VSH: Habilidades Raciales

Seiks

RACIAL ABILITIES:
These are the first pass at racial abilities (Minus Dark Elves and Gnomes, which will be soon to follow) We have done some internal testing, but as always, there are sure to be bugs and unintended side effects.
We will definitely appreciate feedback on the specific following issues:

  • Display Descriptions (Although some of these are not final): Was it clear? Do they add enough racial flavor without being too wordy?
  • Particle effects / animations (Some these are placeholder as well): Are the effects appropriate?
  • Reuse timers: Do you feel the reuse timers are appropriate? Are they short enough to warrant a hotkey slot?
  • Ability Effects: Do the abilities do what they're described to do? Are the effects negligible or noticeable? Are the abilities particularly more or less useful based on your class selection?
  • Racial Flavor: Do the abilities feel unique? Do they make sense given the lore/background of the race?

Qalian Barbarians: Desert Skin

  • For the next 15 seconds after this ability is activated, you will mitigate 25% of all damage, and every mob that attacks you has a 50% chance of being stunned for 2 seconds.

Thestra Barbarians: Endless Fortitude

  • For the next 30 seconds, this ability will double your endurance and energy pool while increasing your spell and melee damage by 25%.

Dwarf: Earthen Embrace

  • For 60 seconds, this ability will turn your body to stone. Along with removing all poison effects, you will mitigate 10% damage and become immune to movement impairing spells such as knock back, stun, and snare.

Goblin: Hex of Ghalnn

  • Whoever is afflicted by this hex will return 3% of the mana and hit points for every hit that is made on them. The effect lasts for 60 seconds.

Half Elf: Symbol of Jin

  • This ability will apply a rune to every member of the group for 60 seconds, which will mitigate damage as well as apply an un-resistible damage shield.

Halfling: Quick Escape

  • This ability allows Halflings to immediately remove themselves from combat. For the next 10 seconds afterwards they will also be invisible.

High Elf: Arcane Balance

  • This ability will take the cumulative amount of mana in a group, add 25% to that number, and evenly redistribute it to all members.

Kojani Human: Spirit of Jin

  • This ability will immediately restore 45% of energy and hit points to the target.

Mordebi: Curse of the Ancients

  • This ability will immediately remove a targeted NPC from combat, wiping their agro and reducing their agro range to 0. During this time the creature can not be healed, attack, or be attacked.

Qaliathari Humans: Swiftness of the Sands

  • For this next 10 seconds, when this ability is activated your ability to evade all melee attacks and spells will be greatly increased.

Thestran Humans: Inspirational Commands

  • You will have 3 inspirational commands at your disposal: Inspirational Presence, Inspirational Wisdom, and Inspirational Tactics. Each command is a group buff that will add either 2% to mitigation, a 3% reduction to mana cost of all spells, or a 2% increase in damage. You may only maintain one command at a time, however you may have all 3 effects active at the same time.

Kurashasa: Symbiotic Armor

  • When this armor is active you will be consumed by a symbiotic presence. In addition to regening 2% of your health every 3 seconds, you will apply an effect to all enemies within a 20 meter point-blank radius. Anyone affected by this debuff will become snared and slowed.

Lesser Giant: Strength of Torsheim

  • For the next 30 seconds after this ability is activated, you will increase your max hit points by 50%.

Orc: Fury of Ghalnn

  • For the next 5 attacks after this ability is activated, you will receive a 10% increase to damage and all the damage you do will return to you in the form of hit points.

Raki: Planar Shift

  • While this ability is active, you will gain a 25% mitigation to all spell damage but will slowly lose health. This ability may be toggled.

Vulmane: Spiritual Bond

  • This ability will apply an effect to every member in your group, allowing 35% of all damage done by them to return to you in the form of health for 20 seconds.

Wood Elf: Form of Nature

  • When this ability is activated, all movement impairing spells will be stripped from you, and for the next 30 seconds your run speed will be greatly increased. You will also be immune to all movement impairing spells during this time.
    NOTE: The following two are not implemented yet:

Gnome: Forge Crystal

  • This ability allows you to operate a variety of devices, only available to gnomes, which are able to materialize a energy crystals. Crystals will have several common effects, ranging from percentage based mana, health, and endurance heals to several uncommon, rare, and even ultra rare effects such as prismatic group resist buffs, rune and damage shields, minion summons, and more.

Dark Elf: Spawn of Haelufir

  • This ability allows you to summon forth a small drake for a short duration. The type of drake you summon will be based on class and level. Each type of drake will have a variety of effects at their disposal, ranging from group aura's, to breath attacks. The higher level drakes will also learn spells that are sympathetic with their associated class.
setbean

Como ya comente, me encantant :D creo que por fin las raciales serviran de algo y cada raza sera un mundo al jugar ;)

Seiks

Las teneis traducidas todas en la web de VH. al igual que las "historias" de las razas.

