Champion Guide by Jubal (Champ TeamLead)

User avatar
Posts: 116
Joined: Oct 25, 2014 19:20

Postby shurick » Jan 03, 2017 20:32


The Champion is a Mage Warrior following the Way of the Essence.
It combines hand-to-hand combat (single-handed weapon + shield or large weapon) and the use of offensive magic.
It compensates for its weak constitution with a variety of spells (DD, Debuffs, Snare, Self-Buff Str / Con) and the possibility to wear the armor of scales from level 20.

Primary characteristics:
Strength (1pt / level), Intelligence (1pt / 2 level), Dexterity (1pt / 3level), from level 5 onwards.

Evolution: 2x / Level


---------- STR - CON - DEX - QUI - INT - PIE - EMP - CHA
Celt____60 - 60 - 60 - 60 - 60 - 60 - 60 - 60
Elf______40 - 40 - 75 - 75 - 70 - 60 - 60 - 60
Lurikeen__40 - 40 - 80 - 80 - 60 - 60 - 60 - 60

The Celtic is the most resistant race, although the difference at high level is not much felt, it is now a neutral choice.

The Lurikeen mainly has the advantage of its small size (advantage in RvR) but suffers, like the Elf, of a lower Strength / Constitution palliated in part by the self-buff of the Valor line. These two races (especially the luri) are in my opinion perfectly suited for a Shield specialization.

The choice of the race must above all remain a matter of taste and pleasure of play. Keep in mind that you will have to bear your character for a long time and choose what you like best.

Starting points:

Celt: 10 Strength, 15 Constitution or 10 Con and the rest in Int or Dex, as desired.
Lurikeen / Elf: 10 Strength 15 Constitution

Now, taking a little off Strength to put 5 or 10pts in Intelligence is not unexpected. It is easy to find items for warriors with Strength bonuses, but Intelligence plays a major role in the damage of our DD (and of course on the mana pool).

These points will only make a difference at low levels. At high level all these choices will be compensated by the buffs and the Caps.


The competence of the Champion. This skill allows you to get various spells as you score points. The Champion gets the following spells:
Blast (DD): Instant spell, damage of type "Body", range 1500, delay 15 seconds.
Damage increases as one specializes in Valor and is based on Intelligence. Ideal spell to interrupt the spell cast or the opponent's arrows.
Débuff Strength / Constitution: Instant cast, stat points reduction, range 1000, delay 20 seconds.
Fate very interesting to weaken the opponent and reduce his total life. Very effective on "buffered" opponents.
Débuff Dexterity / Quickness: Instant cast, stat points reduction, range 1000, delay 20 seconds.
Useful when you want to lower the opponent's chances of dodging / blocking / parrying or using a stick or an esto-punched weapon.
Attack speed debuff: Instant cast,% speed reduction, 1000 range, 20 seconds delay.
Spell to reduce the attack speed of the opponent. Has the same effect as certain style of weapons. Very useful when you benefit from an automatic protection bubble.
Snare: Instant cast, type "spirit", reduces speed by 40%, range 1500, delay 20 seconds.
Very useful spell that slows down the speed of the target. The duration of the spell increases with the level of the spell. Perfect for the pursuit of fugitives.
Self-Buff Strength / Constitution: 3 seconds of casting, type "Body", self-range, duration 10 minutes.
New lot available since 1.52. Buff almost equivalent to the Buff of a Druid Growth of the same level. Allows the Champion to return to the Unbuffered Protectors / Finelames regarding the Constitution (and hence the hit points). NDGT: A pleasure.
There are not many choices other than going up to 50 in Valor: being a Warrior / Mage, the Champion inherits the mages' disadvantage of having to cast spells of maximum level under penalty if not to see them resist very often. (The success test of a spell is done on the actual level of the spell and not on your theoretical level in the way, bonus or not)

The 3 most used spells are usually Blast, Str / Con debuff and Snare. The self-buff is to be restarted every 10 minutes when the situation requires it.

Each of these spells not only cost mana but also stamina, so keep in mind that you must use it sparingly so you do not risk endurance for your fighting styles anymore!

Weapon Competence:

Choose what type of Champion you want to do and hold on to it. Completely in Large Weapons, or a 1-handed Weapon (Blades, Blunt or Piercing) + Shields.
Specialize only in one type of weapon, the Champion does not have enough points to diversify his types of damage, unless he chooses to specialize in Large Weapons only. The choice is important because on some armor the bonus system is much more important than your characteristics.

Important: Unlike other realms, you specialize in one weapon type defines your minimum weapon damage with this type of weapon, and this type only (Blades / Blunt / Piercing -> 1 Hand Weapons, Large Weapons -> All Weapons 2 Hands, except Celtic Spear).

The Champion may use the Staff. It can however not specialize in and therefore does not acquire any combat style with this one. ( NDGT: the smart little ones will be happy to put on a dress and catch a stick to have fun in RvR ...)

Large Weapons (2 Hands) is 100% based on Strength.
Large Weapons allows you to use all 2-handed weapons (except Spears
Great Weapons gives you access to a few interesting sequences, but especially the Taunt (Celtic Fury, lv6) and the Anytime Frontal Assault (lv21). According to the TL Champion, the anytime Domination (lv15) consumes too much endurance compared to its effectiveness (verified after test).
The chain on opening (Celtic Rage-> Hibernian Vigor -> Titanic Strike) gives excellent results for a minimal endurance stroke. Do not overlook Annihilation (lv50), an excellent backlash that inflicts a stunning 9 seconds in addition to big damage (NDGT: to violently attack any target in flight after a good debuff For / Con -> RIP ) .

