[Wiki] Carrière - Dresseur de Squig

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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


https://war.jeuxonline.info/carrieres/detail/6

https://jolstatic.fr/upload/war/Site/Zeb/Beta/SHs.jpg


- Points Forts & Apport de la classe au groupe :
  • Debuff armure utile dans une assist tank
  • Debuff heal
  • Des CC : Silence (single), désarmement (single), root (AOE), snare (single), bump (sous la forme Squig Armor et en AOE), bump (moral 1 et single), stun (sous la forme Squig Armor et single)
  • Des CC par son pet : Stun (par le squig de base et single), bump (par le squig cornu et single), Cooldown rallongé de 5s (en zone par le squig à gaz voie de spé, et AOE)
  • Tir en mouvement
  • Possibilités de jouer (selon la spé) aussi bien en DPS distance single/AOE ou CàC



- Points Faibles:

  • Résistance moyenne


- Gameplay de la classe (catégories) :

  • Big Shootin' : Orienté tir fixe
  • Stabbin' : Orienté pet/cac
  • Quick Shootin' : Orienté tir en mouvement


-Voies de Maitrise
[*]Big Shootin' : combat à l'arc de longue portée[*]Stabbin' : combat au corps à corps[*]Quick Shootin' : combat à courte portée et à l'arc en mouvement


/!\ Listes ci-dessous non à jour (1.3)

Compétences


Behind Ya!
25 Action Points 65 ft range Instant cast 10s cooldown
Target must be facing away from you
A sneaky bow shot which deals 200 damage to the target.

Bite
No Cost 5 ft range Instant cast 10s cooldown
Requires Squig Armor
A powerful bite that deals 270 damage and has a greatly increased chance to critically hit.

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.

Bounce
No Cost 5 ft range Instant cast 15s cooldown
Requires Squig Armor
Knocks your target down for 3 seconds.

Choking Arrer
30 Action Points 100 ft range 1s cast 30s cooldown

A Crippling shot that deals 103 damage and silences your target for 5 seconds, making them unable to use magic.

Chomp
40 Action Points 100 ft range Instant cast 10s cooldown
Requires an active pet
Commands your pet to deal damage.

Claw
No Cost 5 ft range Instant cast 2s cooldown
Requires Squig Armor
Forces your Battle Squig to claw at the target, dealing 150 damage.

Cut Ya!
25 Action Points 5 ft range Instant cast
An Ailment which deals 231 damage over 9 seconds.

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.

Don't Eat Me
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.

Don't Hit Me!
40 Action Points 5 ft range Instant cast 10s cooldown
You deal 100 damage and interrupt your target's building ability.

Drop That!!
20 Action Points 5 ft range Instant cast 30s cooldown

Target must be Ailing
A Crippling attack that deals 125 damage and disarms your target for 5 seconds, making them unable to use melee or ranged weapons. Only usable against a target that is Ailing.

Explodin' Arrer
40 Action Points 100 ft range 2s cast 10s cooldown
An Ailment which deals 136 Elemental damage to your target and then explodes, dealing an additional 168 Elemental damage over 9 seconds to the target and all other enemies within 20 feet of them.

Farty Squig
60 Action Points 100 ft range Instant cast 20s cooldown

Requires an active pet
You cause your pet to explode, dealing 300 damage to enemies within 30 feet. For the next 10 seconds, the next different squig other than the one that just exploded will be summoned instantly.

Finish 'em Off.
25 Action Points 100 ft range 2s cast 5s cooldown
Deals 273 damage if your target is below 20% hit points, or 136 damage otherwise.

Foot Stab
45 Action Points 5 ft range Instant cast 20s cooldown
A Crippling attack which deals 175 damage and stuns your target for 3 seconds.

Gas Squig
60 Action Points 2s cast 30s cooldown
You may only have 1 active pet
Summons a Gas squig pet which you can order around. This pet attacks from range, but is very weak to attacks. The maximum range of your bow attacks is increased by 10% as long as this squig is alive. Cooldown will begin when you lose control of your pet for any reason.

