Battle Tactics Arena v4.2b

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Battle Tactics Arena v4.2b
Название: Battle Tactics Arena v4.2b
Тип: Hero Arena
Местность: Cityscape
Разместил:
Ugy
08.05.2009 18:31:59
65 29


Описание:
Engage in an epic battle between good and evil. Side with the god of Fire and Light (Elieon) or the god of Shadow (Zantar). Pick your class and his specialization (path) and engage in a unique mix of a PvE RPG and a PvP Arena.

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Другие версии: battle tactics arena
• 4.2b • 5.045.345.335.315.235.215.025.195.175.165.155.135.104.1b4.0b3.9b3.8b3.7b3.6b3.5b3.4b3.2b3.1b3.0b2.9b2.8b2.7b2.6b2.5b2.4b2.3b2.2b2.1b2.0b



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Рекомендованное количество игроков: Created by: Ugy
Подробное описание карты Battle Tactics Arena v4.2b:
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*****Patch 4.1.0*****
-General-
Fixed an oversight that caused +casting speed gloves to increase casting speed by much more than intended. In compromise, the -base- cast time of all spells has been reduced by 10%. (this change is hidden; tooltips will remain unaffected. This change actually brings base casting times more in line with what tooltips suggest, due to lag in the "wait time" of a cast.) The end result of this change is faster casting speed for low level casters, but characters with max-level gear will have roughly the same casting speed as they did previously.
The effect of Templar gloves have been combined. They now provide bonuses to attack speed and casting speed.
Picking a path on a character who is beyond level 5 will now retroactively add abilities they would have otherwise gained.
If no enemy players are present, arena will now be disabled.
-Abilities-
Envenom: Damage per second reduced to 8 (down from 10).
Death Strike: Redesigned.
Palm Strike: Now is usable on non-heroes, dealing 80 damage.
Choking Gas: Now is usable on non-heroes, dealing 20 dmg/sec for 5 seconds.
Skull Crack: This ability now stuns for 4 seconds, instead of silencing and snaring for 6 seconds. In addition, mana cost increased to 30 (up from 20), but this ability can now be used against non-heroes.
Conflagration: Casting time increased to 3 seconds (up from 2.5)
Atrocity: Casting time increased to 3 seconds (up from 2.5)
Leadership: Movement speed bonus reduced to 15%. However, this ability now also provides benefits to allied casters and bonus adrenaline from allies using abilities.
Blind: Range increased to 500 (up from 100), but duration reduced to 5 sec (down from 6).

*****Patch 3.9.0*****
-General-
Lord Shadefire's health has been increased to 18.5k (up from 13k).
-Abilities-
Divine Wrath: AoE increased to 750 (up from 500).
Skull Crack: This ability now snares the target for the duration.
Exorcism: Removed cooldown and reduced mana cost to 10 (down from 20). In addition, cast time increased to 2.5 sec (up from 1.5 sec), and this ability no longer slows the attacks of the target.
Soul Burn: Removed cooldown and increased mana cost to 25 (up from 20). In addition, cast time increased to 2 sec (up from 1.5 sec), and this ability no longer slows the attacks of the target. Damage increased slightly.
Revelation: Heal increased to 150 (up from 100).
Pin Down: Mana cost reduced to 65 (down from 75).
Sacrifice: Mana gain increased to 60 (up from 50).
Cheap Shot: Mana cost reduced to 60 (down from 65).
Envenom: DoT damage increased to 20 (up from 15).
Death Strike: Cooldown reduced to 15 seconds (down from 20).
Planar Shift: Redesigned completely to be a more effective escape mechanism.
Spiritual Reverberation: Cooldown increased to 20 sec (up from 15).
Combustion: Cast time reduced to 2 sec (down from 3). Duraton reduced to 4 sec (down from 5). Cooldown reduced to 20 sec (down from 30).
Deadeye Shot: Damage increased to 80 (up from 70).
Aimed Shot: Renamed Power Shot. Mana cost reduced to 30 (down from 65). No longer deals damage, but stun increased to 5 sec (up from 4).
One Shot, One Kill: Removed and replaced with Focused Stance.
Blind: Mana cost reduced to 30 (down from 45).

