Home > Vampire Counts > Lahmian – Vampire Count Healer

Lahmian – Vampire Count Healer

“They say that Lady Gythor’s beauty is so enchanting she can make a man do whatever she wills. You know what I say? Witchcraft! There’s something not right about that woman. She came from no where one day, made our good Lord swoon and within weeks they were married; yet the woman’s never given him a child. He’s getting older and she stays the same. Witchcraft I tell you! Why I’d be willing to wage my winter’s salary shes one of those vampires from the east. Proof? No I haven’t any proof! But you wont catch me walking by her chamber in the darkest hours of the night, no you wont!” Gavrin Rudgaard, Head Steward of the Palace of Nuln

Lahmian

Archtype – Healer

Armor – Light

Weapon – Dagger & Essence

Mechanic – Vampiric Moons

  • You fill yourself with the light of a different phase of the moons and harness the power of night. This will amplify your powers in combat. By default all your abilities are 100 foot range spells which deal single target damage and heal your friendly target up to 150 feet away for 50% of the damage dealt or apply the buff removed at 50% value. You may chance the Phases freely out of combat, but while in combat it takes 5 seconds to change your Phase.

Mastery Trees

  • Seduction – A focus on single target damage and heals.
  • Corruption – A focus on area of effect damage and DoTs for group heals and HoTs
  • Temptation – A focus on weakening your enemy and transferring their power to an ally

R1. Death’s Messenger <Seduction> You send forth the dark hand of death at your opponent dealing ‘x’ spiritual damage and healing your friendly target for 50% of the damage dealt. 40AP, 2s Cast, No CD

R2. Blood Infusion <Seduction> You fill your ally with the blood of a fallen foe, healing them for ‘x’. This ability has no damaging properties and does not require an offensive target. 50AP, 1.5s Cast, No CD, 150ft Range

R3. Regrowth <Core Ability> Heals your target for ‘x’ health over 15 seconds.  30AP, Instant Cast, No CD, 150ft Range

R4. Weak at the Knees <Temptation> Your cast a seductive glance at your opponent causing them to go weak for your beauty. You reduce their strength and ballistics skill by ‘x’ for 10 seconds. Your friendly target has their strength and ballistics skill increased by 50% of the amount your offensive target loses for 10 seconds. 35AP, 1s Cast, No CD

R5. Cannot Resist Beauty <Temptation> Your opponent is overwhelmed by your beauty and lets his guard down. You reduce all their resistances by ‘x’ for 10 seconds. Your friendly target has their resistances increased by 50% of the amount your offensive target loses for 10 seconds. 30AP, 1s Cast, No CD

R6. Tainted Splatter <Corruption> You hurl a glob of corpulent blood at your enemy damaging him and two enemies within 20 feet of your target for ‘x’. Your friendly target is healed for 50% of the damage dealt. 40AP, 1s Cast, 10s CD

R7. This Beauty Is Not For You <Detaunt> You detaunt your target, 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, 100ft Range

R7. Unwilling Donor <Seduction> You sap your enemy of their blood transferring it to an ally. You deal ‘x’ spiritual damage every second for 6 seconds to your target; your friendly target is healed for 50% of the damage dealt every second for 6 seconds. 30AP, Instant Cast, 5s CD

R8. Divine Favor <Archtype Morale 1> A strong heal that will restore 1800 health to your target

R8. Mind Numbing Beauty <Temptation> Your beauty causes your enemy’s mind to go dull as they can think of nothing else. You reduce your target’s willpower and intelligence by ‘x’ for 10 seconds. Your friendly target’s willpower and intelligence are increased by 50% of the amount your offensive target loses for 10 seconds. 35AP, 1s Cast, No CD

R9. Vitality Stolen <Corrupton> You swing your blood drinking dagger in a circle and deal ‘x’ spiritual damage to all enemies within 20 feet of you and heal your defensive target for 35% of the damage dealt to all your opponents. 35AP, Instant Cast, 5s CD

R10. Kiss of Life <Resurrect> Resurrects your target with 20% health. 20AP, 3s Cast, 6s CD, 100ft Range

R10. Lustful Thoughts <Temptation> You fill your target with uncontrollable thoughts, impeding their ability to be effective in combat. You reduce their initiative and weapon skill by ‘x’ for 10 seconds. Your friendly target has their initiative and weapon skill increased by 50% of the amount your offensive target loses for 10 seconds. 35AP, 1s Cast, No CD

R11. Feast of the Innocents <Racial Tactic> Upon killing an opponent you regain 5% of your total Health

R12. Rampaging Siphon <Archtype Morale 2> Deals 600 damage to all enemies within 30 feet, and heals group members within 100 feet for the full damage dealt.

