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Distratus
08-03-2007, 10:30 AM
Class Preview - Conqueror

- Aug 03, 2007

This week, we take a look at the inspirational frontline fighter in the world of Conan: The Conqueror.


The Conqueror is the heart and soul of any party in Hyboria. Conquerors fill two roles, first, as an impressive fighter on the front lines soaking up the damage and dishing out damage of their own, and second, as an inspirational presence that makes the party prevail where it would normally falter. All foes that get within the conqueror's reach fall before their weapons, and all friends that stand nearby find themselves heartened, ready and eager to carry on the fight. A party without a conqueror may be mighty indeed, but a party with a conqueror becomes a band of heroes with almost legendary abilities.

To protect themselves from the dangerous world outside, conquerors have access to everything from the flimsiest of cloth armor to the stoutest heavy armor, but do not gain access to shields. Conquerors tend to be a bit more offensively-minded as a class, preferring to either dual-wield two one-handed weapons or to use a single large weapon to smite their foes. Unlike the barbarian—which focuses on putting out as much damage as possible in a short amount of time—conquerors are a bit more conservative. Their combat training focuses primarily on effects that help the group as a whole, though they remain fierce and deadly opponents in a one on one fight.

Conquerors wielding two-handed weapons make for tremendous fighters in their own right, and there's always the matter of that huge sword they're carrying, but they also gain a number of combos making them even harder to defeat. Some lower their foes' ability to inflict damage, while the powerful Dancing Steel combos make it easier for the conqueror to dodge and, if the timing is right, they can counterattack instantly when attacked with a melee weapon. Conquerors also learn to unleash multiple hits via their ferocious Furious Strikes, starting with a Hail of Furious Strikes and ending with a Barrage of Furious Strikes from the strongest conquerers. They also learn to knock their foes aside with Concussive attacks, making an opening for the advance, or knocking away a troublesome foe. Conquerors can also sound a Heroic Call, inspiring all of their fellows to strike harder at the enemies troubling them.

Those who opt for two weapons rather than one are no less vicious. Dual-wielding conquerors have twice the weaponry, but they also have several unique combos of their own. A Rallying Strike, and its stronger variations, lowers the amount of damage the group takes should an attack slip their their guard. These conquerors also gain abilities that hurt their opponents over time, be it one opponent—via Hewing, Hacking, Flaying, Carving, or Rending them) or be it whoever happens to be unfortunate enough to step into range of their Rhythm of War combo. Dual-wielding conquerors can also make it harder for their opponents to block and resist damage, Breaching their defenses and leaving them open to more deadly strikes.

The conqueror isn't just a deadly fighter, however. Rather than a magician's spells, the conqueror has beneficial auras that surround them, and all friends within range of these auras benefit. Conqueror auras can be either purely offensive—contributing to the damage and destruction sowed by their associates—or augmentative, providing a multitude of various benefits that keep the party fighting and make them fight better. Conquerors can have a single combative aura and a single augmentative aura running simultaneously.

Their Campaign Season aura increases the overall damage of the conqueror's fellows, while the Fire Weave aura grants bonus fire damage to all melee and ranged attacks of the caster's team, while occasionally inflicting instant fire damage on their targets. Other elemental auras include the Hoarfrost aura, which adds a chilling effect to any of their melee or ranged attacks, while the Tempest aura channels the power of the storms into the party members, damaging all foes who come near.

Augmentative auras include Triumph, which improves the attacking abilities of the party, as well as Sanctuary, which increases their resistance to magical damage should any rogue magicians be foolish enough to attack. The Inspiration aura is especially critical, replenishing the stamina of the group at an increased rate, while Focus does the same for magic users and their mana. Rally, the ultimate in this series of Auras, does slightly less stamina and mana regeneration, but does both at the same time, for when all members of the party require one last push for a particularly troublesome foe.

While an inspiring leader and a benefit to their team, the conqueror is also a ferocious fighter in their own right that's not to be trifled with, especially as conquerors are usually surrounded by several of their biggest and meanest friends.