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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
*Grace à son système de posture, le Guerrier Fantôme peut s'adapter aux besoins de son groupe et même en changer au cours du combat. *En Assaut, le Guerrier-Fantôme donne un support appréciable aux alliés en mêlée *En Eclaireur, il a à sa disposition un nombre important de crowd control et de debuff qui peuvent aider le groupe autant dans un rôle offensif (interruption des lanceurs de sorts, ralentissement d'ennemis pour que les alliés CaC les rattrapent...) que défensif (débarasser les soigneurs alliés d'ennemis CaC) *En Escarmouche, il peut faire des dégats tout en bougeant, ce qui permet une grande moblité, ainsi que d'achever les fuyards ou au contraire de couvrir une fuite. - Gameplay de la classe *Le Guerrier-Fantôme dispose de 3 postures différentes qui le renforcent dans un rôle donné, avec la possiblité de passer d'une posture à l'autre à tout moment. On ne peut utiliser qu'une posture à la fois. Chaque posture offre un bonus spécifique et débloque l'utilisation de certaines compétences (quelques comptences peuvent être utilisées avec deux postures différentes): -la posture d'Assaut, orientée vers le combat rapproché, augmente la Force et la Capacité d'Arme du Guerrier Fantôme, et double son armure. -la posture d'Escarmouche, orientée vers le combat à l'arc en mouvement à courte portée, augmente l'Endurance du Guerrier Fantôme et octroie un bonus de 5% aux chances de coups critiques avec l'arc. -la posture d'Eclaireur , orientée vers le tir à l'arc à distance, augmente la Capacité Ballisitique et l'Initiative du Guerrier Fantôme, ainsi que la portée de ses attaques à l'arc de 10%. *Les spécialisations du Guerrier Fantôme sont également orientées chacune vers une de ces postures et façon de jouer, ce qui va permettre au final au joueur qu'il le souhaite de se concentrer sur une façon de jouer en utilisant uniquement la posture correspondante, et lui donner un rôle bien précis : -Assaut : une ligne corps à corps tres bien adaptée au pve solo, ou permettant une assist sympa au corps à corps en pvp. -Eclaireur : une ligne qui semble etre adaptée au pve groupe-raid mais qui pourtant est fournie de tous les outils indispensables en pvp (silence, snare, ae, debuf armor). On s'amuse ainsi à réduire au silence le soigneur qui essaye de tenir en vie son ptit copain dans l assist, ou exploser les classes en robe restées en retrait, voir même lacher plusieurs sorts de zone à la suite sur le même spot -Escarmouche : une ligne orientée ver le PvP, particulièrment adaptée aux groupes errants en zones RvR, et permet de jouer tout en mouvement, faisant du Guerrier Fantome un zoneur mobile. *Un autre façon d'appréhender le Guerrier Fantôme consiste à exploiter la polyvalence de la carrière en jouant le passage d'une posture à l'autre au cours des combats, sans se restreindre à une seule. - Voies de Maitrise *L'Eclaireur : attaques à l'arc de longue portée *Assaut : combat rapproché *L'Escarmouche : attaques à l'arc à courte portée CompétencesAcid Arrow 40 Action Points - 100 ft range - 1s cast - 5s cooldown - Requires Scout or Assault Stance An attack which deals 155 damage and reduces your target's armor by 643 and reduces their chance to block by 10% for 10 seconds. Assault Stance No Cost - Instant cast - 5s cooldown- Grants Assault Stance A close-combat stance which increases your Strength and Weapon Skill by 93, and increases your Armor by 100%. You may only use a single Stance at a time. Barrage 50 Action Points - 65 ft range - 2s cast - 10s cooldown - Requires Skirmish Stance Deals 266 damage to all enemies in an arc in front of you, up to 65 feet away. This ability will continue to build up even if you move. Bolster 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. Broadhead Arrow 25 Action Points - 65 ft range - Instant cast - 3s cooldown An Ailment which deals 460 damage to your target over 15 seconds. Brutal Assault 45 Action Points - 5 ft range - Instant cast - 5s cooldown - Target must be facing away from you - Requires Scout or Assault Stance Deals 225 damage to your target, and makes monsters hate you less than normal. Only usable when you are behind the target. If you are Vengeful, then this attack may be used from any position. Counterstrike 25 Action Points - 5 ft range - Instant cast - 20s cooldown - Requires Assault Stance A quick strike which deals 75 damage to your target and interrupts any ability that they were building up. Diminish 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. Distracting