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Tier-One Classes Class Name: Swordhaven Knight Description: You've trained in the ways of the Knights of Swordhaven! Protect Swordhaven with your newfound skills in the name of Good! Stat Build: Tank Melee Recommended Enhancement: Fighter, Lucky Mana Regeneration Model: Strike an enemy in combat (more effective on crits). Are struck by an enemy in combat. Auto Attack: A disciplined 110% weapon damage, 1.5 speed Rank 1: Sword Fury - You lightly strike your opponent multiple times, dealing 130% weapon damage in total. Applies Knight's Fury to you, increasing critical chance and critical damage by 20% that can stack up to 3 times and lasting for 40 seconds. Upon reaching 3 stacks, start gaining Battle Fury on each use, raising hit chance and haste by 2% that can stack up to 20 times and lasting for 40 seconds. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 10 Cooldown: 3 seconds Rank 2: Spinning Strike - Spin around your opponent, dodging the next attack and striking an unavoidable 80% weapon damage with the broad side of your sword, stunning for 4 seconds. Damage increased with each stack of Battle Fury, up to 400% weapon damage and stun time reduced with each stack of Battle Fury, down to 1 second, and cooldown time reduced to 4 seconds. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 18 Cooldown: 9 seconds Rank 3: Protective Stance - You strike a defensive stance, letting yourself recover during combat. Reduces damage received by 30% and increases dodge chance by 15%, but damage output reduced by 20%, and activating a moderate HoT for 15 seconds, with the HoT growing stronger with each Knight's Fury stack, but does not consume the stacks. Damage received is reduced by an additional 2% with each stack of Battle Fury and consumes those stacks. Type: Physical Range: Yourself Number of Targets: Yourself Mana Cost: 30 Cooldown: 15 seconds Rank 4: Tougher Training - Strength, Endurance, and Dexterity increased by 15% each. Rank 4: Tougher Armor - Damage taken reduced by 15%. Rank 5: Spear Lunge - You lunge at the opponent with all of your might with your spear, dealing 400% weapon damage. Damage increased by 5% with each stack of Knight's Fury and Battle Fury, but does not consume those stacks. Always crits if Knight's Fury is fully stacked. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 30 Cooldown: 6 seconds Rank 10: Knight's Determination - Starting from rank 1, Auto Attack applies Knight's Determination to self, increasing Strength and Endurance by 10% that can stack up to 7 times. Class Name: Aeromancer Description: You’ve mastered the art of the air and wind around you! Blow your enemies away with your newfound power! Stat Build: Offensive Caster Recommended Enhancement: Wizard, Lucky Mana Regeneration Model: Aeromancer 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: Long range 50% weapon damage to 3 targets, 1.5 speed, applies High Winds to yourself, increasing dodge and haste by 5% and stacking up to 5 times, lasting for 10 seconds. Rank 1: Pushing Winds - Intense winds push against three enemies. Reduces their haste and hit chance by 20%. Stacks up to 3 times and lasts for 10 seconds. Type: Magical Range: Long Number of Targets: 3 Mana Cost: 10 Cooldown: 4 seconds Note: Deals no damage and never misses. Rank 2: Sudden Gale Blast - Blasts up to three enemies with wind, dealing damage based on your current and maximum HP and inversely proportional to your current MP. Damage increased by stacks of High Winds and Pushing Winds. Always crits if both effects are active. Type: Magical Range: Long Number of Targets: 3 Mana Cost: 10 Cooldown: 2 seconds Rank 3: Soothing Breeze - A soft and soothing breeze heals you and all other allies for a small amount and gives a moderate HoT which lasts for 10 seconds. Healing amount increased by stacks of High Winds. If High Winds is at max stacks, heal 20 mana. Type: Magical Range: Infinite Number of Targets: Yourself, all allies Mana Cost: 15 Cooldown: 8 seconds Rank 4: Fierce Winds - Damage output increased by 15%. Rank 4: Speedy Breeze - Haste increased by 15%. Rank 5: Hurricane Barrier - You surround your skin with winds like that of a hurricane's for 13 seconds, reducing damage taken by 50% while causing enemy attacks to reflect 50% of the damage