class from it's Hybrid status to something else entirely.
Ainvos
02-23-2008, 01:47 PM
Boy do I ever hope not. Nothing like an instant cast heal spell (Essentially) to move a class from it's Hybrid status to something else entirely.
What would that something else entirely be? i think WP stand a very good chance of having at least one insta. Maybe it takes an enormous chunk of RF, but we'll likely get it.
JonoLith
02-23-2008, 02:43 PM
What would that something else entirely be? i think WP stand a very good chance of having at least one insta. Maybe it takes an enormous chunck of RF, but we'll likely get it.
What I'm referring to specifically is that the WP is supposed to be a Support class, which means that he's supposed to be a Hybrid Character. Giving him an ability that allows him to, at will, throw up a shield that makes him immune to damage for twelve seconds no longer makes him a Hybrid. It makes him a Tank.
If there are conditions to the ability that's a little different, but it's SUCH a powerful ability to put on a class that's ALREADY supposed to be able to heal themselves and protect themselves that to give him an instant cast super heal is a bit... much.
Mustard
02-24-2008, 01:04 AM
I hope we get something like an 'aura' but named something different since 'aura' has been corrupted by The Game That Shall Not Be Named. Maybe something like Prayer or Devotional.
I am hoping for something that heals over time or increases Morale gain or.....well I could go on with my wish list but you all get the idea.
Several of the WP tactics act as Paladin Auras. If you feel so inclined to make that comparison.
www.hammerwiki.org has a list of most likely outdated and non official skills, tactics and morale abilities for all classes.
And yes, there is one there that gives a constant heal over time to you and everyone in your group.
Ainvos
02-24-2008, 12:42 PM
What I'm referring to specifically is that the WP is supposed to be a Support class, which means that he's supposed to be a Hybrid Character. Giving him an ability that allows him to, at will, throw up a shield that makes him immune to damage for twelve seconds no longer makes him a Hybrid. It makes him a Tank.
If there are conditions to the ability that's a little different, but it's SUCH a powerful ability to put on a class that's ALREADY supposed to be able to heal themselves and protect themselves that to give him an instant cast super heal is a bit... much.
i think you're confused. Hybrid and Support are not even close to the same thing. But a 12 second immunity shield? That's seems WAY overpowered for any reason.
JonoLith
02-24-2008, 01:05 PM
i think you're confused. Hybrid and Support are not even close to the same thing. But a 12 second immunity shield? That's seems WAY overpowered for any reason.
Well... Ok... this is the reasoning.
There are only two archetypes in any game ever. Damage and Protection from Damage. All abilities stem from these two things, and you'll never find an ability that doesn't do one of these two things. A class that is more focused on one set of abilities then another is that kind of class. For example, a Hammerer is a Damage Archetype, and a Black Orc is a Protection Archetype. This is because they're job is specifically to do Damage or Protect from Damage.
Now, the Support Classes are different. They are capable of dealing damage, but they are also capable of protecting from damage. This is so much so that their Masteries are going to be seeing a mixture of damage and healing in each one. What this means is that while a Hammerer or Black Orc will be focused on their one specific job, the Support Classes will be focused BOTH on damage AND on protection. This is most evident in classes like the shaman and the warrior priest where they HAVE to deal damage to get efficient heals.
This is a Hybrid of Damage and Protection. In the Support Class BOTH Damage and Protection are importent, that makes them a Hybrid Class.
THEREFORE, throwing in an ability that is EXTREMELY protective, like a 12 second immunity shield (See WoW's Paladin Bubble), will tip the Hybrid Balance and break the class, most likely.
Cypryss
02-24-2008, 09:14 PM
Well... Ok... this is the reasoning.
There are only two archetypes in any game ever. Damage and Protection from Damage. All abilities stem from these two things, and you'll never find an ability that doesn't do one of these two things. A class that is more focused on one set of abilities then another is that kind of class. For example, a Hammerer is a Damage Archetype, and a Black Orc is a Protection Archetype. This is because they're job is specifically to do Damage or Protect from Damage.
Now, the Support Classes are different. They are capable of dealing damage, but they are also capable of protecting from damage. This is so much so that their Masteries are going to be seeing a mixture of damage and healing in each one. What this means is that while a Hammerer or Black Orc will be focused on their one specific job, the Support Classes will be focused BOTH on damage AND on protection. This is most evident in classes like the shaman and the warrior priest where they HAVE to deal damage to get efficient heals.