Shot 20 Action Points - 100 ft range - Instant cast - 15s cooldown You Detaunt your target, 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. Draw Blood 25 Action Points - 5 ft range - Instant cast - Requires Assault or Skirmish Stance An Ailment which deals 366 damage over 9 seconds. Exploit Weakness 25 Action Points - 5 ft range - Instant cast - 20s cooldown - Requires Assault Stance A Crippling attack which deals 200 damage and stuns your target for 3 seconds. Eye Shot 20 Action Points - 65 ft range - 1s cast - 10s cooldown - Requires Skirmish Stance A Crippling shot that deals 125 damage and reduces your target's Initiative by 50 for 10 seconds. Fell The Weak 25 Action Points - 100 ft range - 2s cast - 5s cooldown - Requires Scout Stance Deals 273 damage if your target is below 20% hit points, or 136 damage otherwise. If you are Vengeful, then all healing effects used on the target will be 50% weaker for 5 seconds. Festering Arrow 30 Action Points - 100 ft range - 3s cast - 5s cooldown - Requires Scout Stance Deals 516 Corporeal damage to your target. Flame Arrow 45 Action Points - 80 ft range - 2s cast - 10s cooldown - Requires Scout Stance An Ailment which deals 171 Elemental damage to your target and then explodes, dealing an additional 237 Elemental damage over 9 seconds to the target and all other enemies within 20 feet of them. Flanking Shot 25 Action Points - 65 ft range - 1s cast - 10s cooldown - Requires Skirmish Stance - Target must be facing away from you Deals 225 damage to your target. This ability will continue to build up even if you move. Only usable from behind the target. If you are Vengeful, then this attack has a 20% increased chance to critically hit. Glass Arrow 40 Action Points - 80 ft range - 2s cast - 10s cooldown Deals 102 damage to your target. On contact, it will shatter, dealing 275 damage to all enemies over 15 seconds within 30 feet of the target. Hamper 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 Hunter's Fervor 25 Action Points - Instant cast - 60s cooldown An inspired ferver fills your group, increasing AP regeneration by 20% for 15 seconds Lileath's Arrow 45 Action Points - 2s cast - Requires Skirmish Stance A piercing arrow which deals 232 damage to all enemies in front of you, up to 65 feet away. This ability will continue to build up even if you move. Opportunistic Strike 20 Action Points - 5 ft range - Instant cast - 30s cooldown - Requires Assault Stance A Crippling attack that deals 125 damage and disarms your target for 5 seconds, making them unable to use melee or ranged weapons. Rapid Fire 25 Action Points - 100 ft range - Instant cast - 7s cooldown - Requires Scout or Skirmish Stance You move with blinding speed as you quickly fire several shots at your target, dealing 64 damage to the enemy twice per second for up to 3 seconds. This effect will end if you break your concentration, or run out of action points. If you are Vengeful, then the shots will deal 10% more damage. Scout Stance No Cost - Instant cast - 5s cooldown - Grants Scout Stance A long-distance bow stance that increases your Ballistic Skill and Initiative by 62 and the range of your bow attacks by 10%. You may only use a single Stance at a time. Shadow Sting 30 Action Points - 65 ft range - Instant cast - Target must be Ailing An Ailment which deals 297 damage to your target over 9 seconds and causes all healing effects used on them to become 50% weaker. Only usable on a target that is already Ailing. Skirmish Stance No Cost - Instant cast - 5s cooldown - Grants Skirmish Stance A close-range bow stance that increases your Toughness by 62 and the chance that your bow attacks will critically hit by 5%. You may only use a single Stance at a time. Spiral-Fletched Arrow 25 Action Points - 65 ft range - 1s cast - Requires Assault or Skirmish Stance Deals 125 damage to your target. This ability will continue to build up even if you move. Steady Aim 25 Action Points - Instant cast - 30s cooldown For the next 6 seconds, all of your attacks will have a 50% higher chance to critically hit, but will take an additional 2 seconds to build up. Sweeping Slash 30 Action Points - Instant cast - 10s cooldown - Requires Assault Stance Deals 175 damage to all enemies in an arc in front of you, up to 30 feet away. Swift Strikes 20 Action Points - 5 ft range - Instant cast - 13s cooldown You unleash a punishing series of attacks on your enemy for up to 3 seconds, striking them twice per second and dealing 62 damage per hit. If the target is building up an ability, then your strikes