Рекомендованное количество игроков: Created by: Ugy
Подробное описание карты Battle Tactics Arena v3.2b: развернуть/свернуть
*****Patch 3.1.1*****
-General-
Ravenous Arachnids and Nightmares have had their attack speeds halved and their damage doubled.
Fixed a minor glitch which caused the two-minute warning on arenas to display even if the arena had already ended.
*****Patch 3.1.0*****
-General-
Change Log started as of patch 3.1.0.
All items now display their bonuses correctly on the character sheet in the form of stats (IE: +Health bonuses will now be displayed as +Sufferance).
The Zantarian Weapon Master now has a custom model.
Level 1 Cloth Gloves have had their tooltip revised to the correct casting speed.
A bug that would allow players to lag or pause the game to speed up in-game timers has been fixed.
Many minor interface bugs have been fixed.
-Abilities-
Killing Blows: This ability has been reduced to x2.25 damage (down from x2.5).
Stealth: This ability can no longer glitch and not stun when broken. In addition, bonus damage increased to 90 (up from 70).
Cheap Shot: Incentive cost reduced from 45 to 40.
Divine Plea: Cooldown reduced from 45 seconds to 40 seconds.
Shielding Hands: This spell is now correctly named in the tooltip.
You start the game with 2 abilities, one of which is determined by your specific path. At levels 5, 10, and 15 you will gain more abilities determined by your path.
Blue numbers in ability text scale with your stats! These numbers are always ones that directly deal damage or heal and are increased by 6% for each point of Mind. Incidently, each point of precision will increase your base damage by 6%, and each point of Sufferance increases your base health by 6%. Item stats are determined in the exact same way as your base attributes.
All spells with a cast time are "held" if they fail. Failing can occur if your target moves out of range or dies before the cast goes off. Spells that are held are treated as instant cast, but this effect expires after 1 second. If your target dies before the cast lands, quickly cast it on another target!
*****Patch 3.2.0*****
-General-
The damage from Renegade Mage's lightning spell has been reduced slightly.
Assassins now have a new, more fitting icon for Mana System: Incentive.
There is no longer a long pause after the end of the last arena match before the credits are displayed.
The Elieonian Assassin now has a new, more human texture.
-Abilities-
One Shot, One Kill: The chance for this ability to proc has been reduced to 15% (down from 25%).
Strafing: Attack/move speed bonus increased to 33% (up from 25%).
Stealth: This ability will no longer stun and deal extra damage if it is broken prematurely by activating another ability or drinking a potion.
You will gain 2 experience for killing monsters, regardless of its level. However, you will not gain experience from monsters lower level than you. All allies in the area gain experience when a monster is killed; the experience is not split - this means you will not have a penalty for hunting together.
You will gain 5 experience for killing enemy heroes, and 25 for killing bosses. This experience is the same as regular exp and does not suffer from a group penalty.
Melee Class Strengths: The Assassin can deal unrivalled melee damage or provide incredible amounts of control over single targets, depending on the path chosen. Weaknesses: The assassin is not an easy class to play. His survivability is exceptionally poor and his melee range means the player must be attentive. Stay behind heavier melee classes if you wish to survive.
Priest Class Strengths: The Keeper of Undeath possesses formidable healing abilities. As a healer the Keeper of Undeath is a requirement for any successful team. If your team does not yet have a keeper, strongly consider picking him as your class. Weaknesses: The Keeper of Undeath wears only cloth armor and has very poor damage capabilities.
Every 10 minutes an arena match commences. After 5 matches, the team with the most victories wins the game. If the teams are uneven, the match will randomly sit out members of the larger team to make the arena match even.
An exceptionally long match (5 minutes in length) will be ended as a draw, not counting towards the 5 match limit. You will be given a two minute warning.
Priest Class Strengths: The Lightbringer possesses formidable healing abilities. As a healer the Lightbringer is a requirement for any successful team. If your team does not yet have a lightbringer, strongly consider picking him as your class. Weaknesses: The Lightbringer wears only cloth armor and has very poor damage capabilities.