dealt. Reduces damage taken by 80% if High Winds is active. Type: Magical Range: Yourself Number of Targets: Yourself Mana Cost: 50 Cooldown: 22 seconds Rank 10: Surrounding Breeze - High Winds and Hurricane Barrier will be given to all allies. Hurricane Barrier will be at half strength for allies. Class Name: Celestial Paladin Description: You’ve become a Paladin that has trained in the Celestial Realm! Combine both powers of light and vanquish the darkness that plagues the lands! Stat Build: Full Hybrid Recommended Enhancement: Hybrid, Lucky Mana Regeneration Model: Celestial Paladin 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: Standard 100% weapon damage, 2.0 speed, damage tripled against Undead or Chaos enemies Rank 1: Abolish Evil - A holy strike that deals 210% weapon damage plus 105% Spell Damage. Damage triples if in combat with an Undead or Chaos enemy. Heals you for half the damage dealt. Type: Physical/Magical Range: Short Number of Targets: 1 Mana Cost: 12 Cooldown: 4 seconds Rank 2: Celestial Light - You summon a ray of light from the celestial world onto your enemy. Deals 130% Spell Damage and Blinds them, lowering hit chance by 30%. Damage quadruples if in combat with an Undead or Chaos enemy and applies a heavy DoT while lowering hit chance by 60%. All effects last for 12 seconds. Type: Magical Range: Long Number of Targets: 1 Mana Cost: 15 Cooldown: 5 seconds Rank 3: Celestial Protection - You cast a celestial light upon yourself and all allies. Gives a high HoT while also reducing damage taken by 30%. Increases Luck and haste by 50% if in combat with an Undead or Chaos enemy. Type: Magical Range: Infinite Number of Targets: Yourself and all allies Mana Cost: 30 Cooldown: 13 seconds Rank 4: Celestial Holy Armor - Damage resistance increased by 12%. Damage resistance increased by 30% against Undead or Chaos enemies. Rank 4: Celestial Holy Weapon - Damage output increases by 12%. Damage output increases by 30% against Undead or Chaos enemies. Rank 5: Holy Might - You gather all of your holy ability combined with celestial power to strike your enemy for 600% weapon damage plus 200% Spell Damage. Damage increased by 1000% if in combat with an Undead or Chaos enemy. Cuts the enemy's damage output in half for 10 seconds. Type: Physical/Magical Range: Short Number of Targets: 1 Mana Cost: 30 Cooldown: 15 seconds. Rank 10: Celestial Rage - Damage output increases by an additional 20%. Damage output against Undead or Chaos enemies increased by an additional 80%. Class Name: Gunman Description: You’ve taken up guns as your method of attack. Blitz your enemies with your speed of bullets and dominate the battlefield! 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) Auto Attack: Ranged 110% weapon damage with a 10 round pistol, 1.0 speed, 3 second delay every 10 shots due to reloading Rank 1: Delayed Shot - Cancel your next Auto Attack to take aim at your target’s weakness, dealing 110% weapon damage. Always crits and never misses while dealing 75% extra crit damage. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 15 Cooldown: 4 seconds Rank 2: Take Cover - Take cover from enemy attacks, constantly moving around to avoid being hit. Increases dodge chance by 40% and haste by 15% for 15 seconds. Type: Physical Range: Yourself Number of Targets: Yourself Mana Cost: 15 Cooldown: 18 seconds Rank 3: Cripple - Shoot four shots at the limbs of your target, crippling them. Deals 440% weapon damage to the enemy and lowers damage output, dodge, and haste by 30%. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 20 Cooldown: 12 seconds Rank 4: Bullet Sight - Dodge chance increased by 25%. Rank 4: Bullet Speed - Haste increased by 15%. Rank 5: Bullet Stacking - Shoot the target 5 times, stacking each shot on top of each other, breaking the target’s armor, dealing 550% weapon damage. Reduces damage resistance by 30% for 15 seconds. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 25 Cooldown: 12 seconds Rank 10: Small Luck in a Room Full of Action - Luck increased by 20%. Class Name: Sword Summoner Description: Only know how to use magic but love using physical attacks? Well you're in luck! The Sword Summoner allows you to use swords to attack instead of fireballs, dark blasts, and all other spells! Cutting up opponents has never been easier! Only 50,000 gold! ORDER NOW! We are not responsible for any deaths and damages that may occur when using this product. Stat Build: Power Melee Recommended Enhancement: Fighter, Lucky Mana Regeneration Model: Sword Summoners 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: If a sword battle pet isn’t equipped, immediately summon the class’s battle pet before attacking when initiating combat. 