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| Brotherhood of Nod / Warhammer Online: Age of Reckoning / Силы Тьмы. The Destruction Chaos Army |
| Страницы: 1 |
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| Автор | Сообщение |
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DuBePcAHT Сообщений: 2753
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Добавлено: 09-10-2007 14:57 |
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Итак, Хаос Профессии: Chosen/Избранник Хаоса Танк. Огромный, закованный в броню... ТОЛЬКО МУЖСКОЙ ПЕРСОНАЖ Magus/Маг Хаоса Очень сильный магический дамагер. Летает на диске из которого черпает свою силу. Основа армии Т'зинча. Zealot/Фанатик Хаоса Быстрый и легкобронированный бафер, дебафер, алхимик и слабый маг. Авангард Т'зинча. Распространяют еретическое учение Хаоса по миру. Marauder/Мародер Хаоса Берсерк. Обладает способностью мутировать и воевать по разному, в зависимости от мутации. ТОЛЬКО МУЖСКОЙ ПЕРСОНАЖ Так вот =) Погрузим мир в Хаос? |
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Бастет Сообщений: 257
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Добавлено: 09-10-2007 20:04 |
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вы вобще за светлых или за темных решили?) |
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ghost Сообщений: 96
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Добавлено: 09-10-2007 22:10 |
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Хаос выглядит впечитляюще!начал бы гамадать да Ро неохота кидать я еще необжился там!пока из Ро нетянет |
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Бастет Сообщений: 257
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Добавлено: 09-10-2007 23:26 |
а и то, и то незя? кстати, избранник хаоса - ня |
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ghost Сообщений: 96
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Добавлено: 09-10-2007 23:59 |
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хз и то и то некатит нада чтото 1 но толком.везде неуспеть... |
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AngelzWiz Сообщений: 1425
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Добавлено: 10-10-2007 01:39 |
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Полюбому первым у меня будет Магус. Магия форева |
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Шедоу Сообщений: 154
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Добавлено: 10-10-2007 05:28 |
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Бафер-дебафер... хыхых) любопытно... |
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Бастет Сообщений: 257
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Добавлено: 12-10-2007 03:57 |
блин, нада се тож мужского чара замутить чоусена |
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HEHABuCTb Сообщений: 400 |
Добавлено: 23-01-2008 13:06 |
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Chaos is coming! Greetings! The re-opening of beta swiftly approaches and with it so do the denizens of Chaos and the terror they bring to the Warhammer world. It has been some time since anyone has had a chance to play a Chaos ch aracter and none have ever played the dreaded Marauder. The time has come to let loose the tides of darkness and experience the true power of Destruction. Below are the three classes available for play in the upcoming focus test. Complete with 3 Mastery paths, altered abilities, and much more! Feel free to discuss and prepare for the onslaught to come! You can post questions here and we will bring you answers direct from the dev team, we will also post questions and answers from the US beta testers. Marauder Summary The Marauder is Tzeentch's favored agent of destruction, and has been granted the simplest and purest gift that the Raven Lord can give: change. The Marauder changes his very blood, bone, and body to reshape himself into a perfect warrior, capable of wreaking havoc and mayhem upon any foes who dare to cross him. He is, by necessity, only lightly-armored, since any more solid protection would merely be rent asunder as his warped and corrupted flesh distorted within it, but he ensures victory by simply slaughtering his enemies before they can react. Marauder Mechanic There are three different mutations that the Marauder can reshape his body into, each of which serves a specific purpose and offers its own benefits. By changing his very body as needed, the Marauder is capable of dispatching most any enemy, but he must always be aware of the flow of battle and ready to mutate into a different form as necessary. A Marauder who chooses poorly will find his punishment to be swift and immediate, for he is helpless and vulnerable during the few moments that it takes his body to flow into a new form, and a perceptive enemy will leap at the chance to take advantage of this brief window of weakness. Marauder Masteries Path of Brutality The Path of Brutality is focused around the Marauder's ability to warp his arm into a sharpened spike of bone. This blade-like appendage can deal horrifying injuries to an enemy, and a player specialized deeply in Brutality will likely be dealing the most damage possible against a single enemy, especially if the foe is distracted by others. Path of Savagery The Path of Savagery leads to a Marauder changing their arm into a monstrous claw, capable of tearing at enemies to cripple and hinder them while they quickly bleed to death. While perhaps not dealing as much immediately obvious damage as his other mutations, a master of Savagery kills his enemies in a more insidious way, weakening the target steadily so that they never realize just how much danger they're in until it's already too late. Path of Monstrosity The Path of Monstrosity focuses on the Marauder mutating their arm into a hideous club-like bludgeon of flesh and gore. The master of Monstrosity can use the massive bulk of their warped arm to defend themselves somewhat, and can sweep their limb around in broad, arcing swings, capable of damaging several enemies with each single smash. ------------------------------------------------------- Zealot Summary The Zealot is a fanatical orator, intent on spreading the glory of the Raven God throughout the land and serving the will of the Great Changer. Draped with ritual vestments and tools of sacrifice, the Zealot can imbue various talismans and potions with the primordeal power of Chaos. These items become potent magical conduits though which he can mend wounds, enhance his allies, and plague his enemies with unholy scourges. Zealot Mechanic Zealots are some of the few mortals who can call forth a Mark Of Tzeentch upon living flesh, branding their allies as sanctified soldiers of the Changer Of Ways. These Marks will not only bolster their holders far beyond normal human limitations, but also serve as direct conduits to the