Home > 1.7.x, HDPS > Sea of Swords – Harbinger of Tzeentch

Sea of Swords – Harbinger of Tzeentch

“Come forth men of the mountains, come answer Tzeentch’s call. Sheep-herds no more, now you shall be slayers of men. Embrace the Wind of Change that courses through your body and go forth in the name of Tzeentch to conquer all who would dare stand against you. You, child of Change, shall usher in a new era for the hosts of Chaos.”

~ Tzeentch’s Night-whisper to the men of Norsca’s mountains.

Harbinger of Tzeentch

Archtype – Heavy DPS

Armor – Heavy Splint

Weapon – Spear-staff

Mechanic – Aspects of Tzeentch

  • You assume different Aspects of the Lord of Change enhancing one facet of your combat style while weakening another. You can change your Aspects of Tzeentch in combat to better suit the situation.

Mastery Trees

  • Collapse – A focus on destroying the enemy forces’ heavy armor units.
  • Ruin – A focus on dealing wide-spread damage.
  • Demise – A focus on weakening your enemy.

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

R1. Bludgeon <Collapse> You bring down your stave upon your enemy’s body, dealing ‘x’ damage. 30AP, Instant Cast, No CD

R2. Soft Spot <Collapse> You drive your greatstaff into the gaps in your enemy’s armor, ignoring 25% of their armor value and dealing ‘x’ damage. 40AP, Instant Cast, No CD

R3. Concussive Blow <Demise> You slam your stave across your enemy’s head, dealing ‘x’ damage and increasing the cool-downs of their abilities by 5 seconds; this effect lasts 10 seconds. 35AP, Instant Cast, 10s CD

R4. Snow-Foot <Demise> The winds of Change course through your staff as you cut your enemy’s feet from under then and fill them with the weight of winter. You deal ‘x’ damage to your target and reduce their movement speed by 40% for 5 seconds. 35AP, Instant Cast, 10s CD

R5. Chest Crack <Ruin> You thrust your stave forward, dealing ‘x’ damage to up to 3 targets 25 feet in front of you. 35AP, Instant Cast, 3s CD

R6. Norse Blood <Collapse> You channel the Norse blood that flows through your veins and temporarily hone in on your hunter instincts, increasing your weapon skill by ‘x’ for 10 seconds. 35AP, Instant Cast, 10s CD

R7. Laugh at the Odds <Ruin> Tzeentch smiles upon you as you launch into the thick of the enemy. Your toughness is increased by ‘x’ for every enemy within 30 feet of you for 10 seconds. 40AP, Instant Cast, 20s CD

R8. Shadow of the Mountain <Demise> You loom over your enemy as you assault them. You deal ‘x’ damage to your target and your terrifying shadow causing them to lose 100 points of morale. 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. The Harvester <Ruin> Recalling the past of herding sheep, you swing your stave wide to bring in the flock. You deal ‘x’ damage to all enemies 30 feet in front of you. 40AP, Instant Cast, 3s CD

R10. Frost Gale <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. Aspect of the Rockfall <Collapse> Tzeentch fills you with the power of the rockfall, decreasing your chance to be blocked by 5%, but in your haste for destruction, your toughness is also decreased by 10%.

R10. Aspect of the Avalanche <Ruin> Tzeentch fills you with the alpine surge of snow as you charge forward wrecking havoc. As you fight in Tzeenthc’s name you are blessed to receive 10% more healing, but as the chill of the alpine surge fills you your armor cap is lowered by 5%.

R10. Aspect of the Monolith <Demise> Tzeentch marks you as the everlasting monolith that cannot be moved. Crowd-control effects last half as long on you, but snares last 25% longer.

R11. Warped Flesh <Racial Tactic> Anytime you are attacked, there is a 25% chance that you will absorb up to 375 damage. This effect will not trigger more than once ever 3 seconds.

R12. Break the Ice <Core Ability> You free yourself of the grip of winter, 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. Numb Arm <Demise> The chill of the Chaos Wastes courses through your stave as you land a blow on your enemy’s hand causing it to go numb. You deal ‘x’ damage and reduce your target’s chance to parry attacks by 5% for the next 10 seconds. This ability requires an Aspect to be in effect. 45AP, Instant Cast, 10s CD

R15. Into a Pulp <Tactic> Bludgeon will deal 25% more damage to targets wearing medium or heavy armor.

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

R16. Frost Hook <Ruin> You swing your stave in a wide circle about you as the cold winds trail behind it. You deal ‘x’ damage over 3 seconds to all enemies within 30 feet of you. This ability requires an Aspect to be in effect. 45AP, Instant Cast, 5s CD

R17. Tzeentch’s Warding <Racial Tactic> Increases your Elemental resistance by 252.

R18. Mountain Man <Core Ability> Your skill as a solitary survivalist fills your body; your chance to parry attacks is increased by 5% for the next 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. Punishing Winds <Collapse> As the winds blast the mountains, so too you pummel your target. For the next 5 seconds you thrash your target dealing ‘x’ damage every half second.  This ability requires an Aspect to be in effect. 20AP/s, 5s Cast, 5s CD

R21. Legendary Ancestry <Tactic> Norse Blood lasts 20 seconds but costs 5 Action Points more.

R23. Backlash <Racial Tactic> Anytime you are attacked, there is a 25% chance that you will lash out for 250 Elemental damage over 5 seconds to anyone who hits you.

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. Nordic Cyclone <Ruin> You spin around filled with an unstoppable rage. You deal ‘x’ damage to all enemies within 30 feet of you. This ability requires an Aspect to be in effect. 40AP, Instant Cast, 3s CD

R27. Norse Giant <Tactic> Mountain Man’s parry buff is increased to 10%

R28. Forceful Charge <Harbinger of Tzeentch Morale 1> You deal 1,200 damage to your target and to 2 enemies within 25 feet of your target.

