Primate Murder
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Tier 2 Dex class. Ranger's Outfit Requires: lvl 5 Archer, lvl 5 Rogue. FO earth armor Secondaries to wind and light MRM has a Ranged focus 2-hit attack. Appearance: Based on Dragonfable's Ranger, particularly the Sandsea customization. Description: The world of Lore is a wide and wild place, and this protective outfit will aid any skilled ranger in their journeys, whether they chose to prowl through forests, traverse mountains or hunt in the desert's scorching sun! Level 0: Camouflage - Passive Fade into the background, taking an extra moment to observe the gait and garb of your foe. If you win initiative, you gain +10% Lucky Strike rate and +5 Status Potency for the rest of the battle. If you fail initiative, you deal -50% damage with all weapon attacks, specials and spells during the first round. Level 1 - Ranger's Retreat - Active Rangers are masters of using the terrain. Take a moment to identify a more defensible ground and move to secure it before your enemy can! Your turn ends. For the next 4 rounds, you gain FD lean and Defensive Position status. Each time the monster attacks you, it makes a save (Dex/Luck vs Dex/Luck) with -10 penalty, and if it fails, it deals 0.5x damage instead of 0.8x. Lvl 3+: If the monster is Marked, you gain Superior Position instead; on fail, the monster deals 0.35x damage. Level 2: Redoubled Efforts - Passive You smell blood in the air... The first time monster drops below 50% MaxHP, you lose 5 MRM and gain 2x the usual sp at the beginning of the turn (50% instead of 25%); both effects last for 3 rounds. Level 3: Marked for Death - Toggle A quick preemptive shot leaves your foe vulnerable to the real attack. Costs 25% melee sp. Shoot an arrow before each attack. It deals no damage, but Marks the monster for one round; Marked monsters take +50% damage from all weapon attacks and specials. Monster can resist the Marking (Dex/Luck vs Dex/Luck) with +0 bonus to save. Level 4: End the Hunt - Active Use a weak spot in your opponent's defenses to get the most out of each Mark. Make sure to finish off your enemy before it adapts, though, or you might find your situation becoming dodgy... Quickcast, costs 25% melee sp. You deal 2x damage against Marked foes (instead of 1.5x), and this skill is disabled. Both effects lasts for 3 turns; afterward, you become Dazed (50% chance of inaction) for 1 round. Level 5: Know-How - Toggle You don't need a perfect arrow for every beast as long as you know where to shoot. Costs 10% melee sp. Your weapon attacks and specials deal Harm damage. (affects 100-procs) Level 6: Ranger's Recovery - Active Keep your foe at bay with a barrage of arrows while you take a moment to catch your breath and clear your mind. Spell-type skill, no cost. Perform five Ranged shots, each follows the element of your weapon, does 5% melee damage and heals 15% melee sp if it hits. If the monster is Marked, each arrow heals 25% melee sp instead. Level 7: Spotter's Mark - Passive Even a missed shot is a learning experience. The way your foe moves to evade your arrow tells you exactly where it'll be a moment later. If you miss with a Marking shot, your weapon attacks, specials, spells, pet and guest attacks gain +20 bth for one round. Level 8: Fleetfoot - Toggle The best way to avoid an attack is to be somewhere else. Costs 25% melee sp. You have 21% chance to reduce the damage of each monster hit to 0. Chance increases to 42% in Defensive Position and 53% in Superior Position. Level 9: Bloodletting - Active Blood arteries, oil pipes, meridians for the flow of mystical energy - every being has stuff it wants to keep inside and channels though which it does so. Such things provide easy targets for your attack. Weapon-based skill, costs 100% melee sp. 1-hit Ranged attack, follows weapon element; works with 100-procs. Takes -77% damage penalty to leave the monster Wounded (loses 10% MaxHP each round); if the attack was a Lucky Strike, the monster loses 20% MaxHP instead. Either way, monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save; this is treated as Bleed for save purposes. If the monster is Marked, it also becomes Maimed (sp locked to 0) until it recovers from being Wounded. Level 10: Rapid Fire - Toggle Sacrifice power for speed, releasing two arrows in the time it would take another archer to fire one. Easier to do if you have the high ground. Costs 50% melee sp. Your weapon attacks and specials take -25% damage penalty; they also grant Celerity. After attack the armor and toggle are locked for the rest of the round to avoid abuse. (works with 100-procs) Sp cost is reduced to 25% melee if you're in Defensive Position and to 12.5% if you're in Superior Position.
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