Hitman's Guide to the Confessor

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Overview of the Confessors Powers

Purge Wickedness

A single target drain generally taking and giving to yourself 350 health. Quite useful if you use a drain based confessor.

Flames of Retribution

A single Target Fire Damage absorber, near useless you will not need this to destroy the less races.

Sermon of Retribution

A group fire damage absorber, as above useless and not worth your time and gold.

Curse the Darkness

Although purging of the undead is needed the fact that this spell can only attack monsters with no mind rather than a bit more clever targets it is useless.

Contrition

A drain that is overtime and uses its damage every 5seconds for 30seconds. A definate helpful spell.

Purgation

Although you will deal mostly with fire do not underestimate the might of poison. This damage over time spell hits every 5 seconds for 30seconds. Not to mention this spell can slow down your enemies so they cannot run away from your grasp.

Convert the Shadow

Eh, you wish to charm the undead to work for you...join the necromancers and their dark ways...this spell will not be worth your trains in the order.

Kiss of the Martyr

With this interesting spell you can transfer health. I would much rather heal the injured rather than give them my health.

Sanction of the Temple

With this spell you can hold someone in place and even ground someone that is flying with spells. Yet you need very few trains in this spell.

Invoke the Sacred Flame

I do not use this spell, although some other confessors deem it necessary. It resists your self against fire damage.

Sermon of the Sacred Flame

The same spell as above yet it is for the group. I do not feel it necessary for our temple members to use this spell.

Fortitude

A poison resistance buff, again not necessary.

Sermon of Fortitude

Meant for your whole party to become resisted to poison...the bards sing songs for that.

Steadfast Soul

This is your personal melee damage absorber. It is quite usefull and you should learn this spell.

Steadfast Congregation

This spell is so your whole group can get a melee damage absorber, again quite helpful.

Fortress of Faith

The Flame's power is so strong you can even become invinsible for a short time!

Inspire the Chosen

A mana transfer to the weak. You need very few trains into this spell.

Visage of Purity

Makes monsters fear you, you will not need this.

Visage of the Archons

Makes a group of monsters fear you...do not wory about learning this spell.

Defy the Witch

Have you ever wanted to remove a lesser beings enchantments or snares upon your self? This removes them all and it is probably the most useful spell a confessor has.

Brand the Wicked

Ah, your main damage spell creating fire balls to destroy your enemies.

Saint Malorn's Wrath

An Area of Effect fire damage spell.

Render Guilt

A strength debuff, not very useful.

Inspiration of the Zealots

Did you ever run outta mana and have to rest to regain some? Well fear not this turns your health to mana.

Blood of the Righteousness

This makes the vampires no longer be able to draw there fangs to you.

Overview Stats, Runes, and Disciplines

Strength

This trait is for the templars, our weapons are not to do damage only to increase our spells damage.

Dexterity

You will not need to jump around and be athletic for your spells to work.

Constitution

This trait helps your health and gives you life.

Intelligence

This trait helps you create more damage and helps your spells basically just be better.

Spirit

Increases your mana pool for your spells and some minumum damage.

Confessor Build

Many disagree in the ways of playing a fessor and using a fessor. I personally use it as a drain fessor with nukes. Consisting of casting three Damage over Times, then Proceed in draining the enemies health, using brand the wicked, heal, repeat the drain, nuke, heal method until the dots are gone.

Another trick of the trade: when another fessor is debuffing, have your dexterity buff ready. Spamming that, they will not strip your buffs...only the dexterity one.

Starting Stats and Traits

  • 5 from all stats
  • Born of Irydnu
  • Wizard's Apprentice
  • Brilliant Mind
  • Precise

Ingame Runes/Starting Stats and Traits

  • Intelligence of the Gods
  • Sanctifier
  • Traveler

End Game Stats

  • Base Strength and Dexterity
  • 170 Intelligence
  • 95 Constituion
  • 83 Spirit

Trains

Skills

  • Medium Armor: 100%
  • Golded Thaumaturgy: 160%
  • Hammer: 38% (for guilded sceptor)
  • Restoration: Around 80%
  • Benediction: 84%
  • Block: 95%

Powers and Abilities

  • Blessed Mending: GMed (Single Target Heal, Will be your main heal)
  • Purge Wickedness: GMed (Single Target Drain)
  • Purgation: GMed(Poison DoT)
  • Contrition: GMed(Health DoT)
  • Defy the Witch: GMed (Single Target Dispel Effect)
  • Uvoriels Judgement: GMed (Fire DoT)
  • Brand the Wicked: GMed (Main Nuke)
  • Inspiration of the Zealots: GMed
  • Steadfast Soul: GMed (Personal Damage Absorber)
  • Open Rune Gates: 1pt in each besides spirit
  • Saint Malorn's Wrath: 1pt (AoE)
  • Inspire the Chosen: 1pt (Mana Transfer)
  • Sanctify The Fallen: 1pt (Removes Death Shroud)
  • Sanction of the temple: 1pt (Root)
  • Steadfast Congregation: GMed (Group Damage Absorber)
  • Blood of Rightousness: 1pt (Cast on vampires and some proccers, makes it so they cannot use their drains/health drain procs)
  • Fortress of Faith: 1pt(Personal Invuln for 10sec)

See Also