Home > 1.7.x, HDPS > War of Karak Ankor ~ Hammerer

War of Karak Ankor ~ Hammerer

“Though our past has soured relations between our peoples, the dwarves are similar in many ways to the elves. In times of peace they pursue many civilian duties, but when war calls they don their armor and sturdy weapons and fight for the survival of their realm. The hammerers are in some ways the unsung heroes of Karak Ankor, toiling on the railways in times of peace, and fighting with all their blood to protect the vital arteries of the realm.”

~ Prince Thytheolir of Eataine

Hammerer

Archetype – Heavy DPS

Armor – Heavy Splint

Weapon – Greathammer

Mechanic – Bugman’s Best

  • Your mighty prowess is powered by the famous ale of the dwarves, Bugman’s Best. You have a pool of 200 Dwarven Fortitude points. Your abilities will consume Dwarven Fortitude as you fight. You can take a drink of Bugman’s Best to replenish your Dwarven Fortitude in combat.

Mastery Trees

  • Throne Guard – A mastery path focused on beating your enemy into the ground.
  • Mine Guard – A mastery path focused on dealing indiscriminate widespread damage.
  • Rail Guard – A mastery path focused on wearing your opponents down.

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

R1. Bottoms Up! <Core Ability> You drink a small keg of Bugman’s Best consuming 20 Action Points every second to receive 20 Dwarven Fortitude per second; this ability will end if you end your concentration or use an ability. 20AP/s, 10s Cast, 30s CD.

R1. Pummel <Throne Guard> You slam your hammer down onto your opponent dealing ‘x’ damage. 35AP, Instant Cast, No CD.

R2. Stop Yer Thinkin’ <Throne Guard> You swing your hammer at your opponents face dealing ‘x’ damage, if you interrupt your opponents action you will deal an additional ‘x’ damage. This ability costs 20 Dwarven Fortitude. Instant Cast, 5s CD.

R3. Muscle Pulp <Rail Guard> You pound your enemy’s arms into a pulp, dealing ‘x’ damage and reducing their outgoing damage by 15% for 10 seconds. This ability costs 25 Dwarven Fortitude. Instant Cast, 10s CD.

R4. Noggin’ Knock <Rail Guard> You whack your enemy at the side of their head sending them into a daze; you deal ‘x’ damage and increase the cool-downs of your enemy’s abilities by 5 seconds, this effect will last 10 seconds. This ability costs 25 Dwarven Fortitude. Instant Cast, 10s CD.

R5. Stay Back! <Mine Guard> You swing your hammer in front of you, dealing ‘x’ damage to three enemies within 25 feet of you. This ability costs 20 Dwarven Fortitude. Instant Cast, 3s CD.

R6. Forgehand <Throne Guard> With the deft precision it takes to shape metal, you strike your opponent dealing ‘x’ damage. If your target is wearing heavy armor you will also reduce their armor by 20% for 10 seconds. This ability costs 25 Dwarven Fortitude. Instant Cast, 10s CD.

R7. Clear the Room! <Mine Guard> You spin around in a circle hitting all enemies within 30 feet of you for ‘x’ damage. This ability costs 30 Dwarven Fortitude. Instant Cast, 3s CD.

R8.Slow ‘Er Down <Rail Guard> You attack your enemy dealing ‘x’ damage and decreasing their auto-attack speed by 20% for 10 seconds. This ability costs 25 Dwarven Fortitude. Instant Cast, 10s CD.

R8. Definitive Halt <Archetype Morale 1> You slam your weapon into the ground, reducing the movement speed of your target by 50% for 10 seconds, your target must be within 30 feet of you.

R9. Impact Wave <Mine Guard> You slam your hammer into the ground causing it to ripple and hit all enemies within 30 feet of you for ‘x’ damage and reduce their movement speed by 40% for 10 seconds. This ability costs 30 Dwarven Fortitude. Instant Cast, 30s CD.

R10. Get Yer Own Beer <Core Ability> 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. Shatter Guard <Core Ability> You slam your weapon into the enemy tank causing them to take ‘x’ damage and removing the Guard effect they have on an ally. 30AP, Instant Cast, 10s CD

R11. Stoutness of Stone <Racial Tactic> You recover from stuns and knockdowns 50% quicker. You will still gain immunity based on the original duration.

