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Vous trouverez ici toutes les informations connues sur les Carrières (ou classes) de Warhammer Online. Ces informations proviennent des informations données par le jeu et des retours d’expérience des joueurs de la bêta européennes et américaines. Attention cependant, les compétences et par conséquence le rôle des Carrières peuvent encore un peu changer durant la béta, et nous pouvons nous attendre à ce qu'elles subissent également des modifications après la release, comme tout bon MMO qui se respecte... Les compétences présentées sont toutes celles que peut posséder une carrière donnée au niveau 40, ceci comprenant les compétences de bases et celles de spécialisations. Les valeurs des compétences, données à titre d'indication, sont celles de personnages de niveau 31 avec 5 points dans chaque voie de Maitrise, issus de la version 3.2 de la Beta. Description générale![]() - Points Forts :
- Points Faibles :
Nécessite de se mettre en danger pour être efficace (système de Combustion) - Apport de la classe au groupe : *en PvE, le Sorcier Flamboyant est avant tout apprécié pour ses sorts de zone qui permettent de détruire rapidement des paquets de monstres de base, et entrainer des dégats conséquents sur les cibles uniques plus résistantes (champions, héros, seigneurs) grace à l'utilisation conjointe de ses sorts directs et ses nombreux sorts de dégats dans le temps. *en RvR, le grand intérêt du Sorcier Flamboyant est également ses sorts de zone qui, en attaque autant qu'en défense, permettent de faire reculer la masse ennemie si ce n'est de la décimer. *Le Sorcier Flamboyant dispose également de buffs de groupe d'une heure qui augmentent de manière globale les dégats de son groupe. - Gameplay de la classe : *le système de Combustion : le Sorcier Flamboyant dipose d'une jauge spécifique de Combustion, qui, vide au départ, se remplit grace à l'utilisation de ses sorts offensifs générant chacun un montant donné de Combustion, pour un maximum de 100 points de Combustion. La Combustion augmente les chances de faire des dégats critiques avec tous les sorts du Sorcier, et augmente également les dégats occasionnés en cas de critiques. Il faut faire attention cependant car chaque fois que le Sorcier Flamboyant lance un sort générant de la Combustion il y a une chance que cela produise une explosion qui lui fasse des dégats. Plus la quantité de Combustion déjà emmagasinée est grande, plus il y a de chances d'explosion et plus les dégats occassionnés par l'explosion sont importants (une Explosion à 100 de Combustion enlève presque 1/5ème de la vie du Sorcier). Les bonus octroyés dépendent directement de la quantité de Combustion emmagasinée: 1-10 Combustion : +5% de chance de critique, +10% des dégats critiques, 5% de chance d'Explosion 11-30 Combustion : +10% de chance de critique, +20% des dégats critiques, 10% de chance d'Explosion 31-70 Combustion : +20% de chance de critique, +40% des dégats critiques, 20% de chance d'Explosion 71-90 Combustion : +40% de chance de critique, +80% des dégats critiques, 40% de chance d'Explosion 91-100 Combustion : +50% de chance de critique, +100% des dégats critiques, 50% de chance d'Explosion La jauge de Combustion commence à se vider après 10 secondes passées sans utiliser de sorts générant de Combustion. *de base, les sorts du Sorcier-Flamboyant ne sont pas très puissants et il faut que sa jauge de Combustion soit au maximum ou presque pour qu'il devienne vraiment utile et efficace en terme de dégats. Celà signifie qu'avec le système d'Explosion un Sorcier Flamboyant aura non seulement déjà perdu un peu de sa vie avant d'atteindre son maximum de Combustion, mais qu'ensuite il ne vivra pas très longtemps sur le champ de bataille seul, la plupart du temps tué par ses propres explosions. En RvR le Sorcier-Flamboyant a donc impérativement besoin du soutien régulier d'un soigneur pour pleinement exprimer son potentiel, même s'il ne s'agira que d'un soin de temps à autre et non de le monopoliser pleinement. - Voies de Maitrise : *Incinération : dégats immédiats *Immolation : effets de longue durée *Conflagration : effets de zone CompétencesAbate War Engine No Cost - 100 ft range - 3s cast - 300s cooldown - Only usable on Siege Engines Siege Targetted debuff. Decreases damage done by that siege engine by 10% for 30 seconds. Does not work on Rams. Only one effect of this type per siege engine. Annihilate 25 Action Points - Instant cast - 8s cooldown - Builds 15 Combustion - Has a chance to cause an Explosion! You concentrate on your magical powers for up to 3 