*****Patch 4.1.2*****
-General-
Templar gloves level 2-5 were not giving attack speed as intended after the change. This has been amended. Starting templar gloves were also not recognized as gloves and could be equipped with another set of gauntlets. This has also been fixed.
A bug that caused players to not enter arenas with 100% health has been fixed.
A bug that caused Fireball to not fire a missile at the target if the spell was held has been fixed.

*****Patch 4.1.1*****
-General-
Rotgut elixirs now restore 65 adrenaline (up from 50).
Level 3 chain gloves now cost 675, up from 450, bringing it in line with other level 3 gloves.
Most paths have had their descriptions updated or elaborated.
Stealth has yet again been "fixed". This is probably the 5th time, but I am confident it will no longer glitch. If it fails to stun, send me a replay of the game along with a brief description to Krinn47@live.com. I welcome all other comments, suggestions, and bug reports.
-Abilities-
Leadership: Casting speed buff brought down to 5% (down from 15%). Movement speed buff increased to 20% (up from 15%). Attack speed buff has remained unchanged at 15%.
Titan: This ability now increases total damage done by abilities by 50%, instead of increasing base damage by 90%. In almost all cases, this is a significant buff.
Crusader Strike: Cooldown increased to 7.5 seconds (up from 5).

*****Patch 4.0.0*****
-General-
Snipers and Barragers have had their base attack speeds decreased slightly.
-Abilities-
Envenom: The damage from this ability has been reduced to 10 per second (down from 20), but it now scales with mind like all other damaging abilities. Duration increased to 8 seconds. In almost all cases, this is a significant buff.
Death Strike: This ability can now be used against targets with less than 35% health (up from 30%).
Soul Burn: This ability has been changed to be a mirror of Exorcism.
Animal Companion: Pet reverted to leather (from mail), but damage increased to be roughly half of a melee class, and health increased to be 100% of a melee class.
Strafing: Movement speed buff increased to 33% (up from 25%).
Barbed Arrow: This ability has been removed and replaced with Debilitating Shot.
Point-Blank Shot: This ability has been removed and replaced with Find Weakness.
Combustion: This ability has been moved to the level 5 slot. Damage per second reduced to 15 (down from 25), but cast time reduced to 1.5 (down from 2).
Meteor: Removed.
Mind Blast: New Ruin Pyromancer ultimate.
Hamstring: Now has a 15 second cooldown, and mana increased to 30 (up from 20). This ability now causes 8 damage per second for the duration.
Deadened Nerves: Now reduces damage taken from magic attacks, ranged attacks, and abilities by 20% (old: only reduces ranged damage taken by 40%).

*****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.

*****Patch 3.6.0*****
-General-
The number of adds by the level 4 boss has been increased to 3 and they now respawn.

-Abilities-
Titan: This ability has been swapped with Mageslayer strike. Both abilities have been changed dramatically.
Ravage: Duration reduced to 3 seconds (down from 4).
Eviscerate: Removed. (Old Barbarian ultimate)
Inner Madness: This ability has been moved from the Soldier ultimate to the Barbarian ultimate slot.
Redoubt: New soldier ultimate.
Horrifying Visage: Removed and replaced with Sacrifice.
Mindreave: Now does 18 damage per second for the duration (Old: 125 damage up-front).
Psychic Horror: This ability has been replaced with Demonic Summoning.
Umbral Tremor: Range increased to 750 (Up from 500).
Shadow Nova: This ability has been removed. Shadowform is now the Deathbringer ultimate for both paths.
Mind Sear: This ability has been removed and replaced with Meteor.
Combustion: Casting time increased to 3 seconds (up from 2.5).

*****Patch 3.3.0*****

-General-
The Elieonian Assassin's appearance has changed again.
Guards should now be less glitchy.

-Abilities-
Mindreave: Damage reduced to 125 (down from 150). Cooldown reduced to 15 seconds (down from 20).
Devastate: Damage reduced to 80 (down from 90). Incentive cost increased to 65 (up from 60).

