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Chanter

Level 19
Joined
Oct 12, 2007
Messages
1,821
Chanter

Introduction:
For the Chanter, faith is life. The gods demand bravery in defense of the Gryphonwing, and they grant the greatest blessings to those who demonstrate this trait. A Chanter’s Symbols empower the strengths of her allies on the battlefield. As her Symbols get spent, her powers expand as enemies are smitten more fiercely and allies are protected from greater harm. With sufficient Symbol usage, the divine power invested in her righteous litanies and sermons is extended beyond her immediate circle of holy power to all those who can hear her words.

A Chanter is a fearsome master of battle and tireless defender of the faith. These holy women are the guardians of the temple, serving in both defense of Gryphonwing and the furtherance of the temple's goals. A deadly close combat spellcaster, the Chanter relies on the symbols of her gods to protect her in combat. Her zeal for battle further reinforces her Symbols, spreading the strength that the Symbols provide to her companions and allies. With the might of the divine strengthening her arm and protecting the faithful, the Chanter is a lethal combatant and potent supporting character all at the same time.

chanter.jpg


Symbols:
The Chanter deals in symbols. She channels the power of the gods through blessings and power words, and can place the divine symbols on friend and foe alike. Those blessings placed on Gryphonwing's loyal guardians can sometimes even grant entirely new abilities that activate on a random basis. Whenever the Chanter puts one of her divine power words on a foe or ally one of her 5 Symbols needs to cool down before it can be used again. Using powerful holy magic, a Chanter can use her Symbols to even give life to those who have fallen.

Playing as a Chanter:
As a Chanter, your task is a complex one. You must prepare your allies for battle, and see that their blessings are set or re-set according to their shifting needs. You must also think offensively, for it is through your use of smites which you are able to both effectively support and magnify the power of your allies, and crush the strength of your enemy. As a spell caster, you must be cautious, but because of your interlinked abilities, you must not be too conservative. If you hold back too much, or try to focus on only one aspect of your powers, all your abilities will be less than they could be.

Playing against a Chanter:
The best way to deal with a Chanter is by disrupting the complex network of interconnected effects and abilities which can make her so powerful. There are several ways to do this, the most obvious being the use of magic which helps protect you from her smites or strips the blessings from her allies. Alternatively, you might wish to attack the Chanter as a priority, but she is hardly the soft target that she might appear to be. You must weigh this option against the possibility that her allies will gain a critical edge while you attempt to eliminate the Chanter herself.

Abilities:

Word of Smiting
atcwordofsmiting.jpg

Cooldown: 5.00 seconds
Cast: Instant (autocast)
Range: 350 Range
Cost: 25 Energy and 1 Symbol for 4 seconds
Description: Smites the target enemy unit with holy energy; dealing Agi*1.6 holy damage and another Int*1.6 over 4 seconds. During the 4 seconds the target will have a reduced attack speed of 15% at the cost of 1 Symbol.
Touch of Light
atctouchoflight.jpg

Cooldown: 1.00 second
Cast: Instant (autocast)
Range: 700 Range, 250 Radius
Cost: 15 Energy and 1 Symbol for 3 seconds
Description: Heals the target for Int*0.9 hit points and another Int*0.3 hit points over 3 seconds; stacking up to 3 times. In addition, this ability also buffs 2 allies near the initial target with the same healing over time effect; stacking up to 3 times. As long as one of the units has the healing over time effect, the Chanter won't get her Symbol returned.
Auras of the Light
pasauras.jpg

Cooldown: 1.00 second
Cast: instant
Range: 1200 Radius
Cost: 1 Symbol per aura until canceled
Description: Allows the Chanter to use various auras of the Light to empower herself and nearby allies. There are 11 auras and every aura has different effects while they all cost 1 Symbol. The Chanter can use as many auras as she wants as long as she has enough Symbols for it.

Example Auras:
Aura of Cunning: Gives nearby friendly units a chance to increase their Agility by lvl*2.5 for 8 seconds whenever attacking an enemy.
Aura of the Elder: Gives nearby friendly units a chance to regenerate 6% of their maximum energy over 4 seconds whenever casting a spell.
Aura of the Marksman: Gives nearby friendly units a 15% damage bonus to their ranged attacks.
The abilities above are just a part of the hero's abilities and might change as well.
 
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