ToA abilities and maps / mobs

S

Slu

Guest
ToA Abilities:

http://www.routehero.com/toa

(NB: Click the link to get a better layout of the abilities)


Banelord Abilities
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

Battlemaster
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.

Convoker
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

Perfecter
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

Sojourner
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

Stormlord
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

Spymaster
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)

Warlord
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
 
O

old.Nol

Guest
sheesh, gonna be some scary groups in future...this pretty much a low rr zerg killer imo...
 
S

Shrye

Guest
*sigh* ... if it's true, ain't even gonna be worth going keep takes for assassins anylonger either, a couple of well-placed mines or the like and you're screwed badly ;/
 
K

Kagato.

Guest
I want details on just what shit we have to go through to get all these yet.

Going to be more dull boring crap to annoy us with and keep us from rvr till its done.
 
I

isabellah

Guest
what are these ablities ? RA's ? , new spells added ? can some1 explain ?
 
Z

zlair

Guest
har har har har har...

imagine amg emain with 20 dot mines at gate... 1 fg moving through.... BAMMM... :)

would be cool if it also worked on realm m8s ;)

10 at door, 10 on each step... mwuhahahahah

<evul evul laughter>
 
Z

zlair

Guest
ohh, and this one :

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

if this aint a stealth grp zerg bonus... i donno what it is... and dont say 'now stealthers can join in grps to reveal enemy stealthers' cuz nooo... no 350 radius is crap in a 'normal' grp, but is much in a stealth grp (ie doors, stairs, walls). arghhhh, more zerging stealthers.. aargghhhh... more ns+ranger zergs!!! arghhh... more PLed spanish infil zergs.... argfghhhhh, more whining SB+hunter zergs... ARRRGGHHHHHH
 
Z

zlair

Guest
more comments... hehe

this one:

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.

for Battlemasters, does that means a specific class ? cuz if duoing stealthers gets this, they can basically kill everything without dying, if both has this on eachother...
 
L

lenilas

Guest
So you will be getting watcher in the dark for your little stealth zerglings then Meduza...
 
S

salamurhaaja

Guest
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.

Tank group which assist each other and bodyguard each other.
Seems kinda overpowered.
 
O

old.Thanatlos

Guest
Originally posted by salamurhaaja
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.

Tank group which assist each other and bodyguard each other.
Seems kinda overpowered.

Though it gives people an incentive not to run full tank group since magic kills bodyguards quite easily :)
Mid nerf imo lol!
 
S

StormriderX

Guest
Battlemasters with the power drain stuff are gonna fuck over non pure tank classes even more...
 
S

Stallion-

Guest
this is some kind of joke. will be a totaly new kind of game...


ill belive it when I see it at the website.
 
G

gargultroll

Guest
Originally posted by Shrye
*sigh* ... if it's true, ain't even gonna be worth going keep takes for assassins anylonger either, a couple of well-placed mines or the like and you're screwed badly ;/

read first maybe


mine that detonates when a siege engine is built nearby; only affects siege engines
 
C

cjkaceBM

Guest
Don't forget a few things.

1 - Those Master Abilities are not set in stone - very few people have got even 1 level and it is still under the NDA so could change a lot. In fact nobody even knows how powerful they are. Go take a look at the descriptions for Realm Abilities - many of them sound way cooler and destructive than they actually are.

2 - We will get ToA around March time based on previous form. By that time there will be people with all MAs and the whines will have been in full flow on the VNBoards, meaning that many abilities will get toned down or boosted.

3 - If you look at it more objectively then it will make every battle that little bit more unpredictable.

A RR10 shield tank with MoB 3 or higher, buffed to the gills with some of the new ToA drops that give +% to dexterity/defense Bodyguarding (with Faultfinder etc) a mage. Big mistake to attack the mage in melee maybe :)

This means that groups can be far more diverse than they have been, while not guaranteeing victory. I just hope that everything turns out the way it seems to read, and not that the strongest get even more insanely powerful, while the average go backwards.
 
