Xendran
Member
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===Mercenary===
Remove: Bloodshield
Reason: Mercenaries have no MP or HP regen, therefore HP is too precious to spend on only resistance. Mercenaries only have one passive, compared to cyber hunters or tlm who have an equally good passive as well as incredibly strong other passives.
Add: Combat Mastery
Passively increases accuracy and stun resistance.
Level 1: 1% Increase
Level 2: 2% Increase
Level 3: 3% Increase
Level 4: 4% Increase
Level 5: 5% Increase
Level 6: 6% Increase
Level 7: 7% Increase
Level 8: 8% Increase
Level 9: 9% Increase
Level 10: 10% Increase
Remove: Intimidate
Reason: Lack of usefulness in current day battles
Add: Sabotage
Cost: 10 at level 1
Cost Increase: 2 per level
Lowers the effectiveness of your opponents weaponry!
Values: Scales half as well as shields. Has half the initial starting value of shields. Lowers the damage on all weapons by this amount.
===Tech Mage===
Modify: Assimilate
Reason: No cost, ineffective, unreliable, miniscule energy regain is not useful for a tech mage.
Cost: 15
Cost Increase: 2 per level
Lower enemy energy while dealing damage!
Reduces energy at the same rate as emp
Builds rage
Blockable
===Blood Mage===
Remove: Intimidate
Reason: Lack of usefulness in current day battles
Add: Assimilate
Cost: See Tech Mage
Cost Increase: See Tech Mage
===Cyber Hunter===
Remove: Static Charge
Reason: Overpowered in comjunction with Shadow Arts, Plasma Shield & High Dexterity
Add: Static Charnge (Passive)
Adds a percentage of damage you inflict to your energy
Level 1: 7%
Level 2: 9%
Level 3: 11%
Level 4: 13%
Level 5: 15%
Level 6: 17%
Level 7: 18%
Level 8: 19%
Level 9: 20%
Level 10: 21%
Remove: Shadow Arts
Reason: Passive Static charge to take over as secondary passive.
Add: Technician kdone
< Message edited by Xendran -- 1/17/2012 3:58:23 >
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