Post by AgentMercury on Mar 21, 2017 23:11:30 GMT -3
Class: Infiltrator
Cost: 50
Stats:
HP: 117
SP: 130
ATK: 29
DEF: 23
ACC: 26
EVA: 29
Luck: 2
Skills:
- Mortal Strike
- Target: Single
- SP: 17%
- # of Hits: 3
- Hit/Crit: 87%/15%
- DMG Type: Melee Unarmed Slashing
- DMG: 3-4 * 3d3
- Properties:
- Deadly Crits
- x2 DMG during Critical Hit
- Deadly Crits
- Applied Effects:
- Doom
- Duration: 2 Rounds
- When removed by Duration or Removal Effects, reduce afflicted character's current health
- 60% of normal characters (30% if affected by Damage Over Time Reduction)
- 20% of Bosses and Epic Bosses (10% if affected by Damage Over Time Reduction)
- 5% of Group Bosses (2% if affected by Damage Over Time Reduction)
- Cannot stack or reset duration
- Prevents Healing and Resurrection effects
- Can be safely removed by Resting
- Counts as a Fear effect
- Bleeding
- Duration: 3 Rounds
- Take 4% of base HP every Round and during every Hostile action (Skills, Counters, and Follow-Ups)
- Does not proc on Subtle or All attacks or when attacking an Ally
- Can Stack up to 3 times
[/li][li] Demoralizing Shout
- Target: Group
- SP: 22%
- # of Hits: N/A
- Hit/Crit: 100%
- DMG Type: Debuff
- DMG: N/A
- Properties
- Subtle
- Does not trigger most Status Effects
- Subtle
- Applied Effects
- Cower
- 20% (Roll 1d5, Activates on 3)
- If activted, attack fails to execute (SP still used and cooldowns still activate)
- Can prevent Subtle actions
- Does not proc on turn it is applied
- Does not trigger on Counters or Follow-Ups
- Only activates once per round
- Despair
- Duration: 2 Rounds
- Removes and prevents Resurrection effects
- Prevent most Healing
- Doom (50% - Roll 1d2; Success on 1)
- Duration: 2 Rounds
- When removed by Duration or Removal Effects, reduce afflicted character's current health
- 60% of normal characters (30% if affected by Damage Over Time Reduction)
- 20% of Bosses and Epic Bosses (10% if affected by Damage Over Time Reduction)
- 5% of Group Bosses (2% if affected by Damage Over Time Reduction)
Cannot stack or reset duration
)
- 60% of normal characters (30% if affected by Damage Over Time Reduction)
- Prevents Healing and Resurrection effects
- Can be safely removed by Resting
- Counts as a Fear effect
- Duration: 2 Rounds
- Cower
[/li][li] Whirlwind
- Target: Group
- SP: 28%
- # of Hits: 1
- Hit/Crit: 91%/7%
- DMG Type: Melee Unarmed
- DMG: 9-12 * 1d3
- Properties:
- Deadly Crits
- x2 DMG during Critical Hit
- Deadly Crits
- Applied Effects:
- Mangle
- Lock Buff and Heal Skills
- Demise
- Duration: 1 Round
- Triggers Doom if on target
- Prevents new applications of Doom
- Can't affect targets that are immune to Fear
- Mangle
[/li][li] Execute
- Target: Single
- SP: 33%
- # of Hits: 1
- Hit/Crit: 96%/7%
- DMG Type: Melee Slashing
- DMG: 13-15 * 1d2
- Properties:
- Deadly Crits
- x2 DMG during Critical Hit
- Stealthy
- Does not trigger Counter-Attacks or Protect abilities
- Applied Effects:
- Fatal Blow
- Defeat normal enemies with >20% HP
Deal 30% of base HP to bosses with >20% HP
- Fatal Blow
Passive Abilities
- Deadly Presence
- All allies' attacks gain True Strike (Ignore most Avoidance effects)
- Master Assassin
- 20% (Roll 1d5, success on 4)
- On success, preemptively counter Melee attacks with Mortal Strike
- After counter, avoid the incoming Melee attack