R12. Overwhelming Darkness <Corruption> You release the darkness from deep within your soul and send it crashing into all opponents within 100 feet dealing ‘x’ spiritual damage every second for 8 seconds to up to 6 enemies and healing your group for 50% of the damage dealt over 8 seconds. If a damage-over-time is removed from an enemy, the heal-over-time is removed starting with you. 45AP, 1.5s Cast, 10s CD

R13. Divine Fury <Archtype Tactic> You deal 25% more damage, but all of your healing becomes 20% less effective.

R14. Blood Sapped <Seduction> You drain your opponent of their blood and slowly the blood loss begins to wear on them. You deal ‘x’ spiritual damage to your target and reduce their movement speed by 40% for 10 seconds. Your friendly targets speed is increased by 15% for 5 seconds. 35AP, 1s Cast, 5s CD

R15. Escape into Darkness <Tactic> This Beauty Is Not For You will now also knock you back 60 feet from your opponent

R16. Darkness Prevails <Core Ability> You cleanse your ally of one hex or curse. 35AP, Instant Cast, 5s CD, 150ft Range

R16. Steal Life <Archtype Morale 1> Your target suffers 900 damage over 9 seconds, and you are healed for half the damage dealt.

R17. Corrupted Blood <Racial Tactic> Your corporeal resistance is increased by 252

R18. Breathless <Temptation> Your beauty is so overwhelming that your target is left gasping for breath. The cooldowns of all their abilities are increased by 1 second for 10 seconds. Your friendly targets cooldowns are decreased by .5s for 10 seconds. 40AP, 1s Cast, 10s CD

R19. Discipline <Archtype Tactic> Increases your willpower by 160

R20. Neferata’s Scream <Corruption> You release the dreadful scream of the Queen of all vampires dealing ‘x’ spiritual damage to all enemies within 100 feet and healing your group for 50% of the damage dealt. 55AP, 1.5s Cast, 3s CD

R20. Focused Mind <Archtype Morale 2> 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.

R20. Phase of the Ebonmoon <Core Ability> Your healing power is increased by 50 and the range of your healing abilities is increased by 50 feet; however, the range of your damaging abilities is decreased by 25 feet.

R20. Phase of the Palemoon <Core Ability> Your healing and magical power is increased by 25. The range of your healing and damaging abilities is unaffected.

R20. Phase of the Bloodmoon <Core Ability> Your magic power is increased by 50. The range of your damaging abilities is increased by 25 feet; however, the range of your healing abilities is decreased by 50 feet.

R21. Energizing <Tactic> Blood Sapped’s speed buff for your friendly target is increased to 25%, but its cooldown is increased to 10 seconds

R23. Ethereal Essence <Racial Tactic> The damage you take from critical hits is reduced by 10%

R24. Divine Protection <Archtype Morale 3> Each group member within 100ft is surrounded by a protective shield for the next 10 seconds that will absorb up to 4500 damage from melee abilities.

R25. Subtlety <Archtype Tactic> All of your heals will cause enemy monsters to hate you 25% less than normal.

R25. Resounding Screech <Core Ability> You can not be set back for 5 seconds and detaunt all enemies within 40 feet of you, making them hate you less and reducing the damage they deal to you by 50% for 15 seconds. 30AP, Instant Cast, 30s CD

R27. Overwhelming Temptations <Tactic> Your spells have a 10% lower chance of being disrupted.

R28. Loosened Grasp <Lahmian Morale 1> Your target takes 400 damage and is disarmed for 4 seconds

R29. Restorative Burst <Archtype Tactic> Anytime one of your direct healing effects critically heals an ally, you will regain 40 action points over 3 seconds.

R30. Eye Closer <Seduction> You send forth dark magic to take your enemy’s life, you deal ‘x’ spiritual damage to your opponent and heal your friendly target for 50% of the damage dealt. 45AP, 1s Cast, No CD

R31. Deprived Warrior <Tactic> On being hit, your attacker has a 10% chance to lose 600 armor

R32. Banshee’s Wail <Lahmian Morale 2> You deal 600 damage to all enemies within 30 feet of you and knock them back a long distance.

R33. Blood Frenzy <Tactic> Your morale’s cooldown is decreased to 45 seconds

R35. Death Wave <Corruption> A wave of dark magic cascades from your fingers dealing ‘x’ spiritual damage to all enemies in a 20 foot wide swath up to 60 feet away; your group is healed for 50% of the damage dealt. 45AP, 1s Cast, 10s CD

R35. Death is King <Tactic> Death’s Messenger and Death Wave cost 10 Action Points less

R36. Sanguine Blade <Lahmian Morale 3> You deal 800 damage to your target which heals you

R37. Dangerous Pains <Tactic> If a healer cleanses one of yorr debuffs, they lose 20 Action Points and the target with the debuff takes ‘x’ damage.

R39. Seering Morn <Tactic> Shield of Dusk’s damage transfer is increased to 33% and duration to 10 seconds

R40. Alter Fate <Archtype Morale 4> Resurrects all groupmates within 30 feet. Anyone who is brought back from the dead will also be healed for 472 over 9 seconds, and they will deal 20% more damage for 10 seconds.