This is a Hybrid of Damage and Protection. In the Support Class BOTH Damage and Protection are importent, that makes them a Hybrid Class.
THEREFORE, throwing in an ability that is EXTREMELY protective, like a 12 second immunity shield (See WoW's Paladin Bubble), will tip the Hybrid Balance and break the class, most likely.
If I'm not mistaken isn't there 3 and in Jeff's case 4 being Mdps and Rdps .
Forgive me if i seem wrong but I'm Pretty sure Healing is an archetype
JonoLith
02-24-2008, 09:54 PM
If I'm not mistaken isn't there 3 and in Jeff's case 4 being Mdps and Rdps .
Forgive me if i seem wrong but I'm Pretty sure Healing is an archetype
In terms of this game, yes there are 4 Archtypes, which are MDps, RDps, Tank, and Support. HOWEVER, ALL of these Archtypes can be boiled down into two Archtypes that exist outside of the game universe which ALL games must bow to, not just warhammer, Damage and Protection. Every class and archtype in every game ever made fall into these two Catagories. They are either built to do damage, or they are built to protect from damage.
In WAR's case they have distinguished four seperate "Archetypes" from the two basic core Archetypes. The MDps and RDpS Archtypes are actually just extentions of the core "Damage" archtype. The Tank is an extention of the "Protection" archtype, and the Support is the Hybrid. A combination of both Damage and Protection.
The confusion is probably in the word Archtype. Mythic uses that here to describe their class breakdowns in basic terms, wheras I use it as a theoretical term.
You understand now?
Zelator
02-24-2008, 09:59 PM
http://www.youtube.com/watch?v=wECSNPhOVCQ
10-11 she throws a hammer
Bhanqwa
02-25-2008, 12:54 AM
There are only two archetypes in any game ever. Damage and Protection from Damage.Couldn't agree more.
Now, the Support Classes are different. They are capable of dealing damage, but they are also capable of protecting from damage. This is so much so that their Masteries are going to be seeing a mixture of damage and healing in each one.Warhammer: Age of Reckoning is being designed in such a way to allow all 4 archetypes to solo effectively, with this in mind I say all 4 archetypes, to a certain degree, are about dealing damage as it's the only thing that will kill your target.
What this means is that while a Hammerer or Black Orc will be focused on their one specific job, the Support Classes will be focused BOTH on damage AND on protection. This is most evident in classes like the shaman and the warrior priest where they HAVE to deal damage to get efficient heals.
This is a Hybrid of Damage and Protection. In the Support Class BOTH Damage and Protection are importent, that makes them a Hybrid Class.Why do you call the healing classes hybrids and the tanks not, if what defines a hybrid is being about dealing aswell as protecting from damage?
Effective tanking means not only high tolerance to damage, but also giving the target reasons to attack you over others.
Taking the black orc for example: 'Gork's Gambit - A melee attack that also reduces your target's Toughness for 10 seconds.
'Frightenin' Roar - A shout that reduces your target's armor and defenses by 4% for 10 seconds. Stacks up to 5 times.'
Both skills give a debuff that makes the target take more damage, in essence that makes it a damage skill rather then a skill that protects from damage.
'Right in Da Jibblies - A melee attack that has a greatly increased chance to critically hit.'damage skill.
'Da Big 'Un - A melee attack that also damages up to 3 other enemies near your target.'
These skills are centered around dealing damage.
I left out taunts and other tankskills that protect from damage to make my point, but believe with them it still stands.
about holy shield: it's SUCH a powerful ability to put on a class that's ALREADY supposed to be able to heal themselves and protect themselves that to give him an instant cast super heal is a bit... much.The original holy shield is powerfull indeed, but if the ability is included in the list of WP skills that should simply mean the developers have balanced the WP around holy shield, or holy shield around the rest of the skills.
Therefore having holy shield will be more about playstyle then being overpowered.
JonoLith
02-25-2008, 01:15 AM
Couldn't agree more.
Huzzah! I like you already.
Warhammer: Age of Reckoning is being designed in such a way to allow all 4 archetypes to solo effectively, with this in mind I say all 4 archetypes, to a certain degree, are about dealing damage as it's the only thing that will kill your target.
Yes, I agree. Dealing damage is simply something that everyone has to do, by the same token though everyone ALSO needs a little bit of Protection. The RDps classes have flimsy armor and distance as their protection, as do the MDps have lighter armor and mobility as their protection. They are, however, DPS classes. If I were to attach an arbitrary number to them I'd say they are 70-80% Damage and 20-30% Protection. I say that they are Damage Archtype based because the Protection they have is designed specifically only to allow them to live long enough to continue doing damage.
