Post by Spookypatrol [Delia] on Jun 23, 2015 14:13:14 GMT -5
Welcome, Engineers! Wishing to specialize as a Demolitionist? Purchase a skill below and you will be locked into your new Demolitionist class!
All Engineering sub-classes come with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they do have other costs associated with them.
Mechanic:
Super Ammo: All Demolitionists are equipped with a Super Ammo Pouch that is freely refilled at the beginning of a combat encounter. This pouch starts with a 5 round capacity and increases by 1 per half tier (up to a maximum of 10 rounds at level 50). When using any skill or standard attack, the Demolitionist can elect to consume a round of Super Ammo to Reload or Overcharge their attack.
Reload: Uses one round of SA to instantly reload a skill, allowing it to be used without waiting for the cool down to finish. The existing normal cool down continues as usual and is not reset by reloading.
Overload: Packs the powder from a SA round into their next attack, increasing its Efficacy by 50%. (Example, if a skill that does 100% damage and has a 50% chance to Burn is Overloaded, it will instead deal 150% damage and have a 75% chance to Burn.) This can also be used on basic attacks made using firearms.
Super Ammo can be incredibly potent, but it is also unstable and potentially even dangerous to the user. When using a Reloaded or Overloaded skill, you have a 10% increased chance of Critically Failing and injuring yourself. (For example, if you have no raised Critical Failure chance from other sources, you would take recoil on an attack roll ranging between 90-100 when using an Overloaded skill.)
If the user also has a standard Bomb Bag, they can elect to substitute 5 Bombs of any type for a single round of SA. As bombs were not meant for this task, there is a 25% chance that the skill will Backfire, dealing 50% of the user’s base attack as recoil damage. The Backfire occurs before the user makes their action and is separate from the Critical Failure increase from using SA, so the Reloaded or Overloaded skill will still activate as normal after a Backfire as long as it does not deal enough damage to kill the user.
The Demolitionist may choose to both Reload and Overload a selected skill during one turn; this costs 2 SA rounds or 10 bombs and has a 20% increased Critical Failure range, but otherwise applies the effects normally. If the user uses any Bombs during such an action, the user must roll the Backfire chance separately for each set of Bombs used.
Skill, Passive:
Blast Coating: The Demolitionist coats their weapons with a volatile explosive powder. Any basic attacks made while this skill is in effect have a 20% chance to cause an explosion for 50% of the Demolitionist's modified Attack stat on the target, as well as 25% of their unmodified Attack on any adjacent targets.
This is a passive skill but must be equipped to be active.
Rupee Cost: 300
Skill:
Elemental Expulsion: The Demolitionist crafts a special bomb infused with elemental power and throws it at an enemy. This attack deals standard Blast damage to the primary target as well as 50% to any two adjacent targets, plus an additional effect depending on the element chosen with varying severity depending on whether the attack is a Critical hit:
Fire: 30% chance to inflict Burn, and Char for 1 Round on a Critical hit.
Ice: 30% chance to inflict Frostbite, and Freeze for 1 Round on a Critical hit.
Electric: 30% chance to inflict Fulgurburn, and Shock for 1 Round on a Critical hit.
This skill has a 5 Round Cooldown.
Rupee Cost: 300
Skill:
Powder Burst: The Demolitionist spreads a cloud of blackpowder on a target that lasts for 2 rounds. During this time, all standard attacks made against the coated target have a 20% chance to deal bonus damage equal to 50% of the attacker’s unmodified Attack stat as Blast damage to the affected target. If any attack is made successfully against the coated target with a skill or item that does natural Fire or Blast damage, this instead causes that attack to become an automatic critical hit and also causes the target to be inflicted with Singe for 2 Rounds, consuming the blackpowder coating immediately.
This skill has a 7 Round Cooldown.
Rupee Cost: 350
Skill:
Bouncing Betty: The Demolitionist tosses out a spring loaded bomb that bounces between enemies. This attack deals Fire damage equal to 70% of the Demolitionist’s modified attack on a successful hit. Additionally after a successful hit the bomb will bounce to another random target (potentially even same one that was originally hit) and attempt to deal the attack to the new target also. Each bounce reduces Accuracy by 10%, and the effect ends after a miss.
This skill has a 8 Round Cooldown.
Rupee Cost: 350
Skill:
Smart Bomb: The Demolitionist launches a small tactical grenade at a single target. This attack deals standard Blast damage and has 15% bonus Accuracy and 25% bonus Critical Hit chance. If this attack successfully deals a Critical Hit, it deals 50% of the critical damage to any adjacent targets and applies any secondary conditions that were applied by the main hit.
This skill has a 5 Round Cooldown.