105% weapon damage, 2.0 speed, sword battle pet has a 30% chance to block enemy attacks, along with the status effect that comes with it Rank 1: Summon Sword - You summon a single sword behind you. Does nothing unless commanded by a skill. Stacks up to 10 swords. Type: Physical Range: Yourself Number of Targets: Yourself Mana Cost: 5 Cooldown: 2 seconds Rank 2: Sword Trap - You deploy your Summoned Swords around your target, surrounding them. Whenever the opponent attacks, they will be stabbed or sliced by a sword, causing a DoT. The more swords that surround them, the higher the DoT, and the more the target attacks, the higher the DoT. DoT effect lasts for 20 seconds. The lack of proper movement from this skill also causes the target to take 50% more damage from all sources if at least 3 Summoned Swords are used, the target taking an additional 10% increased damage with each additional sword deployed. Swords will return to you after 10 seconds. If you deploy less than 10 Summoned Swords, and you summon more, they will not be added to Sword Trap unless you use this skill again. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 12 Cooldown: 15 seconds Note: DoT strength deals 100% weapon damage over time with 1 Summoned Sword, 1000% weapon damage over time with 10 Summoned Swords. DoT strength increases by 10% with each attack the target performs. Rank 3: Sword Absorption - Absorb your Summoned Swords, healing your HP by 10% for each sword absorbed. Consumes all idle Summoned Swords. Does not consume swords that are used in Sword Trap. Type: Physical/Magical Range: Yourself Number of Targets: Yourself Mana Cost: 15 Cooldown: 6 seconds Rank 4: Keen Summoner - Strength and Dexterity increased by 20%. Rank 4: Quick Summoning - Haste increased by 15%. Rank 5: Sword Slash - Slash at your opponent for 100% weapon damage with summoned swords following suit. Each summoned sword adds an additional 100% weapon damage. Additional damage does not apply if Sword Trap is active with no spare Summoned Swords, but as a compromise, you attack harder, dealing 300% weapon damage instead. Type: Physical Range: Short Number of Targets: 1 Mana Cost: 2 Cooldown: 2 seconds Note: Deals 1100% weapon damage with 10 Summoned Swords. Rank 10: Resistance Training - All negative status effects are reduced to half duration and damage resistance increased by 15%. Physical attack power cannot be reduced. Class Name: Metal Hero Description: \m/ (>.<) \m/ Stat Build: Offensive Caster Recommended Enhancement: Wizard Mana Regeneration Model: Metal Hero 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: Long range 80% weapon damage, 0.5 speed, improved /airguitar animation with lightning coming down from the top of the screen as Auto Attack animation Rank 1: Djent - Playing 000 0 000 0 000 0 on repeat with your guitar causes the enemy to have 20% reduced damage output and haste while dealing 200% Spell Damage. If Alternative Metal is active, consumes Alternative Metal and causes 6 allies to relax and think more critically while having improved technique in combat, increasing damage output and critical damage by 30%. All effects last for 15 seconds. Type: Metal Range: Long Number of Targets: 1 enemy or 6 allies Mana Cost: 20 Cooldown: 8 seconds Rank 2: Nu Metal - Combining metal with other genres, you play your guitar with astounding skill, causing Spell Damage to the target and reducing their haste and critical damage by 20%. If Alternative Metal is active, consumes Alternative Metal and causes 6 allies to bop to the beat, applying a high HoT and healing 5 mana per second. All effects last for 15 seconds. Type: Magical Range: Long Number of Targets: 1 enemy or 6 allies Mana Cost: 20 Cooldown: 8 seconds Rank 3: Groove Metal - Being groovy with your guitar, you deal 300% Spell Damage to the target and cause them to take 30% increased damage from all sources which stacks up to 5 times. If Alternative Metal is