Spoony
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Tier-One Classes Class Name: Herald of Fury Description: BIG ANGRY. Stat Build: Power Melee Recommended Enhancement: Fighter, Lucky Mana Regeneration Model: Herald of Fury gains mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total. Auto Attack: Strike of Fury - 150% weapon damage at 2.0 speed, applies Fury to the caster, increasing damage output by 1% which stacks up to 200 times and lasts for 120 seconds. If the target has Rupturing Wound active, applies Lingering Wound on hit, reducing damage resistance by 80% for 20 seconds. Rank 1: Hilt Bash - Strike the target with the hilt of your weapon for 105% weapon damage and gain 5 stacks of Fury while healing 5% of max HP. If Rupturing Wound is active on the target, the cooldown of this attack is reduced to 0.1 seconds. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 5 Cooldown: 4 seconds Rank 2: Furious Defense - Increase your damage resistance by 40% for 8 seconds if you have no stacks of Fury. Otherwise, consume 1 to 80 stacks of Fury to increase your damage, physical, and magical resistance up to 80%. Each attack received while Furious Defense is active yields you 20 stacks of Fury and increases your damage output by 20% which stacks up to 5 times. Effects last for 15 seconds. Type: Physical Status Range: Yourself Number of Targets: 1 Mana Cost: 20 Cooldown: 8 seconds Note: Damage resistance buff percentage is based on the amount of Fury stacks consumed. Rank 3: Gouge - Gouge your target with your weapon, dealing 210% weapon damage, healing you for 10% of the damage dealt and gaining 10 stacks of Fury. Apply Rupturing Wound to the target, causing a strong DoT for 5 seconds. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 30 Cooldown: 7 seconds Rank 4: Adrenaline-Fueled Fury - Damage output and critical damage increased by 40% but healing intake is reduced by 40%. Rank 4: Adrenaline-Fueled Spirit - Damage output and hit chance increased by 40% but Endurance is reduced by 40%. Rank 5: Unshackled Anger - Immediately gain 20 stacks of Fury if you have none. Otherwise, consume 1 to 80 stacks of Fury to increase your damage output, critical chance, critical damage, and haste up to 80%. Gain double the amount of Fury stacks you gain from other skills. Effects last for 15 seconds. Type: Physical Status Range: Yourself Number of Targets: 1 Mana Cost: 20 Cooldown: 8 seconds Note: Damage output, critical chance, critical damage, and haste buff percentage is based on the amount of Fury stacks consumed. Rank 10: Howling Fury - Nearby allies gain 10% damage output with every 20 stacks of Fury you gain for 120 seconds, up to 150%. Note: The buff percentage is NOT based on the currently held stacks of Fury, but whenever you obtain 20 stacks. Class Note: Class is based off of being the BIG ANGRY at everything in a fight. It's quite fragile, built to be a glass cannon with its low HP and lower healing, but hits extremely hard once it gets going. It has high damage resistance to compensate for the low HP and healing. Also makes nearby players the big mad. Class Name: Electric Man Description: YOU HAVE BECOME… ELECTRIC MAN! Stat Build: Dodge Melee Recommended Enhancement: Thief, Lucky Mana Regeneration Model: Strike an enemy in combat (more effective on crits) Dodge any attack (restores HP as well) Use Electric Charge (restores 50 mana) Auto Attack: Electric Touch - A rapid 80% weapon damage at 1.0 speed, stuns for 1 second. If the enemy is immune to stuns, reduces enemy damage, physical, and magical resistance by 70% instead. Note: Enemy debuff is named 'Electric Shock'. Rank 1: Electric Strike - Strike the enemy, shocking them. Deals moderate damage and stuns for 1 second. If the enemy is immune to stuns, buff the damage output and critical damage of allies by 50% for 20 seconds instead. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 15 Cooldown: 1 second Note: Ally buff is named ‘Electric Strengthening’. Rank 2: Electric Shot - Fire an arc of electricity at an enemy, shocking them. Deals moderate damage and stuns for 1 second. If the enemy is immune to stuns, buff the critical chance and healing intake of allies by 50% for 20 seconds instead. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 15 Cooldown: 1 second Note: Ally buff is named ‘Electric Precision’. Rank 3: Electric Boom - Deals damage based on the amount of stuns landed in combat times 1000 and stuns for 1 second. If the enemy is immune to stuns, deals moderate damage and increases the Strength, Dexterity, Endurance, Intellect, Wisdom, and Luck of allies by 20% for 20 seconds instead. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 20 Cooldown: 5 seconds Note: Ally buff is named ‘Electric Empowerment’ Rank 4: Electric Speed - Dodge increased by 80% and haste increased by 50%. Base movement speed increased by 25%. Rank 4: Electric Immunity - Become immune to stun and dodge & haste reduction effects. DoT damage taken is reduced by 50%. Rank 5: Electric Charge - Recharge yourself, healing a moderate amount of HP and restoring 50 mana and empowering your next skill usage to deal 10 times more damage. If the enemy is immune to stuns, the electricity recharging and skill empowering spreads to allies. Type: Physical Status Range: Infinite Number of Targets: Yourself Mana Cost: -50 Cooldown: 4 seconds Rank 10: Electric Surge - Damage output increased by 20%. Starting from rank 1, if the enemy is immune to stuns, deal 5 times more damage. Class Name: Alpha Knight Description: You have become the Alpha Knight! Start and end battles in VICTORY! Stat Build: Power Melee Recommended Enhancement: Fighter, Lucky Mana Regeneration Model: Strike an enemy in combat (more effective on crits). Are struck by an enemy in combat. Use Quick Strike while the enemy is Weakened (restores 35 mana) Use Quick Strike while the enemy is Cursed (restores 5 mana per second) Auto Attack: A disciplined 150% weapon damage at 2.0 speed Rank 1: Quick Strike - A quick and swift strike that deals 90% weapon damage. Does not miss but can’t crit. If Weakened is active on the enemy, restore 35 mana on hit. If Cursed is active on the enemy, you restore 5 mana per second for 10 seconds. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 10 Cooldown: 2 seconds Rank 2: Weakening Blade - With holy power covering your weapon, you strike the enemy for moderate damage and apply Weakened, lowering their damage output, critical chance, and critical damage by 30% for 20 seconds. Replaces Cursed. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 20 Cooldown: 2 seconds Rank 3: Cursed Blade - With darkness covering your weapon, you strike the enemy for moderate damage and apply Cursed, lowering their hit chance, dodge chance, and haste by 30% for 20 seconds. Replaces Weakened. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 20 Cooldown: 2 seconds Rank 4: Sword Mastery - Damage output and hit chance increased by 30%. Rank 4: Swift Footwork - Dodge and haste increased by 30%. Rank 5: Power Strike - You quickly jump up into the air and slam down with your weapon, dealing 300% weapon damage on impact. If the enemy is Weakened, inflict Destroyed Defenses, reducing enemy damage resistance by 80% for 20 seconds. If the enemy is Cursed, inflict Stasis, completely negate their dodge and critical strike chance for 20 seconds. If both Destroyed Defenses and Stasis effects are active, apply Weakening Curse to the enemy on the next use of this skill, reducing physical and magical damage resistance by 50% and lowering damage output by 60% for 20 seconds. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 25 Cooldown: 8 seconds Rank 10: Leeching Blade - Heal 10% of damage dealt with every attack. Tier-Two Classes Class Name: Luminous Warrior Description: The purest form of light is now within your grasp. Incorruptible, unwavering, and always rising to do the right thing. Not even Celeritas can match this purity. You realize that it is not the kind of magic others use that determines their alignment, but their actions and loyalties. After witnessing the atrocities of both light and darkness, you now fight to save the good in both. Stat Build: Full Hybrid Recommended Enhancement: Hybrid, Lucky Mana Regeneration Model: Luminous Warriors gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total. Auto Attack: Unarmed Martial Arts Combat - Short range physical 105% weapon damage, 0.8 speed Light Spear Shot - Long range magical 200% Spell Damage, 2.3 speed, uses 10 mana per cast Note: Auto Attack switches depending on your distance to the target. Rank 1: Light Combination - Bombard the target with a flurry of unarmed attacks for 220% weapon damage. Disorients the target, reducing damage output, hit chance and haste by 20%. The bombardment of your attacks also opens up the target’s defenses, reducing damage resistance by 5% that stacks up to 20 times. Effects all last for 15 seconds. If used from range instead, consume additional mana and shoot a light spear at the target for 200% Spell Damage, then immediately teleport to your spear to be within melee range of the target and reset the cooldown of this skill. Type: Physical, Physical/Magical if used at long range Range: Short, Infinite if used from range Number of Targets: 1 Mana Cost: 10, 15 if used from range Cooldown: 3 seconds Note: Damage resistance lowering effect is named ‘Light Bombardment’. Rank 2: Radiant Light - Cast a warm light onto allies, removing stun and silence effects, recovering HP, recovering 10 mana per second, increasing Strength, Dexterity, Endurance, Intellect, Wisdom, and Luck by 20%, and increasing damage output and damage resistance by 30%. Effects last for 15 seconds. Type: Magical Range: Infinite Number of Targets: 7 allies Mana Cost: 20 Cooldown: 8 seconds Note: Heals for 300% Spell Damage. Rank 3: Light Spear Turret - Deploy a light ring above your target that shoots light spears like a turret for 8 seconds. Deals damage as DoT, each tick dealing 200% Spell Damage. Can deploy up to 5 light rings, each having its own DoT effect. Type: Physical/Magical Range: Long Number of Targets: 1 Mana Cost: 10 Cooldown: 2 seconds Note: The animation itself lasts for 8 seconds. DoT speed matches the speed of the animation. Each light spear turret could have its own damage instead of DoT in AQW: Infinity. Rank 4: Power of Light - Strength and Dexterity increased by 50%. Rank 4: Expansion of Light - Intellect and Wisdom increased by 50%. Rank 5: Spirit of Heroes - Conjure the purest light into your body, thinking about all of the people who have fought alongside you. With your fist containing the purest sparkling light, you punch the target for an unavoidable 500% weapon damage + 300% Spell Damage. Always crits and never misses. The light from the impact spreads to allies, healing for 10000% Spell Damage and increasing Strength, Dexterity, Endurance, Intellect, Wisdom, and Luck by 300%, damage output and DoT strength by 500%, damage resistance by 99%, True Damage resistance by 80%, crit chance, crit damage, and haste by 100%, cutting mana costs down to 0, and cleansing and giving debuff immunity. All effects last for 10 seconds. This skill’s mana cost and cooldown is not affected by anything, so it CANNOT be reduced or increased. Type: Physical/Magical Range: Short Number of Targets: 1 enemy, all allies Mana Cost: 100 Cooldown: 300 seconds Note: Mana cost and cooldown is unaffected by base stats and haste buffs or debuffs and mana consumption effects, so the mana cost and cooldown of this skill will always be 100 mana and 300 seconds. Rank 10: Providence of Light - Endurance increased by 50%. Starting from rank 1, damage resistance increases by 20% when within melee range of a hostile target. Class Note: The long ranged variant of Auto Attack, Light Combination, and Light Spear Turret feature the Gold Exalted Spears of Light in its skill animations.
< Message edited by Spoony -- 7/14/2026 20:54:11 >
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