R12. Dwarven Resolve <Core Ability> You hack at the bonds that bind you, freeing you 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

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

R13. Heavy Plating <Archetype Tactic> Your physical armor cap is increased by 5% but your damage output is reduced by 10%.

R14. Sundering Blow <Throne Guard> You slam into your opponents shield with all your power, dealing ‘x’ damage and reducing their chance to block attacks by 5% for 10 seconds. This ability cannot be blocked. This ability costs 25 Dwarven Fortitude. Instant Cast, 10s CD.

R15. Once and For All <Tactic> Dwarven Resolve also increases your speed by 20% for 10 seconds.

R16. Determined Guardian <Archetype Morale 1> You gain a 1200 damage absorb shield.

R16. Rubble Flurry <Mine Guard> You swing at the debris at your feet sending it flying at your enemy and digging into their flesh. You deal ‘x’ damage every second for 6 seconds to all enemies 30 feet in front of you. This ability costs 35 Dwarven Fortitude. Instant Cast, 5s CD.

R17. Stubbornness <Racial Tactic> Increases your Corporeal resistances by 252.

R18. Quick Swig <Core Ability> You take a quick drink of Bugman’s Best, instantly consuming 50 Action Points and gaining 50 Dwarven Fortitude. 10s CD.

R19. Tempered Blade <Archetype Tactic> Increases your Weapon Skill by ‘x’.

R20. Furious Onslaught <Archetype Morale 2> Your auto-attack speed is increased by 50% for 15 seconds.

R20. Critical Strike <Rail Guard> You strike at your opponents under-defended side causing them to take ‘x’ damage and increasing the chance they will be critically hit by 10% for 10 seconds. This ability costs 25 Dwarven Fortitude. Instant Cast, 10s CD.

R21. Reverberations <Tactic> Impact Wave’s damage range is increased to 45 feet, but targets over 25 feet are only snared by 20%.

R23. Ancestral Inheritance <Racial Tactic> Increases your armor by 660.

R24. Inspirational Aura <Archetype Morale 3> Your group’s Action Point regeneration is increased by 20% for 20 seconds if they are within 100 feet of you.

R25. Gromril Splintmail <Archetype Tactic> You take 20% less damage from targets within 30 feet of you.

R25. Fusillade <Throne Guard> You focus your attention on your target and repeatedly assault them, dealing ‘x’ damage per second for 5 seconds. This ability costs 20 Dwarven Fortitude per second. 5s Cast, 8s CD.

R27. Think About Yer Actions <Tactic> Slow ‘Er Down lasts 20 seconds and its cool-down is decreased by 5 seconds.

R28. Firebrew Ale <Hammerer Morale 1> For the next 10 seconds your attacks will deal an additional ‘x’ elemental damage.

R29. Tranquil Defender <Archetype Tactic> You are immune to knockbacks.

R30. None o’ That Nonsense <Rail Guard> A powerful anti-magic rune is infused into your hammer as you attack your opponent, dealing ‘x’ damage and removing one damage-absorbing effect. This ability costs 40 Dwarven Fortitude. Instant Cast, 15s CD.

R31. Throne-Bearer <Tactic> Sundering Blow reduces block an additional 5% and deals 100% more damage.

R32. Hammer Time! <Hammerer Morale 2> You deal 1,400 damage to your target.

R33. Building Grudges <Tactic> If any of your attacks are blocked or parried, you build 10 Dwarven Fortitude.

R35. Ancestral Hammer <Core Ability> Your chance to parry attacks is increased by 10% for the next 15 seconds. 50AP, Instant Cast, 60s CD.

R35. Proud of Ma Gut <Tactic> Your pool of Dwarven Fortitude is increased by 50.

R36. Be My Anvil <Hammerer  Morale 3> You deal 800 damage to your target and knock them down for 2.5 seconds.

R37. Lethal Determination <Tactic> Fusillade cannot be interrupted by enemy actions including crowd-control effects, but its cool-down is increased to 10 seconds.

R39. More Ale! <Tactic> Bottoms Up! ratio of Action Points to Dwarven Fortitude is increased to 30 to 30 and its cool-down is decreased to 15 seconds.

