Anyway, last but not least we have this week’s update from the Combat and Careers team. This time around they gave us information on both the Swordmaster and Witch Elf:
Swordmaster:
The Swordmaster is a more offensively oriented Tank career that specializes in combat chains called “Blade Dances”. Each successful Blade Dance contains a total of three sequentially chained attacks. Each attack in the chain shifts the Sword Master’s balance closing off the previous abilities and opening up options for new attacks. This chain sequence is always Balanced -> Improved Balance -> Perfect Balance, and by level 40 the Sword Master will have multiple options for each balance stage. This will allow them to flexibly choose what type of attack to launch next.
The following is an example of a “Blade Dance” chain; this sequence is intended to keep a ranged class from fleeing combat allowing the Sword Master to follow up with a more offensive Dance to finish them off. The Sword Master opens with Ensorcelled Blow (A melee attack that does magical damage instead of physical, allowing him to bypass normal armor) this attack shifts him into Improved Balance. He then follows up with a Quick Incision (Deals damage over time and snare you’re opponent) which then shifts him into Perfect Balance. The Sword Master’s final attack is Whispering Wind (Melee Damage & Spell Interrupt with a high chance to Silence the target). After completing the sequence the Sword Master returns to “Balanced” and can then choose a new chain of attacks to begin on his now snared (and probably silenced) victim. Keep in mind the Sword Master is not locked into a set chain so in the case of the above sequence the Sword Master might choose to end with Ether Dance (A 3 second string of high damage magic melee attacks) if his target wasn’t currently casting a spell.
The Sword Master can also supplement his Dances with a variety of self buffs & defensive skills. The Sword Master’s self buffs come in the form of weapon enchantments. These self buffs play an integral part in the Dance since the type of magical damage applied by most attacks is determined by the enchantment on the blade. In addition each enchantment comes with a chance to proc an additional effect on the target. An example of an Enchantment is “Natures Blade” which allows the Sword Master to launch corporeal attacks as well as giving him a chance to drain stats temporarily from his target.
Playing a Swordmaster will be all about making strategic decisions, and utilizing your weapon enchantments & Blade Dances in the most effective way for the situation. An accomplished Sword Master will always be planning two steps ahead of his opponent in an attempt to properly direct the flow of the battle to his advantage. As such the Sword Master tends to attract players who focus more on evenly paced strategic game play.
Wowza!
Witch Elf:
Witch Elves are dual-wielding lightly-armored attackers, capable of quickly dispatching a target at close range with blades, poisons, and elixirs. All of their attacks will either build or expend their Frenzy, requiring a constant stream of attacks to rebuild Frenzy points. As an example, she may begin the fight with a Ruthless Assault, an attack which builds up several Frenzy points but can't be used once engaged in combat. She can immediately expend her Frenzy with a Heart Render, which reduces the target's Toughness and becomes more powerful when more Frenzy was spent. While the enemy is more vulnerable, the Witch Elf will Slice them repeatedly to rebuild her Frenzy, and then attack with a Mangling Cleave which once again expends her Frenzy and snares the target, lasting longer when more Frenzy was spent.
Blades are not the Witch Elf's only weapons, however, as she has a stock of poisons and elixirs as well. After selecting a poison, all of the Witch Elf's attacks will gain a chance to cause an additional effect, but she may only use a single poison at a time (such as a Withering Poison which causes the target to deal less damage, or a Dark Poison which deals damage over time). Her elixirs, on the other hand, are potent and fast-acting draughts which greatly increase her effectiveness for a short period of time, but then take a toll as well (for example, the Elixir Of Insane Power will greatly increase the Witch Elf's Strength for 10 seconds, but will then slightly reduce her Strength for another 10 seconds after the effect has ended).
Much of the strategy of playing a Witch Elf will depend on knowing when to bring all of these elements together - how long to build up Frenzy before expending it, which attack to expend it on, which poison you should be using for the specific situation, and when to best use an Elixir to maximize the benefit while minimizing the weakness.
-Combat & Careers Team
After having seen both of these careers in action on our internal server, I can say they will certainly appeal to many players out there. Plus, their animations (while wildly different) are simply amazing to watch.
Everytime Mythic announces and gives details on a new class in WAR...I then immediatly want to play that class. Right now, Im going to have to level up like 20 different classes.
