Home > 1.9.x, Norse > Vitki ~ Norse Healer

Vitki ~ Norse Healer

NORSE_SHAMMY03“Which is the stronger of the two – the raven’s feather or the autumn leaf? Neither, the wind takes both away and does as it wishes with them. The feather snaps, the leaf is crushed. Together they become dust and the wind does as it wills. The wind can give power to the sails or tear them to shreds. Heed the wind, the strong mind does not try to tame the winds or give into them, but bend with them.” ~ Osgrid Greyblown, Vitki Sage of the Frostheim

Vitki

Archtype – Healer

Armor – Light

Weapon – Stave, Ritual Dagger

Mechanic – Shifting Winds

  • You stand abreast the Norscan mountains as the winds of Chaos swirl south. In a skilled show of balance you do not let the powers of Chaos overcome you, yet channel the winds to power your insights. Do you resist the powers of Chaos and channel the winds for the good of your allies, or do you succumb to darkness and use the winds of Chaos to unleash destruction?

Mastery Trees

  • Ancestors – A focus on breathing life into the world
  • Dark Gods – A focus on being an instrument of death.
  • Heroes – A balance between the winds to either help or harm.

R1. Ancestral Grace <Ancestors> You hear the voices of the Norscan ancestors call out bestowing their blessing upon your target, healing them for ‘x’. 45AP, 2s Cast, No CD, 150ft Range

R1. Lightning Strike <Dark Gods> The Dark Gods heed your anger and send a bolt of lightning to strike at your enemy dealing ‘x’ elemental damage. 40AP, 2s Cast, No cD, 100ft Range

R1. Shifting Winds <Core Ability> Your mind walks the careful balance between light and darkness as you resist the winds of Chaos. You may choose the Winds of Light, or the Winds of Darkness. The Winds of Light will cause your Heroes abilities to benefit friendly targets; while the Winds of Darkness will cause your Heroes abilities to damage enemies. Instant Cast, 5s CD, No Cost

R2. Gift of Madness <Dark Gods> The God of Darkness smile upon you allowing you to bestow the Gift of Madness upon your target, causing them to suffer ‘x’ elemental damage per second for 12 seconds. 35AP, Instant Cast, No CD 150ft Range

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

R4. Skill of Arms <Heroes> Your insight into the winds allows you to peer through the eyes of great heroes from the Norscan past. If you are channeling the Winds of Light then your friendly target will have their strength and ballistic skill increased by ‘x’ for 10 seconds. If you are channeling the Winds of Darkness then your enemy target will have their strength and ballistics skill reduced by ‘x’ for 10 seconds. 40AP, instant Cast, No CD, 100ft Range

R5. Skill of Words <Heroes> Your insight into the winds allows you to gaze through the eyes of great sages before you. If you are channeling the Winds of Light then your friendly target will have their will power and intelligence increased by ‘x’ for 10 seconds. If you are channeling the Winds of Darkness then your enemy target will have their will power and intelligence reduced by ‘x’ for 10 seconds. 40AP, Instant Cast, No CD, 100ft Range

R6. Seer’s Aegis <Ancestors> Knowing well how the chaotic winds of the north can ravage both mind and body, you cast a powerful spell warding off harm, allowing your target to absorb ‘x’ damage for 10 seconds. 45AP, Instant Cast, 10s CD, 100ft Range

R7. Addled Thoughts <Core Ability> 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. Chaotic Surge <Dark Gods> Unable to resist darkness, you allow for the Chaotic winds to rip through your body and drive into your enemy, dealing ‘x’ elemental damage to your target. 40AP, Instant Cast, 5s CD, 100ft Range

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

R8. Scars of Battle <Heroes> You close your eyes and your sight follows the deep cuts and gashes in Norscan flesh, as if they were massive gorges; feeling so small as your gaze courses through their wounds you know the trials they underwent. If you are channeling the Winds of Light then your friendly target will have their toughness increased by ‘x’ for 10 seconds. If you are channeling the Winds of Darkness then your enemy target will have their toughness reduced by ‘x’ for 10 seconds. 40AP, instant Cast, 5s CD, 100ft Range

R9. Blessing of the Forebearers <Ancestors> Those who came before you know what it takes to live in these rugged lands, bestowing their boon upon you. You heal your target for ‘x’ health. 55AP, 1.5s Cast, No CD, 150ft Range

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

R11. Raider’s Blood <Racial Tactic> Your movement speed is increased by 5%

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

R12. Maelstrom <Dark Gods> Your eyes turn to the heavens as dark clouds swirl above your head and lightning streaks across the sky; the heavens crash down damaging all foes in a 30 feet area for ‘x’ elemental damage, this effect lasts 10 seconds. 50AP, 2s Cast, 20s CD, 100ft Range

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

R14. Flight of the Vitki <Core AbilitY> You taunt the winds causing to come at you with full force and knocking you back. 40AP, Instant Cast, 45s CD

R15. Pry the Winds <Tactic> Seer’s Aegis will also increase magical resistance by ‘x’.

