Post by Spookypatrol [Delia] on Jun 23, 2015 14:19:04 GMT -5
Welcome, Scholars! Wishing to specialize as a Tactician? Purchase a skill below and you will be locked into your new Tactician class!
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
This shop is a work in progress. Please check back soon.
Skill; Passive:
Brilliant Observations: If the Tactician's Competency score is higher than the enemy's, the Tactician gains +10% evasiveness and +5% accuracy against the enemy.
Rupee Cost: 300
Skill; Buff:
Clever Combat: The Tactician plans ahead, allowing them to use their Competency score in place of their Attack score to calculate damage on a primary hit. Attack score is still used to calculate accuracy, and this damage does not apply to any secondary damage sources (such as DoTs) that would otherwise go off of Attack (such as bleeds and burns). The Tactician may still perform an attacking action on the turn that Clever Combat is activated, but he/she may not use this skill in tandem with another skill (unless affected by alacrity). This skill may only be activated every 3 rounds.
Rupee Cost: 300
Skill; Buff:
Critical Analysis: The Tactician surveys his/her enemies closely before discussing with his/her allies, increasing all allies' critical chance by 25% of the Tactician's Competency score for 2 rounds. This skill may only be used once every 6 rounds.
Special Grid Rules:
This skill has global range, provided all allies can hear and/or see the Tactician. CCed allies that otherwise could not take any actions (frozen, asleep, etc) can still benefit from this skill.
Rupee Cost: 350
Skill; Buff:
Replicate Results: The Tactician monitors his/her allies closely. The Scholar reproduces his/her ally's successes, gaining bonuses based on the type of action performed by an ally. If an offensive action was performed, the Scholar's next attack deals bonus damage equal to 20% of his/her Competency. If a defensive action was taken, the next attack the Scholar is hit by is reduced by 35% of the Scholar's Competency. If a supporting action is taken, the Scholar's next supporting action has its efficacy boosted by 15% of his/her Competency. The Scholar may perform an action immediately after activating this skill.
If no ally is available, the Scholar may monitor an enemy instead. 7 round cooldown.
Special Grid Rules:
The target ally or enemy must be within line-of-sight.
Rupee Cost: 350
Skill; Debuff:
Outplay: Enemies targeting the Tactician critically fail on 90-100. This is a passive skill, but must be an equipped skill. In addition, this skill may be activated to provide a single ally with its benefits for two rounds, but the Tactician must wait 4 rounds before reactivating the ability.
Special Grid Rules:
The target ally must be within line-of-sight.
Rupee Cost: 400
Skill; Buff:
Volte-face: The Tactician is adept at turning the tides of battle in his/her group's favor, inverting all non-damaging negative effects on a single target into an equal positive effect. For example, if a target's Defense is reduced by 20%, they instead are granted +20% Defense. This applies to negative effects from all forms of Soft CC (but not Hard CC) and Status Conditions; for example, if a target is Dazed, this skill grants them +35% damage and +20% accuracy. This applies if the negative effects were self-inflicted as well. The duration of the buff is equal to the remaining duration of the negative effect.
4 round cooldown after the longest effect expires.
Special Grid Rules:
The target ally must be within line-of-sight.
Rupee Cost: 400
Skill; Buff:
Field Analysis: The Scholar may thoroughly analyze a target over a few rounds, increasing his/her knowledge of the enemy combatant for each round he/she watches them. For each round the enemy is analyzed, the Tactician gains +10% accuracy, +5% crit, and +5% cc crit. The Tactician may channel this ability for up to 3 rounds, increasing his/her bonuses to +30% accuracy, +15% crit, and +15% cc crit.
If the Tactician successfully maintains concentration for at least 2 rounds, all allies are granted the bonus of the earlier concentration tier. For 2 rounds charged, all allies gain +10% accuracy, +5% crit, and +5% cc crit. If all 3 rounds are charged, all allies gain +20% accuracy, +10% crit, and +10% cc crit on the following round. If the Scholar is hit by any damage source while concentrating, his/her concentration is broken, but he/she still retains the bonuses up to the point of being interrupted (ie if the Tactician is interrupted after concentrating for 2 rounds, his/her next attack has +20% accuracy, +10% crit, and +10% cc crit, and his/her allies gain +10% accuracy, +5% crit, and +5% cc crit.) The Tactician may not perform any other action while concentrating, but may break concentration at any time.
6 round cooldown after the analysis is complete.
Special Grid Rules:
The target enemy must be within line-of-sight, however the ally buff is global.
Rupee Cost: 450
Skill; Buff:
Stratagem: The Tactician gains +10% Competency passively. A Tactician may activate this skill to provide its passive benefit to all allies, in addition to granting all allies a chance equal to 25% of the Tactician's Competency score +10% to automatically make an extra modified basic attack on their turn for 2 Rounds. 6 round cooldown after the effect expires.
Special Grid Rules:
This buff is global.
Rupee Cost: 450
Skill; Passive:
Tactical Assault: The Tactician is a master of strategy, coordinating attacks potently with allies. When joining in on a Team Attack with a Tactician, the Team Attack gains unique bonuses.
If a 2-player TA: no accuracy loss. +15% crit.
If a 3-player TA: -10% reduced acc instead of -20%. +10% crit.
The Tactician may also choose a preferred style of Team Attack, choosing from either an Aggressive style or Technical style.
If Aggressive: +10%+10% of Tactician's Comp as bonus outgoing damage, plus +10% of Tactician's comp as flat bonus damage.
If Technical: +10%+10% of Tactician's Comp as bonus cc and status application rate +10% of Tactician's comp as critical application rate.
In addition, if a TA where a Tactician is involved fails, the cooldown is reduced to 2 rounds, and the Tactician and ally who performed the failed TA gain a +10% accuracy bonus on their next attempt, provided they are attacking together.
Cooldown is otherwise identical to a standard Team Attack cooldown.
Special Grid Rules:
This skill follows standard Team Attack grid rules.
Rupee Cost: 500
Skill; Passive, Buff:
Sustain the Attack: For every 25% of health any target (enemy or ally) on the field loses, the Tactician rallies his/her group, granting all allies bonus efficacy equal to 10% of the Tactician’s Competency stat, as a flat value, on all actions for 2 rounds. This does not increase base damage dealt or damage modifiers, but does increase application rates and critical rates.
(ie if a Tactician has 100 Comp, this grants 10 flat efficacy to ally trigger components. Ie an ally with 20% crit chance is granted 30% crit chance; an ally with 20% poison rate is granted 30% poison rate; etc.)
Additionally, the Tactician may choose to manually boost the morale of an allied companion, granting bonuses to him/her depending on their percent of health lost. Each lower tier gains bonuses from previous tiers as well (ie at 75% health loss, a player gains the benefits of the buffs from 25%, 50%, and 75%).
If 25% or more missing: Grants bonus accuracy equal to 5%+10% of the Tactician’s Competency for 2 rounds.
If 50% or more missing: Grants 15% outgoing damage for each CC or Status condition on the target for 2 rounds.
If 75% or more missing: Increases incoming healing by 200% and grants any heals applied a 20% chance to critically apply for 2 rounds.
A Tactician may not boost the morale of an ally that is above 75% max hp, but may offer themselves some solid advice and gain their own benefits. 5 round cooldown between morale boosts.
Special Grid Rules:
The passive component is global. The active component requires line-of-sight with the target ally.
Rupee Cost: 500
Skill:
Sagacious Scheme: The Tactician’s impeccable planning grants either a target ally Advantage or an enemy Disadvantage on all rolls over their next turn:
Advantage: Roll each check twice. The higher number(s) are kept.
Disadvantage: Roll each check twice. The lower number(s) are kept.
6 round cooldown, regardless of whether an enemy or ally is targeted.
Unique Rules:
The Tactician can apply this effect to any target in his/her round regardless of posting order, even if the target has taken an action before the Tactician.
Rupee Cost: 550
Skill:
Refresher Course: The Tactician clears the cooldown on a skill of his/her choice (self or ally). Additionally, the efficacy and accuracy of the cleared skill is increased by 25% of the Tactician’s Competency stat. If the selected skill is not on cooldown, the accuracy and efficacy is still increased. This cannot be used on item actives.
This cooldown is variable depending on the cooldown of the targeted skill:
Minimum 2 round cooldown. Maximum 8 round cooldown. Matches the cooldown of the targeted skill if between 2-8.
Rupee Cost: 550
Skill; Buff; Debuff:
Grand Strategy: The Tactician formulates a grand strategy in an effort to give their team the upper hand against all odds. For 3 Rounds, the Tactician and their allies cannot have disadvantage applied to them from any source, including personal debuffs. In addition, all allies have a higher chance of passing any skill checks and saves for the duration of the effect equal to 10%+10% of the Tactician’s Competency.
If an ally or the Tactician misses an attack (skill, spell, ability, or item active) while Grand Strategy is active, the Tactician’s keen planning allows their ally or themselves to reattempt the action early, halving its usual failure cooldown, rounded down. This effect applies to the usual cooldown for failed Team Attacks as well.
By increasing team efficiency, on the turn Grand Strategy is activated the actions of all enemies are delayed by 1 turn. In addition, all enemies with a Competency score lower than the Tactician are afflicted with disadvantage on all attack rolls for the full duration of Grand Strategy.
Due to the extreme planning required for this action, Grand Strategy can only be used once per combat.