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

Horned Squig
60 Action Points 2s cast 30s cooldown
You may only have 1 active pet
Summons a Horned squig pet which you can order around. This pet deals more damage than a basic squig. It is strong against physical attacks, but weak against magic. Your armor is increased by 100% as long as this squig is alive. Cooldown will begin when you lose control of your pet for any reason.

Lemme Out!
No Cost Instant cast
Requires Squig Armor
Climb out of your Battle Squig, removing your squiggy armor. It will take you 3 seconds to work your way out, and you can not move during this time. The Battle Squig will vanish once you are out.

Lots o' Arrers
30 Action Points 100 ft range Instant cast 7s cooldown
You concentrate on your target for up to 3 seconds, repeatedly shooting them for 64 damage as long as you maintain your concentration.

Not So Fast!
20 Action Points 65 ft range 1s cast 10s cooldown
A Crippling shot that deals 100 damage and reduces your target's Initiative by 50 for 10 seconds. This ability will continue to build up even if you move.

Poison Arrer
30 Action Points 100 ft range 3s cast 5s cooldown
Deals 412 Corporeal damage to your target.

Rotten Arrer
40 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.

Run 'n Shoot
45 Action Points 65 ft range 1s cast
Deals 75 damage to your target. This ability will continue to build up even if you move.

Run Away!
55 Action Points 100 ft range Instant cast 45s cooldown
Requires an active pet
You command your squig to Taunt all enemies within 40 feet and knock yourself forward.

Shoot Thru Ya
50 Action Points 2s cast
A piercing arrow which deals 166 damage to all enemies in front of you, up to 65 feet away. This ability will continue to build up even if you move.

Shout
No Cost 100 ft range Instant cast 10s cooldown
Requires Squig Armor
Your target's armor is reduced by 818 for 10 seconds, and they lose a small amount of Morale.

Shrapnel Arrer
40 Action Points 100 ft range 2s cast 10s cooldown
Deals 67 damage to your target. On contact, it will explode in to shrapnel, dealing 205 damage to all enemies within 45 feet of the target over 15 seconds.

Spiked Squig
60 Action Points 2s cast 30s cooldown
You may only have 1 active pet
Summons a Spiked squig pet which you can order around. This pet attacks from range and has increased damage, but decreased toughness. Your chance to critically hit is increased by 5% as long as this squig is alive. Cooldown will begin when you lose control of your pet for any reason.

Spin 'n Slash
30 Action Points Instant cast 10s cooldown
Deals 125 damage to all enemies in an arc in front of you, up to 30 feet away.

Squig Armor
60 Action Points 5s cast 300s cooldown
Summons a massive battle squig which will promptly eat you. From within the battle squig, you can poke and prod it to move it around and make it attack. You will lose control of any squig pets once inside the battle squig.

Squig Frenzy
40 Action Points 100 ft range Instant cast 180s cooldown
Requires an active pet
You whip your pet in to a frenzy, causing it to do 50% more auto attack damage for 30 seconds.

Sticky Squigz
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.

Stop Runnin!
25 Action Points 65 ft range 1s cast 20s cooldown
An Ailment which deals 75 damage and snares your target, reducing their run speed by 40% for 10 seconds. This ability will continue to build up if you move.

Tastes Like Chicken
15 Action Points 100 ft range Instant cast 60s cooldown

Requires an active pet
You eat your squig, gaining 300 health. You will gain less health if your pet has taken damage. For the next 10 seconds, the next different squig other than the one that was just eaten will be summoned instantly.

What Blocka?
45 Action Points 100 ft range 1s cast 5s cooldown
An undefendable attack which deals 155 damage.

Yer Bleedin'!
25 Action Points 65 ft range Instant cast
An Ailment which deals 165 damage to your target over 15 seconds.


Tactics


'Ere, Squiggy!
When you are dealt damage, there is a 25% chance that 50% of the damage is dealt to your squig, if it is within 45 feet.

Aimin' Quickly
Plink now builds up 1 seconds faster.

All By Meself
You deal 25% more damage when you have no pets present.

