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Witch Hunter abilities

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The Witch Hunter has a total of 24 career Tactics, 36 Actions and 12 Morale abilities.

Contents

[edit] Starting Abilities

These are the abilities that a Witch Hunter starts with at level one.

Icon Ability Name Ability Type Path Cast Time Range Cost Cooldown Description
None Auto Attack Action Damaging Core Ability Instant 5ft None None Attack with your melee or ranged weapon.
Razor Strike Action Damaging Path of Confession Instant 5ft 40 AP None Builds 1 Accusation. A quick precision strike that deals X damage.
Snap Shot Action Ailment Core Ability 1 Sec 5-65ft 20 AP None Requires Pistol. A quick shot that deals X damage, and can be used on the run. Your attack will snare the enemy if used behind the target, reducing their run speed by 40% for 5 seconds.
Flee Action Buff Core Ability Instant None 100% AP 30 Sec You run away from the battle in a mad panic, increasing your run speed by 30 for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed. You can use this ability again to end the effect early, but you will still remain panicked and not regain Action Points for the full duration.

[edit] Abilities Gained From Trainers

These abilities can be bought from a Career Trainer at the required rank or above.

Icon Ability Name Ability Required Rank Type Path Cast Time Range Cost Cooldown Description
Absolution Action 2 Damaging Path of Judgment Instant 30ft 35 AP None Costs 20% fewer Action Points per Accusation spent. Requires Pistol. Execution - Requires Accusation A precision shot to the enemy's vital organs which deals damage based on the number of Accusations you have accrued. (See Absolution for scale.)
Fervor Action 3 Ailment Path of Inquisition Instant 5ft 35 AP None Builds 1 Accusation. A precise incision that deals X damage, and an additional X damage over 9 seconds. This effect can be stacked up to 3 times.
Blessed Bullets Of Cleansing Action 4 Buff Path of Judgment Instant None 20 AP None
Torment Action 5 Damaging Path of Judgment
Burn, Heretic! Action 6 Ailment Path of Inquisition
Feinted Positioning Action 7 Buff Core Ability Your positional attacks can be used without the positional requirement for 10 seconds. Does not affect morale abilities.
Get Thee Behind Me! Action 8 Debuff Core Ability De-taunts enemies causing them to hate you less within a 30 ft area around the Witch Hunter causing all opposing players to do 50% damage for 15 seconds.
Blessed Bullets Of Purity Action 9 Buff Path of Confession
Incognito Action 10 Buff Core Ability Stealth. You begin quietly searching for heretics making it less likely that hostile forces will notice you but slowly draining away your action points. This effect will end if you use any abilities or run out of action points.
Burn Armor Action 10 Ailment Path of Confession
Booby Trap Action 10 Debuff Core Ability
Trial By Pain Action 12 Damaging Path of Confession A barrage of pistol fire that damages your target for up to (3) seconds as long as you maintain your concentration. You break concentration by getting attacked or using another ability.
Confess! Action 14 Ailment Path of Inquisition
Silence The Heretic Action 16 Ailment Path of Judgment
Sigil Of Sigmar Action 18 Buff Core Ability
Sudden Accusation Action 20 Ailment Path of Inquisition
Sever Blessing Action 22 Damaging Core Ability
Seeker's Blade Action 25 Ailment Path of Confession
Fanatical Zeal Action 30 Ailment Path of Judgment
Pick Lock Action 30 Buff Core Ability Instant None You bolster yourself for X seconds, allowing you to bypass the defenses of an enemy keep's posttern door, porting you inside.
Blessed Bullets Of Cleansing Action 35 Buff Path of Judgement Instant 20 AP None None You load your pistol with bullets designed to fragment on impact, causing your Executions to deal an additonal X Spirit damage. The victim will lose 20 Action Points, and you will gain 20 Action Points.
Faultfinder Action 40 Buff Core Ability Instant None Increases melee damage done to keep doors by X% for Y seconds.
Declare Anathema Action 40 Debuff Core Ability Instant None 5ft 30 Sec Knocks your target down as you leap backwards, jumping away from them.
Sever Nerve Morale (1) 8 Buff Core Ability Instant Morale (1) 5ft 60 Sec A directed strike that inflicts X damage to your target.
Confusing Movements Morale (1) 16 Buff Core Ability Instant Morale (1) None 60 Sec Concentrating on your perceived movements, you will be able to Dodge and Parry all attacks against you for X seconds.
Exoneration Morale (1) 28 Healing Core Ability Instant Morale (1) None 60 Sec You regain X health and Y Action Points over 9 seconds.
Force Of Will Morale (2) 12 Buff Core Ability Instant Morale (2) None 60 Sec You stare down your opponent, draining 200 of their Action Points into yourself, and reducing their Strength by X for 30 seconds.
Relentless Assault Morale (2) 20 Buff Core Ability Instant Morale (2) None 60 Sec A prolonged fervor that grants X Action Points per secnod to everyone in your group for Y seconds.
Reversal Of Fortune Morale (2) 32 Damaging Core Ability Instant Morale (2) 30ft 60 Sec Deals X damage to all enemies within 30 feet and disarms them, making them unable to use their weapons for 5 seconds.
Broad Swings Morale (3) 24 Buff Core Ability Instant Morale (3) None 60 Sec All of your attacks for the next 10 seconds will strike up to 2 additional targets near your enemy.
Witchfinder's Protection Morale (3) 36 Buff Core Ability Instant Morale (3) None 60 Sec Everyone in your group has a 50% increased chance to parry attacks for 10 seconds.
Frenzied Slaughter Morale (4) 40 Buff Core Ability Instant Morale (4) None 60 Secs All of your abilities will cost 25% fewer Action Points, cool down 50% faster, and deal 20% more damage for 7 seconds.
Emperor's Ward Tactic 11 Buff Core Ability Passive Tactic None 3 Sec Any time you are attacked, there is a 25% chance that you will be protected by a magical barrier for 10 seconds, which will absorb up to X damage. This effect cannot occur more than once every 3 seconds.
Jagged Edge Tactic 13 Buff Core Ability Passive Tactic None None Any time you critically hit an enemy they will begin to bleed, suffering an additional X damage over 9 seconds.
Inquisitor's Fury Tactic 15 Buff Core Ability Passive Tactic None None Each time you critically hit an enemy your autoattack speed will be increased by 50% for 10 seconds.
Unwavering Faith Tactic 17 Buff Core Ability Passive Tactic None None Increases your Spiritual resistance by 252.
Brute Force Tactic 19 Buff Core Ability Passive Tactic None None Increases your Strength by X.
Flowing Accusations Tactic 21 Buff Core Ability Passive Tactic None None All of your Executions gain a 50% chance to restore 2 Accusations
Sigmar's Favor Tactic 23 Buff Core Ability Passive Tactic None None Any time that you are healed, there is a 25% chance that you will regain an additional X hit points.
Flanking Tactic 25 Buff Core Ability Passive Tactic None None All of your attacks deal X% more damage when you strike an enemy from the sides or the rear.
Righteous Steel Tactic 27 Buff Core Ability Passive Tactic None None Increases your chance to parry attacks by 10%.
Riposte Tactic 29 Buff Core Ability Passive Tactic None None Each time you parry an enemy's attack, you will strike them back for X damage which they cannot prevent.
Penetrating Barbs Tactic 31 Buff Core Ability Passive Tactic None None Increases the duration of Fanatical Zeal, Burn Armor, and Sudden Accusation by an additional 5 seconds.
Last Rites Tactic 33 Buff Core Ability Passive Tactic None None Any time you land a killing blow on an enemy, you will regain X health over 9 seconds.
Vindication Tactic 35 Buff Core Ability Passive Tactic None None Each time you disrupt an enemy's spell, you will deal 35% more damage for 10 seconds.
Emperor's Commendation Tactic 37 Buff Core Ability Passive Tactic None None Burn Armor, Fanatical Zeal, and Sudden Accusation will also grant you 150 points of morale.
Blood, Faith, And Fire Tactic 39 Buff Core Ability]] Passive Tactic 30ft None Any time you land a killing blow on an enemy, all of your groupmates within 30 feet will regain 75 Action Points.

