Chapter 570: Terran Alliance Career Summary
Terran Alliance
Paladin: A powerful knight who believes in the Holy Light, guards the way of knighthood, fights evil and protects the weak with the power of light and weapons in his hands, and is a hero of the human race who has the courage to dedicate. Legendary Hero - Uther Lightbringer, Divine Level 2, killed in battle; Varian Wrynn, Divine Level 2; Arthas Minethiel, it's dark...
Class characteristics: Holy Light, under the protection of Holy Light, the physical damage taken by paladins is reduced by 20%; With the Holy Light Amp, Paladins deal an additional 50% more damage to undead units.
Normal Skills:
Holy Light: The Holy Light of the Paladin can heal a wounded friendly unit or damage an enemy undead unit. Instantly regenerates 250 to 2500 health or deals half of its damage, consumes 10 to 100 mana, and has a cooldown of 30 seconds.
Holy Shield: Paladins can envelop themselves in an impenetrable barrier of light, protecting themselves from any physical and magical barriers. The Holy Shield defaults to no armor and has 0 armor, and the maximum withstand for enemy attacks is 1000 to 10000 HP, and when the enemy attack exceeds the maximum withstand of the Holy Shield, the Holy Shield is shattered. Lasts 3 to 30 seconds, consumes 20 to 200 mana, and has a cooldown of 6 to 60 seconds.
Focus: Passive skill that increases paladin's armor by 20 to 200.
(Forced Focus: For the next 2 seconds, the paladin's armor is increased by an additional 20 to 200 points, with a cooldown of 1 minute)
Sword of Judgment: The Paladin summons several holy swords to adjudicate enemies. Deals 100 to 1000 damage to the target and imprisons for 1.5 to 15 seconds. Consumes 10 to 100 mana and has a cooldown of 30 seconds.
Stunt:
Resurrection: The most devout paladin, who can resurrect dead non-undead friendly units with the power of Light, or sublimate the corpse of a dead undead into a light elemental warrior to fight for the paladin. Revive 1 to 5 non-undead units or summon 100 to 500 Light Elemental Warriors [both can be exchanged for 1:100], costing 100 to 300 mana and a 1-hour cooldown.
(Light Elemental Warrior, Level 10 to 90, HP 1500, Attack Power 200 to 1000 [Melee Combat, Magic Attack], Armor 100 to 500 [Light Armor], Skill: Holy Light [Passive, 50% Damage Increases to the Undead])
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Archmage
An elite mage from the Magical Kingdom of Dalaran with powerful magical powers. Legendary Hero - Antonidas, Divine Level 2, killed in battle; Gianna Proudmoore, Holy Level 2.
Class characteristics: Magic control, all magic cooldowns of the archmage are reduced by 25% [Mandatory skills are not magic].
Normal Skills:
Blizzard: Summons ten waves of ice and snow to bombard the enemy in turn, each wave deals 20 to 200 damage to all enemies within a diameter of 50 yards, and inflicts a 25% slowdown effect for 3 seconds, and the blizzard bombards 1 wave every 1 second [with the increase of intelligence, the bombardment rate can be increased, and the magic casting time is reduced], consuming 20 to 200 mana points, and the cooldown time is 30 seconds.
Water Elemental: Summons a water elemental, water elemental level 10 to 100, health 400 to 4000, attack power 100 to 1000 points [ranged, magic attack], armor 50 to 500 points [heavy armor], duration 1 minute, can be summoned repeatedly, consumes 20 to 200 mana points, cooldown time 15 seconds.
Brilliant: A passive skill that increases the archmage's mana regeneration rate by 30% to 300%.
(Forced Splendor: For the next 2 seconds, the Archmage's mana regeneration rate is increased by an additional 30% to 300%, and the cooldown is 30 seconds)
Sheep Transformation: Turn the target into a sheep. After turning into a sheep, the target cannot attack or cast skills [except self-help magic], the armor type automatically changes to light armor [water elemental magic attack deals 100% damage to it], and the movement speed is reduced by 50% for 3 to 30 seconds, consuming 20 to 200 mana and a cooldown of 30 seconds.
Stunt:
Mass Teleport: Teleport yourself and nearby friendly units to the vicinity of allies elsewhere. Teleporting can range from 1 to 10,000 units at a distance from within the minimap to anywhere in the entire world of Azeroth, teleporting requires the destination to have an allied unit or friendly building as a teleportation marker [teleportation can be destroyed by killing a teleportation marker], the cast time is 3 seconds [decreases with increased intelligence, but the lower the skill level, the longer the cast time], consumes 100 to 300 mana, and has a cooldown of 15 to 3 seconds.
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King of the Hill
The most powerful warrior of the Dwarven heritage, and at the same time the mainstay of the Terran Alliance's warrior forces. Legendary heroes - the three Copperbeard brothers. Third brother, Brian Copperbeard, Divine Level 1; The second brother, Muradine Copperbeard, Divine Level 1, died in battle; Big brother, Magni Copperbeard, Divine Level 3, Doubtful Death.
