I will not remove any of the existing skills, just rearrange them
Reaver:
They get 2 new trees flame and unholy. I wanted to make reaver a fun and unique class to play, so most abilities are magical and scale off spellpower
Flame:
Dragon Strike - Strike your opponent doing bonus damage. If you have Fiery Soul then it haas a Fire DoT and if you have Unholy Lore it has a Spirit DoT
Dragon Slave - Cone of Fire. Fiery Soul increases damage, Unholy Lore gives it a spirit DoT
Flaming Weapons - Ignites the Reavers weapons with flames. Unholy Lore adds spirit damage and Fiery Soul makes the effect partywide. Maximum 12 damage
Fiery Soul - Slightly increases health regen and grants 20% fire resistance, Enhances many of the reavers abilities with fire
Unholy:
Death Coil - Sacrifice 35 of your health to heal an ally or damage an enemy. Unholy Lore increases amount healed/damaged and Fiery Soul decreases health cost
Blood Bond - Siphon blood from an enemy to heal you. Unholy Collusion increases damage and fiery soul adds a fire DoT
Blood Boil - All enemies near the caster have their blood boil. If the target is being affected by dragon slave, dragon strike or death coil then the damage they take from this is increased
Unholy Lore - Grants 20% spirit resistance and 5 defence. Enhances many of the reavers abilities with spirit damage.
Shapeshifter:
I always thought Shapeshifters would be better if they were druid like primal casters
Elemental Mastery Tree:
Nature Mastery - Increases Nature Damage by 20% of your spellpower
Electricic Mastery - Increases Electric Damage by 20% of your spellpower
Cold Mastery - Increases Cold Damage by 20% of your spellpower
Fire Mastery - Increases Fire Damage by 20% of your spellpower
Primal Tree:
Wrath - Fire a bolt of earth at an opponent, dealing nature damage
Entangling Roots - Trap the target in roots. They take nature damage over time and are unable to move or attack
Natural Weapons - Party's weapons deal bonus nature damage with every hit. Maximum 12 damage
Call of the Wilds - Increases allies stats by 10% of your spellpower and grants 50% nature resistance 2 minute cooldown 5 minute duration
Templar:
Buffs:
Blessed Weapons - Your party member's weapons drain mana from casters with each hit while this mode is active
Blessing of Wisdon - Increases stamina/mana regen for 10 minutes
Blessing of Might - The templar lends his strength to an ally, granting him bonus damage based on the templar's strength
Blessing of Kings - Increases the stats of a party member by 20% of the templar's willpower
Combat:
Smite - Instantly strike an enemy
Heroic Strike - Strike an enemy doing bonus damage based on willpower
Hammer of Justice - Stun an enemy for 5 seconds
Rage - The templar focusses his hatred of evil into his weapons, increasing his attack speed by 10% of his willpower for 15 seconds
Blood Mage:
Affliction:
Shadow Bolt - Attack an enemy using darkness
Corruption - An unholy DoT
Immolate - A fire DoT
Conflagurate - Instant attack that consumes any Corruption or Immolate effects on the target, turning them into damage
Curses:
Curse of Weakness - Reduce the targets Attack and Defence by 15 for 20 seconds
Howl of Terror - Player based AoE fear
Curse of Agony - An unholy DoT
Curse of the Elements - Lowers the targets Fire, Spirit and Electricity resistances by 25% for 5 minutes
I'm going to do berserker next
Modifié par Red.Murder1, 13 février 2010 - 01:26 .





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