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#12831168 Nov 05, 2016 at 12:20 AM · Edited over 1 year ago
Field Marshal
59 Posts
Plug and Play: If your character fits a default mold (Tank, Healer, DPS, or Support-Heals / Support-DPS), there are pre-built 'sheets' for such characters. Taking such a pre-built sheet is effectively auto-approval, so long as these sheets fit your character.

Tank: +2 defensive rolls, +10 HP

Talent 1: Health 1: +10 HP

Talent 2: Health 2: +25 HP
- Requires Health 1
- Requires Tank
- A Shapeshifter may take this talent, but this talent is only active while the Shapeshifter is in their Tank form.

Talent 3: Taunt:
- Take up to 15 damage instead of one (or more) targets. This damage cannot be negated, but can be mitigated (the damage will always happen, but it can be applied to shielding if you are under a shield effect).
- 1 turn cooldown (2 rounds).
- May be used on offensive round.

Talent 4: Shield Wall:
- 2 turn cooldown (4 rounds)
- Completely negate damage from all sources. No other actions can be taken this round.

Talent 5: Stand Behind Me:
- 2 turn cooldown (4 rounds)
- Must be used on defensive round.
- Choose three targets
* These targets take no damage for this round.
* No other actions can be taken by you.
* You take 10 damage this round. This damage may not be negated.
+0
#12831172 Nov 05, 2016 at 12:24 AM · Edited over 1 year ago
Field Marshal
59 Posts
DPS: +2 attack rolls, +5 damage when dealing damage

Talent 1: Health 1: +10 HP

Talent 2: Single-Target Nuke:
- 3 turn cooldown (6 rounds)
- Three round process
* Charge round – take 5 damage
* Damage round – deal 50 damage
* Cooldown round – take 5 damage
- Generally kill or overkill for mobs or minis.
- Damage cannot be split.
- You may take no other actions during these three rounds.
- This must start on a defensive round.
- This damage may be mitigated but not negated
* (Shielding / Automatic Shielding works, Stand Behind Me does not)

Talent 3: AoE Nuke:
- 5 turn cooldown (10 rounds)
- Three round process
* Charge round – take 5 damage
* Damage round – deal 20 damage to 5 targets
* Cooldown round – take 5 damage
- Damage cannot be pooled (if fewer than 5 targets, surplus damage is lost)
- You may take no other actions during these three rounds.
- This must start on a defensive round.
- This damage may be mitigated but not negated
* (Shielding / Automatic Shielding works, Stand Behind Me does not)

Talent 4: Damage Over Time:
- On successful attack roll, add +5 damage to target over 6 turns (total 30 HP)
- This damage is applied on the offensive round of each turn unless no offensive round is given, in which case it is applied on the second defensive round.
- This damage is your responsibility to note.
- If cast on a target already under the effects of DOT refresh duration of DOT effect.
- DPS perk does not increase damage done by this effect.
- The player who cast the DOT effect is responsible for tracking when the damage ticks.
- 1 turn (2 round) cooldown after successful application.

Talent 5: Reckless Retaliation:
- Defensive round only.
- Upon taking damage, declare that you are using this ability.
- On your next offensive round, automatically deal 3x the damage taken, but take an additional 5 damage. This damage can result in a KO, which CAN be mitigated via Iron Will.
- If the damage is negated, then this ability fails. (ex. Shield Wall / Stand Behind Me).
- Shields do not have any impact on this ability. (Shielding / Automatic Shielding)
* You take damage (or don't) based on the shield, but your damage dealt is not impacted by the presence or absence of a shield.
- 3 turn cooldown after successful offensive turn. (6 rounds, starting on NEXT defensive round)
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#12831173 Nov 05, 2016 at 12:27 AM
Field Marshal
59 Posts
Healer: +2 healing roll, +5 heal on successful healing

Talent 1: Health 1: +10 HP

Talent 2: Single Target Heal:
- 2 turn cooldown (4 rounds)
- Heal 30 HP
- Cannot be self-cast
- Cannot be split

Talend 3: AoE Heal:
- 3 turn cooldown (6 rounds)
- Heal 10 HP on 3 targets

Talent 4: Heal Over Time:
- 1 turn cooldown (2 rounds)
- Heal 1 target for 5 hp every round for six rounds. (Total 30 HP)
- Healer perk does not increase the healing done by this effect.
- If cast on a target already under the effects of HOT, refresh duration of HOT effect.
- The player who receives the HOT effect is responsible for tracking when the healing ticks.