[edit] Abilities Gained From Mastery Paths

These abilities can be gained by adding mastery points into different mastery paths. These points also increase the 'effective level' of every base ability in their path, making them more powerful.

[edit] Path of Confession

The Path of Confession is direct and uncompromising, and focused primarily on direct and immediate opposition to heresy. A specialist in Confession will eschew subtlety and lengthy investigations in favor of simply approaching his enemy and beating the truth out of him. While not necessarily the most powerful approach, it is effective in its straightforward brutality, and provides a small measure of increased protection when the Witch Hunter finds himself under direct attack.

Icon Ability Name Ability Required points Type Cast Time Range Cost Cooldown Description
Shroud Of Magnus Action 5 Buff
Repel Blasphemy Action 9 Blessing
Dragon Gun Action 13 Damaging A execution that deals damage to to enemies in the surrounding area. Damage and Area is dependent upon the number of Accusations accrued.
Divine Blast Morale (4) 15 Damaging
Seeker's Triumph Tactic 3 Buff
Sanctified Bullets Tactic 7 Buff
Sweeping Razor Tactic 11 Buff

[edit] Path of Inquisition

The Path of Inquisition is focused on longer and detailed investigations, weakening and progressively working over an enemy until the victim's guilt is all but assured. A player with heavy Inquisition Mastery may appear less powerful at first glance, but the devastating effects of his attacks are felt more and more as the fight progresses.

Icon Ability Name Ability Required points Type Cast Time Range Cost Cooldown Description
Seal Of Destruction Action 5 Buff
Punish The False Action 9 Ailment
None Exit Wound Action 13 Defensive
Excommunicate Morale (4) 15 Damaging
Full Confession Tactic 3 Buff
Prolonged Confession Tactic 7 Buff
Encourage Confession Tactic 11 Buff

[edit] Path of Judgment

The Path of Judgment is taken by Witch Hunters who are assured that their targets are guilty and no questioning is needed. They tend to take their suspects by surprise, and are at their best when the enemy's attention is elsewhere. A Master of Judgment will seek to avoid face-to-face confrontations, and will be at his most powerful when he has allies nearby that can distract his enemies, allowing the Witch Hunter to lay down very potent attacks.

Icon Ability Name Ability Required points Type Cast Time Range Cost Cooldown Description
Van Horstmann's Speculum Action 5 Buff
Pistol Whip Action 9 Ailment
Burn Away Lies Action 13 Ailment
Expurgation Morale (4) 15 Damaging
Fanatical Cleansing Tactic 7 Buff
Atonement Tactic 3 Buff
Vitriolic Judgement Tactic 11 Buff