Everytime Mythic announces and gives details on a new class in WAR...I then immediatly want to play that class. Right now, Im going to have to level up like 20 different classes. Torrential
If I don't get into the beta, I will spend the first month trying all the different classes.
However ... that's not such a bad thing after all.
I've been hooked on the Swordmaster idea since the unveiling at Leipzig. FINALLY, a pvp-centric game in which tanks are viable to play as; FINALLY a tanking class that relies on skill and speed more than being able to take loads of punishment..
And that magical swirly anti-projectile shield thing...that's just badass.
As for the trophy system..meh. "You can look unique! You can have two dagger on your arm and one on your hat, or two on your hat and one up your butt! "
Not so unique to me. Perhaps once more trophie are unlocked you can really customize but..in the meantime..the scroll on the Hat looks stupid.
If I don't get into the beta, I will spend the first month trying all the different classes. However ... that's not such a bad thing after all.
Even if I get into the beta I'm probably going to end up with a character for every class.
I would disagree about it not being a bad thing. Alt-aholism means never seeing the level cap I will have to try to keep mine under control because of the cool sounding end-game city raids
Depends on how you look at it terrant. Sure, 3 daggers on your left arm and 2 on your right, or two on your left and 3 on your right... but from a mathematical stand point, having 11 slots while only being able to choose 5 means that there are a lot of different unique combinations. If they have 4-5 different trophies for you to equip, you should be able to have different trophies/configuration than anyone else who plays that class on your server.
Sure it will still come down to having dwarf beards hang from your belt or shoulders But hey, it's better than what other mmos offer. (throw in armor dyes, and one should be able to get a unique looking character withotu too much trouble)
Ugh! I had FINALLY decided which class to play (Marauder) and then they throw this new info at us about the Witch Elf! It makes me want to play both! I can't choose between the two *sigh* I hate decisions...
It's not stupid. I'm not sure if you read the whole thing or not but they said that each character will have 11 slots to choose from when placing the trophy on yourself, and you can only equip 5. Plus they said there's hundreds of different trophies to earn. So not only will all players have different trophies to show for, but they will be in different spots, making a wide variation of customization. I don't think that sounds stupid, I think it's something to look forward to.
Comments
Whoa!
Anyway, last but not least we have this week’s update from the Combat and Careers team. This time around they gave us information on both the Swordmaster and Witch Elf:
Swordmaster:
The Swordmaster is a more offensively oriented Tank career that specializes in combat chains called “Blade Dances”. Each successful Blade Dance contains a total of three sequentially chained attacks. Each attack in the chain shifts the Sword Master’s balance closing off the previous abilities and opening up options for new attacks. This chain sequence is always Balanced -> Improved Balance -> Perfect Balance, and by level 40 the Sword Master will have multiple options for each balance stage. This will allow them to flexibly choose what type of attack to launch next.
The following is an example of a “Blade Dance” chain; this sequence is intended to keep a ranged class from fleeing combat allowing the Sword Master to follow up with a more offensive Dance to finish them off. The Sword Master opens with Ensorcelled Blow (A melee attack that does magical damage instead of physical, allowing him to bypass normal armor) this attack shifts him into Improved Balance. He then follows up with a Quick Incision (Deals damage over time and snare you’re opponent) which then shifts him into Perfect Balance. The Sword Master’s final attack is Whispering Wind (Melee Damage & Spell Interrupt with a high chance to Silence the target). After completing the sequence the Sword Master returns to “Balanced” and can then choose a new chain of attacks to begin on his now snared (and probably silenced) victim. Keep in mind the Sword Master is not locked into a set chain so in the case of the above sequence the Sword Master might choose to end with Ether Dance (A 3 second string of high damage magic melee attacks) if his target wasn’t currently casting a spell.
The Sword Master can also supplement his Dances with a variety of self buffs & defensive skills. The Sword Master’s self buffs come in the form of weapon enchantments. These self buffs play an integral part in the Dance since the type of magical damage applied by most attacks is determined by the enchantment on the blade. In addition each enchantment comes with a chance to proc an additional effect on the target. An example of an Enchantment is “Natures Blade” which allows the Sword Master to launch corporeal attacks as well as giving him a chance to drain stats temporarily from his target.
Playing a Swordmaster will be all about making strategic decisions, and utilizing your weapon enchantments & Blade Dances in the most effective way for the situation. An accomplished Sword Master will always be planning two steps ahead of his opponent in an attempt to properly direct the flow of the battle to his advantage. As such the Sword Master tends to attract players who focus more on evenly paced strategic game play.