Talent 5: Automatic Shielding:
- Your overhealing is automatically converted into shielding
- This includes perk healing such as AoE Heal or Sacrifice
+0
#12831178 Nov 05, 2016 at 12:32 AM
Field Marshal
59 Posts
Support (DPS): +3 support roll, +5 HP

Talent 1: Health 1: +10 HP

Talent 2: Aura:
- Requires Support
* A Shapeshifter may take this talent, but this talent is only active while the Shapeshifter is in their Support form.
- This abilities first activation for the event may be done at any time.
- 3 turn cooldown before you may activate a different Aura effect.
- Activating a new Aura effect deactivates the old one automatically.
- When activating this ability, you must declare which type of Aura you are activating.
* Health – All players (except the support in question) gain +10 HP. This aura does not stack with Health Aura effects from other sources.
* Damage – All players (except the support in question) gain +5 damage when they deal damage. This aura does not stack with Damage Aura effects from other sources.
* Healing – All players (except the support in question) gain +5 healing done when they successfully heal. This aura does not stack with Healing Aura effects from other sources.
- You may cancel an active Aura effect at any time, but the cooldown remains in effect for the full duration (3 turns / 6 rounds).
- Some bosses may dispel the Aura effect early. In this instance, the cooldown remains in effect for the full remainder of the duration.
- If you are KO'd, the Aura effect is disabled.
- If you are a Shapeshifter and leave your Support form, the Aura effect is cancelled. The cooldown remains in effect for the full remainder of the duration.

Talent 3: Single-Target Nuke:
- 3 turn cooldown (6 rounds)
- Three round process
* Charge round – take 5 damage
* Damage round – deal 50 damage
* Cooldown round – take 5 damage
- Generally kill or overkill for mobs or minis.
- Damage cannot be split.
- You may take no other actions during these three rounds.
- This must start on a defensive round.
- This damage may be mitigated but not negated
* (Shielding / Automatic Shielding works, Stand Behind Me does not)

Talent 4: AoE Nuke:
- 5 turn cooldown (10 rounds)
- Three round process
* Charge round – take 5 damage
* Damage round – deal 20 damage to 5 targets
* Cooldown round – take 5 damage
- Damage cannot be pooled (if fewer than 5 targets, surplus damage is lost)
- You may take no other actions during these three rounds.
- This must start on a defensive round.
- This damage may be mitigated but not negated
* (Shielding / Automatic Shielding works, Stand Behind Me does not)

Talent 5: Damage Over Time:
- On successful attack roll, add +5 damage to target over 6 turns (total 30 HP)
- This damage is applied on the offensive round of each turn unless no offensive round is given, in which case it is applied on the second defensive round.
- This damage is your responsibility to note.
- If cast on a target already under the effects of DOT refresh duration of DOT effect.
- DPS perk does not increase damage done by this effect.
- The player who cast the DOT effect is responsible for tracking when the damage ticks.
- 1 turn (2 round) cooldown after successful application.
+0
#12831182 Nov 05, 2016 at 12:35 AM
Field Marshal
59 Posts
Support (Healer): +3 support roll, +5 HP

Talent 1: Health 1: +10 HP

Talent 2: Aura:
- Requires Support
* A Shapeshifter may take this talent, but this talent is only active while the Shapeshifter is in their Support form.
- This abilities first activation for the event may be done at any time.
- 3 turn cooldown before you may activate a different Aura effect.
- Activating a new Aura effect deactivates the old one automatically.
- When activating this ability, you must declare which type of Aura you are activating.
* Health – All players (except the support in question) gain +10 HP. This aura does not stack with Health Aura effects from other sources.
* Damage – All players (except the support in question) gain +5 damage when they deal damage. This aura does not stack with Damage Aura effects from other sources.
* Healing – All players (except the support in question) gain +5 healing done when they successfully heal. This aura does not stack with Healing Aura effects from other sources.
- You may cancel an active Aura effect at any time, but the cooldown remains in effect for the full duration (3 turns / 6 rounds).
- Some bosses may dispel the Aura effect early. In this instance, the cooldown remains in effect for the full remainder of the duration.
- If you are KO'd, the Aura effect is disabled.
- If you are a Shapeshifter and leave your Support form, the Aura effect is cancelled. The cooldown remains in effect for the full remainder of the duration.

Talent 3: Single Target Heal:
- 2 turn cooldown (4 rounds)
- Heal 30 HP
- Cannot be self-cast
- Cannot be split

Talent 4: AoE Heal:
- 3 turn cooldown (6 rounds)
- Heal 10 HP on 3 targets

Talent 5: Heal Over Time:
- 1 turn cooldown (2 rounds)
- Heal 1 target for 5 hp every round for six rounds. (Total 30 HP)
- Healer perk does not increase the healing done by this effect.
- If cast on a target already under the effects of HOT, refresh duration of HOT effect.
- The player who receives the HOT effect is responsible for tracking when the healing ticks.
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