active, consumes Alternative Metal and 6 allies join in on the groove, increasing dodge and haste by 30%. All effects last for 15 seconds. Type: Magical Range: Long Number of Targets: 1 enemy or 6 allies Mana Cost: 20 Cooldown: 8 seconds Rank 4: Hardcore - Damage output increased by 20%. Rank 4: Deathcore - Intellect and Wisdom increased by 20%. Rank 5: Alternative Metal - You start playing Alternative Metal with your guitar. Activates the alternative effects of your abilities and disables the main effect. If Alternative Metal is already active and you use this ability again, increase the Strength, Dexterity, Intellect, Wisdom, and Luck of 6 allies by 20% which lasts for 15 seconds. Type: Magical Range: Yourself Number of Targets: Yourself or 6 allies Mana Cost: 5 Cooldown: 2 seconds Note: Alternative Metal lasts forever until consumed by a skill or you change class. Rank 10: NWOBHM - Every ability used increases the Endurance of you and 6 allies by 10% each use. Stacks up to 7 times. Class Name: Poison Sage Description: (I can't think of one.) Stat Build: Defensive Caster Recommended Enhancement: Healer Mana Regeneration Model: Poison Sage gains mana whenever an enemy takes damage from one of the Poison Sage's skills Auto Attack: Poison Gas - Launch a wave of poisonous gas at three enemies from long range, no damage but applies a DoT that lasts for one tick, 2.0 speed Rank 1: Toxic Fumes - You spread toxic fumes around up to three enemies, causing a strong DoT that lasts for 4 seconds. Causes all other DoT effects on the target to double in strength for the duration. Type: Magical Range: Long Number of Targets: 3 Mana Cost: 15 Cooldown: 6 seconds Note: All other DoT effects extend to other classes by other players. Rank 2: Debilitating Contagion - You infect three enemies with a deadly bacterium laced with a debilitating poison. Causes a strong DoT and lowers damage output, hit chance, dodge, haste, crit chance, and crit damage by 30%. Effects last for 12 seconds. Type: Magical Range: Long Number of Targets: 3 Mana Cost: 30 Cooldown: 8 seconds Rank 3: Panacea - As you’ve worked with poisons, your body has adapted. Use your poisons to restore HP and apply a HoT to yourself while curing any negative status effects you currently have. Enemies who strike you while this effect is active are then poisoned, causing a high DoT. If Debilitating Contagion is active on the enemy, they are weakened even further, slipping into a Poison-Induced Fever, doubling the strength of all DoT effects on the target while lowering their damage output and hit chance by an additional 20%. HoT lasts for 10 seconds. DoT and Poison-Induced Fever lasts for 8 seconds. Type: Magical Range: Yourself Number of Targets: Yourself Mana Cost: 20 Cooldown: 12 seconds Note: All other DoT effects extend to other classes by other players. Can remove stun effects on the caster. Rank 4: Very Poisonous - DoT strength increased by 20%. Rank 4: Very Studious - Intellect and Wisdom increased by 20%. Rank 5: Black Miasma - You unleash a poison so foul upon three enemies that they’re immediately stunned for 4 seconds dealing with whatever gross problems they may have from the poison. Applies a very powerful DoT that lasts for 8 seconds. Also applies Lingering Miasma, causing the target to take 15% increased damage from all sources per DoT effect which lasts for 15 seconds. Type: Magical Range: Long Number of Targets: 3 Mana Cost: 30 Cooldown: 15 seconds Rank 10: A Very Healthy Poison - Endurance increased by 150% and healing effects increased by 30%. Class Note: Class as a whole only does damage through DoT, thus, never misses. All DoT effects scale off of Spell Power. HoT effects scale off of Endurance. Tier-Two Classes Class Name: Arcane Knight Description: You've combined the physical prowess of a Knight with the knowledge of the Arcane! Conquer the battlefield with your hybrid abilities! Stat Build: Full Hybrid Recommended Enhancement: Hybrid, Lucky Mana Regeneration Model: Arcane Knight 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: A disciplined 110% weapon damage, 2.0 speed Rank 1: Enchanted Sword - You enchant your sword, causing every Auto Attack hit to apply Enchanted to the target, increasing damage taken by all sources by 2% each stack, stacking up to 100. Lasts for 20 seconds. If Ultra Enchanted