╫╬╩╥CYBER HUNTER╥╩╬╫ Blue Ruin
Assail an enemy with 2 spinning, devastating strikes with the held Primary weapon (the player using Blue Ruin is charged with blue plasma).
Energy Required:
Level 1: 14
Level 2: 16
Level 3: 18
Level 4: 20
Level 5: 22
Level 6: 24
Level 7: 26
Level 8: 28
Level 9: 30
Level 10: 32
Damage Progressions:
Level 1: 23% more damage
Level 2: 26% more damage
Level 3: 29% more damage
Level 4: 32% more damage
Level 5: 35% more damage
Level 6: 38% more damage
Level 7: 41% more damage
Level 8: 44% more damage
Level 9: 47% more damage
Level 10: 50% more damage
Weapon Required: None
Stat Required: None
Level Required: 1
Improves With: None
Warm Up: 0
Cool Down: 2
Threaten: Decreases the Support of the selected target.
Energy Required:
Level 1: 10
Level 2: 12
Level 3: 14
Level 4: 16
Level 5: 18
Level 6: 20
Level 7: 22
Level 8: 24
Level 9: 26
Level 10: 28
Weapon Required: None
Stat: None
Level Required: 1
Improves With: Technology (+1 Support at 20 Technology; +1 Support per 4 Technology after)
Warm Up: 0
Cool Down: 4 Turns
Duration: 4 Turns
Usage: Does not apply to Strike
Static Charge: Static Charge currently improves Primary weapon damage + Strength damage. This current model can only be fully utilized by Strength users and not from other types and sorts of users of the Cyber Hunter class, and that is not something of equal opportunity, especially when we love Static Charge so much, it is a core skill of our skill tree. It has become a high priority to me now to suggest an edit to Static Charge to restore the class to a previously simpler, more hardy class. So here it is:
Static Charge: A percentage of your Primary weapon's damage is added to your energy bank in a Strike. Energy restoration never fails, however the Strike itself is blockable.
Energy Required: 0 (No Cost)
Conversion:
Level 1: 33% of the Primary Weapon's Damage to Energy
Level 2: 36% of the Primary Weapon's Damage to Energy
Level 3: 39% of the Primary Weapon's Damage to Energy
Level 4: 42% of the Primary Weapon's Damage to Energy
Level 5: 45% of the Primary Weapon's Damage to Energy
Level 6: 48% of the Primary Weapon's Damage to Energy
Level 7: 51% of the Primary Weapon's Damage to Energy
Level 8: 54% of the Primary Weapon's Damage to Energy
Level 9: 57% of the Primary Weapon's Damage to Energy
Level 10: 60% of the Primary Weapon's Damage to Energy
Weapon Required: None
Stat Required: None
Level Required: 2
Improves With: None
Warm Up: 0
Cool Down: 4
Tactics: Increases the Support of the selected target.
Energy Required:
Level 1: 16
Level 2: 17
Level 3: 18
Level 4: 19
Level 5: 20
Level 6: 21
Level 7: 22
Level 8: 23
Level 9: 24
Level 10: 25
Weapon Required: None
Stat: None
Level Required: 5
Improves With: Strength (+1 Support at 20 Strength; +1 Support per 4 Strength after)
Warm Up: 0
Cool Down: 2