*****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.

*****Patch 3.5.0*****
-General-
A bug regarding spell casting has been recognized. Previously, buffs were extended by spellcasting. In most cases, this has been fixed.
Guardians have had their class color changed to orange.

-Abilities-
Defensive Stance & Phalanx: Movement penalty reduced to -25% (down from -30%).
Shield Slam: This ability has been removed and replaced with Charge.
Leadership: Adrenaline generation reduced to 1 (down from 2).
Stealth: The ambush buff now correctly lasts 15 seconds.
Devastate: This ability has been removed and replaced with Hemorrhage.
Cheap Shot: The mana cost of this ability has been increased to 45 (up from 40).
Murder: This ability has been removed and replaced with Envenom. Note that this new ability differs from the old ability with the same name.
Envenom: This ability has been removed and replaced with Death Strike.
More changes from this patch recorded in Change Log 8.

*****Patch 3.5.0*****
-Abilities Continued-
Pin Down: Redesigned. Duration increased to 6 seconds (up from 5), and has a 6 second cooldown. Now does 12 damage per second. Mana cost increased from 45 to 75.
Strafing: Attack and move speed bonus reduced to 25% (down from 33%).
Blind: Mana cost increased to 45 (up from 30).
Animal Companion: Armor changed from leather to mail, armor values increased accordingly.
Shielding Hands & Soul Warding: Redesigned. Now has unlimitted duration and no cooldown, but can only be active on one target at a time.
Fanaticism: Renamed Holy Power. Icon changed.
Invulnerabilities: As noted previously, spell casting would delay the effect's expiration. This has been fixed. In comprimise, the three following invulnerability spells have been altered.
Divine Plea: Cooldown reduced to 30 seconds (down from 40).
Spiritual Reverberation: Cooldown reduced to 15 seconds (down from 20).
State of Grace: Mana cost removed.

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 3.7.0*****
-General-
Player characters will no longer disappear when their respective player has left if more than two minutes have passed. They will now be under shared control of all teammates. As a result, there is no longer a "compromise bonus" for the team of players who leave.

-Abilities-
Rage: Duration and cooldown increased to 30 seconds (Up from 20).
Meteor: Mana cost reduced to 25 (down from 30).
Redoubt: This ability has been redesigned.
Taunt: This ability has been redesigned.
Stealth: This ability has been retuned.
Hemorrhage: Mana cost decreased to 65 (down from 75).
Cheap Shot: Duration increased to 4 seconds; mana cost increased to 65 (Up from 3 and 45, respectively).
Ravage: Stun duration increased to 4 seconds (up from 3).
Charge: Stun duration increased to 4 seconds (up from 3).
Mageslayer Strike: Stun duration increased to 4 seconds (up from 3).

The grace period is the first two minutes of the game. If players do not pick their hero within this period, they will be disqualified from the match. If a player picks a hero and leaves before the grace period ends, their hero will be removed. After the grace period expires, the leaderboard will be displayed, signifying its end. At this point, if one team has more heroes than the other, heroes from the larger team will be randomly chosen to sit out of arenas to balance the arena match. Note that leavers who leave after the grace period do not disappear and can be controlled by their teammates. As such, they will still count towards their team's size for balancing arenas.

*****Patch 3.4.0*****

-General-
Standard actions (movement, attack, etc), now have custom icons and tooltips similar to that of abilities.
Creeps have had their return distance doubled.
Most Black text has been lightened for easier reading. Assassins have had their class color changed to purple.
A potentially abusable bug regarding Planar Shift has been fixed. Thanks to cp(normal) on euro for reporting this bug.
The Keeper of Undeath and Pyromancer's prayer have been altered slightly to fit the class's color theme.

-Abilities-
Combustion: Redisigned. Now does 25 damage per second and stuns for 5 seconds. (Old: 100 damage up front, stuns for 6 seconds).

