The Masterlevel tracks.

J

JawZ

Guest
Obviously these track descriptions kinda matches that which we read in a thread yesterday ;)

Banelord
The Banelord uses his ancient Atlantean teachings to both weaken the
physical and mental properties of his opponents as well as aid his allies by
guiding their blows. His is the art of diminishment. Some of his abilities
include those that will drain power, endurance or health from his enemies.
He can also slow his foes movement on the battlefield. Conversely, he also
guides his allies in their strikes upon the enemy improving their aim and
their effectiveness.

Warlord
The Warlord has mastered the Atlantean arts of battle leadership and
tactics. His abilities reach out to aid his allies in the grand scheme of
their war. He can bolster the healing; power and endurance of those under
his protection. His presence on the battlefield can cause his enemies to be
demoralized such that they will be less able to strike upon his vassals.

Battlemaster
The Battlemaster lives in the thick of battle. He uses his Atlantean
teachings to guard and protect his allies on the field. His skills enable
his allies to avoid blows; strike harder; and endure the rigors of battle
easier. In extreme situations, he can even prevent blows landing on his
protected charge till he falls.

Convoker
The Convoker is a student of the ancient Atlantean artificers. He uses his
gifts to conjure both items and creatures to aid him in his battles. He can
create items that will aid in sieges by helping his allies or damaging his
foes. The pets can aid him and his allies both with intelligence and a
strong arm for battle.

Perfecter
The Perfecter uses the tomes of Atlantean healers long gone to improve his
allies' abilities and his medicinal arts. The power of his healing and
curative magic is increased and expanded. He has learned how to improve his
comrades abilities and natures. Finally, he can reduce the enemies'
effectiveness by dampening their magic.

Sojourner
The Sojourner uses his gifts to better aid his allies in their travels. His
arts allow him to move himself and others great distances and to clear the
path from enemy obstructions. He has learned to travel both upon the land
and in the water with grace and ease. His abilities can even reach beyond
his immediate companions and affect others that are traveling in his
vicinity.

Stormlord
The Stormlord brings forth the fury of the tempest upon his enemies. His
Atlantean learned arts allow him to bring forth storms that diminish and
damage his enemies in various areas of the battlefield. He can also use
these gifts to control the storms of his opponents thereby diminishing their
effect.

Spymaster
The Spymaster emulates the great Atlantean spy lords by sowing confusion and
misdirection upon his foes. He can obscure the minds of his enemies to make
himself and his companions appear not as what they really are. He can lay
traps that will damage his foes and also sabotage their fortifications and
siege engines.

Official descriptions from:
http://www.camelotherald.com/more/1131.shtml
 
O

oblivion_6

Guest
stormlord sounds kinda cool for casters

seems to me if these are good rvr things that mythic have cornered all those who want to rvr better
 
A

ab_fluid

Guest
The Mastery of Water Realm Ability will increase the length of time you can hold your breath and stave off drowning.
/respec realm
gogo gadget MOW 5!!
 
K

Kallio

Guest
Stormlord... Sounds like Thane gets that, but let me guess... it makes us able to cast a pbae spell that does 1(-380) damage to all in 2000 area... :rolleyes:

There´s allways hope of something better though :D
 
A

adari

Guest
Traveling to Atlantis
You can gain access to the Atlantean Remnants, which are your gateway to the Trials, by taking a special Atlantean ship, which will depart from one of the following locations:
Albion: Caer Gothwaite dock
Midgard: Aegirhamn dock
Hibernia: A new dock on the river at the base of the Grove of Domnann

That says enough about how they want to get moneh ;d
 
J

jox

Guest
!!!

Me wants to be battlemaster, but my experience says that only infils will be able to spec in that line while we sbs have to stick with Sojourner and Spymaster :p
 
G

Glottis_Xanadu

Guest
Re: !!!

Originally posted by jox
Me wants to be battlemaster, but my experience says that only infils will be able to spec in that line while we sbs have to stick with Sojourner and Spymaster :p

Offcourse not!
Midgard is the melee realm!
So they should get all the melee stuff, Hibernia all the magic stuff, and Albion nothing...

There is apparently a list which was posted on VN about what each master lvl can do. Outdated a bit (1 month old) but some truths in there.
Anybody seen that list?
Regards, Glottis
 
R

-RG-Jaond

Guest
Re: Re: !!!

Originally posted by Glottis_Xanadu
Offcourse not!
Midgard is the melee realm!
So they should get all the melee stuff, Hibernia all the magic stuff, and Albion nothing...