Sword is active, deal damage based on the amount of Enchanted, consuming all stacks and applying Ultra Enchanted, negating the enemy's dodge and critical strike chance while taking double damage from all sources for 30 seconds and does not consume Ultra Enchanted Sword. Type: Physical/Magical Range: Yourself Number of Targets: Yourself Mana Cost: 10 Cooldown: 20 seconds Note: Deals 30% weapon damage + 3% Spell Damage with 1 stack of Enchanted, 300% weapon damage + 30% Spell Damage with 10 stacks of Enchanted, and 3000% weapon damage + 300% Spell Damage with 100 stacks of Enchanted. Rank 2: Arcane Strike - Cover your sword in magic and strike your opponent, dealing 200% weapon damage plus 150% Spell Damage. Applies Arcane Burn, a DoT that gets stronger over time. Each DoT tick lowers damage output and haste by 5% that stacks up to 10 times. Both effects last for 15 seconds. If Enchanted Sword is active, apply 10 stacks of Enchanted upon striking the enemy with this skill. If Ultra Enchanted Sword is active, apply 20 stacks of Enchanted. Type: Physical/Magical Range: Short Number of Targets: 1 Mana Cost: 10 Cooldown: 4 seconds Rank 3: Enchanted Armor - Enchant your armor with your knowledge of the arcane, causing each hit landed on you to reduce your damage taken by 15% each hit which stacks up to 5 times. Applies a HoT that gets stronger with each damage taken. Lasts for 20 seconds. All hits landed on you will be reflected back to the opponent for 1000% of the damage dealt for nonplayers, 20% of damage dealt for players in PvP. If Ultra Enchanted Sword is active, you spread the magic to your armor, applying Ultra Enchanted Armor, doubling the HoT and damage reflection of Enchanted Armor, while doubling Haste for 10 seconds. Type: Magical Range: Yourself Number of Targets: Yourself Mana Cost: 20 Cooldown: 15 seconds Rank 4: Sword of the Arcane - Strength and Intellect increased by 30%. Rank 4: Flexible Mind and Body - Dexterity and Wisdom increased by 30%. Rank 5: Arcane Orb - Fire a gigantic orb of the arcane at your opponent, causing 500% Spell Damage damage and always crits. Damage increased with each stack of Enchanted Armor and does not consume those stacks. Critical damage doubles if the opponent has 50 stacks of Enchanted, tripled with 100 stacks and does not consume those stacks. Applies a DoT effect that adds up to 10000% weapon damage over time if Arcane Burn is active. If Enchanted Sword is active, the magic that radiated from the orb clings onto the sword and replaces Enchanted Sword with Ultra Enchanted Sword, causing Auto Attack and Arcane Strike to deal 5x the damage for 12 seconds. Type: Magical Range: Long Number of Targets: 1 Mana Cost: 40 Cooldown: 25 seconds Rank 10: Elemental Enchant - Starting from rank 1, your sword will randomly change elements every hit during auto attack. Fire - Burn DoT (Stackable, lasts for 10 seconds) Wind - Ignores enemy damage resistance Ice - Lowers enemy damage resistance (Stackable, lasts for 10 seconds) Water - Steals 20 mana Earth - Damage x10 Electric - Stuns for 2 seconds Light - Heals 20% of your max HP Dark - Curse (Lowers all enemy stats by 5%, stackable, lasts for 15 seconds) Class Name: Windrider Description: Windriders move with the flow of wind, harnessing its power and using it to help those in need and to punish those who would harm. Stat Build: Offensive Caster Recommended Enhancement: Wizard Mana Regeneration Model: Windriders 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: Breeze Long range 10% Spell Damage to 3 targets at 1.0 speed. A current of wind as an attack animation. Applies Squall to the caster, increasing damage output and critical strike damage by 3%, stacking up to 20 times and lasting for 10 seconds. Damage of Breeze increases by 10% with each stack of Squall. Gain 2 stacks of Squall when Windriding is active. Note: Deals 210% Spell Damage with full stacks of Squall. Boosts damage output and critical strike damage by 60% to the caster with full stacks of Squall. Rank 1: Puff - A puff of wind heals yourself and all allies for 50% Spell Damage and provides 30% dodge chance for 12 seconds. The wind removes all negative status ailments from allies healed. Healing increased by 5% and dodge chance increased by 1% with each stack of Squall and does not consume those stacks. Type: Magical