Difference between revisions of "Priest"

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The priest uses holy spell to deal damage and heal people.
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{{Template:Classes}}
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<br>
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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.
  
 
==Skills and Abilities==
 
==Skills and Abilities==
The graphs below list Starting 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.
+
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.
  
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; text-align: center"
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; text-align: center"
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|Smite||Holy Light||Consecrated Ground||Aura of Purification||Divine Protection||Remedy||Celestial Orbs
 
|Smite||Holy Light||Consecrated Ground||Aura of Purification||Divine Protection||Remedy||Celestial Orbs
 
|-
 
|-
|{{#sprite:file=File:Icons_skills2x.png|column=0|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=1|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=4|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=5|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=2|row=4}}||{{#sprite:file=File:Icons_skills2x.png|column=3|row=4}}||
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|{{#sprite:file=File:skills.png|column=0|row=4}}||{{#sprite:file=File:skills.png|column=1|row=4}}||{{#sprite:file=File:skills.png|column=4|row=4}}||{{#sprite:file=File:skills.png|column=5|row=4}}||{{#sprite:file=File:skills.png|column=2|row=4}}||{{#sprite:file=File:skills.png|column=3|row=4}}||
{{#sprite:file=File:Icons_skills2x.png|column=6|row=4}}
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{{#sprite:file=File:skills.png|column=6|row=4}}
 
|}
 
|}
 
====Smite (Primary Attack)====
 
====Smite (Primary Attack)====
A short-ranged attack dealing 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.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Damage||8||10||12||14||16||18
 
|Damage||8||10||12||14||16||18
Line 25: Line 29:
  
 
====Holy Light (Skill 1)====
 
====Holy Light (Skill 1)====
Fires a beam of light that deals magical damage and heals allies by a certain amount.
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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 enemies in a small AOE. <br>
 +
The beam can travel through players healing all of them at once.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
|Damage||12||18||24||30||36||42
+
|Damage||17||24||31||38||45||52
 
|-
 
|-
|Heal||2||3||4||5||6||7
+
|Heal||2+1%||3+1%||4+1%||5+1%||6+1%||7+1%
 
|-
 
|-
 
|Mana Cost||3||4||5||6||7||8
 
|Mana Cost||3||4||5||6||7||8
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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 in the area take magical damage ticks every second. 25% of the damage dealt is returned to allies in the area as health.
+
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 <u>is</u> affected by the Priest's Remedy.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Damage||N/A||N/A||16||24||32||40
 
|Damage||N/A||N/A||16||24||32||40
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====Aura of Purification (Skill 3)====
 
====Aura of Purification (Skill 3)====
The priest radiates an aura that slows and lowers the damage of all nearby enemies. While the aura is active, the priest's mana regen is reduced significantly.
+
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.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||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||30%||40%||50%
+
|Speed Reduc.||N/A||N/A||N/A||20%||30%||40%
 
|-
 
|-
|Mana Reduc.||N/A||N/A||N/A||90%||70%||50%
+
|Resist. 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
 
|Mana Cost||N/A||N/A||N/A||50||60||70
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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.
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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 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||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Absorption||N/A||30%||35%||40%||45%||50%
 
|Absorption||N/A||30%||35%||40%||45%||50%
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====Remedy (Passive 2)====
 
====Remedy (Passive 2)====
The priest regains health more effectively from all sources.
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The priest regains health more effectively from all sources. Listed HP regen is also affected invisibly.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Effectiveness||N/A||N/A||50%||100%||150%||200%
 
|Effectiveness||N/A||N/A||50%||100%||150%||200%
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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.
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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.
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
!|Upgrades||Starting||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
+
!|Upgrades||Base||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5
 
|-
 
|-
 
|Orbs||N/A||N/A||N/A||N/A||2||3
 
|Orbs||N/A||N/A||N/A||N/A||2||3
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==Stats==
 
==Stats==
-- Disregard these stats. These weren't completed upon change from sorcerer --
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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 Sorcerer 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.<br>
What differs the Sorcerer from other classes is the high increase to mana, which increases the amount of spells to be cast.
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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 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)+level1stat"
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To get stats at a given level, use the equation "X = Scaling * (Level-1) + Level_1_Stats"
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
!colspan="7"|Attribute values by level
 
!colspan="7"|Attribute values by level
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|-
 
|-
 
!|Level 1
 
!|Level 1
|30||70||0.00||1.9||0||3.0
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|30||70||0||1.9||0||3
 
|-
 
|-
 
!|Scaling per Level
 
!|Scaling per Level
| +5|| +10|| +0.05|| +0.1||0|| +0.2
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| +5 || +11 || +0.05 || +0.1 || +0.2 || +0.5
 
|-
 
|-
 
!|Level 2
 
!|Level 2
|35||80||0.05||2.0||0||3.2
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|35||81||0.05||2.0||0.2||3.5
 
|-
 
|-
 
!|Level 3
 
!|Level 3
|40||90||0.10||2.1||0||3.4
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|40||92||0.10||2.1||0.4||4
 
|-
 
|-
 
!|Level 4
 
!|Level 4
|45||100||0.15||2.2||0||3.6
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|45||103||0.15||2.2||0.6||4.5
 
|-
 
|-
 
!|Level 5
 
!|Level 5
|50||110||0.20||2.3||0||3.8
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|50||114||0.20||2.3||0.8||5
 
|-
 
|-
 
!|Level 10
 
!|Level 10
|75||160||0.45||2.8||0||4.8
+
|75||169||0.45||2.8||1.8||7.5
 
|-
 
|-
 
!|Level 15
 
!|Level 15
|100||210||0.70||3.3||0||5.8
+
|100||224||0.70||3.3||2.8||10
 
|-
 
|-
 
!|Level 20
 
!|Level 20
|125||260||0.95||3.8||0||6.8
+
|125||279||0.95||3.8||3.8||12.5
 
|-
 
|-
 
!|Level 25
 
!|Level 25
|150||310||1.20||4.3||0||7.8
+
|150||334||1.20||4.3||4.8||15
 
|-
 
|-
 
!|Level 30
 
!|Level 30
|175||360||1.45||4.8||0||8.8
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|175||389||1.45||4.8||5.8||17.5
 
|}
 
|}
 +
  
 
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Revision as of 05:35, 21 April 2019

Characters
Paladinanim.gif

Paladin

Rangeranim.gif

Ranger

Sorcanim.gif

Sorcerer

Warlockanim.gif

Warlock

Thiefanim.gif

Thief

Priestanim.gif

Priest

Wizardanim.gif

Wizard

Gladiator.gif

Gladiator

WitchHunter.gif

Witch Hunter


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

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%
Resist. 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 affected 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