liy010 -> RE: =ED= Balance Discussion Thread (4/15/2012 22:09:41)
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Yeah the Merc Idea...Remove Adrenaline and add Support Unit Which provides a 20% Chance to Heal, 25% Chance to add Defence (For 5 Turns), 25% chance to add resistance (For 5 Turns), 20% chance for a Strong Attack and 10% Chance for a Poison (I thought about increasing STR but hey, they've already got FC) Support Unit (Increases with None :P) 15 Energy at level 1. Increases by 2 each level Cooldown: 3 Warm-Up: 1 Level 1: Heals for 35 HP, Adds 3 Defence, Adds 3 Resistance, 20% more Damage, 4 Poison Level 2: Heals for 37 HP, Adds 4 Defence, Adds 4 Resistance, 25% more Damage, 5 Poison Level 3: Heals for 39 HP, Adds 5 Defence, Adds 5 Resistance, 30% more Damage, 6 Poison Level 4: Heals for 41 HP, Adds 6 Defence, Adds 6 Resistance, 33% more Damage, 7 Poison Level 5: Heals for 43 HP, Adds 7 Defence, Adds 7 Resistance, 36% more Damage, 8 Poison Level 6: Heals for 46 HP, Adds 8 Defence, Adds 8 Resistance, 39% more Damage, 9 Poison Level 7: Heals for 49 HP, Adds 9 Defence, Adds 9 Resistance, 42% more Damage, 10 Poison Level 8: Heals for 51 HP, Adds 10 Defence, Adds 10 Resistance, 45% more Damage, 11 Poison Level 9: Heals for 53 HP, Adds 11 Defence, Adds 11 Resistance, 48% more Damage, 12 Poison Level 10: Heals for 55 HP, Adds 12 Defence, Adds 12 Resistance, 51% more Damage, 13 Poison The % might be a little stronger but it's a gamble so you never know...You could have 3 HP left and heal is still on cooldown...Use this skill...Boom, the poison effect happens...Useless!
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