Ash
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==WARRIOR== War Cry Perform a basic (1-hit, 100%) attack and buff damage on all attacks (including this one) to 120% for 5 rounds (4 attacks plus this one) (+20 Boost) Cooldown: 5 (available immediately when it runs out) MP Cost: 11 Double Requires the previous hit of ANY kind to have connected to be enabled (same as current) Does two hits of 75% damage Cooldown: 3 MP Cost: 4 Triple Requires the last hit of a Double attack to have hit Does three hits of 75% damage Cooldown: 0 MP Cost: 9 Defensive Stance +140 (50%) to Block, Dodge, and Parry - this will last two rounds (next two monster attacks). While the Stance is up (one player attack after the effect goes up), boost damage TO 150%, including Skills (+50 Boost) Cooldown: 5 MP Cost: 11 Mana Strike Normal attack but targets MP instead of HP Cooldown: 0 MP Cost: 7 Stun Does a normal (100%) attack and (if it hits) stuns the enemy for three rounds Cooldown: 15 MP Cost: 17 Multi Strike Hits all enemies. Each hit does 120% damage. Cooldown: 3 MP Cost: 14 Throw Pierce. It can follow weapon element (change from current). Should do 175% damage. Cooldown: 3 MP Cost: 5 Trip Performs a normal (100%) attack and prevents the monster from running away. Cooldown: 5 MP Cost: 3 Aimed Normal attack. In addition, add 20 to your chance to hit (bonus) for five turns (includes this attack). Cooldown: 5 MP Cost: 7 Power 175% damage attack Cooldown: 0 MP Cost: 6 Strength Strike Performs a normal attack (100% damage) and reduces Total Monster Damage by 20% for 5 rounds Cooldown: 5 MP: 7 Wound Attack does 50% of a normal attack. Adds a DOT (which should follow weapon element) that does 20% of your damage each round for 5 rounds. Cooldown: 5 MP Cost: 4 Final This attack is at +100 Crit. It also does 125% damage before the Crit. Cooldown: 15 MP Cost: 8 ==ROGUE== Stealth For four turns (four monster attacks, this "attack" and three more player attacks): +45 to Parry/Dodge/Block (all three); +20 to Crit Cooldown: 10 MP Cost: 6 Rapid Attack Four hits of half normal damage (total round) each (probably means four hits of 50% damage each for daggers, since a normal attack is two hits of 50% damage for daggers) OR two hits of full damage with nonDaggers Requires the previous hit to connect Cooldown: 3 MP Cost: 7 Surprise Attack Requires active Stealth; does 150% of normal damage. Cooldown: 2 MP Cost: 4 Smoke +140 (50%) to Block, Dodge, and Parry. This will last four rounds (next four monster attacks). Cooldown: 10 MP Cost: 6 Daze (old name: Distract) Attempts to hit the enemy for no damage. If it connects, stuns the enemy for three rounds and imposes a DOT that is 1/3 of the damage of a normal attack per round and lasts three rounds. The DOT should follow the element of your weapon. DOT can be called Headache or something like that. Cooldown: 15 MP Cost: 17 Poison Perform an attack that does 50% of the damage of a normal attack. If it connects, impose a Poison DOT that does 20% of the damage of a normal attack for 5 rounds. Element: Poison Cooldown: 5 MP Cost: 3 Throw Pierce. It can follow weapon element (change from current). Should do 150% damage. Cooldown: 3 MP Cost: 4 Mind Numb Normal attack but targets MP instead of HP Cooldown: 0 MP Cost: 7 Tangle Performs a normal (100%) attack and prevents the monster from running away. Cooldown: 5 MP Cost: 3 Aimed Normal attack. In addition, add 20 to your chance to hit (bonus) for five turns (includes this attack). Cooldown: 5 MP Cost: 7 Wild Hits all enemies. Each hit does 120% damage. Cooldown: 3 MP Cost: 14 Blind Performs a standard 100% attack. If it connects, give the monster -50 BtH for 4 rounds. Cooldown: 10 MP Cost: 13 Potion 25% chance of an extra Potion (healing of a Potion, does not come from your potion inventory, is immediately applied to your health) Cooldown: 3 MP Cost: 7 Final This attack is at +100 Crit. It also does 125% damage before the Crit. Cooldown: 15 MP Cost: 8 ==MAGE== Thorny Shield (old name: Arcane Shield) +140 to Block, Dodge, and Parry - this will last two rounds (next two monster attacks). While the Shield is up, the first monster that *does* hit you should take damage equivalent to a full 100% Attack. Each subsequent hit by a monster after that should be half the power of the previous one (full power attack, then half power, then quarter power, etc.). Cooldown: 9 MP Cost: 9 Power Boost Perform a basic (1-hit, 100%) attack and buff damage on all attacks (including this one) to 120% for 5 rounds (4 attacks plus this one) (+20 Boost) Cooldown: 5 MP Cost: 11 Meditate Uses your turn, gives you 1% of your maximum MP back. Cooldown: 3 MP Cost: 0 Fire Converts to Fire Requires a staff, wand, or dagger. Perform a normal attack at 125% damage if the monster is not 'Freezing'; if the monster is 'Freezing', the attack should be at 250% damage instead. Cooldown: 5 MP Cost: 15 Ice Converts to Ice Requires a staff, wand, or dagger. Perform a normal attack at 125% damage. If it hits, add a condition 'Freezing'. This condition should lower the monster's Fire resistance by 25% for 5 turns (this one and four more) Cooldown: 5 MP Cost: 10 Wind Normal attack, 125% damage, converts to Wind. In addition, add 20 to your chance to hit (bonus) for five turns (includes this attack). Requires a staff, wand, or dagger. Cooldown: 5 MP Cost: 8 Energy Converts to Energy Requires a staff, wand, or dagger. Perform a normal attack and buff damage on all attacks (including this one) to 125% for 5 rounds (4 attacks plus this one) Cooldown: 5 MP Cost: 13 Sleep Attempts to hit the enemy for no damage. If it connects, stuns the enemy for three rounds and buff yourself to be doing 125% damage for three rounds Requires a staff, wand, or dagger. Cooldown: 15 MP Cost: 15 Blind Requires a staff, wand, or dagger. Attempts to hit the enemy for no damage. If it connects, the monster is Blinded, for -50 Bonus for 5 turns Cooldown: 6 MP Cost: 11 Mage Fury Hits all enemies. Each hit does 140% damage. Requires a staff, wand, or dagger. Cooldown: 0 MP Cost: 19 Mana Strike 150% damage attack but targets MP instead of HP. Cooldown: 0 MP Cost: 11 Root Performs a normal (100%) attack and prevents the monster from running away. Cooldown: 5 MP Cost: 3 Acid Perform an attack that does 50% of the damage of a normal attack. If it connects, impose a Acid DOT that does 20% of the damage of a normal attack for 5 rounds. Element: Fire Cooldown: 5 MP Cost: 3 Final This attack is at +100 Crit. It also does 125% damage before the Crit. Requires a staff, wand, or dagger. Cooldown: 15 MP Cost: 8 New effects, cooldowns, and MP costs for base class skills. Thanks to Aelthai for the numbers, will be updating these tomorrow if someone doesn't nab them first. Mage is done. ~Karika
< Message edited by Karika -- 3/8/2010 16:34:10 >
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