seconds, opening your body to serve as a vessel for the raw power of the Red Wind. The unleashed power will deal 150 Corporeal damage each second to all enemies within 30 feet, but you will also suffer 50 damage each second from the strain. This effect will end if you break your concentration, or run out of action points. Boiling Blood 25 Action Points - 100 ft range - Instant cast - 10s cooldown - Builds 5 Combustion - Has a chance to cause an Explosion! A Hex which causes your target's blood to boil within their body, dealing 435 Corporeal damage to them over 15 seconds and reducing their Corporeal resistance by 236. Burning Iron 40 Action Points - 100 ft range - 1s cast - 20s cooldown - Builds 10 Combustion - Has a chance to cause an Explosion! Your target's weapons become red hot, dealing 129 Corporeal damage to them and causing them to lose 50 Action Points. Burnout No Cost - Instant cast You call upon the Winds Of Magic to grant you power, instantly regaining 110 Action Points, but dealing 210 damage to you which you can not prevent. Cauterize 25 Action Points - 150 ft range - Instant cast - 5s cooldown You cause an open wound to sear itself shut, removing one Injury from an ally. Choking Smoke 25 Action Points - 80 ft range - Instant cast - 30s cooldown - Builds 20 Combustion - Has a chance to cause an Explosion! A Hex which turns the air into unbreathable smoke and ash, dealing 166 Corporeal damage to your target. The target and all other enemies within 20 feet become silenced for 5 seconds, making them unable to use magic. Detonate 45 Action Points - 80 ft range - Instant cast - 10s cooldown - Target must be Hexed - Builds 25 Combustion - Has a chance to cause an Explosion! You reach through the power of a Hex on the target to instantly deal 125 Elemental damage to them, and an additional 498 Elemental damage over 9 seconds to them and all other enemies within 20 feet. Enhance War Engine No Cost - 5 ft range - 3s cast - 300s cooldown - Only usable on Siege Engines Siege Targetted buff. Increases damage done by that siege engine by 10% for 30 seconds. Does not work on Rams. Only one effect of this type per siege engine. Favourable Winds 20 Action Points - Instant cast - 120s cooldown Aqshy, the Wind of Fire, bends and twists in your favour momentarily. For the next 10 seconds, any of your abilities which work against multiple targets will have a 50% larger radius. Fiery Blast 40 Action Points - 80 ft range - 3s cast - Builds 20 Combustion - Has a chance to cause an Explosion! You fling a massive ball of fire, dealing 250 Elemental damage to your target and all other enemies within 20 feet of them. Fire Cage 30 Action Points - Instant cast - 20s cooldown All enemies within 30 feet are Rooted as they become trapped within a cage of searing flames, making them unable to move for 5 seconds. Rooted targets have a 50% chance to break free when they suffer damage. Fireball Barrage 30 Action Points - 80 ft range - Instant cast - 13s cooldown - Builds 15 Combustion - Has a chance to cause an Explosion! You assault your target with a constant stream of fireballs, striking them up to 3 times over 3 seconds. Each blast deals 309 Elemental damage to your target, and 103 Elemental damage to all other enemies within 20 feet of them. This effect will end if you break your concentration or run out of action points. Flame Breath 45 Action Points - Instant cast - 10s cooldown - Builds 20 Combustion - Has a chance to cause an Explosion! You momentarily turn your very breath into a rolling burst of flames, dealing 302 Elemental damage over 0 seconds to all enemies in a cone in front of you, up to 0 feet away. Flame Shield 30 Action Points - 150 ft range - Instant cast Everyone in your group is Enchanted with a protective shield of flickering flames for 1 hour, giving them a 25% chance to deal 50 Elemental damage back against the attacker when they are struck by a melee attack. Flames Of Rhuin 30 Action Points - 150 ft range - Instant cast An Enchantment which infuses your group with the spirit of fire for 1 hour, giving them a 25% chance to deal an additional 103 Corporeal damage any time they deal damage. Funnel Power No Cost - Instant cast - 60s cooldown You become a living conduit for the power of the Red Wind of Magic, causing all of your directly damaging magical attacks to deal an additional 77 Corporeal damage to your target, but you will also suffer 51 damage for each one. Use this ability again to turn it off. Hex War Engine No Cost - 100 ft range - 3s cast - 300s cooldown - Only usable on Siege Engines Siege Targetted debuff. Increases the