Class Characteristics: Dual-wielding weapons.
Normal Skills:
Storm Hammer: Throws a magical hammer at the target, dealing 100 to 1000 damage to the target, stunting them for 1.5 to 15 seconds, consuming 30 to 300 mana, and having a cooldown of 30 seconds.
Thunder Strike: Condensed magic blasts the ground and shakes the earth. With the King of the Hill as the center of the circle, deal 100 to 1000 damage to all enemy units within a 50 yard diameter, reduce their movement speed and attack speed by 50%, consume 30 to 300 mana, and have a 30 second cooldown.
Heavy Attack: A passive skill, King of the Hill's normal attack has a 10% chance to increase damage by an additional 100 to 1000 points and stun the target for 2 seconds.
(Forced Heavy Attack, King of the Hill forcibly unleashes a heavy attack on the target, cooldown for 30 seconds.) )
Thunder Warhammer: The King of the Hill's normal attack has a magic thunderbolt attached to it, emitting a chain of power. Requires magic to activate skills, normal attacks have a 10% to 50% chance of being refracted to 1 to 5 nearby targets, the attack damage remains the same, the attack effect remains the same [triggering heavy attacks can also be refracted], each attack consumes 5 to 50 mana points until the mana is exhausted. If deactivated, re-cooldown for 10 seconds.
Stunt:
The Celestials: The King of the Hill is transformed into an invincible rock warrior. HP increased by 500 to 2500 points, attack damage increased by 100 to 500 points, armor increased by 50 to 250 points, skill: Demon Immunity [Passive, immune to all magic whose skill level is below the level of the Celestial Mortal Mortal level*2, but including stunts and passive skills], lasts for 1 minute, consumes 100 to 300 mana, and has a cooldown of 1 hour.
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Blood Mage
Among the Blood Elves, a powerful mage who delves into fire and destruction magic. Legendary Hero - Kael'thas Sunstrider, Divine? Level.
Class Traits: Magic Feedback, every time a normal attack hits a target, the Blood Mage will consume 5% of the target's maximum mana.
Normal Skills:
Flame Strike: Creates a magic circle in an area that shoots a blast of flame magic within 50 yards in diameter, dealing 50 to 500 damage per second for 3 seconds, after which the area continues to burn damage, dealing 10 to 100 damage per second for 5 seconds. It takes 2 seconds to activate the magic circle [the time consumption decreases with the increase of intelligence, and the flame jet speed and burning speed can also increase with the increase of intelligence], consumes 30 to 300 mana, and has a cooldown of 30 seconds.
Banishment: The Blood Mage vaporizes a target. The vaporized target's movement speed is reduced by 25% to 70%, and they cannot perform physical attacks or receive physical damage, but the magic damage taken while vaporized is doubled for 3 to 12 seconds, consumes 20 to 200 mana, and has a cooldown of 15 seconds.
Magic Sucking: Absorb the magic on the enemy target to replenish itself, absorbing at a rate of 20 to 200 points per second, for 10 seconds [accelerate the absorption rate with the increase of intelligence, reduce the consumption time], during which the blood mage needs to maintain the magic state, the effective distance is 50 yards, the magic is consumed 20 to 200 points, and the cooldown is 30 seconds.
Theft: The Blood Mage can randomly transfer beneficial magic effects from enemies to an ally, or transfer undesirable magic effects from allies to an enemy at random. The transferred mana effect cannot exceed the skill level of the thief, consumes 10 to 100 mana, and has a cooldown of 30 to 3 seconds.
Stunt:
Fire Phoenix: Summons a powerful fire phoenix. Fire Phoenix Level 20 to 100, HP 2000 to 10000, Attack 250 to 1250 (Ranged, Magic Attack), Armor 100 to 500 (Light Armor), Skills: Splash [Passive], Split Shot [Passive], Magic Immunity [Passive], Life Sacrifice [Passive], Nirvana [Passive]. Can be permanent, but can only summon one, consumes 100 to 300 mana, and has a cooldown of 1 hour.
(Splash: The Fire Phoenix's normal attack can deal 50% damage to nearby units at the same time; Split shots, the Fire Phoenix can send out two normal attacks at the same time; Life Sacrifice, the Fire Phoenix automatically reduces its health by 2% per second, dealing 40 to 200 damage to all enemy units within a radius of 50 yards; Nirvana, the fire phoenix automatically turns into a phoenix egg after death, and if the phoenix egg is not destroyed within 10 seconds, it will automatically turn back into a fire phoenix full of blood. Eggs: 500 to 2500 health, 0 armor (no armor)
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Alchemist
A warlock who has been inherited from the goblin clan to study biochemistry, and is rumored to have the power of an upstart who turns stones into gold. Legendary Hero ——?