Blade (Slashing) is 100% based on Strength.
Blades gives you access to a nice chain of 2 shots at 18 and 39 usable at any moment and causing a debuff of attack speed of the enemy. A good style with opening on Blockage: Blade Horizon (style 21) followed by Dancing Blade (style 34). If you plan to choose Blades it would be a shame not to go up to 34/39 (except in the case of a purely defensive choice).

Blunt (Crushing) is based on 100% Strength.
Blunts also allows him to access chains of interesting shots although more difficult to place because of their prerequisites. The chain on Blocking seems less interesting than that of Blades but still very effective.
An excellent option for a 50V / 50B / 25M template.

Piercing is based at 50% strength and 50% dex.
A string of 4 shots anytime is available in 12,18,34,39 and brings some interesting negative effects on the target. The main asset of perforating is in the style Diamondback (lv25), a stun of 6 seconds that is preformed after a dodge on your part. The chain on Block (Tarantula) is also doing wonders.
This type of weapon is rarely chosen for the Champion and is only to be considered in the case of a choice of Shield template with a Lurikeen or Elf.

Shield is 100% based on strength for damage, 100% on dexterity to block.
The Champion may use the medium shields with a theoretical blocking chance of 10% (estimated) on 2 separate targets. As you increase the Shield skill, you increase your chance to block (+ 0.5% / pt), you benefit from additional attacks but also skill styles:
- Engage (lv7): makes you concentrate on the defense, you do not attack any more but in return you block about 80% or more of the attacks of your target. Excellent against archers or to manage an Add in a group.
- Guard (lv9 and +): you gain this skill as well as higher grades as you specialize. This skill allows you to let a member of your group benefit from your shield protection as if it were you. Excellent group skill, not to be neglected.
It is advisable to mount the Shield skill to a minimum of 42 in order to take advantage of anytime Stun style which in addition to damage, provides you with a stunning of the target.

Parry is based 100% on dexterity. Also dodge, based at 50% on dexterity and quickness

Classic templates:

The Offensive Champion:

Valor 50
Large Weapons 50
Parry 27
Shields 7 (Engage)
Blades / Blunt / Pierce 7 (leftovers ...)

The Shield Champion:

Valor 50
Shields 50
Blunt 25
Parry 14

Valor 50
Shields 42
Blades 39
Parry 6

Valor 49
Shields 50
Piercing 28

Variations are possible, but that's basically what you expect.

Evolving tips: How to build your skills as you go along?

Keep these few simple rules in mind:

* Valor at your level
* Main Weapon (Large Weapons or Shields according to) at your level-2
* Remaining in your secondary weapon (Blade / Blunt / Piercing if Shield Specced) or Parry (if specced Large Weapons)

Adjust according to the need / proximity of a style or a spell according to your level.
This up to level 40, then with the half-levels you can fine-tune.

Realm Ability Templates (RA):

By default the Champions will fall back on the following RA:

(Not to be used in this exact order)

* Template LW:
Augmented Dexterity II
Mastery of Parry III
Mastery of Pain III
Tireless I or LW I
Augmented Acuity II
Mastery of the Arcane II
Avoidance of Magic III
Augmented Constitution III
Avoid Pain II
First Aid II
Ignore Pain
Wrath of the Champion

* Shield Template:
Augmented Dexterity II
Mastery of Blocking IV
Tireless I or LW I
Avoidance of Magic III
Augmented Constitution III
Avoid Pain II
Augmented Acuity II
Mastery of the Arcane II
Wrath of the Champion

Playing a Champion:

The Champion is by definition a Hybrid Warrior, so you will be 90% of the time in the front line with the LW spec, and rather in group protection role for the Shield spec. You will often die in RvR but the damage and inconvenience you have had time to cause to the enemy's second lines will make you tilt the scales in your camp.

Namely: you will not do as much damage as a Blademaster (though ...) and resist the blows shorter than the Hero.
However, you have many advantages for you that you will have to take advantage of.

In PvE:
In solo, the Champion can easily solo yellow or orange monsters.
The technique is relatively simple: pull to the DD at range max with an optional Snare, then debuff Str / Con, re-DD then strikes style with weapon with repetitive use of DD as soon as possible.
The use of other spells will only cause too much mana / endurance consumption for the benefit provided.

As a group, your skills make you one of the best pullers in the game, as you are able to attract monsters with lots of spells (DD, Snare) to you from a distance but you can also Tank them in hand-to-hand combat and manage them.
With a shield spec you become an undeniable asset for the continuity of your group.

In RvR:
The LW Champion is primarily a killer of enemy second lines. He will find himself very quickly to take a target and to attack as quickly as possible then to chain on another.
With Shield Spec, the Champion is an excellent bodyguard of the second allied lines: Mages and Healers (function not to be neglected). Put a guard on the healer or the mage of the group and use your spells to hinder the assailants.
NDGT: It is in RvR that the Lurikeen takes on its full meaning because of the advantage of its small size in the bouts of melee.

In duel:
The Champion is considered one of the best duelist in the game, thanks to his very effective debuffs, his DD and his capacities as a fighter.
Sarge - Healer
Zulus - Berserker
Alec / Aleck - Percival, Albion

Return to Champion

Who is online

Users browsing this forum: No registered users and 1 guest


Saturday, 15. August 2020

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: | Modified by Uthgard Staff