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

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

R17. Ancestral Offering <Racial Tactic> Your spirit resistance is increased by 252.

R18. In Greater Footsteps <Heroes> Only the greatest warriors have overcome the worst of foes, this you have seen. Knowing the ways of the greatest of heroes and the darkest of foes you let the winds guide you. If you are channeling the Winds of Light then your friendly target will have their outgoing damage increased by 15% for 10 seconds. If you are channeling the Winds of Darkness then your enemy target will have their outgoing damage decreased by 15% for 10 seconds. 40AP, instant Cast, 5s CD, 100ft Range

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

R20. Winds of Glory <Ancestors> Powerful winds of bygone battles swirl around you filling your allies with a rejuvenated will to fight; group members within 100 feet are healed for ‘x’. 60AP, 2.5s Cast, No CD

R20. Focused Mind <Archetype 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.

R21. Sea of Chaos <Tactic> Maelstrom lasts 15 seconds and all enemies hit by it lose ‘x’ initiative for 10 seconds.

R23. Breath of Heroes <Racial Tactic> Upon receiving a direct heal, you have a 20% chance to recover 30 action points.

R24. Divine Protection <Archetype 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 <Archetype Tactic> All of your heals will cause enemy monsters to hate you 25% less than normal.

R25. Stormy Winds <Core Ability> You let the tempest rage around you, knocking back all enemies within 30 feet. 50 AP, Instant Cast, 45s CD

R27. Restored Lineage <Tactic> Ancestral Gift has a 20% chance to increase your target’s chance to critically hit by 10% for 5 seconds.

R28. Hand of the Heavens <Vitki Morale 1> your chance to dodge and disrupt enemy attacks is increased by 50% for 7 seconds.

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

R30. Eye of the Storm <Dark Gods> Dark words escape your lips as the storm centers above you; the eye of the storm is calm, but all around carnage ensues. All enemies within 30 feet of you suffer ‘x’ elemental damage. 40AP, Instant Cast, 5s CD

R31. Scars of Memory <tactic> Scars of Battle now lasts 15 seconds and if the Winds of Light are active then your target will be healed by ‘x’ every second for the duration of this spell; if the Winds of Darkness are in effect then your target will suffer ‘x’ elemental damage every second for the duration of this spell.

R32. Mists of Norsca <Vitki Morale 2> The life-giving mists of Norsca descend upon your group, healing them for ‘x’ every second for 8 seconds and allowing them to absorb 8,000 damage for the duration of this effect.

R33. Shifting Eye of Chaos <Tactic> Eye of the Storm will also increase the cool-downs of all targets hit by 3 seconds; this effect will last 6 seconds; however, the cool-down of Eye of the Storm will increase to 20 seconds.

R35. Purge <Ancestors> The ancestors of the Norscans join your battle and assault your target. Your enemy suffers ‘x’ elemental damage while your friendly target is healed for 200% of the damage dealt. 35AP, 2s Cast, No CD, 100ft Range.

R35. Words Have the Power To Both Heal and Destroy <Tactid> If the Winds of Light are in effect, Skill of Words will increase your targets outgoing heals by 20%; if the Winds of Darkness are in effect Skill of Words will decrease your target’s outgoing heals by 50%.

R36. Frost-tongue <Vitki Morale 3> All enemies within 30 feet of you are silenced for 4 seconds.

R37. Power of Persuasion <Tactic>  Dark Gods abilities have a 10% lower chance to be defended against.

R39. Spirit Shade <Tactic> Your chance to dodge and disrupt attacks is increased by 10%.