There is apparently a list which was posted on VN about what each master lvl can do. Outdated a bit (1 month old) but some truths in there.
Anybody seen that list?
Regards, Glottis

can give albs battlegroup :p
 
C

Cheesehound

Guest
Half Ogre
Due to some misunderstandings that occurred at the time of the Drakoran invasion, the Thrawn Ogres of Krondon consider themselves enemies of Albion. However, they were once allies, and at that time there was some interbreeding between Avalonions and Ogres, resulting in a new breed, now referred to as Half Ogres.


im never grouping with another avalonia again, kinky feckers.
 
U

uglymug

Guest
Re: Re: !!!

Originally posted by Glottis_Xanadu
Midgard is the melee realm!
So they should get all the melee stuff, Hibernia all the magic stuff, and Albion nothing...
deal! :D
 
A

adari

Guest
Summon Zerg is what albs have

Outlaw has already mastered it
 
A

Alpha Male

Guest
Re: !!!

Originally posted by jox
Me wants to be battlemaster, but my experience says that only infils will be able to spec in that line while we sbs have to stick with Sojourner and Spymaster :p

A Sojourner is a traveller, not a camper ;)
 
O

old.Ramas

Guest
Thing to note from that link is that it says ML quests have both RvR & PvE objectives.
 
H

Haldar

Guest
http://forums.barrysworld.com/showthread.php?threadid=88854

(Hehe. That message was delete 10min after I copied it's contents. No NDA binding me to anything.

This might be all fictional, though. It's a nice read. =)
Something caught my eye, though. There's not a single ability that would really 'fit' an archer. Hopefully they're just not included in the list. (Instead of non-existant)

Master Abilities

Bodyguard - whoever you bodyguard can't take physical damage until
you are dead

Zone of Unmana - spell unhaste aura

Primal Agony - reduce power, fatigue, and health of nearby enemies by 10%
of current value

Oppression - reduce max encumberance by 25% for a short time

Inexorable Defeat - 60% penalty to fatigue costs for nearby enemies

Tactical Insight - next attack by nearby enemies has additional 5% chance
to miss

Snaring Tendrils of Power - root self/snare others

Chaotic Power - +5% chance to hit enemies with spells

Zealous Martyr - sacrifice health to damage enemies

Demoralization - Lower level of enemies for dmg calcs

Sapping Strike - any weapon style that has med dmg, high cost, bonus to
hit, penalty to defense, blinds target for 5 seconds (no resistances applied)

Faultfinder - +10% Parry/+10% Evade/-35% Dmg Stance (intended to be comboed
with Bodyguard or Parry Guard)

Power Leak - any weapon style that costs 100 fatigue (full fatigue), when
it hits an object, damage isn't divided by 30

Grapple - any weapon style that drains 50 fatigue, does low damage, has
bonus to hit, penalty to defense

Essence Flames - any weapon style that drains 35% of the target's current
power, does low damage, has bonus to hit, penalty to defense

Throw Weapon - do a ranged attack at 700 range using melee damage formulas;
cannot attack with normal melee for two full rounds (based on weapon's
attack timer) afterwards

Essence Sear - style that chains off of Essence Flames, procs an Essence
resist debuff on nearby enemies

Bodyguard - Defensive chances (evade/parry) are reduced by 20%, but target
of bodyguard can't be attacked in melee until bodyguard is killed or moves
out of range.

Essence Dampen - Style that procs a PBAE suppress that reduces the value of
strength/con buffs by 40, removing them if they go below zero. Side
positional.

Summon Wood - Summon decent quantity of med quality wood

Prescience Node - Summon a crystal globe that can reveal nearby stealthers
(without popping it)

Power Trap - power draining mine

Summon Warcrystal - summon a random piece of powerful siege ammunition

Speedwarp - cancels out speed buffs for a minute on anyone who passes
through this field

Battlewarder - focus pet that cannot move and has powerful offense. Has no
ranged capabilities, and drains a lot of power from the caster.

