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Aekari
07-28-2008, 05:33 PM
I was curious if there was any solid information on this particular subject or if it is merely speculation at this point.

In the different talent trees of the Archmage, will there be exclusive spells/buffs/debuffs/abilities in each tree or do you think the Archmage will have access to these things no matter their specialization? Will building in a certain tree grant you things that the other trees will not or will they simply be more effective by building in the respective tree?

I'm assuming the former option or perhaps a little bit of both. I'm just curious because this will greatly affect my decision on how to build my Archmage. Sorry if this was worded funny. :D

Roksana
07-28-2008, 06:24 PM
from warhammerinfo. i'm not linking to the site because my antivirus blocked a worm when i visited the page, i'll have to let them know they've been hacked. Also please note that this is a beta build, ap costs, cooldowns, etc will likely change before the game goes live.
Class Skills
Healing Energy- "Enhanced by Path of Isha" Damage High Magic reduces cast time. Your target regains a moderate amount of health immediately, then continues to regain another moderate amount of health over the next 9 seconds. Damage High Magic reduces cast time. Builds Healing High Magic. 60 AP AP 150 ft ft 2s Cast 0s CD

Searing Touch- "Enhanced by Path of Asuryan" You concentrate on your target for up to 3 seconds, repeatedly dealing moderate Spirit damage to them as long as you maintain concentration. Each point of High Magic increases effectiveness by 5%. Builds Damage High Magic. 25 AP AP 100 ft ft Instant Cast 8s CD

Lambent Aura- "Core Ability" Heals your target for a moderate amount of health over 15 seconds. Each point of High Magic increases effectivenss by 5%. Damage High Magic increases effectiveness. Builds Healing High Magic. 30 AP AP 150 ft ft Instant Cast 0s CD

Mistress of the Marsh - "Path of Vaul (13)" For 10 seconds, all enemies within 30 feet of a spot that you select will have their Initiative reduced by a large amount and become snared, reducing their run speed by 60%. 20 AP AP 100 ft ft 3s Cast 30s CD

Magical Infusion - "Path of Isha (13)" For the next 20 seconds, all healing spells used on the target will be 25% more effective. 40 AP AP 100 ft ft 3s Cast 30s CD

Shield of Saphery - "Enhanced by Path of Isha" Surrounds an ally with a magical barrier for up to 9 seconds which will absorb a high amount of incoming damage. Each point of High Magic increases effectiveness by 5%. Damage High Magic increases effectiveness. Builds Healing High Magic. Only usable on groupmates. 40 AP AP 150 ft ft Instant Cast 20s CD

Walk Between Worlds- "Core Ability" You cannot be set back for 5 seconds and detaunts all enemies around you, making them hate you less and reducing the damage they deal to you by 50%. 30 AP AP N/A ft Instant Cast 60s CD

Boon of Hysh - "Enhanced by Path of Isha" Heals your target for a very high amount. This is a fragile spell and will always be set back by a large amount if you are damaged while casting it. Damage High Magic reduces cast time. Builds Healing High Magic. 50 AP AP 150 ft ft 3s Cast 0s CD

Radiant Lance - "Enhanced by Path of Asuryan" Does moderate damage to your target. Healing High Magic reduces cast time. Builds Damage High Magic. Unknown AP 100 ft ft 2s Cast 0s CD

Law of Conductivity - "Enhanced by Path of Asuryan" Does moderate damage to your target over 15 seconds. Each point of High Magic increases effectiveness by 5%. Healing High Magic increases effectiveness. Builds Damage High Magic. Unknown AP 100 ft ft Instant Cast Unknown CD

Radiant Gaze - "Unknown" Does moderate damage to your target over 9 seconds. That target does 5% less damage and reduces their critical rate by 5% for the duration of the spell. 50 AP AP 100 ft ft Instant Cast 10s CD

Flee - "Core Ability" You run away from the battle in a mad panic, increasing your run speed for 10 seconds. You immediately lose all of your action points, any career mechanic points, your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed. You can use this ability again to cancel the effect early, but you will still remain panicked and will not regain action points for the full duration. All AP AP No range ft Instant Cast 30s CD

Class Morale Abilities
Divine Favor A strong heal that will restore an extremely high amount of health to your target. Rank 1 150 ft Instant Cast 60s CD

Rampaging Siphon Deals a good amount of damage to all enemies within 30 feet, and heals your entire group for the full amount of the damage dealt. Rank 2 30 ft Instant Cast 60s CD

