Boyar ~ Kislev HDPS
‘Twenty three winters ago the fate of Kislev lay on the balances. Most of you are too young to remember those days, but that you live is a testament to capability of men like me… men greater than me! In that winter the skaven emerged from Hell Pit and joined forces with the Norse in a great northern onslaught. Whether they actually worked together or it was a mere coincidence no one can say, but what is for certain is that the combined numbers of those two great hordes of wild creatures almost broke Kislev. But we prevailed, Kislev prevailed. The boyars held the lines and never let Kislev falter. Every son of Kislev should strive to become a noble, but even more so, every son of Kislev should strive to earn the prestige in battle to become one of the Tsarina’s Boyars!”
~ Bogdan Taryn, Magnate of Koniecpole
Archtype – Heavy DPS
Armor – Heavy Splint
Weapon – Great-staff
Mechanic – Warden of Kislev
- You are trained and hardened to withstand the coldest winter gale and fiercest Norse onslaught. Trained for endurance, you prevail in the long-term where others would fail. Learning from the maneuvers of your enemy, you increase your martial prowess as you fight. You have a pool of 0-120 Warden of Kislev points which will increase over time as you engage your marked target; each point equates to one point of weapon skill.
- Ursun – The mighty god of Kislev gives you strength! You focus on fighting heavy armored units.
- Tor – The god of thunder enlightens senses as you fight on! You focus on long duration battles.
- Drazh – The god of fire fills your soul with a burning hatred for the enemy. You focus on weakening your opponents.
R1. Throwing Blade <Core Ability> A basic throwing attack that inflicts ‘x’ damage. 20AP, 1s Cast, No CD, 65ft Range
R1. Warden’s Charge <Core Ability> You mark your target as the focus of your attention. While attacking your target you will gain 2 points towards your Warden of Kislev pool; each point equals one point of weapon skill. If you change your Warden’s Charge before your target dies, you suffer a 20 point loss.
R1. For Kislev! <Ursun> You slam your stave on your enemy’s body, dealing ‘x’ damage. 35AP, Instant Cast, No CD
R2. Jolting Blow <Tor> You bring your weapon down upon your enemy with such strength that their armor rings, dealing ‘x’ damage every second for 8 seconds. 35AP, Instant Cast, 5s CD
R3. Burning Legs <Drazh> You swipe at your opponents legs leaving a deep burning gash, dealing ‘x’ damage and decreasing your target’s movement speed by 40% for 5 seconds. 35AP, Instant Cast, 10s CD
R4. Charged Nerves <Tor> A spark of Tors energy flows down your stave as you bring it down on your opponent, transferring into their body and shocking their nerves every second dealing ‘x’ damage per second for 24 seconds. 30AP, Instant Cast, No CD
R5. Feverish Throes <Drazh> The god of fire burns through your staff as you strike your opponent sending them into a feverish daze; you deal ‘x’ damage to your target and reduce the amount of action points they regenerate for the next 10 seconds by 25%. 40AP, Instant Cast, 20s CD
R6. Winds of the Northern Oblast <Ursun> The might of the Ursun bear weighs down on your opponent causing them to buckle in their armor. You deal ‘x’ damage to your target, and if they are wearing heavy armor their toughness is reduced by ‘x’ for 10 seconds. 40AP, Instant Cast, 10s CD
R7. Emberwind <Drazh> The god of fire sends forth a cloud of embers to swirl around your opponent after you strike them. You deal ‘x’ damage to your target and reduce their chance to dodge and disrupt enemy attacks by 10% for the next 10 seconds. 40AP, Instant Cast, 15s CD
R8. Hammerhand <Ursun> With incredible strength you slam your stave into your opponents shield sending excruciating pain down your target’s arm. You deal ‘x’ damage to your target and reduce their chance to block attacks by 10% for 10 seconds. 35AP, 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. Static Storm <Tor> You swipe your charged stave in front of you, causing all enemies 30 feet in front of you to suffer ‘x’ damage every second for 12 seconds. 45AP, Instant Cast, 10s CD
R10. Genteel Aura <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. Breath of the North <Racial Tactic> Every attack has a 25% chance to deal an additional ‘x’ elemental damage.
R12. Spring Thaw <Core Ability> You free yourself of the winter’s snow, 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. Thunderous Shock <Tor> You slam your stave into the ground unleashing a powerful blast of thunder which deals ‘x’ damage to all enemies 30 feet in front you. 45AP, Instant Cast, 3s CD
R15. Staff of Tor <Tactic> Jolting Blow no longer has a cool-down and costs 10 Action Points less.
R16. Dies the Fire <Drazh> You stab your stave into your enemy, sucking the warmth away from their soul. You deal ‘x’ damage to your target and reduce the amount of damage their critical hits do by 25% for the next 10 seconds. 45AP, Instant Cast, 15s CD
R16. Determined Guardian <Archetype Morale 1> You gain a 1200 damage absorb shield.
R17. Winter’s Domain <Racial Tactic> Your elemental resistance is increased by 252.
R18. I Know Your Kind <Core Ability> For the next 10 seconds you generate 25% more Weapon Skill off of your current target; this effect ends if you change targets.
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. Winter’s Bite <Ursun> You drive your stave painfully into your target’s side, dealing ‘x’ damage and interrupting any abilities they were casting. 35AP, Instant Cast, 3s CD
R21. Duty Fulfilled <Tactic> If the target marked with your Warden’s Charge dies while you are in combat with them, your chance to critically hit is increased by 5% for 10 seconds.
R23. Tsarina’s Resolve <Racial Tactic> Your chance to be critically hit is 5% lower.