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.

Clever Shootin'
All of your Path Of Big Shootin' abilities cost 35% fewer action points.

Clever Stabbin'
All of your Path Of Big Stabbin' abilities cost 35% fewer action points.

Da Smell Don't Bother Me
Squig Armor's cooldown is reduced by 120 seconds, and it will now last for 90 seconds.

Da Waaagh Iz Strong
Increases durations of Yer Bleeding to 24s, Stop Runnin to 15s, and Not So Fast! to 15s.

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.

He's A Biggun'
Your summoned Squig's Strength and Toughness are increased by 124

I Feelz Yer Pain
Any time you critically hit with a Path Of Big Shootin' ability, you will regain 50 Action Points. This effect will not trigger more than once every 3 seconds.

I Got Lots
Your Squig pets no longer have cooldown times.

Pick On Yer Own Size
Any time you defend yourself against an attack, your chance to critically hit will be increased by 30% 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.

RUN AWAY!
Any time you are hit, there is a 25% chance that your movement speed will be increased by 30% for 5 seconds.

Sharp Toofs
Chomp's damage is increased to 250, and its cost is reduced by 15 Action Points.

Sharpened Arrers
Explodin Arrer now deals 239 damage to the initial enemy, and 237 damage over 9 seconds with its explosion.

Shootin' Wif Da Wind
Increases the ranges of all Path Of Quick Shootin' abilities by 50%.

Sneaky Stabbin
Cut Ya, Drop That!, Don't Hit Me, Spin 'N Slash, and Foot Stab gain a 25% chance to ignore all of the victim's armor.

Splinterin' Arrers
Run 'N Shoot will now also damage all enemies within 20 feet of your target.

Steady Aim
Increases your Ballistic Skill by 124

Strength In Numbas
Any time one of your groupmates hits an enemy, there is a 25% chance that you will regain 100 points of Morale over 3 seconds. This effect will not trigger more than once every 3 seconds.

Too Smart For Dat
Increases your Spirit resistance by 195.

Whazat behind you?!
Any time you are hit, there is a 25% chance that you will Detaunt the enemy, making them hate you less and causing them to deal 25% less damage to you for 5 seconds. If you hit anyone that you have Detaunted, the effect will end.


Morales



Arrer O' Mork
Morale Rank 4 No Cost 40 ft range Instant cast 60s cooldown
Deals 800 damage to all targets in front of you within 40 feet, and then deals an additional 800 over 10 seconds.

Concealment
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.

Lots Of Shootin'
Morale Rank 4 No Cost 100 ft range Instant cast 60s cooldown
Deals 1648 damage to all targets within 30 feet of your target.

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.

Soothin' Mushroom Wrap
Morale Rank 1 No Cost Instant cast 60s cooldown
Your group member's actions cost 50% less AP for 10 seconds.

Squig Goo
Morale Rank 2 No Cost 100 ft range Instant cast 60s cooldown
Targeted AE attack that deals 720 over 9 seconds to all enemies within 30 feet, and snares the targets by 60%.

Squigbeast
Morale Rank 3 No Cost 100 ft range Instant cast 60s cooldown
Pet Buff. Triples pet damage output and increases the size of your pet for 15 seconds.

Unshakable Focus
Morale Rank 2 No Cost Instant cast 60s cooldown
A cold unyielding focus increases your damage by 100% for 7 seconds.

Wind Up Da Waaagh
Morale Rank 4 No Cost Instant cast 60s cooldown
Deals 1600 damage to all targets within 30 feet of you
Dernières modifications :
(Voir) 02/11/2010 12:06:17 : nemith (plus valable depuis l'une des dernières MàJ)
(Voir) (Comparer)06/7/2009 13:29:36 : spectrewar (Mise à jour)
(Voir) (Comparer)06/7/2009 12:08:15 : ArThoX (Ajouts)
Que signifie exactement "Target must be ailing" ? Je pense que la cible doit être à moins de X% de sa vie pour utiliser cette compétence mais à combien alors ?