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

R30. Chafing Armor <Collapse> You smash your target’s armor causing it to cut into their flesh. Your target suffers an ailment for 10 seconds causing them to take ‘x’ damage every second they use a melee attack. This ability requires an Aspect to be in effect. 45AP, Instant Cast, 15s CD

R31. Lord of Change <Tactic> Frost Hook and Nordic Cyclone now deal elemental damage.

R32. Stoneshaft <Harbinger of Tzeentch Morale 2> Your next 6 attacks deal an additional ‘x’ undefendable damage.

R33. Raised in the Shadows <Tactic> Shadow of the Mountain will build 25 morale for you.

R35. Alpine Surge <Core Ability> You rush forward with the speed of the avalanche behind you. For the next 20 seconds your movement speed is increased by 10%. 50AP, Instant Cast, 60s CD

R35. Pit-fall <Tactic> If an enemy attempts to break Snow-Foot’s effect, they are knocked down for 2 seconds.

R36. Crevasse Crosser <Harbinger of Tzeentch Morale 3> You leap for 60 feet at your target and cause them to take 800 damage.

R37. You Dare Stop Me?! <Tactic> If you are blocked, your chance to be blocked is 10% lower for 10 seconds, this effect cannot trigger more than once every 3 seconds.

R39. Might of the Mountains <Tactic> Stave Slam’s damage is increased by 100%

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

R40. Weight of Stone <Demise> Tzeentch’s curse emerges from the tip of your greatstaff as you attack your enemy. You attack your target dealing ‘x’ damage and cause their limbs to become terribly weighed down, decreasing their damage by 20% for 20 seconds. This ability requires an Aspect to be active. 40AP, Instant Cast, 15s CD

Mastery Trees

Collapse

R3. Thirst for Warm Blood <Tactic> Your chance to critically hit with melee attacks is increased by 5%.

R5. Torn Shield – You cut across your enemy’s shield with your stave dealing ‘x’ damage to your target and reducing their chance to block attacks by 5%  for the next 10 seconds. This ability requires the Aspect of Rockfall. 40AP, Instant Cast, 10s CD

R7. Suck the Breath from You <Tactic> Punishing Winds has a 20% chance to steal 40AP from the target.

R9. Armor Collapse – You smash your enemy’s armor with the weight of a rockfall. You deal ‘x’ damage and if your target is wearing ‘heavy’ armor then their armor is reduced by 25% for 10 seconds. This ability requires the Aspect of Rockfall. 45AP, Instant Cast, 10s CD

R11. Brittle Like Ice <Tactic> Armor Collapse now reduces heavy armor by 33% but costs 50AP

R13. Stave Slam – On being blocked, you retaliate with daemonic fury and knock your target down for 3 seconds. This attack is undefendable. This ability requires the Aspect of Rockfall. 45AP, Instant Cast, 10s CD

R15. Rockfall <Morale 4> You deal 2,400 damage to your target.

Ruin

R3.Death Harvest <Tactic> The Harvester’s depth and width is increased by 10 feet.

R5. Stave of Ruin – You spread the curse of Chaos wide, you deal ‘x’ damage over 6 seconds to all enemies 30 feet in front of you. This ability requires the Aspect of Avalanche. 45AP, Instant Cast, 12s CD

R7. Tzeentch’s Boon <Tactic> If your health drops below 50%, you receive 10% more healing

R9. Impenetrable – Tzeentch wards his champion. Your chance to be critically hit is lowered by 2% for every enemy within 30 feet of you; this effect lats 10 seconds. This ability requires the Aspect of Avalanche. 40AP, Instant Cast, 15s CD

R11. Stoneskin <Tactic> Impenetrable’s effect is increased to 20s, but it now costs 50 Action Points.

R13. Gravel Bed – You slam your stave into the ground causing it to turn into a bed of loose gravel all around you. Enemies within 30 feet have their movement speed reduced by 30% for 10 seconds. This ability requires the Aspect of Avalanche. 45AP, Instant Cast, 20s CD

R15. Avalanche <Morale 4> You deal 2,000 damage to all enemies 60 feet in front of you and reduce their movement speed by 20%for 7 seconds.

Demise

R3. Lasting Jolt <Tactic> The effects of Concussive blow are 2s longer.

R5. Light-headed – The winds of Chaos empower your weapon as you strike your enemy and fill them with the sensation of being in the high Norscan mountains. You deal ‘x’ damage to your target and reduce the range of their ranged abilities by 50 feet for 10 seconds. This ability requires the Aspect of Monolith. 40AP, Instant Cast, 10s CD

R7. Altitude Sickness <Tactic> Light-headed lasts 20 seconds.

R9. Eyesore – Tzeentch embraces all appearances, both beautiful and horrid, but your allies are less forgiving. You strike at your target and reduce their chance to dodge and disrupt attacks by 10%. This ability requires the Aspect of Monolith. 40AP, Instant Cast, 15s CD

R11. Sure-Footed <Tactic> Snares are 10% less effective on you.

R13. Stone Tomb – You commit your enemy’s mind the the stony interior of the Norscan tors. You deal ‘x’ damage to your target and reduce the effectiveness of healing spells they cast by 50% for 10 seconds. This ability requires the Aspect of Monolith. 45AP, Instant Cast, 10s CD

R15. Monolith <Morale 4> You stand your ground for 8 seconds absorbing all damage. This effect will end if you move.

Categories: 1.7.x, HDPS Tags:
  1. No comments yet.
  1. No trackbacks yet.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: