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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.


Executions Edit

    After building Accusations through their abilities, Witch Hunters can unleash powerful "Execution" moves for quickly finishing off an enemy. The strength of this Executions is determined by the "Strength' Statistic in their character window.


Starting Abilities Edit

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.
WH Razor Strike Razor Strike Action Damaging Path of Confession Instant 5ft 40 AP None Builds 1 Accusation. A quick precision strike that deals X damage.
WH Snap Shot 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 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.


Abilities Gained From Trainers Edit

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

Icon Ability Name Ability Required Rank Type Path Description
WH Absolution Absolution Action 2 Damaging Path of Judgment 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.)
WH Fervor Fervor Action 3 Ailment Path of Inquisition 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.
WH Blessed Bullets Of Cleansing Blessed Bullets Of Cleansing Action 4 Buff Path of Judgment
WH Torment Torment Action 5 Damaging Path of Judgment
WH Burn, Heretic! Burn, Heretic! Action 6 Ailment Path of Inquisition
WH Feinted Positioning 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.
WH Get Thee Behind Me! 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.
WH Blessed Bullets Of Purity Blessed Bullets Of Purity Action 9 Buff Path of Confession
WH Incognito 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.
WH Burn Armor Burn Armor Action 10 Ailment Path of Confession
Booby Trap Booby Trap Action 10 Debuff Core Ability
WH Trial By Pain 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.
WH Confess! Confess! Action 14 Ailment Path of Inquisition
WH Silence The Heretic Silence The Heretic Action 16 Ailment Path of Judgment
WH Sigil Of Sigmar Sigil Of Sigmar Action 18 Buff Core Ability
Tactic Green Sword Brute Force Tactic 19 Buff Core Ability Increases your Strength by 76.
WH Sudden Accusation Sudden Accusation Action 20 Ailment Path of Inquisition
WH Sever Blessing Sever Blessing Action 22 Damaging Core Ability
WH Seeker's Blade Seeker's Blade Action 25 Ailment Path of Confession
WH Fanatical Zeal Fanatical Zeal Action 30 Ailment Path of Judgment
Pick Lock Pick Lock Action 11 Buff Core Ability You bolster yourself for X seconds, allowing you to bypass the defenses of an enemy keep's posttern door, porting you inside.
WH Blessed Bullets Of Cleansing Blessed Bullets Of Cleansing Action 35 Buff Path of Judgement 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 Faultfinder Action 40 Buff Core Ability Increases melee damage done to keep doors by X% for Y seconds.
WH Declare Anathema Declare Anathema Action 40 Debuff Core Ability Knocks your target down as you leap backwards, jumping away from them.
Sever Nerve Sever Nerve Morale (1) 8 Buff Core Ability A directed strike that inflicts X damage to your target.
Confusing Movements Confusing Movements Morale (1) 16 Buff Core Ability Concentrating on your perceived movements, you will be able to Dodge and Parry all attacks against you for X seconds.
WH Exoneration Exoneration Morale (1) 28 Healing Core Ability You regain X health and Y Action Points over 9 seconds.
Force of Will Force Of Will Morale (2) 12 Buff Core Ability You stare down your opponent, draining 200 of their Action Points into yourself, and reducing their Strength by X for 30 seconds.
Relentless Assault Relentless Assault Morale (2) 20 Buff Core Ability A prolonged fervor that grants X Action Points per secnod to everyone in your group for Y seconds.
WH Reversal Of Fortune Reversal Of Fortune Morale (2) 32 Damaging Core Ability Deals X damage to all enemies within 30 feet and disarms them, making them unable to use their weapons for 5 seconds.
Broad Swings Broad Swings Morale (3) 24 Buff Core Ability All of your attacks for the next 10 seconds will strike up to 2 additional targets near your enemy.
WH Witchfinder's Protection Witchfinder's Protection Morale (3) 36 Buff Core Ability Everyone in your group has a 50% increased chance to parry attacks for 10 seconds.
Frenzied Slaughter Frenzied Slaughter Morale (4) 40 Buff Core Ability All of your abilities will cost 25% fewer Action Points, cool down 50% faster, and deal 20% more damage for 7 seconds.
Tactic Green Empire Emperor's Ward Tactic 11 Buff Core Ability 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.
Tactic Green Gear Jagged Edge Tactic 13 Buff Core Ability Any time you critically hit an enemy they will begin to bleed, suffering an additional X damage over 9 seconds.
Tactic Green Slash Inquisitor's Fury Tactic 15 Buff Core Ability Each time you critically hit an enemy your autoattack speed will be increased by 50% for 10 seconds.
Tactic Green Empire Unwavering Faith Tactic 17 Buff Core Ability Increases your Spiritual resistance by 252.
Tactic Green Empire Flowing Accusations Tactic 21 Buff Core Ability All of your Executions gain a 50% chance to restore 2 Accusations
Tactic Green Empire Sigmar's Favor Tactic 23 Buff Core Ability Any time that you are healed, there is a 25% chance that you will regain an additional X hit points.
Tactic Green Vortex Flanking Tactic 25 Buff Core Ability All of your attacks deal X% more damage when you strike an enemy from the sides or the rear.
Tactic Green Shield Righteous Steel Tactic 27 Buff Core Ability Increases your chance to parry attacks by 10%.
Tactic Green Shield Riposte Tactic 29 Buff Core Ability Each time you parry an enemy's attack, you will strike them back for X damage which they cannot prevent.
Tactic Green Gear Penetrating Barbs Tactic 31 Buff Core Ability Increases the duration of Fanatical Zeal, Burn Armor, and Sudden Accusation by an additional 5 seconds.
Tactic Green Star Last Rites Tactic 33 Buff Core Ability Any time you land a killing blow on an enemy, you will regain X health over 9 seconds.
Tactic Green Flame Vindication Tactic 35 Buff Core Ability Each time you disrupt an enemy's spell, you will deal 35% more damage for 10 seconds.
Tactic Green Circle Emperor's Commendation Tactic 37 Buff Core Ability Burn Armor, Fanatical Zeal, and Sudden Accusation will also grant you 150 points of morale.
Tactic Green Skull Blood, Faith, And Fire Tactic 39 Buff Core Ability]] Any time you land a killing blow on an enemy, all of your groupmates within 30 feet will regain 75 Action Points.


Abilities Gained From Mastery Paths Edit

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.

Path of ConfessionEdit

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
WH Shroud Of Magnus Shroud Of Magnus Action 5 Buff
WH Repel Blasphemy Repel Blasphemy Action 9 Blessing
WH Dragon Gun 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.
WH Divine Blast Divine Blast Morale (4) 15 Damaging
Tactic Green Sword Seeker's Triumph Tactic 3 Buff
Tactic Green Star Sanctified Bullets Tactic 7 Buff
Tactic Green Gear Sweeping Razor Tactic 11 Buff

Path of InquisitionEdit

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
WH Seal Of Destruction Seal Of Destruction Action 5 Buff
WH Punish The False Punish The False Action 9 Ailment
None Exit Wound Action 13 Defensive
WH Excommunicate Excommunicate Morale (4) 15 Damaging
Tactic Green Sword Full Confession Tactic 3 Buff
Tactic Green Gear Prolonged Confession Tactic 7 Buff
Tactic Green Vortex Encourage Confession Tactic 11 Buff

Path of JudgmentEdit

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
WH Van Horstmann's Speculum Van Horstmann's Speculum Action 5 Buff
WH Pistol Whip Pistol Whip Action 9 Ailment
WH Burn Away Lies Burn Away Lies Action 13 Ailment
WH Expurgation Expurgation Morale (4) 15 Damaging
Tactic Green Circle Fanatical Cleansing Tactic 7 Buff
Tactic Green Slash Atonement Tactic 3 Buff
Tactic Green Vortex Vitriolic Judgement Tactic 11 Buff

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