Home > Beastmen > Beastigor – Beastmen MDPS

Beastigor – Beastmen MDPS

“Brutal creatures – half mean, half beast. You would think that their bestial nature would indicate a lack of intelligence, but no. Oh no, these are intelligent beasts. Try facing a group of bestigors clad in plate and chain-mail armor wielding a massive axe and you know that these creatures have enough sense to don proper armor and weapons. They may succumb to blood lust on the battlefield but they fight with the skill of any of our men-at-arms; it is an unfortunate trait that they are far stronger then our men-at-arms. No, if you see a beastigor do not assume he will bray at you and attack like a child of five years; no, these are seasoned veterans fed on the blood of our people.” Junitz Freibelg, Ostland Forest Guard

Beastigor

Archtype – Melee DPS

Armor – Medium

Weapon – Greataxe

Mechanic – Blood of the Gods

  • You apply the blood of a Chaos God to your blade enhancing it. But beware, no gift from the Gods is ever free, so you suffer a setback for each blood. Additionally, as the battle goes on, the blood from your blade drips into your wounds and mixes with your own. Should your body become dominated by a God’s Blood, you will be transformed into a mad being with no control over your actions for thirty seconds until you have exhausted the God’s blood lust.

Mastery Trees

  • Khorne – A focus on head to head combat with single target damage
  • Nurgle – A focus on wearing a target down, or hitting multiple targets
  • Slaanesh – A focus on weakening your enemies

R1. Jagged Rock <Core Ability> A basic throwing attack that inflicts ‘x’ damage. 20AP, 1s Cast, No CD, 65ft Range

R1. Clean Blade <Core Ability> A stance without any God’s Blood

R1. Takin’ A Bretha <Core Ability> You rest for 5 seconds lowering your Taint Meter

R1. Blood Collecta <Khorne> You cut at your enemy dealing ‘x’ damage. This ability will do additional damage with Khorne’s Blood. 25AP, Instant Cast, No CD

R2. Soul Crusha <Slaanesh> You brutally swing your axe at your enemy dealing ‘x’ damage and reducing their toughness by ‘x’ for 10 seconds. This ability will increase your toughness by 50% of what you debuff your enemy for 10 seconds with Slaanesh’s Blood. 25AP, Instant Cast, No CD

R3. Foot Decay <Nurgle> You coat your blood with a vile rot dealing ‘x’ damage to your enemy and reducing their speed by 40% for 10 seconds. This ability will also cause ‘x’ damage every second your target is moving for 10 seconds with Nurgle’s Blood. 30AP, Instant Cast, 10s CD

R4. Sickly Critta <Nurgle> You infect your enemy with a disease causing them to take ‘x’ damage every second for 12 seconds. This ability will be 4 seconds longer with Nurgle’s Blood. 30AP, Instant Cast, 10s CD

R5. Spirit Drain <Slaanesh> Slaanesh guide’s your axe at the soul of your enemy, you deal ‘x’ damage and reduce their initiative by ‘x’ for 10 seconds. This ability will increase your initiative by 50% of what you debuff your enemy for 10 seconds with Slaanesh’s Blood. 30AP, Instant Cast, 5s CD

R6. Blood Swipe <Khorne> Khorne powers your rage as you swing at your enemy twice dealing ‘x’ damage each hit. This ability will do more damage with Khorne’s Blood. 30AP, Instant Cast, 5s CD

R7. Muscle Slice <Slaanesh> You cut at your enemy’s muscles dealing ‘x’ damage and reducing their Strength and Ballistics Skill by ‘x’ for 15 seconds. This ability will increase your strength by 50% of what you debuff your enemy for 10 seconds with Slaanesh’s Blood. 30AP, Instant Cast, 10s CD

R8. Sever Nerve <Archtype Morale 1> A directed strike which deals 1200 damage to your target.