Steal Life Your target suffers a high amount of damage over the next 9 seconds and you are healed for half the damage dealt. Rank 1 100 ft Instant Cast 60s CD

Alter Fate Resurrects all groupmates within 30 feet. Anyone who is brought back from the dead will also be healed over the next 5 seconds. Rank 4 30 ft Instant Cast 60s CD

Divine Protection - Everyone in your group is protected by a magical shield which will absorb a large amount of incoming damage. Rank 3 150 ft Instant Cast 60s CD

Class Tactics
Divine Fury "Core Ability" You deal 25% more damage, but all of your healing becomes 20% less effective. 1 Tactic Slot

Restorative Burst- "Core Ability" Any time you critically heal an ally, you will regain 50 Action Points. 1 Tactic Slot

gordianus
07-28-2008, 06:26 PM
http://warhammerinfo.com/db/c/index.php?switch=Archmage (http://warhammerinfo.com/db/c/index.php?switch=Archmage)

Has some info on spells and it tells what path the spells are from.

http://warhammeronline.wikia.com/wiki/Shaman (http://warhammeronline.wikia.com/wiki/Shaman)

Has detailed shaman info, and since arch mage is the shamans mirror then you may be able to get a better idea looking at the shaman.

Fontaine
07-28-2008, 06:35 PM
There will be exclusive spells for each, or some, mastery (talent) trees.

It is like this for, I believe, all classes.

Roksana
07-28-2008, 06:36 PM
http://warhammerinfo.com/db/c/index.php?switch=archmage (http://warhammerinfo.com/db/c/index.php?switch=archmage)

has some info on spells and it tells what path the spells are from.

http://warhammeronline.wikia.com/wiki/shaman (http://warhammeronline.wikia.com/wiki/shaman)

has detailed shaman info, and since arch mage is the shamans mirror then you may be able to get a better idea looking at the shaman.
Edit: they seem to have fixed the worm.

Aekari
07-28-2008, 08:59 PM
Awesome. Thanks for the responses guys. The Archmage is looking better by the minute.

Azerael Daemon
07-29-2008, 03:12 AM
Only 1 path of vaul ability?

Roksana
07-29-2008, 04:16 AM
Only 1 path of vaul ability?

What I posted is just what warhammerinfo found out at the 2008 Origins gaming convention. I am guessing it's a partial list.

Faltina
07-30-2008, 04:08 AM
The class looks like it's very "heal" orientated so far...

Enelysios
07-30-2008, 12:55 PM
The class looks like it's very "heal" orientated so far...

This is a partial list. There will likely be many more abilities.

Faltina
08-02-2008, 04:54 PM
This is a partial list. There will likely be many more abilities.

Hence my "so far" statement. ;)

Enelysios
08-02-2008, 10:50 PM
Hence my "so far" statement. ;)

"So far" is like "I think...". You were still commenting about the direction and gameplay of the class from information that is limited enough to not be able to give any kind of real impression in that regard. This data isn't a progress report of all the abilities they have added to date, if it was, yes you could comment on the state of the class "so far". However, this s just a random selection of abilities from the class, it is not the state of the class, and this sample in no way speaks about the class's focus, it is far too small a sample, and far to evenly balanced to have any statistical significance.

given that there are only 4 healing abilities versus 3 damaging ones displayed here, I don't think anyone can draw any kind of conclusion. (I am not counting moral abilities because I am fairly certain several of them, including the moral level 4 ability are -archtype- abilities, given to every support class, given that all the support classes all have in common is support, one can assume that these are support abilities)

Yionel
08-17-2008, 08:42 AM
I still need to understand the link between Mistress of the Marsh a spell from the lore of Life and Vaul the god of the forge.....

wellsy
08-18-2008, 01:16 AM
I still need to understand the link between Mistress of the Marsh a spell from the lore of Life and Vaul the god of the forge.....

I think it is more to do with the Path of Vaul being much more subtle. Vaul is the Smith God, and his devotees enchant the weapons and armour they forge with cunning spells to aid and abet their bearer, and to hinder that person's foes.

But I do, to an extent agree. Hoeth would have been a much better choice for the third path than Vaul.

Kaeldor
08-18-2008, 06:16 AM
The class looks like it's very "heal" orientated so far...

Read the skills of the first 5 levels, maybe this will relativate your impression a bit:

http://www.massively.com/2008/08/15/the-elves-of-war-meet-the-archmage-levels-1-5/

Of course it's just the first 5 levels, but it seems that the class gets some nice damage spells two.

Two damage and one healing dot in the first 4 levels is really nice.