Merci de m'éclairer sur le sujet

edit : apparement c'est quand la cible est "dot"
Je ne suis pas du tout d'accord.

Dès le lvl 1, une fois invoquer le squig, il est très facile de tuer des mob avec 2-3 lvl de plus. Et en plus on vous donne le choix de la façon de tuer le mob (toujours dès le lvl 1) : Longue portée (arc) ou CaC (lance), tout ça combiné avec les attaques du squig. Tout ça dès le lvl 1 bien sur ! Donc c'est très facile de tuer un mob avec +3 lvl que vous sans perdre de vie, vu que c'est le squig qui encaisse tout les dommages, il suffit d'être bien organiser, et d'avoir une bonne position dans le combat....
toute classe avec un gamer expérimenté derrière l'écran est excellente. Mais il est vrai que lorsque Warhammer Online est sorti, chasseur de Squig subissait quelques bugs (le pet qui disparaît à chaque changement de zone ou encore sa barre qui disparaît...) heureusement la plupart de ces bugs ont été résolus et réparés!

Merci à l'équipe de dév'
Seul bug vraiment gênant, le squig à pointes qui n'utilise pas sa compétence de dot ce qui aurait quand même pu être réglé depuis un mois de release (là çà commence à m'irriter même).
Sinon, très bonne classe à distance avec un dps assez constant et tout pour faire enragé le camps ennemi ( même si la plupart du temps, on ne remarque pas le p'ti gobi ). Une des classes les plus funs à jouer qui souffre malheureusement de la comparaison avec des chasseurs d'autres MMO ( en fait, çà n'a pas grand chose à voir )
Complètement d'accord punk, le power leveling en kill monstre est assez surprenant avec ce chasseur de squig...

Pour ce qui est d'embêter ses adversaires, je trouve que c'est le roi!!!
En le jouant je me suis vraiment amusé à faire baver mes adversaires via le pull...

Comment détériorer les relations avec le poste adverse? L'empêcher de rentrer dans la bataille en l'éloignant contre son gré et le poutrer sans qu'il puisse vraiment faire quelque chose d'utile en face (enfin surtout en bas lvl...genre scénar de départ!)

pour ce qui est aussi d'embêter ses adversaires, un chasseur qui combine son pull avec des tanks rendent vraiment une forteresse des plus détestable à prendre!!!
pour exemple, prendre une forteresse en T3 (10 PJs), un seul chasseur nous à empêcher de prendre la forteresse en 10 minutes...il a quadruplé le temps de prise à lui tout seul!!!

Non, c'est clair le chasseur est un bon ptit gars à jouer!!!
Maintenant j'aurais voulu en savoir plus sur les points forts et faibles du chasseur...manque de description du wiki... :s
J'aimerai une petite précision sur cette tactique :
I Feelz Yer Pain
Any time you critically hit with a Path Of Big Shootin' ability, you will regain 50 Action Points. This effect will not trigger more than once every 3 seconds.

Est-ce qu'un tick de "flèche kiboum" permet d'activer cette tactique ?
Jouer Chasseur est assez agréable je trouve.

Avec les différents Squigs (je ne suis que lvl 10, je débute, mais j'ai déja 4
squigs à ma disposition), on peut varier les techniques :

*Squig classique : un jeu pépere, car il garde l'aggro sur lui.
*Squig a cornes: un jeu plus rapide et plus vif, car il ne gère pas très bien *l'aggro.
*Squig a pointes: Celui là tape d'abord a distance, mais ne gère pas bien l'aggro, il faut donc rester vif et tirer en bougeant, ralentir les ennemis etc...
*Squig gazeux : Il tape plusieurs ennemis, à distance, en faisant des dégats corrects, mais est en carton et ne gère pas l'aggro. Taper plusieurs ennemis peut etre bien quand un tank gère l'aggro, mais en solo, je ne le conseille pas, car vous attirez 2/3 ennemis sur lui ou sur vous, et vous ne tiendrez pas bien longtemps.

Personnellement, je ne joue qu'avec le Squig classique et le Squige à pointes pour le moment .
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