TIP: All spells with a cast time are "held" if they fail. Failing can occur if your target moves out of range or dies before the cast goes off. Spells that are held are treated as instant cast, but this effect expires after 1 second. If your target dies before the cast lands, quickly cast it on another target!
Archer Class Strengths: The Sniper can deal moderate amounts of damage from incredible range. She excels at picking off soft targets from range. Weaknesses: The Sniper's low health pool and lack of mobility make her particularly vulnerable to enemy melee classes. Stay behind your allies if you wish to survive.
Causes flame to burst from the ground, dealing large amounts of area-of-effect damage. Deals (24 + 12 per level) damage every second for 3 seconds, followed by 4 damage per second for (6 + 1.5 per level) seconds. The pyromancer and his allies are immune to this damage. Cooldown: 12 seconds Mana Cost: 32 + 8 per level
TIP: Blue numbers in ability text scale with your stats! These numbers are increased by 6% for each point of Mind. Also note that abilities ignore the armor of your target. Don't neglect your abilities! Especially for a caster, spells do substantially more damage than regular attacks.
Priest Class Strengths: The Pyromancer is capable of very high long range single-target or area-of-effect damage, depending on the path you choose. Weaknesses: The Pyromancer wears only cloth armor and possesses very few survivability traits. Stay behind your allies if you wish to survive.
Priest Class Strengths: The Templar is a very versatile class, able to tank, deal damage, or heal depending on the path you choose. Weaknesses: The Templar's paths are very straight-forward and do not provide much utility in other aspects. A healing templar can only heal, a tanking templar can only tank, etc.
Summons three skeletons by the Deathbow's side. They have (60 + 15 per level) health, do (1d6 + 1 per level) damage, and have chainmail armor untill level 5, at which point the minions gains platemail armor. Lasts one minute. Cooldown: One Minute Mana Cost: 40 + 10 per level
The Disciple of Zantar lets loose a terrifying howl that causes all nearby enemies to become demoralized. Reduces attack damage dealt by (30% + 7% per level) for all nearby enemies. Lasts 25 seconds. The area-of-effect increases with each level. Cooldown: 45 seconds Mana Cost: 25 + 4 per level
Calls forth shadow energies to destroy the Deathbringer's foes. Deals (40 + 20 per level) damage to all enemy targets in the area of effect and stuns them for (2 + 1 per level) seconds. The stun effect has a 33% reduced duration on enemy players. Cooldown: 12 seconds Mana Cost: 32 + 8 per level
Melee Class Strengths: The Guardian possesses unrivalled survivability. His role in groups is to take damage with the support of a healer. If your team does not yet have a tank, strongly consider picking the Guardian. Weaknesses: The Guardian does not excel in damage dealing or group utility.
Priest Class Strengths: The Deathbringer is capable of very high long range single-target or area-of-effect damage, depending on the path you choose. Weaknesses: The Deathbringer wears only cloth armor and possesses very few survivability traits. Stay behind your allies if you wish to survive.
Classes: Tyvul Chemist Recipes: Empty Vial + Nothing = Greater Invisibility Potion Empty Vial + Forest Weed = Greater Antimagic Elixir Empty Vial + Ancient Skull = Aggression Potion Empty Vial + Gem of Power = Invulnerability Elixir Empty Vial + Stolen Jewelry * 3 = Transmutation Potion
Melee Class Strengths: The Berserker deals an incredible amount of melee damage while debuffing his enemies. Weaknesses: Though a berserker can fill in as a tank, he does not particularly excel at it. Try to let heavier melee classes take the hits.
Cast Time: Instant: 60 seconds Summons an animal companion to aid the sniper. If your companion is alive when you use this ability, he will be healed to maximum health. If you die while the animal is active it will be desummoned. The animal companion's stats increase with your level.
Map created by Ugy on USWest.