Wowza!
Witch Elf:
Witch Elves are dual-wielding lightly-armored attackers, capable of quickly dispatching a target at close range with blades, poisons, and elixirs. All of their attacks will either build or expend their Frenzy, requiring a constant stream of attacks to rebuild Frenzy points. As an example, she may begin the fight with a Ruthless Assault, an attack which builds up several Frenzy points but can't be used once engaged in combat. She can immediately expend her Frenzy with a Heart Render, which reduces the target's Toughness and becomes more powerful when more Frenzy was spent. While the enemy is more vulnerable, the Witch Elf will Slice them repeatedly to rebuild her Frenzy, and then attack with a Mangling Cleave which once again expends her Frenzy and snares the target, lasting longer when more Frenzy was spent.
Blades are not the Witch Elf's only weapons, however, as she has a stock of poisons and elixirs as well. After selecting a poison, all of the Witch Elf's attacks will gain a chance to cause an additional effect, but she may only use a single poison at a time (such as a Withering Poison which causes the target to deal less damage, or a Dark Poison which deals damage over time). Her elixirs, on the other hand, are potent and fast-acting draughts which greatly increase her effectiveness for a short period of time, but then take a toll as well (for example, the Elixir Of Insane Power will greatly increase the Witch Elf's Strength for 10 seconds, but will then slightly reduce her Strength for another 10 seconds after the effect has ended).
Much of the strategy of playing a Witch Elf will depend on knowing when to bring all of these elements together - how long to build up Frenzy before expending it, which attack to expend it on, which poison you should be using for the specific situation, and when to best use an Elixir to maximize the benefit while minimizing the weakness.
-Combat & Careers Team
After having seen both of these careers in action on our internal server, I can say they will certainly appeal to many players out there. Plus, their animations (while wildly different) are simply amazing to watch.
Loving it!
~ Ancient Membership ~
Mythic is making me want to play a swordmaster
Some nice new info on sword master and witch elf, and obviously trophy system. Pretty nice update this week
Everytime Mythic announces and gives details on a new class in WAR...I then immediatly want to play that class. Right now, Im going to have to level up like 20 different classes.
Torrential
Torrential: DAOC (Pendragon)
Awned: World of Warcraft (Lothar)
Torren: Warhammer Online (Praag)
If I don't get into the beta, I will spend the first month trying all the different classes.
However ... that's not such a bad thing after all.
~ Ancient Membership ~
I've been hooked on the Swordmaster idea since the unveiling at Leipzig. FINALLY, a pvp-centric game in which tanks are viable to play as; FINALLY a tanking class that relies on skill and speed more than being able to take loads of punishment..
And that magical swirly anti-projectile shield thing...that's just badass.
As for the trophy system..meh. "You can look unique! You can have two dagger on your arm and one on your hat, or two on your hat and one up your butt! "
Not so unique to me. Perhaps once more trophie are unlocked you can really customize but..in the meantime..the scroll on the Hat looks stupid.
Even if I get into the beta I'm probably going to end up with a character for every class.
I would disagree about it not being a bad thing. Alt-aholism means never seeing the level cap I will have to try to keep mine under control because of the cool sounding end-game city raids
Depends on how you look at it terrant. Sure, 3 daggers on your left arm and 2 on your right, or two on your left and 3 on your right... but from a mathematical stand point, having 11 slots while only being able to choose 5 means that there are a lot of different unique combinations. If they have 4-5 different trophies for you to equip, you should be able to have different trophies/configuration than anyone else who plays that class on your server.
Sure it will still come down to having dwarf beards hang from your belt or shoulders But hey, it's better than what other mmos offer. (throw in armor dyes, and one should be able to get a unique looking character withotu too much trouble)
swordmaster looks great
The trophy system sounds like a way to circumvent actual character customization.
Ugh! I had FINALLY decided which class to play (Marauder) and then they throw this new info at us about the Witch Elf! It makes me want to play both! I can't choose between the two *sigh* I hate decisions...
It's not stupid. I'm not sure if you read the whole thing or not but they said that each character will have 11 slots to choose from when placing the trophy on yourself, and you can only equip 5. Plus they said there's hundreds of different trophies to earn. So not only will all players have different trophies to show for, but they will be in different spots, making a wide variation of customization. I don't think that sounds stupid, I think it's something to look forward to.