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
This shop is a work in progress. Please check back soon.
Tier 3: Levels 20-24
Skill; Passive:
Brilliant Observations: If the Tactician's Competency score is higher than the enemy's, the Tactician gains +10% evasiveness and +5% accuracy against the enemy.
Rupee Cost: 300
Skill; Buff:
Clever Combat: The Tactician plans ahead, allowing them to use their Competency score in place of their Attack score to calculate damage on a primary hit. Attack score is still used to calculate accuracy, and this damage does not apply to any secondary damage sources (such as DoTs) that would otherwise go off of Attack (such as bleeds and burns). The Tactician may still perform an attacking action on the turn that Clever Combat is activated, but he/she may not use this skill in tandem with another skill (unless affected by alacrity). This skill may only be activated every 3 rounds.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Skill; Buff:
Critical Analysis: The Tactician surveys his/her enemies closely before discussing with his/her allies, increasing all allies' critical chance by 25% of the Tactician's Competency score for 2 rounds. This skill may only be used once every 6 rounds.
Special Grid Rules:
This skill has global range, provided all allies can hear and/or see the Tactician. CCed allies that otherwise could not take any actions (frozen, asleep, etc) can still benefit from this skill.
Rupee Cost: 350
Skill; Buff:
Replicate Results: The Tactician monitors his/her allies closely. The Scholar reproduces his/her ally's successes, gaining bonuses based on the type of action performed by an ally. If an offensive action was performed, the Scholar's next attack deals bonus damage equal to 20% of his/her Competency. If a defensive action was taken, the next attack the Scholar is hit by is reduced by 35% of the Scholar's Competency. If a supporting action is taken, the Scholar's next supporting action has its efficacy boosted by 15% of his/her Competency. The Scholar may perform an action immediately after activating this skill.
If no ally is available, the Scholar may monitor an enemy instead. 7 round cooldown.
Special Grid Rules:
The target ally or enemy must be within line-of-sight.
Rupee Cost: 350
Tier 4: Levels 30-34
Skill; Debuff:
Outplay: Enemies targeting the Tactician critically fail on 90-100. This is a passive skill, but must be an equipped skill. In addition, this skill may be activated to provide a single ally with its benefits for two rounds, but the Tactician must wait 4 rounds before reactivating the ability.
Special Grid Rules:
The target ally must be within line-of-sight.
Rupee Cost: 400
Skill; Buff:
Volte-face: The Tactician is adept at turning the tides of battle in his/her group's favor, inverting all non-damaging negative effects on a single target into an equal positive effect. For example, if a target's Defense is reduced by 20%, they instead are granted +20% Defense. This applies to negative effects from all forms of Soft CC (but not Hard CC) and Status Conditions; for example, if a target is Dazed, this skill grants them +35% damage and +20% accuracy. This applies if the negative effects were self-inflicted as well. The duration of the buff is equal to the remaining duration of the negative effect.
4 round cooldown after the longest effect expires.
Special Grid Rules:
The target ally must be within line-of-sight.
Rupee Cost: 400
Tier 4.5: Levels 35-39
Skill; Buff:
Field Analysis: The Scholar may thoroughly analyze a target over a few rounds, increasing his/her knowledge of the enemy combatant for each round he/she watches them. For each round the enemy is analyzed, the Tactician gains +10% accuracy, +5% crit, and +5% cc crit. The Tactician may channel this ability for up to 3 rounds, increasing his/her bonuses to +30% accuracy, +15% crit, and +15% cc crit.
If the Tactician successfully maintains concentration for at least 2 rounds, all allies are granted the bonus of the earlier concentration tier. For 2 rounds charged, all allies gain +10% accuracy, +5% crit, and +5% cc crit. If all 3 rounds are charged, all allies gain +20% accuracy, +10% crit, and +10% cc crit on the following round. If the Scholar is hit by any damage source while concentrating, his/her concentration is broken, but he/she still retains the bonuses up to the point of being interrupted (ie if the Tactician is interrupted after concentrating for 2 rounds, his/her next attack has +20% accuracy, +10% crit, and +10% cc crit, and his/her allies gain +10% accuracy, +5% crit, and +5% cc crit.) The Tactician may not perform any other action while concentrating, but may break concentration at any time.
6 round cooldown after the analysis is complete.
Special Grid Rules:
The target enemy must be within line-of-sight, however the ally buff is global.
Rupee Cost: 450
Skill; Buff:
Stratagem: The Tactician gains +10% Competency passively. A Tactician may activate this skill to provide its passive benefit to all allies, in addition to granting all allies a chance equal to 25% of the Tactician's Competency score +10% to automatically make an extra modified basic attack on their turn for 2 Rounds. 6 round cooldown after the effect expires.