O

old.Icebreaker

Guest
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


Garbannoch will be happy and me too :D
 
O

Ozands

Guest
there is no point going over wall at amg emain any longer if ppl puts out those mines :( im beggining to think this expansion is gonna ruin the game :(
 
D

Divinia

Guest
Perfecter
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

if that's somewhat close to the real one at release ill do dat and roxx aiiggghtttt,,
 
C

cjkaceBM

Guest
Originally posted by old.Icebreaker
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


Garbannoch will be happy and me too :D

You can drop that to 10% tho by getting Faultfinder Faultfinder - +10% Parry/+10% Evade/-35% Dmg Stance
 
I

ilienwyn

Guest
Xmm, one question. What happens if 2 people set bodyguard to each other? ;)
 
R

Rav

Guest
fact: this list was said to be from the early beta....and partially fabricated

fact: we've been told it's OVER 50% inaccurate

fact: we've been told the point of the trials is explore, puzzle solve, and basicly find out stuff for ourselves
At worst it is an approximation of the kind of abilities that we will have
This isn't the real list, its the older list from what weapon saw on pendragon.
In direct reference to this list.

It gives an idea of what it'll be like though...
 
E

Elomiem

Guest
yay,gifv sojoner and battlemaster to rangers :D
will make rangers grp friendly and wanted for underwaterbreathing..of not bard around,rules imo
Sojourner
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!!hmm,when losing battle :p,open gw and run through :p)
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!!
Albion Classes

Class Option #1 Option #2
Armsman Warlord Battlemaster
Cabalist Convoker Stormlord
Cleric Warlord Perfecter
Friar Battlemaster Perfecter
Infiltrator Spymaster Battlemaster
Mercenary Battlemaster Banelord
Minstrel Warlord Sojourner
Necromancer Convoker Stormlord
Paladin Warlord Battlemaster
Reaver Battlemaster Banelord
Scout Battlemaster Sojourner
Sorcerer Convoker Stormlord
Theurgist Convoker Stormlord
Wizard Convoker Stormlord

Hibernia Classes
Class Option #1 Option #2
Animist Convoker Stormlord
Bard Sojourner Perfecter
Blademaster Battlemaster Banelord
Champion Battlemaster Banelord
Druid Convoker Perfecter
Eldritch Convoker Stormlord
Enchanter Convoker Stormlord
Hero Battlemaster Warlord
Mentalist Stormlord Warlord
Nightshade Spymaster Stormlord
Ranger Battlemaster Sojourner
Valewalker Battlemaster Stormlord
Warden Battlemaster Perfector

Midgard Classes
Class Option #1 Option #2
Thane Battlemaster Stormlord
Warrior Warlord Battlemaster
Shadowblade Spymaster Battlemaster
Skald Warlord Sojourner
Hunter Sojourner Battlemaster
Healer Sojourner Perfecter
Spiritmaster Convoker Stormlord
Shaman Convoker Perfecter
Runemaster Convoker Stormlord
Bonedancer Convoker Banelord
Berserker Battlemaster Banelord
Savage Warlord Battlemaster
 
P

Pandemic

Guest
well at least the albs wont have to change their style of play with the warriors using bodyguard as they hit warriors first anyway :)
 
I

ilienwyn

Guest
Originally posted by Pandemic
well at least the albs wont have to change their style of play with the warriors using bodyguard as they hit warriors first anyway :)

Same goes for mids too then, since i have seen a couple times taking down (and rather fast) a paladins before touching the clerics. But who needs good targeting when there are a couple savages in groups... :D

Originally posted by Pin
you can't

Glad, cause it could be too powerful :p
 
I

iskander_dymas

Guest
Originally posted by salamurhaaja
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.

Tank group which assist each other and bodyguard each other.
Seems kinda overpowered.

There can be no bodyguard chains. So you cannot bodyguard someone that is already bodyguarding someone.
There can also be only 1 bodyguard guarding a player.
 
T

Thamiles

Guest
Hopefully wow will be released before that shit hits the surface.
 

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