As I'm nearly to the point of finishing OrcQuest, I'd like to get some community feedback on the powers that will be released ~around~ the same time as we increase the level cap from 3 to 4 (allowing you to take on the content in Southern Harvest Valley, the Frostwood, and OrcQuest). Unlike the level 2 powers, which were all recharge powers meant to fit into the newly-unlocked 2nd recharge slot, these powers will be a mix of at-will, recharge, and encounter powers -- letting you the player decide what parts of your arsenal you want to update.
I'd especially like to get this feedback before I go and write all the use/hit/miss text for all these powers, in case they need to be thrown out or reworked.
I'd especially like to get this feedback before I go and write all the use/hit/miss text for all these powers, in case they need to be thrown out or reworked.
The Warrior powers at level 4 will help you focus on your current fighting style -- two-handed, shield, or dual-wielding. Of course, you can always buy all the powers later on to fill out your options if you decide to change loadout between fights.
Steady Strike
//Make a two-handed weapon attack that deals huge damage and recovers some of your Resolve and Health. Recharge.
Shield Cover
//Cover an ally with your Shield, granting them bonus Armor and Evasion for X turns. During this time, any damage the target suffers is transferred to you. Recharge.
Dual Blitz
//Make two attacks against a single enemy. If you are frigid, staggered or restrained, you shake off these effects with the ferocity and speed of your attack. Recharge.
Steady Strike
//Make a two-handed weapon attack that deals huge damage and recovers some of your Resolve and Health. Recharge.
Shield Cover
//Cover an ally with your Shield, granting them bonus Armor and Evasion for X turns. During this time, any damage the target suffers is transferred to you. Recharge.
Dual Blitz
//Make two attacks against a single enemy. If you are frigid, staggered or restrained, you shake off these effects with the ferocity and speed of your attack. Recharge.
Duelist's Stance
You assuming a duelist's stance, which grants you +10 Evasion and +10 Sexiness. While in this stance, you make a counter-attack against the first melee attack that misses you each round. At-Will Stance.
Dastardly Trick
Inflict Heavy damage and Stun the target for 2 turns. Staggers if Stun fails. Encounter
Garrote
Inflict Raw damage and Silence the target for 1-2 turns. Staggers if Silence fails. Encounter
You assuming a duelist's stance, which grants you +10 Evasion and +10 Sexiness. While in this stance, you make a counter-attack against the first melee attack that misses you each round. At-Will Stance.
Dastardly Trick
Inflict Heavy damage and Stun the target for 2 turns. Staggers if Stun fails. Encounter
Garrote
Inflict Raw damage and Silence the target for 1-2 turns. Staggers if Silence fails. Encounter
Having new at-will, encounter, and recharge powers gives White Mages a decision point: whether they want to focus on being a fighting crusader or a spell-slinging support character.
Charge Weapon
//Empower your weapon with argent light, causing it to deal bonus Holy damage. At-will Stance.
Shield of Light
//Surround a target in soothing light, granting a 50-point damage shield and imparting a small regeneration effect. Recharge.
Smite Evil
//Make a weapon attack that deals massive Holy damage and heals party Resolve. Encounter
Charge Weapon
//Empower your weapon with argent light, causing it to deal bonus Holy damage. At-will Stance.
Shield of Light
//Surround a target in soothing light, granting a 50-point damage shield and imparting a small regeneration effect. Recharge.
Smite Evil
//Make a weapon attack that deals massive Holy damage and heals party Resolve. Encounter
Ray of Frost
Deal heavy Frost damage to one target and inflict Frigid for 2-3 turns. Recharge.
Fireball
Deals moderate Fire damage to all enemies. Targets Evasion. Still deals damage on a miss. Recharge.
Soul Arrow
Deals heavy Resolve damage to one target and recovers some of the caster's Resolve. Recharge.
Deal heavy Frost damage to one target and inflict Frigid for 2-3 turns. Recharge.
Fireball
Deals moderate Fire damage to all enemies. Targets Evasion. Still deals damage on a miss. Recharge.
Soul Arrow
Deals heavy Resolve damage to one target and recovers some of the caster's Resolve. Recharge.
Charmer will probably be getting at least a partial rework as we collect balance data from the Combat 2.0 update (eg. now that your companions can Tease, too). I'm thinking that we need to move Song of Storms up to Level 1 so that a 1st level Charmer can get through the tutorial easier by functioning as combat support, and then have level 2+ powers that will let you start building up towards a dedicated Lust build.
Soothing Dance
//Heals a moderate amount of target's Resolve and alleviates Aroused. At-will.
Song of Splendor
//Deals Mental damage to all enemies and empowers ally Sexiness for 2 turns. Encounter.
Song of Courage
//Empower ally Attack Power and Focus for duration. Encounter Stance.
Soothing Dance
//Heals a moderate amount of target's Resolve and alleviates Aroused. At-will.
Song of Splendor
//Deals Mental damage to all enemies and empowers ally Sexiness for 2 turns. Encounter.
Song of Courage
//Empower ally Attack Power and Focus for duration. Encounter Stance.