Special Grid Rules:
This buff is global.
Rupee Cost: 450
Tier 5: Levels 40-44
Skill; Passive:
Tactical Assault: The Tactician is a master of strategy, coordinating attacks potently with allies. When joining in on a Team Attack with a Tactician, the Team Attack gains unique bonuses.
If a 2-player TA: no accuracy loss. +15% crit.
If a 3-player TA: -10% reduced acc instead of -20%. +10% crit.
The Tactician may also choose a preferred style of Team Attack, choosing from either an Aggressive style or Technical style.
If Aggressive: +10%+10% of Tactician's Comp as bonus outgoing damage, plus +10% of Tactician's comp as flat bonus damage.
If Technical: +10%+10% of Tactician's Comp as bonus cc and status application rate +10% of Tactician's comp as critical application rate.
In addition, if a TA where a Tactician is involved fails, the cooldown is reduced to 2 rounds, and the Tactician and ally who performed the failed TA gain a +10% accuracy bonus on their next attempt, provided they are attacking together.
Cooldown is otherwise identical to a standard Team Attack cooldown.
Special Grid Rules:
This skill follows standard Team Attack grid rules.
Rupee Cost: 500
Skill; Passive, Buff:
Sustain the Attack: For every 25% of health any target (enemy or ally) on the field loses, the Tactician rallies his/her group, granting all allies bonus efficacy equal to 10% of the Tactician’s Competency stat, as a flat value, on all actions for 2 rounds. This does not increase base damage dealt or damage modifiers, but does increase application rates and critical rates.
(ie if a Tactician has 100 Comp, this grants 10 flat efficacy to ally trigger components. Ie an ally with 20% crit chance is granted 30% crit chance; an ally with 20% poison rate is granted 30% poison rate; etc.)
Additionally, the Tactician may choose to manually boost the morale of an allied companion, granting bonuses to him/her depending on their percent of health lost. Each lower tier gains bonuses from previous tiers as well (ie at 75% health loss, a player gains the benefits of the buffs from 25%, 50%, and 75%).
If 25% or more missing: Grants bonus accuracy equal to 5%+10% of the Tactician’s Competency for 2 rounds.
If 50% or more missing: Grants 15% outgoing damage for each CC or Status condition on the target for 2 rounds.
If 75% or more missing: Increases incoming healing by 200% and grants any heals applied a 20% chance to critically apply for 2 rounds.
A Tactician may not boost the morale of an ally that is above 75% max hp, but may offer themselves some solid advice and gain their own benefits. 5 round cooldown between morale boosts.
Special Grid Rules:
The passive component is global. The active component requires line-of-sight with the target ally.
Rupee Cost: 500
Tier 5.5: Levels 45-49
Skill:
Sagacious Scheme: The Tactician’s impeccable planning grants either a target ally Advantage or an enemy Disadvantage on all rolls over their next turn:
Advantage: Roll each check twice. The higher number(s) are kept.
Disadvantage: Roll each check twice. The lower number(s) are kept.
6 round cooldown, regardless of whether an enemy or ally is targeted.
Unique Rules:
The Tactician can apply this effect to any target in his/her round regardless of posting order, even if the target has taken an action before the Tactician.
Rupee Cost: 550
Skill:
Refresher Course: The Tactician clears the cooldown on a skill of his/her choice (self or ally). Additionally, the efficacy and accuracy of the cleared skill is increased by 25% of the Tactician’s Competency stat. If the selected skill is not on cooldown, the accuracy and efficacy is still increased. This cannot be used on item actives.
This cooldown is variable depending on the cooldown of the targeted skill:
Minimum 2 round cooldown. Maximum 8 round cooldown. Matches the cooldown of the targeted skill if between 2-8.
Rupee Cost: 550
Class Mastery: Level 50
Skill; Buff; Debuff:
Grand Strategy: The Tactician formulates a grand strategy in an effort to give their team the upper hand against all odds. For 3 Rounds, the Tactician and their allies cannot have disadvantage applied to them from any source, including personal debuffs. In addition, all allies have a higher chance of passing any skill checks and saves for the duration of the effect equal to 10%+10% of the Tactician’s Competency.
If an ally or the Tactician misses an attack (skill, spell, ability, or item active) while Grand Strategy is active, the Tactician’s keen planning allows their ally or themselves to reattempt the action early, halving its usual failure cooldown, rounded down. This effect applies to the usual cooldown for failed Team Attacks as well.
By increasing team efficiency, on the turn Grand Strategy is activated the actions of all enemies are delayed by 1 turn. In addition, all enemies with a Competency score lower than the Tactician are afflicted with disadvantage on all attack rolls for the full duration of Grand Strategy.
Due to the extreme planning required for this action, Grand Strategy can only be used once per combat.