R40. Alter Fate Resurrects <Archetype Morale 4>  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. Past Deeds <Heroes> Feats unheard of have been seen in the winds that swirl before you; great struggles were overcome in the past. If you are channeling the Winds of Light then your friendly target will have their wounds increased by ‘x’ for 30 seconds. If you are channeling the Winds of Darkness then your enemy target will have their wounds reduced by ‘x’ for 30 seconds. 50AP, instant Cast, 30s CD, 100ft Range

Mastery Trees

Ancestors

R3. Honor Remembered <Tactic> Ancestral Grace will heal an additional ‘x’ over 3 seconds.

R5. Spirit Siphon – Spirits of the dead tug at the living from the cracks in the ground. Your target suffers ‘x’ elemental damage per second for 16 seconds; your friendly target is healed for 150% of the damage dealt. 40AP, Instant Cast, 5s CD, 100ft Range

R7. Battle of the Spirit Realm <Tactic> Spirit Siphon lasts 24 seconds and the amount your friendly target is healed for is increased to 200%; however, the cool-down is increased to 10 seconds.

R9. Ancestral Gift – You bestow an immediate blessing upon your target healing them for ‘x’. 25AP, Instant Cast, No CD, 150ft Range.

R11. Song of the Past <Tactic> Whenever one of your abilities critically heals, your next ability costs 50% action points.

R13. Aura of Ancients – The ancients surround you with a powerful current of divine winds allowing you to channel the light. All group members within 100 feet are healed for ‘x’ every second for 5 seconds while this spell is in effect. 15AP/s, 5s Cast, 15s CD.

R15. Ancestor’s Ward <Morale 4> For the next 10 seconds healing spells are 20% more effective on your group members.

Dark Gods

R3. Supercharged <Tactic> Lightning Strike will hit up to 5 additional enemies within 15 feet of your target, dealing 33% of the damage dealt to your target.

R5. Chain Lightning – You hurl a ball of lightning at your target causing it to deal ‘x’ elemental damage and hit another enemy within 30 feet of your target; this effect will damage up to 5 additional targets for a total of 6 enemies hit. 45AP, 2s Cast, No CD, 80ft Range

R7. Conductive Presence <Tactic> Chain Lightning has a 50% chance to cycle back and hit targets twice; if a target dies during this process then the next enemy is his twice as hard.

R9. Sundered Skies – The heavens collapse upon your enemy, knocking them down for 3 seconds. 45AP, Instant Cast, 30s CD, 80ft Range

R11. Gift of the Dark Gods <Tactic> Dark Gods abilities heal your defensive target for 20% of the damage dealt.

R13. Funnel Darkness – Darkness pours forth from your hands as you focus on your enemy seeking to envelop their soul. For 6 seconds you focus on  your target dealing ‘x’ elemental damage per second so long as your concentration is not broken. 20AP/s, 6s Cast, 15s CD, 100ft Range

R15. Hand of Darkness <Morale 4> Your enemy target’s armor and resists are lowered by ‘x’ for 10 seconds.

Heroes

R3. Feats Unheard <Tactic> Skill of Arms and Skill of Words last 30 seconds

R5. Path to Victory – The path before great heroes was covered in the blood of their foes, but it was a path they had to take. If you are channeling the Winds of Light then your friendly target will have their speed increased by 10% for 10 seconds. If you are channeling the Winds of Darkness then your enemy target will have their speed reduced by 40% for 10 seconds. 45AP, Instant Cast, 20s CD, 100ft Range

R7. Fleet Feet <Tactic> Path to Victory will now increase your friendly target’s movement speed by 20% but will only reduce your enemy’s speed by 20%; the cooldown of Path to Victory is increased to 30 seconds.

R9. Drain Vitality – The winds of Chaos swirl above the battlefield, causing turmoil and filling warriors with fatigue, while others are empowered to fight on. Your enemy target loses 20 action points per second for 8 seconds while your friendly target gains this same amount. 40AP, Instant Cast, 15s CD, 100ft Range

R11. Dirge of Heroes <Tactic> All abilities from the path of Heroes cost 50% less action points

R13. Grave Reckoning – Great heroes know their fate; some still have greatness to achieve, others cannot escape their death. If you are channeling the Winds of Light then your friendly target will have be blessed for the next 60 seconds; if they die during this time they can automatically resurrect themselves with 20% of their health. If you are channeling the Winds of Darkness then your enemy target will be cursed for the next 60 seconds; if they die during this time then they cannot be resurrected. 50AP, Instant Cast, 90s CD, 100ft Range

R15. Heroes Guidance <Morale 4> You instantly recover all your action points and are immune to crowd control abilities for the next 5 seconds.

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