powers of Tzeentch himself, allowing their bearers to gain entirely new abilities. A Zealot can also desecrate a patch of land with a Dark Rituals & Rites, marking that spot as claimed by Tzeentch and crippling any unbelievers who dare tread upon it. Zealot Masteries Path of Alchemy The Path of Alchemy is the Zealot's primary healing mastery. A specialist in Alchemy will become a mighty healer, capable of mending the most grevious wounds and ensuring that Tzeentch's armies live to see their enemies fall before them. While a player who selects this Mastery may not necessarily gain the most powerful offensive capabilities, they will have absolutely no problems finding allies to protect them and do their bidding. Path of Ritual The Path of Rituals is focused on warping the entire balance of power across a battlefield, skewing the fight to bring about the inevitable triumph of Tzeentch's followers. They are just as proficient at enhancing their allies as they are at stunting their enemies - and, in fact, can do both at the same time. Path of Witchcraft The Path of Witchcraft is for a Zealot who chooses to make himself into a talon of Tzeentch, reaching out to slaughter his enemies through magical attacks. These manifest themselves as deadly portents of chaos. Flocks of shrieking ravens may fall upon a Zealot’s foe to consume their flesh, or strange demonic manifestations may appear out of thin air to lash at his foes. ------------------------------------------------------- Chosen Summary Do not be mislead by appearances, for they are the first weapon of the Chosen. Covered from head to toe in unholy armor, wielding massive weapons capable of rending enemies limb from limb, the Chosen are hulking figures of dread and terror on the battlefield - but woe to the enemy who dismisses them as simple brutes! Tzeentch's Chosen are cunning warriors who can bring forth a whisper of the Ruinous Powers into this world, dooming their enemies to a fate that is, perhaps, worse than a simple death. Chosen Mechanic The Chosen have been blessed by Tzeentch with several dark gifts, powers of Chaos which they can grasp and pull into this world through their very bodies. These powers pour forth from within their massive armor, and spill out as profane auras. In additional to causing an immediate effect when they first burst out from the Chosen's grasp, these lingering effects will continue to empower the player for several moments, allowing them to unleash melee attacks fueled by the unholy power of Tzeentch himself. Chosen Masteries Path of Strife The Path of Strife is focused on directly and brutally crushing your foes. A master of Strife will be likely to favor a Greatweapon instead of a shield, greatly increasing their offensive power at the cost of sacrificing the protections that a shield would otherwise offer. They will be easily capable of picking up a shield when the situation calls for it...but they won't be happy about it. Path of Retaliation The Path of Retaliation is a cunning Mastery for those who prefer to outlast their enemies, letting their foes beat in futility on a massive shield until they're exhausted, and then crushing them with deliberate and vicious attacks. A specialist in Retaliation will be the person who defines where the lines of battle will be drawn, since they -are- the front lines. Path of Discord The Path of Discord is one that delves more deeply into Tzeentch's gifts, and masters of Discord more fully understand how to manipulate the Chaos forces that swirl within them. They can unleash blasts of magical power, or twist the magical energies to unnaturally enhance their melee attacks. Their understanding of the nature of magic is still relatively shallow, however, and they can not hope to approach the skill or power of a true Magus, but even their brief flashes of otherworldly energy are enough to empower them as potent melee combatants. |
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DuBePcAHT Сообщений: 2753
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Добавлено: 23-01-2008 14:53 |
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А магус хде? А ваще конечно тема =) |
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HEHABuCTb Сообщений: 400 |
Добавлено: 23-01-2008 16:41 |
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Грят пока недоработан. Но о нем можна посудить по брайту: Bright Wizard Summary Master of the Lore of Fire, the Bright Wizard is the most destructive battle wizard in all of the Empire. The Bright wizard is renown for his ability to incinerate anything, ranging from individual soldiers to an entire hillside. However destructive fire is not the only trick in their arsenal. Bright wizards are also capable of manipulating the wind of Aqshy to cause a variety of debilitating effects ranging from thick banks of choking smoke, to withering heat that saps the strength and endurance from even the staunchest warrior. Some Bright Wizards have even been known to dabble in the healing arts, however cauterizing a wound with white hot fire is never a soldier’s first choice! Bright Wizard Mechanic Due to the volatile nature of Aqshy, the Red Wind of Fire that they manipulate, the Bright Wizard is always risking a Backlash that could incinerate himself as well as his opponent. This building-up of Aqshy is known as 'Combustion' and and the greater the level of Combustion a Bright Wizard places into his destructive spells the more likely they will explode with stupendous results (Critical Hit). However even the most skilled wizard will get burned when playing with fire and pushing the combustion level too high will result in a backlash of magical energy that will damage the Wizard himself. Bright Wizard Masteries Path of Incineration The Path of Incineration primarily focuses on destructive single target spells. About half of these spells have high values of Combustion allowing those who Master the Path of Incineration to focus on weaving high risk spells in with more reliable destructive magics for optimal single target Damage Path of Immolation The Path of Immolation focuses on damage over time and debilitating lingering debuffs. A Master of Immolation is more patient, relying less on high-Combustion spells with explosive effect, and more on slow burns that build up into an unstoppable inferno. Path of Conflagration The Path of Conflagration is the most destructive of the Bright Wizard masteries with area effect spells capable of burning entire swaths of land to a crisp. However, Masters of Conflagration must exert the most self control; most of their spells build up high levels of combustion so using them recklessly will mean the Wizard’s doom as well. Вот. Надеюсь с инглишом ниукаво проблем нет? |
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| Brotherhood of Nod / Warhammer Online: Age of Reckoning / Силы Тьмы. The Destruction Chaos Army |