will deal 125 damage instead. This ability will end if you break your concentration or run out of action points. Takedown 25 Action Points - 65 ft range - 1s cast - 15s cooldown - Requires Scout or Skirmish Stance An Ailment which deals 125 damage and snares your target, reducing their run speed by 40% for 10 seconds. If you are Vengeful, then the target will also be knocked down for 3 seconds. Throat Shot 30 Action Points - 100 ft range - 1s cast - 30s cooldown - Requires Scout Stance A Crippling shot that deals 180 damage and silences your target for 5 seconds, making them unable to use magic. Vengeance Of Nagarythe 40 Action Points - Instant cast - 180s cooldown - Grants Vengeful You are filled with a desire for vengeance, increasing all damage you deal by 20% for 15 seconds. During this time some of your abilities will gain additional effects. Whirling Pin 30 Action Points - Instant cast - 20s cooldown All enemies within 30 feet become Rooted, making them unable to move for 5 seconds. Rooted targets have a 50% chance to break free when they suffer damage. TacticsBend The Winds Increases your Elemental resistance by 195. Blood-Soaked War Any time you kill an enemy, you will instantly regain 234 health. Bullseye Whenever you critically hit an enemy, your chance to critically hit is increased by 20% for 5 seconds, but you also become 10% more vulnerable to being critically hit. Centuries Of Training Upon striking a target there is a 25% chance to inflict an additional 120 damage over 5 seconds. Charge Forth Reduces the maximum ranges of all Path Of The Skirmisher attacks by 20 feet, but increases their chances to critically hit by 20%. Clever Recovery If an enemy dodges any of your attacks, you will regain 75 Action Points. This effect will not trigger more than once every 3 seconds. Discerning Offense Your attacks have a 10% reduced chance to be defended against. Distracting Rebounds Distracting Shot will now also affect any other enemies within 20 feet of your initial target. Enchanted Arrows Flame Arrow and Festering Arrow will now bypass all of your victim's resistances. Expert Skirmisher You deal 25% more damage when you are within 45 feet of your target, but 20% less damage when you are further than 45 feet away from them. Guerrilla Training Reduces the action point costs of all abilities within the Path Of The Scout by 35%. Instinctive Aim Reduces Steady Aim's cooldown time by 20 seconds. Keen Arrowheads Increases the durations of Broadhead Arrows to 21 seconds, Takedown to 15 seconds, and Eye Shot to 15 seconds, and Takedown's stunning effect will now last for 5 seconds. Leading Shots Any time you critically hit with a ranged attack, your group's chances to critically hit will be increased by 15 for 10 seconds, but this will not affect you. Merciless Soldier Reduces the action point costs of all abilities within the Path Of Assault by 35%. No Quarter Any detaunt effects used against you will fade away 50% faster. No Respite Increases your chance to parry attacks by 10%. Each time you parry an attack, your chance to critically hit is increased by 10% for 10 seconds. Pierce Defenses If an enemy blocks, dodges, or parries any of your attacks, their chances to block, dodge, and parry will be reduced by 15% for 10 seconds. Replenishing Strikes Any time you critically hit an enemy, you will regain 40 Action Points. Tactic can not trigger more than once every 3 seconds. Sinister Assault Brutal Assault will now bypass all of the target's armor. Smoldering Arrows Flame Arrow's damage over time is increased to 417 damage. Split Arrows Spiral-Fletched Arrow now hits all enemies within 20 feet of your initial target. Steady Aim Increases your Ballistic Skill by 124 Wrist Slash Grim Slash will now reduce your enemy's Weaponskill by 75 and Initiative by 50 for 10 seconds, and increase your Weaponskill and Initiative by the same amount. MoralesConcealment Morale Rank 1 - No Cost - Instant cast - 60s cooldown With luck and experience you are able to both Dodge and Disrupt all attacks against you for 7 seconds. Explosive Shots Morale Rank 3 - No Cost - Instant cast - 60s cooldown All of your ranged attacks will explode for the next 10 seconds, dealing 210 damage to all enemies within 30 feet of your target. 