Range: Infinite Number of Targets: All allies Mana Cost: 12 Cooldown: 12 seconds Note: 150% Spell Damage as healing and 50% dodge chance when used with full stacks of Squall. Can be used to remove stun effects on the caster and allies. Rank 2: Countercurrent - A current of strong winds surrounds you and allies, providing a reflection barrier that reduces damage taken by 20%, returns any negative status ailments back to sender, and reflects 1000% of damage taken back to the source for 12 seconds. Each strike a target lands on anyone with Countercurrent will have a strong DoT that lasts for 20 seconds. DoT damage increases every time the affected target strikes an ally with this buff. Damage reflection increases by 20% with each stack of Squall. Type: Magical Range: Infinite Number of Targets: All allies Mana Cost: 30 Cooldown: 15 seconds Note: DoT starts at 300% Spell Damage over 20 seconds, duration refreshed each time a target strikes an ally with this buff. Reflects 1400% of damage taken with full stacks of Squall. Rank 3: Tempest - Call upon a burst of strong winds to damage 3 targets from behind for 500% Spell Damage and surround the arms of allies with the wind, causing all attacks landed to become critical hits for 10 seconds. Enemies hit by the tempest will have their dodge and critical strike chance negated and will be unable to gain positive buffs for 20 seconds. Spell Damage increased by 25% with each stack of Squall. Type: Magical Range: Infinite Number of Targets: 3 enemies and all allies Mana Cost: 35 Cooldown: 12 seconds Note: Deals 1000% Spell Damage with full stacks of Squall. Rank 4: Waft - Dodge chance increased by 50%. Rank 4: Draft - Critical strike chance increased by 50%. Rank 5: Windriding - Your free-feeling wind lifts the spirits of your allies, boosting Haste, Dodge, and mana regeneration of all allies by 300%. Consumes all stacks of Squall to boost the damage output and critical strike damage of all allies equal to the amount consumed. All effects last for 8 seconds. Type: Magical Range: Infinite Number of Targets: All allies Mana Cost: 40 Cooldown: 18 seconds Note: Boosts damage output and critical strike damage by 60% to all allies with full stacks of Squall. Rank 10: Zephyr - Your wind takes away the healing of enemies and gives it to you instead. The wind also blows away True Damage that may be inflicted on you. Class Name: Sniper Description: Armed with your trusty sniper rifle, take out your enemies one by one with a single shot! Stat Build: Power Melee Recommended Enhancement: Fighter, Lucky Mana Regeneration Model: Snipers gain 10 mana per second Auto Attack: Ranged with a sidearm, 110% weapon damage, 1.0 speed, 2 second delay after each 10th shot due to reloading 10 round pistol Rank 1: Snipe - Snipe your target for 5000% weapon damage. Sniping Rounds must be active to use this skill. Each use of Snipe uses one Sniping Round. Damage doubled if used while Set Up is active. Type: Physical Range: Infinite Number of Targets: 1 Mana Cost: 10 Cooldown: 2 seconds Rank 2: Reload - You load in a magazine, stacking up 5 Sniping Rounds and giving yourself 50 mana. Type: Physical Range: Yourself Number of Targets: Yourself Mana Cost: -50 Cooldown: 5 seconds Note: Cannot be used if 5 stacks of Sniping Rounds are active. Rank 3: Scope - You scope out at the target’s weakness, making it so you never miss, and will always land a crit. The Scoped enemy takes 15% increased critical damage. Both effects fade immediately when Snipe is used. Type: Physical Range: Yourself and infinite Number of Targets: Yourself and 1 enemy Mana Cost: 5 Cooldown: 1 second Note: Duration is infinite. Only fades when Snipe is used, leave the room into another, or if you switch to another class. Rank 4: Quick and Steady - Dexterity and dodge chance increased by 25%. Rank 4: Keen Sniper - Critical damage increased by 25%. Rank 5: Set Up - You set up a spot so enemies cannot aggro you while applying a high HoT to yourself for 20 seconds. This also cancels your Auto Attack for the duration. Moving will cancel Set Up. If you are the only player in the area or the only player attacking, then the enemy will aggro towards you until another player attacks, in which the enemy will no longer be aggroed towards you Type: Physical Range: Yourself Number of Targets: Yourself Mana