R40. Storm of Blades <Archetype Morale> You deal 1,800 damage to all enemies within 30 feet of you.

R40. Tremors <Mine Guard> You slam the ground sending a line of tremors in front of you, dealing ‘x’ damage to all enemies 40 feet in front of you. This ability costs 40 Dwarven Fortitude. Instant Cast, 15s CD.

Mastery Trees

Throne Guard

R3. Eager for Vengeance <Tactic> Pummel costs 15 Action Points less

R5. It’s Time! – You are filled with the memory of the most bitter grudges committed against your kin, for the next 20 seconds your armor penetration is increased by 10%. This ability costs 50 Dwarven Fortitude. Instant Cast, 60s CD.

R7. King’s Guard <Tactic> Your melee power is increased by 40.

R9. Finish Him! – You slam your hammer down onto your disabled enemy dealing ‘x’ damage to them. This ability requires your target to be knocked down. This ability costs 30 Dwarven Fortitude. Instant Cast, No CD.

R11. Ruthless Assault <Tactic> Finish Him! almost always critically hits.

R13. Croquet – You take a competitive swing at your target sending them flying, you deal ‘x’ damage to your target and knock them back a random distance. This ability requires your target to be knocked down. This ability costs 50 Dwarven Fortitude. Instant Cast, 30s CD.

R15. High King’s Decree <Morale 4> You are filled with the power entrusted upon you by the High King, you slam your runic hammer into your opponent reducing their armor by 75% for 10 seconds.

Mine Guard

R3. Sentinel of the Depths <Tactic> Stay Back!’s cool-down is reduced to 0 seconds but its cost is increased to 30 Dwarven Fortitude.

R5. Joy of Battle –  You take in the spirit of battle and for the next 20 seconds your damage is increased by 10%. This ability costs 50 Dwarven Fortitude. Instant Cast, 60s CD.

R7. Sticks and Stones Break Yer Bones <Tactic> Rubble Flurry now deals corporeal damage.

R9. Dark Tunnels – You instill your enemies with a dreaded fear of the darkness of Undgrin Ankor; you drain all enemies within 30 feet of you of 300 morale points. This ability costs 35 Dwarven Fortitude. Instant Cast, 20s CD.

R11. For Karak Ankor! <Tactic> Joy of Battle also increases your chance to critically hit with melee attacks by 5%.

R13. Breakthrough – You charge forward at a rate of 10 feet per second dealing ‘x’ damage to all enemies within 20 feet of your path along the way. This ability costs 25 Dwarven Fortitude per second. 6s Cast, 20s CD.

R15. Tunnel Collapse <Morale 4> You cause all enemies 30 feet in front of you to take 2,000 damage.

Rail Guard

R3. Absolute Mush <Tactic> Muscle Pulp’s debuff is increased to 25%, but its cost is increased to 30 Dwarven Fortitude.

R5. Concentrate – You focus your mind at the task at hand and for the next 20 seconds you receive 15% more heals. This ability costs 50 Dwarven Fortitude. Instant Cast, 60s CD.

R7. Focus! <Tactic> Concentrate’s heal buff is increased to 25% but its duration is decreased to 15 seconds.

F9. Iron Migraine – You slam your hammer into your enemy’s forehead causing them to become afflicted with an ailment that causes them to take ‘x’ damage every second they attempt to cast a healing ability; this effect lasts 10 seconds. This ability costs 40 Dwarven Fortitude. Instant Cast, 15s CD.

R11. Hammering Temples <Tactic> Iron Migraine’s damage is doubled and it also will now reduce the effectiveness of heals cast by the affected target by 25%.

R13. Mouth Full of Hammer – You send your hammer crashing into your enemy’s mouth, dealing ‘x’ damage and removing the effects of one liniment or potion. This ability costs 60 Dwarven Fortitude. Instant Cast, 60s CD.

R15. The Train Commeth <Morale 4> You drain 200 Action Points from your target; for every 10 Action Points your target loses, you target suffers 100 damage.

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  1. September 10, 2011 at 5:49 PM

    Many of the ability names are taken from the beta-Hammerer. Some of the ability concepts are also drawn from beta abilities.

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