Difference between revisions of "Priest"

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The Priest uses holy spells to deal damage and heal players.<br>
 
The Priest uses holy spells to deal damage and heal players.<br>
 +
The notable features of the Priest is his strong HP regen and damage reduction ability. The Priest works well up close with enemies while also having mid-ranged attacks.<br>
 
The Priest's [[Guild Hall#Character Titles|Character Title]] will add HP regen for everyone in your guild.
 
The Priest's [[Guild Hall#Character Titles|Character Title]] will add HP regen for everyone in your guild.
  
 
==Skills and Abilities==
 
==Skills and Abilities==
The tables below list base values and tiers as they're shown in the guild hall.
+
The tables below list base values and tiers as they're shown in the [[Guild Hall]].
 
As an example, the first upgrade for Consecrated Ground can be bought at a Tier 2 guild hall.<br>
 
As an example, the first upgrade for Consecrated Ground can be bought at a Tier 2 guild hall.<br>
Every upgrade to a skill costs skill points, which are denoted as stars in the upper-right corner of the screen while in town.
+
Every upgrade to a skill costs [[Leveling_Up#Skill_Stars|skill stars]], which are shown in the upper-right corner of the screen while in town.
  
 
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|}
 
|}
 
====Smite (Primary Attack)====
 
====Smite (Primary Attack)====
A short-ranged attack dealing [[Combat#Damage_Types|hybrid damage]]. Every upgrade increases area of impact.
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A mid-ranged attack dealing [[Combat#Damage_Types|hybrid damage]]. Every upgrade increases the area of impact.
 
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{| class="wikitable" style="text-align:center;"
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
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====Holy Light (Skill 1)====
 
====Holy Light (Skill 1)====
Fires a beam of light that builds up and deals magical damage along with healing allies by a base plus 1% of their max health.<br>
+
Fires a beam of holy light that builds up and deals [[Combat#Damage_Types|magical damage]] along with healing allies inside it by a base plus 1% of their max health.<br>
The beam has a charge up time before dealing or healing the maximum amount and damages anyone in the small AOE.
+
The beam has a charge up time before dealing or healing the maximum amount and damages enemies in a small AOE. <br>
 +
The beam can travel through players healing all of them at once.
 
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{| class="wikitable" style="text-align:center;"
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
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====Consecrated Ground (Skill 2)====
 
====Consecrated Ground (Skill 2)====
A field is placed on the ground that lasts for a few seconds. Enemies within in its area take magical damage ticks every half second.<br>
+
A magic circle is placed on the ground that lasts for a few seconds. Enemies within its area take magical damage that hits every half second.<br>
25% of the damage dealt is returned to allies standing within the area as health. This heal ''is'' affected by the Priest's Remedy.
+
25% of the damage dealt is returned to allies standing within the area as health. This heal <u>is</u> affected by the Priest's Remedy.
 
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{| class="wikitable" style="text-align:center;"
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
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====Aura of Purification (Skill 3)====
 
====Aura of Purification (Skill 3)====
An active ability similar to the Paladin's [[Paladin#Lay on Hands (Skill 2)|Lay on Hands]] skill that creates an aura around the player affecting both players and enemies.<br>
+
An active ability that creates an aura around the player affecting both players and enemies.<br>
 
Enemies have their speed and resistance lowered, while allies gain a damage reduction effect.
 
Enemies have their speed and resistance lowered, while allies gain a damage reduction effect.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
|Enemy Reduc.||N/A||N/A||N/A||20%||30%||40%
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|Speed Reduc.||N/A||N/A||N/A||20%||30%||40%
 
|-
 
|-
 
|Damage Reduc.||N/A||N/A||N/A||10%||20%||30%
 
|Damage Reduc.||N/A||N/A||N/A||10%||20%||30%
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====Divine Protection (Passive 1)====
 
====Divine Protection (Passive 1)====
The shield absorbs a portion of incoming damage, and costs some mana per damage absorbed.<br>
+
This passive shield absorbs a portion of incoming damage at the cost of some mana per damage absorbed.<br>
[[Encounters#Monoliths|Endless Potential]] makes this shield free.
+
[[Encounters#Monoliths|Endless Potential]] makes this shield free and the drain can be reduced by effects making skills cheaper to cast.<br>
 +
The [[Items#ring_of_transmutation|Ring of Transmutation]] will help sustain this shield, but will only return mana from the damage that the player actually takes.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
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====Remedy (Passive 2)====
 
====Remedy (Passive 2)====
The priest regains health more effectively from all sources.
+
The priest regains health more effectively from all sources. Listed HP regen is also doubled invisibly.
 
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{| class="wikitable" style="text-align:center;"
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
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====Celestial Orbs (Passive 3)====
 
====Celestial Orbs (Passive 3)====
Multiple orbs rotate around the priest that fire small beams of holy light, dealing magical damage. These beams can be aimed by hitting the target with Holy Light.<br>
+
Multiple orbs rotate around the Priest that fire small beams of holy light, dealing magical damage. These beams can be aimed by hitting the target with Holy Light.<br>
 
The orb's range when using Holy Light is based on the level of your Holy Light skill.
 
The orb's range when using Holy Light is based on the level of your Holy Light skill.
 
