Skills for gunman, wizard and warrior
Posted: Tue Apr 05, 2022 7:17 pm
I just thought of some cool skills for all the classes. Some might be op some might be trash, these are just suggestions idk.
Gunman:
Velocity strikes:
Bullet speed increased by [x]%.
Velocity strikes skill tree:
The faster the bullet, the more damage. Striking enemies has a chance to pierce them. Making bullets pass through them, damage decreasing by [x]% everytime a bullet passed through an enemy. Bullets can pass enemies [x] amount of time
Venomspit pit: (poison zone skill tree)
Enemies that enter the poison zone will now be slowed by [x]% and will be ticked by rapid poison damage
Rugged traps: (flare roll skill tree)
Bear traps now have a chance to either slow enemies with a massive slow debuff, or a short stun, slowing them after a stun. Triggers based on a weighted chance.
Mage:
Arcane linx: (crucial mp skill tree)
Enemies hit will have a purple outline when hit, when hit. They will have the arcane linx debuff, linking them to other enemies/players hit. This means when you are hit with a mage orb, their attacks will be linked to you no matter what.
Ex: player hits player1, player hits player2. Arcane linx is now triggered. When player hits player2, player1 also recieves damage no matter how far they are.
Arcane linx can be stacked and linked unlimitedly.
Maelstrom field: (orb field skill tree)
Casting field will now have small lightning inside it, meaning enemies that enter the field be striked with [x]% amount of damage. This can only strike 3 enemies per time, but if only 1 then all 3 bolts will combine and strike one specific enemy.
When 2, bolts will focus on the one with most hp, 2bolts to the enemy with more hp, and 1 to the one with less.
Unstable lightning: (poison cloud skill tree)
Everytime the lightning cloud hits an enemy, the ground will burn blue and start burning nearby enemies for [x]% of damage for a few seconds.
When 2 or more enemies gather and get hit at the same time, the unstable lightning flame that it casts become stronger. Lasting for longer, dealing damage more and buffed all the way around.
Warrior:
Eternal pursuit: (fitness skill tree)
Increase movespeed by [x]% when enemies are nearby, enemies are noticed when they're too close by being marked with an angry red skull on their head.
Speed: (eternal pursuit skill tree)
After a dodgeroll, speed is slightly increased by [x]% for a few seconds.
Toxic steps:
Sprinting leaves a poisonous trail.
Undying: (near death crush skill tree)
Gain [x]% of damage reduction after reaching 25% hp.
Immortality: (undying skill tree)
When reaching 0% hp, you are immume to death for a few seconds
Divine intervention: (immortality skill tree)
When you get damaged to the point that you die, you get a burst of healing that amounts to 20% of your lost hp.
Living corpse: (divine intervention skill tree)
Immune to death for x% of seconds when dying.
Rage effetcs now increased by [x]%
Gain an increased amount of damage reduction when hitting 25% hp.
Gunman:
Velocity strikes:
Bullet speed increased by [x]%.
Velocity strikes skill tree:
The faster the bullet, the more damage. Striking enemies has a chance to pierce them. Making bullets pass through them, damage decreasing by [x]% everytime a bullet passed through an enemy. Bullets can pass enemies [x] amount of time
Venomspit pit: (poison zone skill tree)
Enemies that enter the poison zone will now be slowed by [x]% and will be ticked by rapid poison damage
Rugged traps: (flare roll skill tree)
Bear traps now have a chance to either slow enemies with a massive slow debuff, or a short stun, slowing them after a stun. Triggers based on a weighted chance.
Mage:
Arcane linx: (crucial mp skill tree)
Enemies hit will have a purple outline when hit, when hit. They will have the arcane linx debuff, linking them to other enemies/players hit. This means when you are hit with a mage orb, their attacks will be linked to you no matter what.
Ex: player hits player1, player hits player2. Arcane linx is now triggered. When player hits player2, player1 also recieves damage no matter how far they are.
Arcane linx can be stacked and linked unlimitedly.
Maelstrom field: (orb field skill tree)
Casting field will now have small lightning inside it, meaning enemies that enter the field be striked with [x]% amount of damage. This can only strike 3 enemies per time, but if only 1 then all 3 bolts will combine and strike one specific enemy.
When 2, bolts will focus on the one with most hp, 2bolts to the enemy with more hp, and 1 to the one with less.
Unstable lightning: (poison cloud skill tree)
Everytime the lightning cloud hits an enemy, the ground will burn blue and start burning nearby enemies for [x]% of damage for a few seconds.
When 2 or more enemies gather and get hit at the same time, the unstable lightning flame that it casts become stronger. Lasting for longer, dealing damage more and buffed all the way around.
Warrior:
Eternal pursuit: (fitness skill tree)
Increase movespeed by [x]% when enemies are nearby, enemies are noticed when they're too close by being marked with an angry red skull on their head.
Speed: (eternal pursuit skill tree)
After a dodgeroll, speed is slightly increased by [x]% for a few seconds.
Toxic steps:
Sprinting leaves a poisonous trail.
Undying: (near death crush skill tree)
Gain [x]% of damage reduction after reaching 25% hp.
Immortality: (undying skill tree)
When reaching 0% hp, you are immume to death for a few seconds
Divine intervention: (immortality skill tree)
When you get damaged to the point that you die, you get a burst of healing that amounts to 20% of your lost hp.
Living corpse: (divine intervention skill tree)
Immune to death for x% of seconds when dying.
Rage effetcs now increased by [x]%
Gain an increased amount of damage reduction when hitting 25% hp.