times it takes to fire that siege engine by 2 seconds for 30 seconds Nova 45 Action Points - 100 ft range - Instant cast - 10s cooldown - Builds 40 Combustion - Has a chance to cause an Explosion! A powerful spell which makes your target spontaneously combust, dealing 283 Elemental damage to them. Playing With Fire 30 Action Points - 100 ft range - Instant cast - 30s cooldown A Hex which surrounds the target with hungry flames, causing all healing used on them for the next 10 seconds to become 50% less effective. Each time someone attempts to heal them, the flames will lash out, and healer will suffer 100 Elemental damage. Pyroclastic Surge 30 Action Points - 100 ft range - 2s cast - Builds 10 Combustion - Has a chance to cause an Explosion! A fountain of molten lava envelops your target, dealing 239 Corporeal damage. If they are Hexed, then they will also be inflicted with a disorienting Hex for 3 seconds, causing all of their actions to take an additional 1 seconds to build up. Rain Of Fire 13 Action Points - 80 ft range - Instant cast - 20s cooldown - Builds 15 Combustion - Has a chance to cause an Explosion! You call down a shower of flames from the Winds Of Magic that rains down for the next 10 seconds, falling upon a spot you select and repeatedly dealing 199 damage to all enemies within 20 feet of that spot. Scorched Earth 40 Action Points - Instant cast - Builds 20 Combustion - Has a chance to cause an Explosion! You send a blast of heat into the ground around you, dealing 100 Corporeal damage to all enemies within 30 feet. Sear 45 Action Points - 100 ft range - 1s cast - 5s cooldown - Builds 25 Combustion - Has a chance to cause an Explosion! Causes a pillar of scalding gas to erupt from the ground, dealing 232 Elemental damage to your target. Shield Of Aqshy 20 Action Points - Instant cast - 30s cooldown An Enchantment which calls upon the power of the Red Wind to increase your armor by 767 for 10 seconds, and makes it 50% less likely that you will be set back while building up abilities. Slow Boil 30 Action Points - 100 ft range - Instant cast - 20s cooldown - Builds 5 Combustion - Has a chance to cause an Explosion! For the next 10 seconds, the target is inflicted with a Hex which raises their temperature to a delirious fever, causing all of their abilities to take an extra 5 seconds to cool down. When this effect ends, they will suffer 299 Corporeal damage as the fever peaks. Smoke Screen 20 Action Points - 100 ft range - Instant cast - 15s cooldown You Detaunt your target by surrounding them with thick smoke, making them hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone that you have Detaunted, the effect will immediately end. Spreading Flames 30 Action Points - 80 ft range - Instant cast - 20s cooldown - Target must be Hexed - Builds 10 Combustion - Has a chance to cause an Explosion! Only usable on a Hexed enemy. Deals 335 Elemental damage to your target over 15 seconds. Each time that this effect damages them, the flames will spread, causing 3930 Elemental damage over 0 to all other enemies within 0 feet of them. Stop, Drop, And Roll 30 Action Points - 100 ft range - Instant cast - 20s cooldown - Target must be Ignited - Builds 10 Combustion - Has a chance to cause an Explosion! You grasp the power of your Ignite hex and cause it to explode with concussive force, dealing 175 Elemental damage to your target and knocking them down for 3 seconds, but extinguishing your Ignite. Withering Heat 13 Action Points - 100 ft range - Instant cast - 11s cooldown - Builds 15 Combustion - Has a chance to cause an Explosion! You turn the air around your enemy into a grasping storm of burning flames for up to 6 seconds, dealing up to 1064 Corporeal damage and snaring them, reducing their run speed by 40%. This effect will end if you break your concentration, or run out of action points. TacticsBurn Through Fireball and Pyroclastic Surge are now virtually undefendable. Close Quarters Your magical attacks will deal 25% more damage if the target is within 45 feet, but 20% less damage if they are further away. Crown Of Fire Any time that you are struck by a melee attack, there is a 25% chance that the attacker will become stunned for 1 seconds. This stun does not grant immunity. Devour Energy Whenever one of your spells hits an enemy, you have a 25% chance to regain 30 Action Points. This effect can not occur more than once every 2 seconds. Distracting Fires Reduces the cooldown times of Smoke Screen and Fire Cage by 7 seconds. Draining Burn Burning Iron will now deal 155 damage, and you will regain 50 Action Points when it