JuStY

los cooldown se saben?

setbean

se que hay algunas de 20 minutos y algunas de 30... no se si hay de menos. De todos modos esto son las raciales activas, creo que sacaran pronto raciales pasivas tambien

NosFeR_

#3 podrías poner link porfi? esque no me situo bien en los foros de vh xD :$

U

A parte de las raciales podréis leer otros datos aquí:

Razas Thestra:
http://www.vanguard-hispano.com/index.php?categoryid=47

Razas Qalia:
http://www.vanguard-hispano.com/index.php?categoryid=48

Razas Kojan:
http://www.vanguard-hispano.com/index.php?categoryid=62

setbean

Jajaja nono, eso te lo he dicho por lo que e provado yo in game :p la de mi chinito son 30 minutos y la de mi humano son 20 ;)

JuStY

30 minutos para la de restore 45% hp + energy? jodo..

setbean te envie un msj x cierto

Letto

El Curse of the Ancients ya me ha salvado la vida una vez aunque al ser psi no es tan útil ya que tienes skills para controlar el aggro.

Cuando salga el juego si me hago psi imagino que tiraré a otra raza que me sea más útil el racial.

Seiks

a mi sinceramente eso de escoger la raza por la clase... y por que tiene mejor Habilidad que la otra.......... Para mi es mucho mejor escoger la raza que mas te guste o incluso con la que te sientas identificado y te forjes el rol que quieres...

Eso de ser el superplayerubberpr0 no me va nada xD y da la sensacion de escoger la raza por que esta clase es mejor que la otra y esta raza tiene esta habilidad que la hace la mejor, pos esa XD... para mi aburrido u_u

setbean

Yo opino igual... yo me cojo enano porq me molan, ni por sus clases ni por sus raciales ni nada... y aunq fueran la raza con peor racial, setbean seguiria siendo bajito, grdo y con mucha barba

Letto

Todo son maneras de jugar, a mi hay razas que me atraen poco y otras que más, pero no tengo ninguna favorita y por tanto el racial tiene su peso en la elección.

NosFeR_

yo he estado leyendo y seguramente me decante por el crafting, qué raza es la mejor para esto?

R

Las habilidades por raza son un mundo... cada Raza puede decantarse por alguna clase en especial dependiendo de sus habilidades raciales, aunque yo personalmente no me dejaría llevar por eso... ya que por ejemplo un Enano, puede ser mejor tanke con su habilidad, aunque si fuese un mago lo maximizar aun mas... no se si me explico... :D

Letto

Hay algunas que están muy claras para que son, como la de subir un 50% los Hit Points (tanque), pero vamos que viendo el tiempo de recarga que tienen no vale la pena comerse mucho la cabeza con el tema.

Hay una que termino de entender:
Thestran Humans: Inspirational Commands

  • You will have 3 inspirational commands at your disposal: Inspirational Presence, Inspirational Wisdom, and Inspirational Tactics. Each command is a group buff that will add either 2% to mitigation, a 3% reduction to mana cost of all spells, or a 2% increase in damage. You may only maintain one command at a time, however you may have all 3 effects active at the same time.

Solo puedes tener uno pero puedes activar los 3 ?¿

DaRk-eXe

#16 lo k yo entiendo es.. k solo puedes mantener 1 puesto pero k puedes benificiarte del efecto de los 3 ala vez, en el caso de ke vayas en party con otros 2 señores k sepan acer esa skills.

PD: ke ay k acer pa jugar ala beta? me gustaria probar el juego :3 kya me cansao de la beta del 9dragons xD

U

#16 Solo puedes tener uno pero puedes activar los 3 ?¿

Tal como yo lo entiendo un personaje de thestra solo puede mantener uno activo pero te pueden afectar los 3. Es decir k si tienes 3 human Thestran en un grupo y usan cada uno unjo de los 3 diferentes los tendrias todos activos.

S

Pero cuanto dura la invocacion del dragon de los elfos oscuros? espero que duro por lo menos 10 o 5 minutos, porque como lo hagan de 30 seg cuando termines de invocarle ya desaparecio xDD

R

Por lo que vi por ahi tiene una corta duracion... creo que 60s, igual que la de los Elfos del Bosque en transformarse en Lobo, para salir por patas...
A levels bajos no deja de ser un pet durante un minuto o lo que dure... aunque tenga una recarga amplia... pero a levels altos... pues ya cambiara la cosa... :D

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