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. Hail Of Doom Morale Rank 4 - No Cost - 100 ft range - Instant cast - 60s cooldown You focus on a spot on the ground for up to 5 seconds, constantly shooting at all enemies within 30 feet of that area for 240 damage. Instill Fear Morale Rank 3 - No Cost - Instant cast - 60s cooldown All enemies within 360 will become disarmed and silenced for 7 seconds. Lileath's Forgiveness Morale Rank 1 - No Cost - Instant cast - 60s cooldown Removes all Hexes, Curses, Cripples, and Ailments from you. You regain 250 Action Points. Outrider Patrol Morale Rank 2 - No Cost - 100 ft range - Instant cast - 60s cooldown Arrows strike the ground at a spot you select, dealing 960 damage to all enemies within 30 feet of that spot. Penetrating Arrow Morale Rank 4 - No Cost - Instant cast - 60s cooldown Deals 800 damage to all enemies in front of you, up to 40 feet away, and an additional 800 damage over 10 seconds. Point-Blank Morale Rank 1 - No Cost - 65 ft range - Instant cast - 60s cooldown A mid-range attack that deals 480 damage and knocks targeted player away. Monsters will be knocked down. Rain Of Steel Morale Rank 4 - No Cost - 100 ft range - Instant cast - 60s cooldown You repeatedly shoot arrows at the ground for 10 seconds, dealing 164 damage every second to all enemies within 30 feet of that spot. Unshakable Focus Morale Rank 2 - No Cost - Instant cast - 60s cooldown A cold unyielding focus increases your damage by 100% for 7 seconds. Whirling Rage Morale Rank 4 - No Cost - Instant cast - 60s cooldown Deals 1600 damage to all enemies within 30 feet. |
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19/08/2008, 16h24 |
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[Wiki] Carrière - Guerrier-Fantôme
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Partager | Rechercher |
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ok c'est cool tout ça mais à quand la traduction française pour les sorts et tout ça?? (s'il vous plaît)
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22/08/2008, 22h01 |
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si, quelque chose m'en empeche... C'est que je ne parle pas anglais ...
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22/08/2008, 23h35 |
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cette classe peut elle se fufu ?
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26/08/2008, 18h17 |
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Stealth
Quelqu'un peut-il confirmer si le guerrier-fantôme peut utiliser le stealth?
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26/08/2008, 18h39 |
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26/08/2008, 18h39 |
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Dramatic Gopher |
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soit loué!!
tu es un dieu jarek mace! |
01/09/2008, 12h35 |
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Empereur / Impératrice
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les barres d'actions sont différenciées par stance.
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22/10/2008, 19h10 |
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Donc si je comprends
*L'Eclaireur : barre 1 *Assaut : barre 2 *L'Escarmouche : Barre 3 C' est ça ? 4 et 5 pour les macros et popos ? |
23/10/2008, 10h21 |
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Empereur / Impératrice
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Merci je vais essayer
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24/10/2008, 15h04 |
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Empereur / Impératrice
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Comme kiiv.
il est d'ailleur conseillé de mettre les macros / popo dans la barre d'action avec les comp Sait on jamais, un malheur est si vite arrivé sur WAR |
24/10/2008, 18h49 |
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Monsieur Biaque |
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[ Edité par Darwyn : sans objet. ]
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13/11/2008, 21h09 |
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Par contre, en terme de numerotation, ta barre 1 reste la barre 1, et ta barre 2 reste la barre 2, juste le contenu va etre different en fonction de ta posture. Je te suggere, egalement, d'organiser tes fleches et coups CC toujours au meme endroit (ainsi il ne changeront pas de place quand tu changeras de posture). De meme organiser tes barres par zones. Par exemple, une zone pour la posture scout, une pour les fleches skirmish, et une autre pour les coups CC. Mais ce n'est que mon avis . Personnelement, j'ai besoin de 4 barres pour egalement y ajouter les potions, les debuff ballistes, ma monture, et mes macros. Peace |
28/01/2009, 09h55 |
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