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Suggestions for replacements on overlapping skills

 
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10/10/2014 16:42:28   
  Exploding Penguin
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Because, if I recall correctly, these were promised in Omega, but almost no steps have been taken to actually reach this goal yet, I figured I'd suggest a couple.

Fire Scythe
Improves with: Support
Cooldown: 2
-Rather than dealing physical damage which ignores % defense, fire scythe deals a variable amount of damage. It will either deal true damage (damage not affected by defense/resistance, but is affected by shadow arts) or will deal damage equal to a % of the target's max HP. The amount of damage dealt is whichever of these 2 is the highest.

Charged Reflexes
Improves with: Support
Cooldown: 5
Replaces CH's Defense Matrix
-Costs 0 energy and lasts 4 turns. Boosts user's dexterity by a very small amount scaling with support. During this time, 15% of any non-poison damage taken is converted into energy, much like the old reflex boost.

Shadow Arts
Improves with: none
Cooldown: 5
Replaces CH's Shadow Arts
-Applies a buff onto the user (cannot be cast on an ally) for 4 turns. All damage dealt by the buffed unit will deal bonus true damage based off of the user's focus level multiplied by a modifying value. In this case, your focus can be in the decimals, and it counts 50 in all stats as 6 focus (although it won't modify your bot damage at all). For example, having 51 in all stats is equal to 6.2 focus, and the true damage per hit is then multiplied by a modifier. Someone with, for example, 3.4 focus (37 in all stats) and has a modifier of 12 will deal bonus 40.8 bonus true damage per hit. Landing a critical hit while shadow arts is active doubles the bonus true damage on that hit. Using massacre with shadow arts active will apply the true damage only on the last hit, and the true damage bonus will be doubled as well.

Hemorrhage
Improves with: none
Cooldown: 1
Replaces BM's bludgeon
-Stabs the opponent for 90% strike damage and causes them to bleed, dealing damage over the next 2 turns. The bleed damage ignores 90% resistance (rather than being a true damage DoT, it simply ignores a lot of the opponent's defenses), and will be reset if hemorrhage is recast while it is still active. The damage can stack up to 2 times. Hemorrhage's DoT will heal the user if mark of blood is present on the target.

Cripple
Improves with: Dexterity
Cooldown: 3
Replaces BM's overload
-Instantly roots the opponent via an unblockable spellcast. Damage scales with dexterity. Rooted opponents cannot use melee attacks for one turn. However, deals very weak damage on cast.

Aneurysm
Improves with: Support
Cooldown: 2
Replaces BM's Plasma Rain
-Deals damage to all targets. Targets affected by mark of blood or hemorrhage will take 7% increased damage from this skill, and 2 stacks of hemorrhage will add up to a bonus +14%. Max damage bonus is therefore +21%.

Concussive Grenade
Improves with: Dexterity
Cooldown: 3
Replaces TLM's Stun Grenade
-Deals unblockable physical damage. If the target is affected by a buff or a debuff, concussive grenade deals a non-stacking amount of bonus damage equal to 8% of the target's max health, and extends the duration of all debuffs by 1 turn or reduces the duration of all buffs by 1 turn. Being poisoned or frostbitten will count as a debuff and concussive grenade will extend the effects of these...effects by an additional turn as well.

Field Commander
-While buffed by field commander, your chances of being blocked or deflected are halved. Additionally, enemies cannot stun you.

Noxious Gas
Improve with: Support
Cooldown: 3
Replaces TLM's Artillery Strike
-Rains toxic gas on all opponents, poisoning them for 3 turns. This poison damage stacks with other poisons including robot poisons, but the duration of any poison effects are individual (meaning a robot or toxic grenade poison duration can end while this poison effect is still active). Additionally, this poison can be removed through field medic just like any other poison. The on-hit damage is minimal, and the poison base damage is very low. However, the poison damage per turn increases very rapidly with support investment. Against multiple opponents, the poison damage is reduced to 80%.

Empower
Improves with: Dexterity
Cooldown: 5
Replaces TLM's Battery Backup
-Empowers the allied target, instantly restoring some energy, reducing the effects of debuffs, and cleansing poison or frostbite. The amount of energy restored and the %-reduction on debuffs scales slowly with dexterity. If the target is not affected by any debuffs, the energy gain is increased by 10%. Additionally, using empower on a buffed ally extends the duration of that buff by one turn and increases its effectiveness by a % which scales with dexterity as well. Also, casting empower on a buffed ally will increase the energy gain by an extra 10%.

Excessive Force
Improves with: Support
Cooldown: 1
Replaces Merc's Double Strike
-Strikes the target enemy for 10% additional damage and boosts your strength for 1 turn. The strength boost increases with support.

Limit Strike
Improves with: Technology
Warm-up: 3
Cooldown: 3
Replaces Merc's Surgical Strike
-Costs significantly less energy than surgical strike. Instantly grants rage and empower your next attack to deal bonus damage based of of a massive % of the attack's base damage. The "limit strike" buff cannot be dispelled or weakened through any means (meaning you cannot use heart attack on it). Your "limit strike" will lifesteal for a % which increases very slowly with technology and skill point investment. If you crit while using a limit strike, the bonus damage from the crit will be multiplied by limit strike's multiplier.

Adrenaline Rush
Improves with: None
-Now grants a bit less rage, but empowers your next attack to deal bonus damage. This bonus damage effect can stack with Limit Strike.

Crushing Force
Improves with: Dexterity
Cooldown: 2
Replaces Merc's Intimidate
-Strikes the opponent with an attack which has a 5% less chance of being blocked. Block chance minimum cannot be transgressed by this effect. Crushing Force debuffs the target for 3 turns, reducing their rage gain and all forms of damage output by a small %. The rage gain rate reduction scales with dexterity.





< Message edited by Exploding Penguin -- 10/11/2014 21:09:25 >
Epic  Post #: 1
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