Skill and Character Icons: Guild Wars
Item Icons: World of Warcraft
Loading Screen: Warhammer Online
Zantarian Weapon Master Model: Dan van Ohllus
Alpha Testers: bobothegenesis, tg-original, nagarian, magiking7, GPAX.Crusages, WCKS_Eijiro, proxgamer, zours, tropmaster
The Tyvul recieves the blessing of the wind goddess, giving (40% + 10% per level) increased movement speed and invisibility. If the Tyvul breaks Wyvera's Boon with an attack, that attack will deal (24 + 6 per level) extra damage. Lasts 20 seconds. Cooldown: 32 - 4 per level seconds Mana Cost: 20 + 5 per level
TIP: You will gain 2 experience for killing monsters and 5 experience for killing enemy heroes. You will not gain experience from anything lower level than you. Experience and gold are triggered; this means there is no group penalty for hunting together.
Archer Class Strengths: The Barrager can deal high amounts of damage from a moderate range. The barrager is extremely strong against melee classes, able to keep them at distance. Weaknesses: The Barrager's low health pool and relatively short range make him vulnerable to priest clases.
The hero's mana does not regenerate naturally, but must be restored through prayer. Cast Prayer - (Hotkey: D) Cast Time: 5 seconds: 15 seconds Invoke the power of Zantar, restoring piety to 100. You must target yourself for the prayer to take effect.
Classes: Tyvul Chemist Info: If this item is in your inventory when you use the level 5 Alchemy skill, it will result in a different potion being created. The Empty Vial will be consumed in the process. Requires The Anarchist's Alchemybook and additional item(s).
Calls down a meteor shower to strike enemies in the area. Each meteor does (30 + 15 per level) damage. You must channel the spell for meteors to continue coming down. Lasts 9 seconds or untill stunned. Cooldown: One minute Mana Cost: 60 + 15 per level
Cast Time: Instant: 30 seconds The caster recites a divine hymn, restoring 100 health to all allies within 1000 range and granting him invulnerability for 8 seconds. While invulnerable, you can attack and cast spells, but cannot pray.
The hero's mana does not regenerate naturally, but must be restored through prayer. Cast Prayer - (Hotkey: D) Cast Time: 4 seconds: None Invoke the power of Zantar, restoring piety to 100. You must target yourself for the prayer to take effect.
Summons a wolf by the Ranger's side. Has (100 + 25 per level) health, does (2d8 + 2 per level) damage, and has leather armor. The wolf's movement/attack speeds increase with level. Lasts one minute. Cooldown: One minute Mana Cost: 32 + 8 per level
Causes flame to burst from the ground, dealing large amounts of area-of-effect damage. Deals 36 damage every second for 3 seconds, followed by 4 damage per second for 7.5 seconds.The pyromancer and his allies are immune to this damage.
Causes the target to be trapped in a cyclone for (6 + 1.5 per level) seconds. While cycloned, the target cannot move, attack, or cast spells, but is invulnerable. Has a 33% reduced effect on players. Cooldown: 24 seconds Mana Cost: 16 + 4 per level
Slip into the shadows for 9 seconds, becoming invisible but reducing movement speed by (30% - 5% per level) . If Stealth is broken by a damaging attack, that attack will deal an additional (30 + 15 per level) backstab damage. Cooldown: 24 seconds - 3 seconds per level Mana Cost: 20
Priest Class Strengths: The Harbinger possesses unusually high survivability for a caster, stunning and leeching from his foes. Weaknesses: The Harbinger deals less damage than more straight-forward damage dealers.
A dismembering strike that leaves the target incapacitated for (5 + 2.5 per level) seconds. While incapacitated, the target cannot move or attack and suffers 12 damage per second. The duration is reduced by 33% against players. Cooldown: 30 seconds Mana Cost: 32 + 8 per level
Cast Time: Instant: 30 seconds Slip into the shadows for 15 seconds, reducing movement speed by 30% but providing invisibility. If stealth is broken by an attack, the victim will be stunned for 3 seconds and take 90 extra damage.
The hero's mana does not regenerate naturally, but must be restored through prayer. Cast Prayer - (Hotkey: D) Cast Time: 4 seconds: None Invoke the power of Elieon, restoring piety to 100. You must target yourself for the prayer to take effect.
The Tyvul blasts the target with elemental energies for (32 + 8 per level) damage and stunning it for (2 + .5 per level) seconds. The stun effect has a 33% reduced effect on players. Cooldown: 8 seconds Mana Cost: 20 + 5 per level
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