R8. Splintered Shield <Slaanesh> You smash your enemy’s shield dealing ‘x’ damage and reducing their chance to block by 5% for 10 seconds. This ability will decrease your enemy’s chance to block by an additional 5% with Slaanesh’s Blood. 35AP, Instant Cast, 10s CD

R9. Tainted Swing <Khorne> You swing your axe widely dealing ‘x’ damage to all enemies within a 30 foot cone. This ability will gain 10 feet with Khorne’s Blood. 35AP, Instant Cast, No CD

R10. My Blood! <Detaunt> Detaunts all enemies within 30 feet, making them to hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone you have detaunted, the effect will immediately end. 20AP, Instant Cast, 15s CD

R10. Charge! <Core Ability> You charge into the thick of battle, increasing your movement speed by 50 for 7 seconds. If you use any abilities this effect will immediately end. No Cost, Instant Cast, 30s CD

R11. Arrows Don’t ‘urt Us! <Racial Tactic> Your chance to Dodge enemy ranged attacks is increased by 10%

R12. Force of Will <Archtype Morale 2> You stare down your opponent draining 200 of their Action Points into yourself, and reducing their strength by 160 for 30 seconds.

R12. Divine Replenishment <Core Ability> Your Action Point regeneration is increased by 20% for 15 seconds. No Cost, Instant Cast, 60s CD

R13. Jagged Edge <Archtype Tactic> Any time you critically hit an enemy they will begin to bleed, suffering additional 609 corporeal damage over 9 seconds.

R14. Nurgle’s Blood <Nurgle> You coat your blade with the blood of the Lord of Decay. Your abilities in the path of Nurgle will gain additional bonuses, but you will take ‘x’ damage per second in combat. 40AP, Instant Cast, No CD, 60m Duration

R14. Frenzied Swirl <Nurgle> You seek to bring death and decay to all and deal ‘x’ damage to all enemies within 30 feet of you as you swing wildly once in a circle. This ability will gain 10 feet with Nurgle’s Blood. 40AP, Instant Cast, 10s CD

R15. Savin’ Ma Hide <Tactic> My Blood hits all targets within 20 feet of your target.

R16. Khorne’s Blood <Khorne> You coat your blade with the blood of the Blood God. Your abilities will do ‘x’ additional damage per attack, but your armor will be reduced by 20%. 40AP, Instant Cast, No CD, 60m Duration

R16. Khornite Slash <Khorne> You swing your axe wide and hit three targets within 25 feet of you dealing ‘x’ damage. 25AP, Instant Cast, 10s CD

R16. Confusing Movements <Archtype Morale 1> Concentrating on your perceived movements, you will be able to Dodge and Parry all attacks against you for 10 seconds.

R17. Matted Fur <Racial Tactic> Your elemental resistance is increased by 252

R18. Blood Drive <Core Ability> You use your skill to get out of any snares or roots that may be holding you down. For the next 10 seconds, snares and roots will have no effect on you. 45AP, Instant Cast, 60s CD

R19. Brute Force <Archtype Tactic> Increases your Strength by 160

R20. Slaanesh’s Blood <Slaanesh> You coat your blade with the blood of the Dark Prince. Your abilities will buff you for 50% of the amount you debuff, but you will lose ‘x’ toughness and resists. 40AP, Instant Cast, No CD, 60m Duration

R20. Runts Can’t Fight <Slaanesh> You land a savage blow on your enemy dealing ‘x’ damage and reducing their chance to critically hit by 10% for 10 seconds. This ability will increase your chance to critically hit by 5% with Slaanesh’s Blood. 40AP, Instant Cast, 10s CD

R20. Relentless Assault <Archtype Morale 2> A prolonged fervor that grants 10 Action Points to everyone in your group within 100 feet for 10 seconds.

R21. Bull Rush <Tactic> Snares last half as long on you

R23. Thick Skulls <Racial Tactic> Challenges and Taunts only stack once on you

R24. Broad Swings <Archtype Morale 3> All of your attacks for the next 10 seconds will strike up to 2 additional enemies within 25 feet in front of you.

R25. Flanking <Archtype Tactic> All of your attacks deal 15% more damage when you strike an enemy from the sides or rear.

R25. Back Breaka <Khorne> You get behind your enemy and smash his back dealing ‘x’ damage. Target must be facing away from you. 35AP, Instant Cast, 5s CD

R27. Numb Hands <Tactic> Splintered Shield will also reduce your enemy’s chance to parry by 5%

R28. Hand Loppa <Beastigor Morale 1> You deal 400 damage to your enemy and disarm them for 4 seconds

R29. Riposte <Archtype Tactic> Each time you parry an enemy’s attack, you will strike them back for 274 damage which they can not prevent.