Cost: 30 Cooldown: 5 seconds Note: Cooldown does not start until Set Up has faded. Rank 10: .50 BMG API - All critical hits landed with Snipe will ignore enemy damage immunity, damage resistance, lowers their damage resistance by 10%, and apply a moderate DoT with each shot, stacking up to 15. Effects last for 20 seconds. Class Note: Banned in PvP. Should be a lot harder to farm than Void Highlord, Legion Revenant, and Necrotic Sword of Doom, but will not require membership. Class Name: Gunslinger Description: You’ve earned yourself a reputation for handling guns in your early days of adventuring, so you’ve decided to become a full-fledged Gunslinger! Enemies will run and cower upon laying their eyes upon your skill with a revolver! 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) Auto Attack: Ranged 120% weapon damage, 1.0 speed, first hit deals 500% weapon damage if it’s the first hit landed in combat, 3 second delay after each 6th shot due to reloading your 6 chamber revolver. Each shot fired consumes a stack of Empowered Rounds. Rank 1: Double Tap - Quickly fire from the revolver 2 times at an enemy, dealing 240% damage in total. Causes the target to take 7% more damage from all attacks which stacks up to 10 times. Each use of this skill consumes 2 stacks of Empowered Rounds. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 5 Cooldown: 0.5 seconds Rank 2: Empowered Rounds - Load up your revolver with 6 Empowered Rounds, giving yourself 20 mana and causing Auto Attack, Double Tap, and Empty the Chamber to deal 10x the damage. Cancels Auto Attack’s 3 second delay. Type: Physical Range: Yourself Number of Targets: Yourself Mana Cost: -20 Cooldown: 3 seconds Note: Cannot be used if 6 stacks of Empowered Rounds are active. Rank 3: Critical Shot - Quickly fires a shot at the target for 120% weapon damage. All attacks become critical hits for the next 10 seconds. Consumes one Empowered Round to also boost critical damage by 25%, also lasting 10 seconds. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 25 Cooldown: 20 seconds Rank 4: Bullet Reflex - Dodge chance increased by 30%. Haste increased by 15%. Rank 4: Target Anatomy - Critical damage increased by 25%. Rank 5: Empty the Chamber - Rapidly fire all 6 rounds of your revolver at an enemy, dealing 720% weapon damage. Delays the next Auto Attack by 3 seconds due to reloading. Consumes all remaining Empowered Rounds. Damage boost increased depending on the amount of Empowered Rounds remaining. Type: Physical Range: Long Number of Targets: 1 Mana Cost: 30 Cooldown: 10 seconds Note: Deals 1800% weapon damage with 1 stack of Empowered Rounds, 7200% weapon damage with 6 stacks of Empowered Rounds. Rank 10: Rune Bullets - Upgrade your bullets so that runes are engraved on them. Causes all attacks landed to heal the Gunslinger for 5% of damage dealt. Class Name: Sword of Infinity Description: Transcending the power of Sword Summoner, you decide to indulge yourself in more magic. Slowly slipping into a state of peace, you gain the ability to summon countless swords without tiring out. Breaking the limits of Sword Summoner, you set out to destroy your enemies with seemingly infinite swords. Stat Build: Power Melee Recommended Enhancement: Fighter, Lucky Mana Regeneration Model: Sword of Infinity 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: Infinite range 70% weapon damage at all enemies, 1.0 speed, sword summoning and launching the swords at enemies for the animation Rank 1: Sword Throw: Severed Tendon - Quickly summon and throw swords at the arms and legs of all enemies, severing their tendons for 200% weapon damage. Reduces damage output and haste by 30% while causing a moderate DoT. Effects last for 8 seconds. DoT effects stack 10 times. Type: Physical Range: Infinite Number of Targets: All Mana Cost: 15 Cooldown: 4 seconds Rank 2: Replication: Sword Barrage - Replicate your sword dozens upon dozens to hundreds of times and barrage all enemies with the replicated swords, dealing 400% weapon damage in total. Lowers hit chance and dodge chance by 30%. Effects last for 8 seconds. Cannot stack. Type: Physical Range: Infinite Number of Targets: All Mana Cost: 15 Cooldown: 4 seconds Rank 3: Deadly Stealth: Rising Sword - Summon swords from below to attack all enemies in sight. Deals 300% weapon