Class Traits: Biochemical Behemoths, alchemists carefully combat creatures, huge biochemical behemoths can help alchemists resist most attacks. When a normal attack hits a Biochemical Behemoth, the Alchemist's damage is reduced by 50%, but conversely, if a normal attack hits the controller riding behind, the damage is increased by 50%.
Normal Skills:
Healing Spray: Sprays 1 to 6 waves of Biochemical Healing Spray on allies within a radius of 50 yards, restoring 100 to 300 health per wave [Level 1 Healing Spray starts with 1 wave of 100 healing health, increasing to 2 waves at level 2, increasing healing by 50 HP per wave at level 3, and then increasing alternately], Healing Spray is also effective on organic building units, consuming 20 to 200 mana and having a cooldown of 30 seconds.
Chemical Storm: The Alchemist goes berserk, increasing attack speed and movement speed by 30% to 75% for 3 to 30 seconds, consuming 30 to 300 mana and having a cooldown of 30 seconds.
Acid Bomb: Throws an acid bomb that deals 50 to 500 damage to all enemy units within a 30 yard diameter radius and deals 5 to 50 damage per second, while reducing all enemy units by 20 to 200 armor for 10 seconds, consumes 20 to 200 mana, and has a 30 second cooldown.
Biochemistry: Passive skill, increases Alchemist's maximum health by 300 to 3000 points.
(Forced biochemistry, Alchemist forcibly restores health to 50%)
Stunt:
Alchemy: Turn stones into gold and turn targets into gold coins. Inflicts damage of target level *30 to 50 [+5 increment] to the target, and if the target is killed by alchemy immediately, the target will also be turned into target level *2 to 32 gold coins [*2 increment], which can be picked up, consumes 100 to 300 mana, and cools down for 1 hour.
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Goblin tinker
Mechanics who have been trained in engineering by the goblins, and the cultural knowledge of science is a breath of fresh water in the wizarding world. Legendary Hero ——?
Class Characteristics: Mechanical armor, the Goblin Tinker's protective armor that covers most of his body, can help the Goblin Tinker withstand most attacks. When a normal attack hits a mechanical armor, the damage taken by the Goblin Tinker is reduced by 50%, but conversely, if a normal attack hits the Goblin Tinker's flesh, the damage is increased by 50%.
Normal Skills:
Pocket Factory: Summons a Pocket Factory that continuously spawns Bomberman for 30 seconds, consumes between 20 and 200 mana, and has a cooldown of 30 seconds.
(Pocket Factory HP 150 to 1500, Mana 5 to 50 [Mana Recovery Speed 2.5 to 25 HP/s], Armor 0 [Building Armor], Skill: Summons Bomberman [Consumes 5 to 50 mana to summon a Bomberman, lasts 20 seconds, skill cooldown 0.5 seconds];
Bomberman HP 100, Attack Power 80 to 800 [Melee Attack], Armor 0 [No Armor], Skill: Self-Detonator [Death or self-triggering, deals 50 to 500 damage to all enemy units within 10 yards diameter of Bomberman])
Missile Bombardment: The Goblin Tinker fires a rocket that bombards all enemy units within a 50-yard radius, dealing 100 to 1000 damage, stunning for 1 to 10 seconds, consuming 30 to 300 mana, and having a cooldown of 30 seconds.
Flashbang: The Goblin Tinker fires a flashbang that detects vision within a radius of 20 to 200 yards in diameter, and displays all stealth units [Stealth Ability Level Does Not Exceed Flashbang Level] for 1 to 10 seconds, consumes mana from 5 to 50 points, and has a cooldown of 10 seconds.
Engineering: Passive Skills, Pocket Factory, Mana Regeneration Increases by 10% to 100%, Missile Bombardment Attack Range Diameter Increases by 10% to 100%, Flashbang Observation Range Increases by 10% to 100%, Delve Weapon Mana Cost Reduced by 5% to 50%...... Increases the duration of mechanical goblins by 10% to 100%.
(No Mandatory Skills)
Delve into weapons: Goblin Tinker's normal attacks have scientific powers attached to them, dealing more damage. Requires magic to activate the skill, specifying an armor type [can be changed each time the skill level increases], normal attacks increase the damage of that armor type by 10% to 100%, and each attack consumes 5 to 50 mana until the mana is exhausted. If deactivated, re-cooldown for 10 seconds.
Stunt:
Mechanical Goblins: Goblin tinkerers turn into powerful goblin mechs. HP increased by 250 to 2500 points, attack damage increased by 100 to 500 points, armor increased by 50 to 250 points, skills: Saboteur [Passive, attack type automatically becomes siege attack, attack range increased by 100%], immune shell [immune to stun effect, while immune to a part of magic (including beneficial magic)] lasts for 1 minute, consumes 100 to 300 mana, and has a cooldown of 1 hour.