Why do you call the healing classes hybrids and the tanks not, if what defines a hybrid is being about dealing aswell as protecting from damage?
Effective tanking means not only high tolerance to damage, but also giving the target reasons to attack you over others.
It's an interesting point, and I don't really argue against the idea of Tanks being Hybrid Protection/Damage classes too loudly, except that they're so obviously durable and hold many abilities which will literally make you want to pull your teeth out and seriously kill that guy. The entire POINT of the class is to protect people, and live while doing it. An effective Tank may have the lowest damage on the chart, but be responsible for shutting down multiple opponents and forcing them to attack a target that isn't a squishy healer or DPS type to get rid of their annoyances. Yes their damage is competant, but it's the snares, roots, and taunts you want to get rid of, not the damage.
The more I actually talk about this the more I'm kind of coming around to the idea that Tanks may be Hybrids. At the same time though they are VERY Protection Based.
Taking the black orc for example: 'Gork's Gambit - A melee attack that also reduces your target's Toughness for 10 seconds.
'Frightenin' Roar - A shout that reduces your target's armor and defenses by 4% for 10 seconds. Stacks up to 5 times.'
Both skills give a debuff that makes the target take more damage, in essence that makes it a damage skill rather then a skill that protects from damage.
'Right in Da Jibblies - A melee attack that has a greatly increased chance to critically hit.'damage skill.
'Da Big 'Un - A melee attack that also damages up to 3 other enemies near your target.'
These skills are centered around dealing damage.
I left out taunts and other tankskills that protect from damage to make my point, but believe with them it still stands.
I'll agree that yes, he has some damage skills, but we can't know for sure how effective they'll be. Anything we say on that point is just conjecture. What we CAN say is that his damage won't be as good as the DPS. But that still means that he could be sitting at 50% of his damage, instead of 20 or 30%.
The big reason why I'm so intent on calling him a Protection Archtype is because the abilities you've omitted are SO POTENT. He's got the longest stun in the game, a knockdown, a knockback on an ally which lowers all damage on him by 50% for 10 seconds, and that taunt is SO powerful. Chosen have an aura which snare enemies reducing their movement by 40%. I look at these kind of abilities and just go... wow. These abilities SCREAM "Attack Me Attack Me!" and if you're gonna get attacked, then you're gonna want to be as Protection Based as possible. Plate Armor, High HP, Lower Damage, and these stunningly amazing abilities are going to be the things that convince me this guy is a Protection Archtype and not a Hybrid. But it is one of those things that if someone put together a very well structured arguement, I might bend to it.
about holy shield: The original holy shield is powerfull indeed, but if the ability is included in the list of WP skills that should simply mean the developers have balanced the WP around holy shield, or holy shield around the rest of the skills.
Therefore having holy shield will be more about playstyle then being overpowered.
I'm always skeptical of balancing a class around a single ability. I mean, sometimes it just has to happen. Support Classes are balanced around healing, it's just how that works. But when you have an ability like Holy Shield getting thrown up in play... it's a big big big deal.
Funnily enough I believe it's the Magus that ended up with a version of Holy Shield. One that protects him from physical, and one from magic. It only lasts for 4 seconds or something short like that, but it's enough to make distance, or let that healer get that last second heal.
My major complaint about the ability is that it gives a class that is already pretty defensive, what with the heals and all, a chance to be even MORE defensive, and arbitrarily lengthen a fight. It's the kind of ability that'd make all the other healers go "Damn... wish I had that ability." And not in a good way, but in a way that makes them feel like chumps for rolling something else. And with SUCH powerful tanking abilities floating around this game, I have a hard time with one class having the ability to protect themselves from all sources of damage AND heal.
Now... if a TANK could put a holy shield on someone, that's different, because then you're adding in strategy. Not just "Mash button to be immune. Mash button to heal." It's the same reason you don't give lengthy CCs to DPS classes. Most of their CCs are very short and allow them time to escape melee combat, not backup and peg you with a six second cast mega-spell.
Ainvos
02-25-2008, 03:08 PM
Well... Ok... this is the reasoning.
There are only two archetypes in any game ever.
