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New Warmaster Skills!

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New Warmaster Skills! Empty New Warmaster Skills!

Post  Huntrare Wed Oct 24, 2012 5:15 pm

I know there are some pictures around but the forum is dead. So I'm gonna post something Very Happy
NGD might be listening to us players who've suggested to change Warmaster Skills! Surprised Shocked
Shockingly true!
Anyway they are on Amun, but you cannot use them. Some seems good, and some..well stupid. Razz
Here we go:
Warmaster Spells for Marksman:

[img][You must be registered and logged in to see this link.][/img]

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For Conjurers:

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This is what I can get from my characters.
There are some screens from Facebook and Regnum Forum, I'll link them here shortly Smile
Cheers Wink
Huntrare
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Post  Huntrare Wed Oct 24, 2012 5:27 pm

Warlock:
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Knight:
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A new category: Legendary
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New Magnantite Weapons
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Huntrare
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Post  William Shakespeare Wed Oct 24, 2012 5:37 pm

mhmh looks kinda cool Wink
William Shakespeare
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Post  William Shakespeare Wed Oct 24, 2012 5:38 pm

anyway how do you know that stuff about magna weps?
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Post  Huntrare Wed Oct 24, 2012 5:44 pm

William Shakespeare wrote:mhmh looks kinda cool Wink

I guess, still, as always, people are complaining xD
I've seen every class new Warmaster spell...now I need to find them again to post them here xD

Anyway some more:

Knight:
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Hunter:
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For some reason the screenshots are a bit on the right.
On my screen only Head of the Pack isn't fully visible. It's 10% if some are still not clear, click on the it's URL.
Huntrare
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Post  Huntrare Wed Oct 24, 2012 5:48 pm

William Shakespeare wrote:anyway how do you know that stuff about magna weps?

Thank the Holas! on Facebook Very Happy

You guys should join ' Haven | Regnum/Realms Online ' group.

bounce

And on forums, well you can't display everything you know how NGD are.

Also were Barbarians nerfed alot? Because I don't believe it, Mashu especially, is a fucking whiner. What a Face
Huntrare
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Post  Huntrare Wed Oct 24, 2012 5:51 pm

Regnum Forum; Kharbon wrote:I agree with you. 200 hp is nothing. In situations where someone needs health, this would be useless. I also like your suggestion of increasing allies protection.
What about a spell that would temporarly give the ally a blocking chance (about same as the one of the knight)? I know this is a luck-based thing, but under heavy attack this could help.

Anyway, I went on amun and here are the war-master spells for warlock:

War council - passive, supposed to give another warmaster chat-tab. I couldn't test it as my spell book seems to be bugged.

Offensive portal - teleports allies to choice of destinations - I belive it's the same as before, maybe including the "defensive" locations?

Warmasters might - passive, giving 15% cs. This is extremely useful for warlock. I like it. Only thing I fear is, that it will become a must-have in PvP. Non-wm warlocks will have more difficulties to defeat wm locks, but I suppose that's on purpose.

Mass pricking ivy - "A pricking ivy grows below the opponent's feet and her near allies, surrounding and catching her.".
Duration 4 seconds, Area 6, cost 500 mana, CD 40sec, GCD short, Casting time 0.5.
If we compare this with twister on lvl 1:
Duration 5 seconds, Area 6, cost 290 mana, CD 60sec, GCD normal, Casting time 3 seconds.

Twister is found in the "element tree" along with other useful spells. Many locks skill it on lvl 1. If we compare its mana cost and duration, investing in twister few more points makes it better than "mass pricking ivy". The only advantage of the wm spell would be very short casting. Even then, This spell does not have the "wow, awesome" effect, but it's an extremely expensive spell with a easy substitute.

Warmaster blood - Passive, giving 550 hp to the warlock. This is also a great spell - 550 hp for a lock is useful.


To conclude: apart from the "mass pricking ivy", they are very nice spells. It seems beacons were removed, or given class-specific? The only problem I have with the wm tree is it's order. I would suggest the following order:
Mass pricking ivy - being the "worst" spell in here imho
War concil - useful for coordination, but not having a great impact in pure war
Offensive portal - again, strategic spell, not giving advantage in combat
Warmasters blood - gives a direct combat advantage, very useful
Warmasters might - the "best" spell of the tree imho, should therefore have a position where more points have to be invested, and perhaps some other spells lowered (as will be the case in my setup ;P)

These are in summary the Warlocks' Spells



As for Barbarians:
I couldn't find some screens but they have;
Heroic Roar(?) : 25%- Movement Speed, Area:6 That's all I remember.
They have Offensive Beacon too
Then Warmaster Concil for everyone
Warmaster Blood: 300HP
That's about it I think :p
NOTE: THESE SPELLS AREN'T THE LAST VERSION, THEY CAN CHANGE, SO KEEP YOURSELF UPDATED!! Very Happy

Of course any thoughts, list'em here, and if you're shy on forums, I'll post them for you! Wink
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Post  William Shakespeare Wed Oct 24, 2012 5:57 pm

Huntrare wrote:

Of course any thoughts, list'em here, and if you're shy on forums, I'll post them for you! Wink

Yes im shy Embarassed OKEY THNX!
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Post  Kellindil Thu Oct 25, 2012 5:46 am

Guys! Say const instead of strength for knight on RO forum! PLS!
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Post  Huntrare Tue Oct 30, 2012 4:16 pm

Hey Hey,
The Knight's passive bonus is changed into Constitution!!!!
And well Heal Spell name changed.
Got the feeling knights will reach 6k HP xD

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That aaand...Horn of the Wind is only available for Hunters. Got nerfed to 20% Movement Speed and requires 3 or 4 allies to be casted.
Marksman got:
I wouldn't say it's useless...but it's not that handy either.....
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