R30. Don’t Eat Dat ‘Un <Nurgle> You infest your enemy with the decay of Nurgle, causing them to take ‘x’ damage every second for 5 seconds. This ability will gain an ‘x’ damage burst at the end with Nurgle’s Blood. 30AP, Instant Cast, 5s CD

R31. Da Brain Muscle <Tactic> Muscle Slice will also debuff Intelligence

R32. Blood Dervish <Beastigor Morale 2> You spin in a circle for 5 seconds dealing  500 damage to anyone within 20 feet

R33. Pulverizer <Tactic> Back Breaka has no cool down and does 50% more damage

R35. Drakwald Raider <Tactic> Increases your chance to parry by 10%

R35. Blood Rage <Khorne> You are filled with the rage of Khorne and deal ‘x’ damage to your enemy. 35AP, Instant Cast, 10s CD

R36. Stampede <Beastigor Morale 3> You charge forward for 100 feet, any enemies along the way are knocked down for 3 seconds.

R37. Mad Hunger <Tactic> Decreases the cool down of Blood Rage by 5 seconds, but costs 5 Action Points more

R39. Self Control <Tactic> Increases the threshold before you become dominated by God’s Blood by 25%

R40. Frenzied Slaughter <Archtype Morale 4> All of your abilities will cost 25% fewer action points, cool down 50% faster, and deal 20% more damage for 7 seconds.

R40. Transfusion <Core Ability> You sacrifice 25% of your total hit points for 200 Action Points. No Cost, Instant Cast, 60s CD

Mastery Trees

Khorne

R3. Burning Blood <Tactic> The additional damage from Khorne’s Blood is elemental

R5. Concussive Blow – You land a heavy blow on your enemy’s head staggering them for 6 seconds. 45AP, Instant Cast, 10sCD

R7. Glistening Pools <Tactic> Blood Collecta and Blood Swipe cost 10 Action Points less

R9. Gut Punch – You plow your axe into your opponents stomach knocking them down for 3 seconds. 40AP, Instant Cast, 15sCD

R11. Khorne’s Guard <Tactic> Increases Khorne abilities chance to critically hit by 10%

R13. Strong Ax – You sharpen your axe and deal a blow for ‘x’ damage ignoring 50% of your targets armor. 30AP, Instant Cast, 5sCD

R15. Da Crusha <Morale 4> You deal 3000 damage to a single target

Nurgle

R3. Chaotic Dance <Tactic> Tainted Swing and Frenzied Swirl do 20% more damage

R5. Nurgling Swarm – Nurgle aids your cause and sends a swarm of nurglings to snare all enemies within 30 feet by 40% for 10 seconds. 35 AP, Instant Cast, 30s CD

R7. Rotting from Within <Tactic> Dont Eat Dat Un’s end burst is two times stronger and corporeal

R9. Maggot Choke – You fill your enemy’s throat with maggots causing them to take ‘x’ damage every second they are casting a spell for 10 seconds. 30AP, Instant Cast, 10s CD

R11. Hatchlings <Tactic> At the end of Maggot Choke your target is silenced for 3 seconds

R13. Pandemic – You infest your target with a dangerous diseases causing them and all enemies within 20 feet of your target to take ‘x’ damage every second for 15 seconds. 35AP, Instant Cast, 20s CD

R15. Wave of Pestilence <Morale 4> All enemies within 30 feet of you take 1000 damage instantly and an additional 3000 over 10 seconds

Slaanesh

R3. Withered on the Inside <Tactic> Soul Collecta and Spirit Crush stack twice

R5. Magic Crush – Slaanesh gifts you with the power to destroy one damage absorb ability. If you remove a damage absorb ability your target takes ‘x’ damage. 30AP, Instant Cast, 10s CD

R7. For Pleasure <Tactic> Anytime you critically hit with a Slaanesh ability you regain 40 Action Points

R9. No Will To Live – You sap your targets will to live and cause all outgoing healing abilities to be 50% weaker for 10 seconds. 30AP, Instant Cast, 10sCD

R11. Your Pain, My Pleasure – The heals lost from No Will to Live’s heal debuff are transferred to you

R13. Gored Belly – You savagely cut your enemy’s belling reducing their wounds by 150 for 10s. 45AP, Instant Cast, 30s CD

R15. Shattering Cleave <Morale 4> Decreases all targets within 30ft of 2000 armor for 15 seconds

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