Dissonance Trap - direct damage trap

Brittle Guard - single hit bodyguard pet, follows caster

Summoning Mastery - PBAE buff that boosts level of all nearby pets for the
purpose of to-hit (offensive and defensive) chances

Purging Wave - group cure disease

Purify Vision - cure nearsight

Sphere of Rejuvenation - Heal Field

Greatness - increases concentration pool by 20%

Font of Power - +3 power regeneration field

Determination Ward - 7% cc reduction field

Leaping Health - shout, self buff, Chain Heal (follow up single-target heal
is chained to 2 additional targets, 33% weaker each hit)

Soul Restoration - cure rez sickness in a single target, costs 33% of the
caster's power

Dissonating Ward - Power-cost penalty field, place near doors or the lord
room, or whatever; will affect close range casters, PBAErs in specific

Unburdened Warrior - Bonus Encumberance

Unending Breath - group water breathing

Reveal Crystalseed - Sweep Mine

Unmake Crystalseed - Disable Mine

Ancient Transmuter - Summons vendor for maybe a minute, summonable once
every hour or so

Gateway - teleport to caster's bindpoint

Resistance of the Ancients - resistance to master level magic abilities

Forceful Zephyr - summons pet that drags enemy to GT

Phase Shift - Become immune to damage for 10 seconds, but cannot attack.
Costs 50 fatigue

Dazzling Array - debuff storm makes it 5% harder for enemies to hit allies
within it

Vacuum Vortex - pull cloud towards caster

Enervating Gas - fatigue draining cloud

Inebriating Fumes - Dex/Qui Suppression Cloud

Mental Siphon - power draining storm

Focusing Winds - caster focuses, holds cloud in current position

Choking Vapors - Str/Con Suppression Cloud

Sense Dulling Cloud - Acuity Suppression Cloud

Energy Tempest - DD storm

Pickpocket - Bonus PvE Coin

Decoy - summon random epic dressed realmmate with 1hp and no offense to
distract opponents

Enduring Poison - 15% chance poison won't be removed from weapon on a
resist

Sabotage - damage siege engines, doors, or geomancer fields

Tanglesnare - Snare Mine

Poisonspike - DoT Mine

Watcher in Darkness - Stealthed user can't move, but any stealthed enemy
moving within 350 radius is exposed along with the watcher

Siege Wrecker - mine that detonates when a siege engine is built nearby;
only affects siege engines

Essence Flare - Summons PBAE Mez poison (10 second)

Siege Master - reduce all siege timers (load/aim/fire) by 30%

Bolstering Battlecry - heal power, fatigue, and health by 10% of max

Cowering Bellow - frighten realm enemy monsters, to stop interrupting
friendly casters

Resillient Will - next spell cast on nearby allies has additional 5% chance
to miss

Guided Strike - next attack from nearby allies has +10% chance to crit

Energizing Aura - 20% discount on fatigue costs for nearby allies

Cleansing Aura - Reduce strength of DoTs on nearby allies by 10 points
every 3 seconds

Defending Martyr - sacrifice health to heal allies

Leadership - raise levels of friends for dmg calcs
 
J

jox

Guest
Thx for the list Hroft.

Decoy and traps sounds like major fun :p

Will prolly bring the stealth-war to a new and more interesting level.
 
B

BidAccount

Guest
Though I love the sound of some of these, I'm guessing its the spoof list mentioned on Camelot vault :(
 
B

belth

Guest
Re: Re: Re: !!!

Originally posted by -RG-Jaond
can give albs battlegroup :p

k, have fun completing every Trial once for each FG, we'll take the working /bg ability which has been in the game for god knows how long, functionality just not enabled - try /bg next time you're grouped, oughta work.
 
K

kirennia

Guest
and here we have it, FINALLY a caster buff up again :D Those guards sound bloody fantastic, I presume they will give them to fighter classes :) So paladin guard would have to be killed before the person they are guarding...fantastic


And for all casters who usually lay face down for most of the fight, it's now gonna be the guards who lay face down instead....lol


That is of course if this is all real ;) Sounds very very nice though
 
P

Pandemic

Guest
that bodyguard thing sounds a bit powerful. they would have to kill me first. and that wont be to easy :)
 
K

kirennia

Guest
Dark age of guard and castalot :D

Wheeeeeeeeeeeeeeeeee
 
W

Whisperess

Guest
Sounds more like the suggestions that Mythic were given rather than anything else:

"Ancient Transmuter - Summons vendor for maybe a minute, summonable once every hour or so"

"maybe a minute" ?

"once every hour or so" ?

-fake-
 
S

Spix

Guest
Decoy - summon random epic dressed realmmate with 1hp and no offense to
distract opponents



Haha!


Very good, a new True Sight against alb stealthers. Put it at mmg or amg and you have all infils and scouts popped at once.
 
O

old.Ramas

Guest
The list is wrong and out of date.

If it weren't then 2 tanks would be able to BG each other and be invulnerable to melee (and therefore, incidentally, invulnerable to the vast majority of mobs in the game).
 
O

old.Nol

Guest
nice to see they're trying something different, and that we getting more value from PVE...
 

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