R40. Night Gale <Core Ability> The dark winds of the Lahmia are unleashed, knocking all enemies within 30 feet away, knocking players back  a medium distance and knocking monsters down. Anyone hit by the gust of wind is snared by 20% for 10 seconds. 40AP, Instant Cast, 60s CD

Mastery Trees

Seduction

R3. Sharing Vitality <Tactic> On a direct heal, your target has a 10% chance to gain 20 Action Points

R5. Shield of Dusk – You shelter your target with darkness, casting a damage absorb shield which will absorb ‘x’ damage for 8 seconds and reflecting 25% of the damage back to the attacker. 40AP, 1s Cast, 20s CD

R7. Seductive Advances <Tactic> Your abilities do 15% more damage if you are within 40 feet of your target

R9. Pale As Death – You focus on your target for 10 seconds and drain the very life from them dealing ‘x’ spiritual damage and reducing their movement speed by 20%; your friendly target will be healed for 50% of the damage dealt. This ability will end if you run out of Action Points or break your concentration. Requires Phase of the Ebonmoon. 15AP/s, 10s Cast, 20s CD

R11. Rise of Lahmia <Tactic> Your chance to critically heal is increased by 10%

R13. Quiet Wench! – You call for death to silence your target, you deal ‘x’ spiritual damage and your target is silenced for 3 seconds. Requires Phase of the Ebonmoon. 40AP, 1s Cast, 15s CD

R15. Blood Kiss <Morale 4> You increase the healing your target receives by 50% and grant them 100 Action Points

Corruption

R3. Flesh Eater <Tactic> Tainted Splatter also deals ‘x’ damage over 3 seconds

R5. Blood Leeches – You infect your target with massive leeches with a voracious hunger for blood. Your target suffers ‘x’ damage over 5 seconds; your friendly target is healed for 50% of the damage dealt. This ability will jump up to 6 times to a new enemy within 20 feet of the infected target a the end of its duration. 50AP, 1.5s Cast, 20s CD

R7. Infested Land <Tactic> Blood Leeches will hit up to 10 targets and will shift immediately to a healer if they attempt to cleanse it.

R9. Demise of Khemri – The souls of the dead burst forth from you and deal ‘x’ spiritual damage to all enemies within 100 feet of you; your group is healed for 50% of the damage dealth. Requires Phase of the Palemoon. 55AP, Instant Cast, 20s CD

R11. Sands of Change <Tactic> Demise of Khemri deals 25% more damage but it gains a 1 second Cast Time.

R13. Neferata’s Boon – The Queen of the vampires blesses your group and for the next 10 seconds they cannot be critically hit. Requires Phase of the Bloodmoon. 40AP, 1s Cast, 45s CD

R15. Seventh Book of Nagash <Morale 4> You call forth a powerful necromantic spell and deal ‘x’ spiritual damage to all enemies within 200 feet; healing your group for 50% of the damage dealt.

Temptation

R3. Knowledge of the Past <Tactic> Your intelligence is increased by 80

R5. Willing Victim – You have completely seduced your target causing them to let down their guard. Your targets toughness is reduced by ‘x’ for 10 seconds. Your friendly target’s toughness is increased by 50% of the toughness your offensive target loses for 10 seconds. 35AP, 1s Cast, No CD

R7. Taking Life’s Pleasures <Tactic> All buffs from the Path of Temptation are 30% more effective

R9. In Death’s Grasp – Death hovers over your marked enemy. You deal ‘x’ spiritual damage to your target and for the next 10 seconds healing abilities will be 50% less effective on your target. Require Phase of the Bloodmoon. 35AP, 1s Cast, 10s CD

R11. Venomous Beauty <Tactic> Your chance to critically hit with magic abilities is increased by 5%

R13. Intoxicating Beauty – Your beauty sucks the very life and energy out of your opponent. You deal ‘x’ spiritual damage and cause your enemy to lose 20 Action Points per second for 6 seconds; your friendly target receives the drained Action Points. Requires Phase of the Bloodmoon. 45AP, 1.5s Cast, 45s CD

R15. Be Still Beating Heart <Morale 4> You take 120 wounds from your enemy and grant it to your friendly target for 10 seconds.

Categories: Vampire Counts Tags: ,
  1. September 18, 2010 at 11:44 PM

    Feast of the Innocents just seems like it would be OP at times.
    Maybe it’s just me

  2. September 19, 2010 at 1:31 PM

    Well assuming the only classes that land kill-blow often (dps) get them, and assuming that most dps have 5k-8k wounds this is about a 250-400 heal on kill blow. Should a tank with full 10k hp land a death blow then its still a 500 heal. Take the average scenario, most dps classes average about a dozen death blows, some more some less, in the grand scheme of things its not a huge portion they’re healing themselves for. Plug in your own numbers and the numbers of friends and see if the results would be OP =P

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