damage. Cooldown reduced by 1 second for each critical hit landed. Type: Physical Range: Infinite Number of Targets: All Mana Cost: 15 Cooldown: 4 seconds Rank 4: Sharp Swords - Damage output increased by 20%. Every 5th skill used will ignore enemy damage resistance and deal 50% extra critical damage. Rank 4: Flash Battle - Haste increased by 20%. Every 3rd skill used will reset all cooldowns. Rank 5: Soaring Swords: Whirlwind - Summon swords from everywhere, making them fly like a whirlwind. Causes constant damage up to 500% weapon damage in total to all enemies. The swords transfer 10% of damage dealt to you as health. Total damage increased by 10% with every negative status effect the enemies have and does not consume them. Type: Physical Range: Infinite Number of Targets: All Mana Cost: 15 Cooldown: 4 seconds Rank 10: Inner Peace of Mind - Become immune to debuffs. Dodge chance increased by 40%. Class Name: Metal Legend Description: \m/ (>O<) \m/ Stat Build: Offensive Caster Recommended Enhancement: Wizard Mana Regeneration Model: Metal Legend 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: Long range 20% Spell Damage to 3 targets, 0.5 speed, improved /airguitar animation with lightning coming down from the top of the screen as Auto Attack animation, each Auto Attack applies Metal Inspiration to yourself and all allies, increasing critical damage by 1%, stacking up to 100. If Thrash Metal is active, gain an additional 2 stacks of Metal Inspiration. Rank 1: Heavy Metal - The heaviness of your metal music weighs down heavily on 3 targets, dealing 300% Spell Damage and lowering dodge and haste by 30% while applying a strong DoT. Effects last for 10 seconds. If used during Thrash Metal, increases the maximum mana of yourself and all allies by 20 which stacks up to 5 times and consumes Thrash Metal. Maximum mana buff lasts for 40 seconds. Type: Magical Range: Long Number of Targets: 3 Mana Cost: 20 Cooldown: 8 seconds Rank 2: Folk Metal - You play your guitar to the tune of folk music, combining the two genres into one epic song, dealing Spell Damage to 3 targets while healing yourself and all allies for Spell Damage. Type: Magical Range: Long Number of Targets: 3 enemies and all allies Mana Cost: 10 Cooldown: 3 seconds Rank 3: Power Metal - The power of your metal music grants power to yourself and all allies, removing all negative status ailments while increasing Strength, Dexterity, Endurance, Intellect, Wisdom, and Luck by 25% and damage output, critical chance, dodge, haste, damage resistance, and DoT Damage by 10%, with all effects stacking up to 4 times. Additionally, Critical Power is granted when Metal Inspiration is active, which gives critical damage to all allies depending on the amount of Metal Inspiration stacks you have, and consumes all stacks, no longer consuming stacks when Critical Power is fully stacked. All effects last for 15 seconds. Type: Magical Range: Infinite Number of Targets: Yourself and all allies Mana Cost: 30 Cooldown: 12 seconds Note: Critical damage boost matches consumed stacks of Metal Inspiration and caps at 200% critical damage. Stacks with Metal Inspiration. (Gives 300% critical damage when both Critical Power and Metal Inspiration are fully stacked.) Rank 4: Black Metal - Damage output increased by 25%. Rank 4: Death Metal - Intellect and Wisdom increased by 25%. Rank 5: Thrash Metal - The harmonies and rhythm of your music thrashes the enemy. Consume all remaining mana and deal damage based on the amount of mana consumed. Causes all attacks to focus on 1 target with a 3x increased damage output. Applies Metal Dissonance to the target, granting an additional 10 mana to attackers striking the target. All effects last for 15 seconds. Type: Magical Range: Long Number of Targets: 1 Mana Cost: 1 to 200 Cooldown: 8 seconds Note: Deals 10% Spell Damage when 1 mana is consumed, 1000% Spell Damage when 100 mana is consumed, and 2000% Spell Damage when 200 mana is consumed. Rank 10: Metalcore - Damage resistance increased by 25%. Negative status effects on self are halved in strength and duration. Class Note: Class is absurdly busted, so I would recommend making it really difficult to farm and cannot be bought with Adventure Coins.
< Message edited by Spoony -- 1/20/2024 17:52:34 >
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