*****Patch 3.8.0*****
-Abilities-
Titan: This ability now generates 3 extra adrenaline from attacks (up from 2).
Deadened Nerves: Changed to reduce damage taken from ranged attacks by 40% (Old: Reduces attack damage taken by 40).
Redoubt: The healing from this ability has been slightly increased.
Inner Madness: Cooldown Reduced to 60 seconds (down from 90).
Filthy Tricks: Cooldown Reduced to 60 seconds (down from 90).
Demonic Summoning: Mana cost reduced to 50 (down from 100).
Umbral Tremor: Cooldown increased to 30 seconds (up from 20).
Malevolence: New deathbringer ultimate (AoE spec).
Playing with Fire: Cooldown increased to 30 seconds (up from 20).
Incubus: Mana cost increased to 30 (up from 20). Icon changed.
Enveloping Shadows: Removed and replaced with Soul Reaping.
Palm Strike: Mana cost increased to 30 (up from 20).

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.

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 living allies gain this experience and it is not split - this means you will not have a penalty for hunting together.

You will gain 5 experience for killing enemy heroes. 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.

Cast Time: 3 seconds: 30 seconds A massive blast of channeled heat melts the targets brain, dealing 125 damage and causing his attacks to miss 75% of the time for 8 seconds. If the target was casting a spell, their spellcasting is interrupted and they are silenced for 8 seconds. The damage done by this ability is increased by 6% for each point of your Mind stat.

Cast Time: Instant: 30 seconds Enter a hyper defensive stance for 10 seconds. For the duration, your damage is reduced by 50%. Each time you are attacked, you restore 60 health. Each time an ability is used against you, are restore 150 health. The healing done by this ability is increased by 6% for each point of your Mind stat.

Cast Time: 4 seconds: 30 seconds A massive blast of channeled heat melts the targets brain, dealing 150 damage and causing his attacks to miss 75% of the time for 8 seconds. If the target was casting a spell, they are silenced for 12 seconds. The damage done by this ability is increased by 6% for each point of your Mind stat.

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.

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.

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 healing done by this ability is increased by 6% for each point of your Mind stat.

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. Her survivability is exceptionally poor and his melee range means the player must be attentive. Stay behind heavier melee classes if you wish to survive.

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!

Melee Ability: 20 seconds A quick blow to the target's head leaves him dazed. If the target is a player, his spellcasting is interrupted and he is silenced for 6 seconds. If the target isn't a player, he takes 80 damage. The damage done by this ability is increased by 6% for each point of your Mind stat.

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.

Melee Ability: 20 seconds Inflicts a grievous wound on the target, dealing 80 damage. If the target is affected by Hemorrhage, the total damage done by this ability (after mind modifier) is increased by 50%. The damage done by this ability is increased by 6% for each point of your Mind stat.

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

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

Map created by Ugy on USWest.
Skill and Character Icons: Guild Wars
Item Icons: World of Warcraft
Loading Screen: Warhammer Online
Custom Models/Skins: Dan van Ohllus, shockwave
Alpha Testers: bobothegenesis, tg-original, nagarian, magiking7, GPAX.Crusages, WCKS_Eijiro, proxgamer, zours, tropmaster

Cast Time: Instant: 30 seconds The barrager focuses closely on weak spots in the target's armor, causing his Crippling Shot, Precision Shot, and Debilitating Shot to deal 40 additional damage to the target. This effect lasts for 30 seconds. The damage done by this ability is increased by 6% for each point of your Mind stat.

Melee Ability: 20 seconds A mystic strike against the target deals 80 damage and stuns him for 4 seconds. If your target is casting a spell when you use this ability, they lose 50 Piety. The damage done by this ability is increased by 6% for each point of your Mind stat.

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.

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.

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.

Cast Time: Instant: 30 seconds Slip into the shadows for 20 seconds, reducing movement speed by 25% but providing invisibility. If stealth is broken by an attack, the victim will be stunned for 4 seconds and take 80 additional damage. The damage done by this ability is increased by 6% for each point of your Mind stat.

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.

Ranged Ability: 20 seconds Fire a noxious arrow at the target. If the target is a player, his spellcasting is interrupted and he is silenced for 6 seconds. If the target isn't a player, he takes 20 damage per second for 5 seconds. The damage done by this ability is increased by 6% for each point of your Mind stat.

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).

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.

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.

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