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The player starts off at level 1. Every time the Priest levels up, stat boosts are gained.<br>
 
The player starts off at level 1. Every time the Priest levels up, stat boosts are gained.<br>
 
What differs the Priest from other classes is the high HP regen per level, double that of any other class.<br>
 
What differs the Priest from other classes is the high HP regen per level, double that of any other class.<br>
The priest is also the best healer out of all the classes as he doesn't need to stop attacking to heal other players.<br>
+
This can be further doubled with the [[Chapel#Tier_2_Blessings|Chapel]] blessing, and doubled again with Remedy, leading to extremely high HP regen<br>
However the healer cannot directly heal himself, he must use Consecrated Ground to self-heal.<br>
+
However the Priest cannot directly heal himself, he must use Consecrated Ground to self-heal.<br>
  
 
To get stats at a given level, use the equation "X = Scaling * (Level-1) + Level_1_Stats"
 
To get stats at a given level, use the equation "X = Scaling * (Level-1) + Level_1_Stats"

Revision as of 14:28, 9 March 2019

Characters
Paladinanim.gif

Paladin

Rangeranim.gif

Ranger

Sorcanim.gif

Sorcerer

Warlockanim.gif

Warlock

Thiefanim.gif

Thief

Priestanim.gif

Priest

Wizardanim.gif

Wizard


The Priest uses holy spells to deal damage and heal players.
The notable features of the Priest is his strong HP regen and damage reduction ability. The Priest works well up close with enemies while also having mid-ranged attacks.
The Priest's Character Title will add HP regen for everyone in your guild.

Skills and Abilities

The tables below list base values and tiers as they're shown in the Guild Hall. As an example, the first upgrade for Consecrated Ground can be bought at a Tier 2 guild hall.
Every upgrade to a skill costs skill stars, which are shown in the upper-right corner of the screen while in town.

Priest skills
Smite Holy Light Consecrated Ground Aura of Purification Divine Protection Remedy Celestial Orbs

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Smite (Primary Attack)

A mid-ranged attack dealing hybrid damage. Every upgrade increases the area of impact.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 8 10 12 14 16 18
Star Cost N/A 3 4 5 6 8

Holy Light (Skill 1)

Fires a beam of holy light that builds up and deals magical damage along with healing allies inside it by a base plus 1% of their max health.
The beam has a charge up time before dealing or healing the maximum amount and damages enemies in a small AOE.
The beam can travel through players healing all of them at once.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage 17 24 31 38 45 52
Heal 2+1% 3+1% 4+1% 5+1% 6+1% 7+1%
Mana Cost 3 4 5 6 7 8
Star Cost N/A 3 4 5 6 8

Consecrated Ground (Skill 2)

A magic circle is placed on the ground that lasts for a few seconds. Enemies within its area take magical damage that hits every half second.
25% of the damage dealt is returned to allies standing within the area as health. This heal is affected by the Priest's Remedy.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Damage N/A N/A 16 24 32 40
Duration N/A N/A 5 5.5 6 6.5
Mana Cost N/A N/A 45 60 75 90
Star Cost N/A N/A 5 6 8 10

Aura of Purification (Skill 3)

An active ability that creates an aura around the player affecting both players and enemies.
Enemies have their speed and resistance lowered, while allies gain a damage reduction effect.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Speed Reduc. N/A N/A N/A 20% 30% 40%
Damage Reduc. N/A N/A N/A 10% 20% 30%
Mana Cost N/A N/A N/A 50 60 70
Star Cost N/A N/A N/A 7 9 12

Divine Protection (Passive 1)

This passive shield absorbs a portion of incoming damage at the cost of some mana per damage absorbed.
Endless Potential makes this shield free and the drain can be reduced by effects making skills cheaper to cast.
The Ring of Transmutation will help sustain this shield, but will only return mana from the damage that the player actually takes.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Absorption N/A 30% 35% 40% 45% 50%
Mana/Damage N/A 4 2 1 .75 .5
Star Cost N/A 2 3 4 5 6

Remedy (Passive 2)

The priest regains health more effectively from all sources. Listed HP regen is also doubled invisibly.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Effectiveness N/A N/A 50% 100% 150% 200%
Star Cost N/A N/A 4 5 6 8

Celestial Orbs (Passive 3)

Multiple orbs rotate around the Priest that fire small beams of holy light, dealing magical damage. These beams can be aimed by hitting the target with Holy Light.
The orb's range when using Holy Light is based on the level of your Holy Light skill.

Upgrades Base Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Orbs N/A N/A N/A N/A 2 3
Damage N/A N/A N/A N/A 8 12
Star Cost N/A N/A N/A N/A 10 15

Stats

The player starts off at level 1. Every time the Priest levels up, stat boosts are gained.
What differs the Priest from other classes is the high HP regen per level, double that of any other class.
This can be further doubled with the Chapel blessing, and doubled again with Remedy, leading to extremely high HP regen
However the Priest cannot directly heal himself, he must use Consecrated Ground to self-heal.

To get stats at a given level, use the equation "X = Scaling * (Level-1) + Level_1_Stats"

Attribute values by level
Attribute Health Mana Health Regen Mana Regen Armor Resistance
Level 1 30 70 0 1.9 0 3
Scaling per Level +5 +11 +0.05 +0.1 +0.2 +0.5
Level 2 35 81 0.05 2.0 0.2 3.5
Level 3 40 92 0.10 2.1 0.4 4
Level 4 45 103 0.15 2.2 0.6 4.5
Level 5 50 114 0.20 2.3 0.8 5
Level 10 75 169 0.45 2.8 1.8 7.5
Level 15 100 224 0.70 3.3 2.8 10
Level 20 125 279 0.95 3.8 3.8 12.5
Level 25 150 334 1.20 4.3 4.8 15
Level 30 175 389 1.45 4.8 5.8 17.5