Ok, i hear ya. i completely disagree (on the part i quoted that is, you made some good points throughout your response) so to avoid a fight i will keep my hammer on my belt. :P
JonoLith
02-25-2008, 06:44 PM
Ok, i hear ya. i completely disagree (on the part i quoted that is, you made some good points throughout your response) so to avoid a fight i will keep my hammer on my belt. :P
Well.. just to be totally clear on what I mean there, I don't mean that Mythic has only put in two archtypes, what I mean is that the four archtypes that exist in the game are stemmed from two basic Archtypes. Dealing Damage and Protecting from Damage.
I should just stop using the word Archtype to describe what I'm talking about.... how about... themes... or... catagories...
Ainvos
02-25-2008, 09:25 PM
Well.. just to be totally clear on what I mean there, I don't mean that Mythic has only put in two archtypes, what I mean is that the four archtypes that exist in the game are stemmed from two basic Archtypes. Dealing Damage and Protecting from Damage.
I should just stop using the word Archtype to describe what I'm talking about.... how about... themes... or... catagories...
Yup, i understood you. Whether or not you use the term archetype i just take a broader view. It is in my nature to complicate things rather than oversimplify. Kinda like Jim Breur's character in 'Half Baked'
Selvandra
02-26-2008, 01:20 AM
On the OP's main topic.
It seems as though the WP, Warrior Priest, will have Melee damaging attacks, Heals, Buffs, and Stuns.
The Melee damaging attacks either build RF, Righteous Fury, or use RF.
The Heals are used with RF, I think it works like the Shamans Waaagh. If you got more of it, then your heals are more powerful.
The Buffs seem to be some sort of Aura, as in you have to be in a certain range of the WP.
His Stuns seem to be linked with some of his Melee damaging attacks, which I'm sure are the ones that use up RF. Also I'm sure they are all not linked with Melee damaging attacks.
I'm sure he has a few HoTs, DoTs, etc. I was just listing the core ones. I think those others just seem to fall in to the main ones.
I bet you're asking for an actual list of his abilities, which there is one, but it's so out of date I wouldn't quite trust it. I'd just look at it and think of it as the basics and how the WP will mainly play.
You're probably going to have to wait until Game Release, or until the NDA drops for these to be trustworthy.
Yes there are talents that you can choose to better enhance how you like to play. They're called Masteries. There isn't an official list of what the Mastery skills/talents are. But they do have the Mastery Paths listed for the WP.
Look at this thread to see what they are.
-http://www.warhammeralliance.com/forums/showthread.php?t=26537
Yes, you can choose to respec.
About If the WP should have a Holy Shield spell/skill.
I disagree and agree.
I disagree, because it will make them seem overpowered, and I'm sure people will complain. Also 12 seconds seems a little to much, but I'm sure you were just throwing up a random number.
I agree, because in order for you to be an efficient healer your going to have to get into peoples faces. Which I'm sure will attract people to attack you and you may get piled. So that is when this spell/skill would come in handy. Maybe for 3-5 seconds but thats it, just to get a life saving heal off or something.
About the Damaging and Protection "Archetypes".
I agree that those are the main, and core Archetypes of all games.
Mythic just happened to break it down into 4 different, and more specific Archetypes. Although, they still fall under the 2 main ones.
Sort of like this.
Damaging
- RDPS
- MDPS
Protection
- Tank
- Support/Healer
I think in WAR they have switched up the Supports/Healers whole Protection role and turned them into a Hybrid of Damaging and Protection. Which I think is really neat. In most games you always see the Supports/Healers sitting back and clicking the same button over and over.
- ex. World of Warcraft, I think they did this for their PvE system, and even their PvP system.
Yes, I know every class in every game does some sort of Damaging or Protecting, but those aren't their main roles.
i wonder if they will get Shield Abilitys
Heiliges
04-05-2008, 01:10 AM
What I'm referring to specifically is that the WP is supposed to be a Support class, which means that he's supposed to be a Hybrid Character. Giving him an ability that allows him to, at will, throw up a shield that makes him immune to damage for twelve seconds no longer makes him a Hybrid. It makes him a Tank.
If there are conditions to the ability that's a little different, but it's SUCH a powerful ability to put on a class that's ALREADY supposed to be able to heal themselves and protect themselves that to give him an instant cast super heal is a bit... much.
no one ever said anything about giving them a divine shield ability, the ability in question was "holy shield"...
if you recall from WoW all holy shield did was increase block chance by 30% for 4 blocks and delt damage when you blocked.
Think they have a 'blessing' (not sure what it was called) that negates the damage your target recieves from the next attack (only 1 attack). Can't remember were I saw the ability.
Mapex
04-06-2008, 07:12 PM
Holy (unholy?) thread Necromancy, Batman!
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