hits. Embrace The Flames Burnout will now only deal 90 damage to you. Emperor's Ward Any time you are attacked, there is a 25% chance that you will become protected by a magical barrier for up to 10 seconds, which will absorb up to 210 damage. This effect will not trigger more than once every 3 seconds. Endless Knowledge Increases your Intelligence by 124. Explosive Force Any time that your Combustion causes an Explosion, the blast will also deal 50% of the damage to all enemies within 30 feet of you. Fan The Flames Increases the radii of Rain Of Fire and Detonate by 50%. Fiery Reserves Reduces the cooldown times of Flame Breath and Rain Of Fire by 10 seconds. Flashfire Any time an enemy disrupts one of your spells, your next spell within the next 10 seconds which would normally have a buildup time will cast instantly instead. This effect will not trigger more than once every 3 seconds. Fuel To The Fire Increases the durations of Ignite, Detonate, and Boiling Blood by an additional 3 seconds. Fueled From Within Flames Of Rhuin will now deal 155 damage, and Flame Shield will now deal 100 damage. Ignition Each time that Ignite deals damage, there is a 33% chance that all of the enemy's resistances will become reduced by 236 and their armor will become reduced by 618 for 5 seconds. Lingering Fires Pyroclastic Surge and Flame Breath gain a 25% chance to cause an additional 100 Elemental damage over 5 seconds to each target hit. Power From The Ashes Meltdown will now restore your action points, returning an amount equal to the Combustion which was expended. Searing Vitality Sear will now heal you for 67% of the damage that it deals. Sigmar's Favor Any time that you are healed, there is a 25% chance that you will regain an additional 108 hit points as well. Sleight Of Hand Enemy monsters will hate you 50% less than normal. Smoldering Embers When Ignite, Boiling Blood, and Slow Boil end or are removed, there is a 25% chance that they will re-kindle, reapplying themselves to the target once again. Be cautious, though, for you will build Combustion and have a chance to cause an Explosion each time that they are reapplied! Unwavering Faith Increases your Spirit resistance by 195. Wildfire When an enemy is hit by your Fiery Blast, Scorched Earth, or Flame Breath, there is a 25% chance that they will become surrounded by flames for 5 seconds, dealing 75 Elemental damage each second to all other enemies within 30 feet of them. MoralesConflagration Of Doom Morale Rank 4 - No Cost - 100 ft range - Instant cast - 60s cooldown A spot that you select bursts into flames for 8 seconds, dealing 200 damage each second to all enemies within 30 feet. Focused Mind Morale Rank 2 - No Cost - Instant cast - 60s cooldown For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back. Heart Of Fire Morale Rank 3 - No Cost - Instant cast - 60s cooldown Removes all Hexes and Curses from you. You regain 190 health over 15 seconds. Mage Bolt Morale Rank 1 - No Cost - 100 ft range - Instant cast - 60s cooldown A focused blast that deals 960 damage. Magic Dart Morale Rank 1 - No Cost - 100 ft range - Instant cast - 60s cooldown Deals 480 damage to your target and sends them flying backwards away from you. Misdirection Morale Rank 1 - No Cost - Instant cast - 60s cooldown A strong counter aura will redirect half of any incoming Magic damage back to to it's caster which also reduces the amount of damage you take. Ruin And Destruction Morale Rank 2 - No Cost - Instant cast - 60s cooldown Deals 480 damage to all enemies within 30 feet, and stuns them for 5 seconds. Scintillating Energy Morale Rank 3 - No Cost - 100 ft range - Instant cast - 60s cooldown Deals 960 damage to your target, and stuns them for 7 seconds. Siphon Power Morale Rank 2 - No Cost - 100 ft range - Instant cast - 60s cooldown Steals up to 200 action points from your target and gives it to you, and reduces your target's Intelligence by 124 for 30 seconds. The Burning Head Morale Rank 4 - No Cost - 100 ft range - Instant cast - 60s cooldown Deals 1648 damage to your target, and 1236 to all other enemies within 30 feet of them. All enemies hit by this effect will lose 600 points of Morale. Unleash The Winds Morale Rank 4 - No Cost - 5 ft range - Instant cast - 60s cooldown Deals 1440 damage to all enemies within 30 feet, and knocks them away from you. Wall Of Fire Morale Rank 4 - No Cost - Instant cast - 60s cooldown A wall of fire shoots outwards from you and remains on the ground for 8 seconds, dealing 200 damage each second to any enemies touching it. |
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