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. Path of Lightning <Tor> You swing your staff at your enemies and in its wake a bolt of lightning cuts through them. You deal ‘x’ damage to three targets 25 feet in front of you. 40AP, Instant Cast, 5s CD
R27. Force Through <Tactic> Your chance to be parried is 10% lower.
R28. Son of Praag <Boyar Morale 1> Your chance to parry attacks is increased by 50% for the next 8 seconds.
R29. Tranquil Defender <Archetype Tactic> You are immune to knockbacks.
R30. Ravenous Flames <Drazh> The vengeful flames of Drazh fill your target for the next 10 seconds; you deal ‘x’ damage to your target and for every second they are not critically hit they lose 25 Action Points. This ability cannot proc more than once every second. 45AP, Instant Cast, 10s CD
R31. Arcing Instability <Tactic> The two additional targets Path of Lightning hits will also affect the amount of points you gain from Warden’s Charge.
R32. Days of Youth <Boyar Morale 2> Your speed is increased by 10% for 15 seconds.
R33. Bonechill <Tactic> If Winter’s Bite successfully interrupts your target, your target’s next spell has its cast time increased by 1.5 seconds.
R35. Ice Globe <Core Ability> For the next 10 seconds crowd control effects will not affect you but will give you immunity timers. 50AP, Instant Cast, 60s CD
R35. All Consuming Flame <Tactic> Ravenous Flames Action Point drain is increased to 40 Action Points lost every second the target is not critically hit.
R36. Bitter Duel <Boyar Morale 3> For the next ten seconds you are rooted in place with your enemy, this effect will end if your target dies.
R37. Death of a Noble <Tactic> On death, your group instantly regains 100 Action Points and has their chance to critically hit increased by 10%; this effect cannot occur more than once every 30 seconds.
R39. Warden of the North <Tactic> Warden’s Charge pool is increased to 180 and you gain points 20% faster but are now penalized 50 points if you switch targets while your marked target is living.
R40. Storm of Blades <Archetype Morale> You deal 1,800 damage to all enemies within 30 feet of you.
R40. Bear Your Burden <Ursun> You attack your target filling them with a curse from Ursun. You deal ‘x’ damage to your target and for the next 10 seconds your target takes an additional 30% damage from the person they are guarding. 50AP, Instant Cast, 5s CD
R3. Skin-Sheering Chill <Tactic> Winds of the Northern Oblast now affects all targets wearing ‘heavy’ armor, including heavy splint, though it is twice as affective on targets wearing ‘heavy armor’ (i.e. tanks). Its cooldown is also reduced by 5 seconds.
R5. Ursine Crush – Filled with the spirit of an Ursine Patriarch you slam your stave into your target dealing ‘x’ damage. 50AP, Instant Cast, 10s CD
R7. Towering Spirit <Tactic> Ursine Crush will almost always critically hit.
R9. Ram Through – You thrust your stave into your target in an attack that cannot possibly be blocked or parried, dealing ‘x’ damage. 45AP, Instant Cast, 6s CD
R11. Nobel Right <Tactic> Your chance to critically hit with melee attacks is increased by 5%, and your Warden’s Charge provides double the points of Weapon Skill when targeting a tank.
R13. Weight of Ursun – You are filled with a lethal determination; if one of your attacks is blocked, you knock your target down for 3 seconds; this attack is undefendable. 45AP, Instant Cast, 20s CD
R15. Clawhide <Morale 4> Ursun claws at your target, making it so that for the next 10 seconds their guard has no affect on their friendly target.
R3. Deep Neural Shock <Tactic> Charged Nerves now lasts 30 seconds and is classified as a cripple.
R5. Frayed Nerves – You crush your opponents hands, causing them to ail and suffer ‘x’ damage every second they use a melee attack; this effect lasts 10 seconds. 40AP, Instant Cast, 15s CD
R7. Weather the Storm <Tactic> Warden’s Charge will also increase your toughness at a ratio of two points of Wardens Charge to one point of Toughness.
R9. Heavenly Clarions – You attack your enemy with a non-human strength, dealing ‘x’ damage to your target every second for the next 6 seconds. 10AP/s, 6s Cast, 10s CD
R11. Signal the Hosts <Tactic> Heavenly Clarions has a 25% chance on each attack to drain 75 points of morale from your target.
R13. Thunder Bellow – You unleash a loud cry as if Tor is within your body; you deal ‘x’ damage to all enemies within 30 feet of you. 45AP, Instant Cast, 6s CD
R15. Tempest Gale <Morale 4> You knock down all enemies within 35 feet of you for 2 seconds.
R3. Skull of Fire <Tactic> Feverish Throes will now decrease your target’s Action Point regeneration by 30% and lasts 20 seconds.
R5. Purifying Flames – A deep burn is lit in your target’s soul as you attack them. You deal ‘x’ damage to your target and decrease the effectiveness of healing spells they cast by 50% for the next 10 seconds. 40AP, Instant Cast, 15s CD
R7. Seared Tongue <Tactic> Purifying Flames causes your target to suffer ‘x’ damage every second they are casting a healing spell.
R9. Inferno – A wild fire overcomes your target rendering any aid to them futile. You deal ‘x’ damage to your target and curse them so that for the next 10 seconds critical heals cast on them are 20% less effective. 45AP, Instant Cast, 10s CD
R11. Raging Inferno <Tactic> Inferno’s incoming critical heals debuff is increased to 30%.
R13. Burning Gaze – Drazh latches their fierce gaze upon the target you strike. You deal ‘x’ damage to your target and they are cursed for the next 10 seconds; while under the effects of this curse, the next crowd control ability used on them will last 25% longer. 50AP, Instant Cast, 30s CD
R15. Drazh’s Purge <Morale 4> You remove up to 6 blessings/enchantments from your target, dealing 300 damage per effect removed.