Home > 1.7.x, HDPS > Sea of Swords – Greatsword

Sea of Swords – Greatsword

“Never before have you seen such an imposing host among the armies of the Empire. Dressed in such finery, equipped with gleaming blades, standing tall and strong, the Greatswords of Carroburg are certainly an awe-inspiring force. Such is their training that a Greatsword handles their heavy blade with great precision, and with an ease that would lead one to believe they were swinging a feather in their hands. These mighty warriors are symbols of the Emperor’s authority, but woe unto any enemy that is forced to encounter them on the battlefield. One Greatsword is a sight to behold, but a regiment of Greatswords is sure to bring swift victory!”

~ Oswald von Horst, Prefect of Nuln

Greatsword

Archtype – Heavy DPS

Armor – Heavy Splint

Weapon – Greatsword

Mechanic – Combat Maneuvers

  • Your precise training has prepared you for many different situations. You assume different battlefield tactics enhancing one aspect of your combat prowess while leaving another weaker. You can change your combat maneuvers in action to better adapt to the situation on hand.

Mastery Trees

  • Carroburg – You focus on destroying enemy heavy armor units.
  • Averheim – You focus on dealing wide-spread damage.
  • Nuln – You focus on weakening your enemies.

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

R1. Fracture <Carroburg> You bring your weapon down with tremendous might shattering your enemy’s bones, you deal ‘x’ damage. 30AP, Instant Cast, No CD

R2. Exploit the Gap <Carroburg> You slide the tip of your blade in between the joints of your enemy’s armor, ignoring 25% of their armor and dealing ‘x’ damage. 40AP, Instant Cast, No CD

R3. Seek Mercy <Nuln> You cut your enemy cruelly across their face dealing ‘x’ damage and causing their abilities to take an additional .5 seconds to build; this effect lasts 10 seconds. 35AP, Instant Cast, 10s CD

R4. Reckless Flight <Nuln> You cut across your enemy’s legs as they attempt to flee from you, dealing ‘x’ damage and reducing their movement speed by 40%for 5 seconds. 35AP, Instant Cast, 10s CD

R5. Seething Strike <Averheim> You swing ahead of yourself attempting to clear a path, you hit up to three targets 25 feet in front of you for ‘x’ damage. 35AP, Instant Cast, 3s CD

R6. Exceed Training <Carroburg> You focus your attention on lessons of times past, you increase your weapon skill by ‘x’ for 10 seconds. 35AP, Instant Cast, 10s CD

R7. Surrounded But Not Overcome <Averheim> You harken on times of true struggle and shrug off your current predicament. You increase your toughness by ‘x’ for every enemy within 30 feet of you, this effect lasts 10 seconds. 40AP, Instant Cast, 20s CD

R8. Fear of Sigmar <Nuln> You attack your enemy while chanting a prayer to Sigmar, instilling your enemy’s with a dread. You deal ‘x’ damage to your target and drain them of 100 morale points. 45AP, 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. Tip o’ the Blade <Averheim> You swing your blade catching your enemies with its lethal edge, causing all enemies within 30 feet to take ‘x’ damage every second for 5 seconds. 40AP, Instant Cast, 5s CD

R10. Volkmar’s Missive <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

R10. Spearhead Maneuver <Carroburg> You focus on punching through enemy lines. You have a 5% lower chance to be blocked, but you take 10% more damage. Instant Cast, 5s CD

R10. Scythe Maneuver <Averheim> You focus on cutting a wide path for your support units to follow, earning their gratitude. You receive 10% more healing but in your recklessness your armor cap is reduced 5%. Instant Cast, 5s CD

R10. Sledge Maneuver <Nuln> You focus on driving forward despite the odds causing all crowd-control effects to last half as long on you, but snares are 10% more effective against you. Instant Cast, 5s CD.

R11. Emperor’s Ward <Racial Tactic> Anytime you are attacked, there is a 25% chance that you will become protected by a magical barrier for up to 10 seconds, which will absorb up to 375 damage. This effect will not trigger more than once ever 3 seconds.

R12. Shatter Chains <Core Ability> You cut at the links 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. Forceful Strike <Carroburg> You slam your blade hard against your enemy’s weapon causing the reverberations to weaken their grip. You deal ‘x’ damage to your target and reduce their chance to parry attacks by 5% for 10 seconds. This ability requires a Maneuver to be in effect. 45AP, Instant Cast, 10s CD

R15. Splintered Guard <Tactic> Shatter Guard now deals 100% more damage to your target and causes them to lose 50 points of morale.

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

R16. The Reaping <Averheim> You cut low across the ground, dealing ‘x’ damage to all enemies 30 feet in front of you. This ability requires a Maneuver to be in effect. 40AP, Instant Cast, 3s CD

R17. Unwavering Faith <Racial Tactic> Increases your Spirit resistance by 252.

R18. Warrior’s Edge <Core Ability> You hone in on your combat skills, increasing your chance to parry by 5% parry for 10 seconds. 40AP, Instant Cast, 15s 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. Chipped Blade <Nuln> You hack at your enemy’s weapon with the power of Sigmar behind your blow. You deal ‘x’ damage to your target and make their weapon brittle, causing their damage to be reduced by 20% for 10 seconds. This ability requires a Maneuver to be in effect. 40AP, Instant Cast, 10s CD

R21. Finest Steel <Tactic> Warrior’s Edge lasts 20 seconds and costs 5 Action Points less.

R23. Sigmar’s Favor <Racial Tactic> Any time that you are healed by a direct heal, there is a 25% chance that you will regain an additional 135 hit points as well.

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. Garner Pain <Averheim> You swing wildly about you, dealing ‘x’ damage to all enemies within 20 feet of you. This ability requires a Maneuver to be in effect. 40AP, Instant Cast, 3s CD

R27. Compound Fracture <Tactic> Fracture deals 50% more damage to targets wearing heavy armor, and 20% more damage to all other targets.

R28. Pierced Side <Greatsword Morale 1> You deal 2,000 damage over 3 seconds to your target.

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

R30. Gushing Wound <Carroburg> You cut deeply at your target’s right arm, causing them to take ‘x’ damage every second they use a melee attack; this effect will last 10 seconds. This ability requires a Maneuver to be in effect. 45AP, Instant Cast, 15s CD

R31. Seething Pain <Tactic> Seething Strike will now also deal ‘x’ damage over 3 seconds.

R32. Sickle of Death <Greatsword Morale 2> You deal 1,200 damage to all enemies within 50 feet.

R33. Brittle Edge <Tactic> Chipped Blade’s outgoing damage debuff is increased to 30% decreased.

R35. Drive to Defense <Core Ability> You are driven by a sense of urgency as your movement speed is increased by 10% for 10 seconds. 50AP, Instant Cast, 60s CD

R35. Compromised Intellect <Tactic> Seek Mercy decreases your target’s disrupt chance by 10%.

R36. Reservoir of Vitality <Greatsword Morale 3> Your next 4 abilities do not cost any Action Points.

R37. Whet the Blade <Tactic> Every time you parry an enemy attack, your chance to parry is increased by 5% for 5 seconds. This effect cannot reapply itself.

R39. Unstoppable Force <Tactic> Strikethrough now ignores parry as well, but its cool-down is increased to 6 seconds.

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

R40. Shaken Up <Nuln> You charge at your enemy and assault them with such vigor that leads them into great terror. You deal ‘x’ damage to your target and decrease their chance to dodge and disrupt attacks by 10% for 10 seconds. This ability requires a Maneuver to be active. 45AP, Instant Cast, 10s CD

Mastery Trees

Carroburg

R3. Star Pupil <Tactic> Exceed Training’s duration is increased to 20 seconds, but it now requires the Spearhead Maneuver.

R5. Pummel & Slash – You hit your enemy with the hilt of your sword and then cut across them as they recover from the initial blow. You deal ‘x’ damage to your target twice, the second attack cannot be defended against. This ability requires the Spearhead Maneuver. 40AP, Instant Cast, 4s CD

R7. School of Carroburg <Tactic> Your chance to critically hit with melee attacks is increased by 8%.

R9. Rive – You drive your blade into your enemy’s armor and twist causing the links and plate to part. You deal ‘x’ damage to your target and if they are wearing ‘heavy’ armor you reduce their armor by 25% for 10 seconds.  This ability requires the Spearhead Maneuver. 45AP, Instant Cast, 10s CD

R11. Rent Mail <Tactic> The duration of Rive is increased to 20 seconds but its cost is increased to 55 Action Points.

R13. Strikethrough – You plunge your sword into your target in a brutal attack that cannot possibly be blocked. You deal ‘x’ damage to your target. This ability requires the Spearhead Maneuver. 45AP, Instant Cast, 3s CD

R15. Sword of Carroburg <Morale 4> You deal 2,500 damage to your target if they are classified as a ‘tank’; if they are classified as another class, you deal 2,000 damage.

Averheim

R3. Deep Incision <Tactic> Tip o’ the Blade’s duration is increased to 9 seconds.

R5. Celestial Ward – You are infused with the winds of the Celestial College and you pulse with magical energy. For the next 15 seconds, on being hit you deal ‘x’ spirit damage to all enemies within 20 feet of you. This ability requires the Scythe Maneuver. 40AP, Instant Cast, 30s CD

R7. In the Thick of It <Tactic> Surrounded But Not Overcome now lasts 20 seconds but it now requires the Scythe Maneuver.

R9. Empyreal Cascade – Empowered by the Celestial Wizards, you send forth a cascade of magical energy dealing ‘x’ spirit damage to all enemies 30 feet in front of you. This ability requires the Scythe Maneuver. 45AP, Instant Cast, 5s CD

R11. Champion of the Celestial College <Tactic> Celestial Ward and Empyreal Cascade’s range is increased by 10 feet.

R13. Dense Air – You winds of the Celestial Collage flow around you with great weight, causing all enemies within 30 feet to have their movement speed reduced by 30% for 10 seconds. This ability requires the Scythe Maneuver. 45AP, Instant Cast, 20s CD

R15. Bastion of Life <Morale 4> You regain 500 health points for every enemy within 35 feet of you.

Nuln

R3. Pervading Fear <Tactic> Fear of Sigmar will also slow your target’s morale gain by 50% for 10 seconds.

R5. Clouded Vision – You slam your enemy across the side of their head with the flat of your blade, dealing ‘x’ damage and decreasing the range of their ranged abilities by 50 feet for 10 seconds. This ability requires the Sledge Maneuver. 40AP, Instant Cast, 10s CD

R7. Seeing Stars <Tactic> Clouded Vision also reduces your target’s Ballistics and Intelligence by ‘x’.

R9. Clumsy Handling – You nimbly disarm your target as they wail at you. You deal ‘x’ damage and disarm your target for 4 seconds. This ability requires the Sledge Maneuver. 40AP, Instant Cast, 15s CD

R11. Heavenly Winds <Tactic> Snares last 50% less time against you.

R13. Darkness Contained – The light of Sigmar fills your blade as you cut against the heretics. You deal ‘x’ damage to your taret and reduce the effectiveness of healing abilities they use by 50% for 10 seconds. This ability requires the Sledge Maneuver. 45AP, Instant Cast, 10s CD

R15. Established Excellence <Morale 4> Your groups cool-downs are reduced by 5 seconds for the next 10 seconds.

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