Rupee Cost: 400
Skill:
Boom-Buddy Turret: The Demolitionist deploys a custom turret equipped with a grenade launcher. This turret inherits 80% of the Demolitionist’s Attack and 20% of the Demolitionist’s Defense, Competency, and Hitpoints. The Boom-Buddy Turret fires explosive shots that deal the turret’s full Attack as Blast damage to a random foe as well as 25% as much damage to any adjacent targets. When the Boom-Buddy is killed (or if the user has it self destruct) it explodes in an AOE centered on the foe that most recently damaged it, dealing 1.5x Blast damage to the main target and 75% damage to any adjacent targets. The Boom-Buddy can NOT be repaired or healed by any means, however it CAN be Reloaded or Overloaded. Overloading the Boom-Buddy causes its next active skill to gain the bonus.
Grenade Spam: The Boom-Buddy has a special active skill that causes it to deal standard Blast damage to 3 random targets. This skill has a 5 Round Cooldown and will automatically be used whenever it is available, starting on the round it is summoned.
Boom-Buddy Turret provides the Engineer with 4 Trait Points to spend in the Familiar Customization Shop, and is considered a Basic Minion.
This skill has a 8 Round Cooldown after the turret is destroyed.
Rupee Cost: 400
Skill:
Cluster Bomb: The Demolitionist throws a bundle of explosives wildly into the enemy group. This attack causes 5 separate small explosions that each deal 50% of the user’s modifiable Attack as Blast damage to a random target with a 10% Accuracy penalty. This attack can hit the same target multiple times.
This skill has a 7 Round Cooldown.
Rupee Cost: 450
Skill:
Sticky Bomb: The Demolitionist sticks a glue covered bomb onto a target. If this attack successfully hits, it does not deal damage immediately; instead the bomb becomes stuck to the target, inflicting a nontransferable Viscid status for the next round. During this period, the explosive glue absorbs a portion of the kinetic energy from any attacks made against the glued target. At the end of round the bomb detonates, dealing Blast damage equal to 25% of the total damage received by the stuck target over this period to both the stuck target and any adjacent targets.
This skill has a 8 Round Cooldown.
Rupee Cost: 450
Skill:
Demo-Knight: The Demolitionist charges at their enemies to smack them with a pressure-triggered grenade. This attack deals 2x damage to a single target and has a 25% chance to cause both the struck target and any adjacent foes to become Dazed for 1 round. The user also takes 25% of the damage done as recoil.
Additionally, this skill also passively increases the Demolitionist’s Defense by 10% while it is equipped.
This skill has a 5 Round Cooldown.
Rupee Cost: 500
Skill:
Minefield: The Demolitionist plants 3 hidden explosives around the battlefield. Whenever a foe attempts to take an action they risk triggering a mine: for each mine active there is a stacking 25% chance to trigger (I.E. if all 3 are active there is a 75% chance that an action will trigger a mine.) Triggering a mine blasts the foe who triggered it with sharp shrapnel, causing them to become Anemic for 2 rounds and additionally forces them to cancel their action immediately.
Only 3 Mines can be active at one time. Reloading this skill will only replace any already detonated mines up to the 3 mine limit. Overloading this skill increases the damaging component of the mines but does not increase the trigger chance. This is a ground-based field trap, and does not affect Airborne targets.
This skill has a 8 Round Cooldown.
Rupee Cost: 500
Skill:
Hand Cannon: The Demolitionist wields a handheld cannon that fires off a single, potent bomb. This attack must pass standard accuracy, and has different effects depending on how close to the center of the blast the target is. This skill has different effects depending on the accuracy roll, as long as the attack was successful:
Roll: 1-20: 50% bonus damage, Burns the target and Chars for 2 Rounds.
Roll: 21-40: 30% bonus damage. Burns the target and Chars for 2 Rounds.
Roll: 41-60: 20% bonus damage. Burns the target and Singes for 2 Rounds.
Roll: 61-80: 20% bonus damage. Burns the target.
Roll: 81+: Burns the target.
In addition, this skill deals a Glancing Blow if the attack misses within 10% of the Demolitionist’s accuracy. The Glancing Blow Burns the target, but deals no direct damage.
6 Round Cooldown.
Rupee Cost: 550
Skill:
Powder Keg: The Demolitionist places a massive Powder Keg on the field that has a delayed detonation. The Keg detonates at the end of the Round, after all other players and enemies have acted. Once it detonates, the Powder Keg blasts a massive area, dealing 1.4x damage to a primary target and 65% damage to up to 4 adjacent targets and ignoring half of the targets’ mitigation, and instantly destroys any barriers and obstacles on the field. If any barriers are destroyed in this way, they produce shrapnel, which has a 50% chance of causing the same targets to Bleed.
7 Round Cooldown.
Rupee Cost: 550
COMING SOON
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
Class Mechanic
All Engineering sub-classes come with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they do have other costs associated with them.
Mechanic:
Super Ammo: All Demolitionists are equipped with a Super Ammo Pouch that is freely refilled at the beginning of a combat encounter. This pouch starts with a 5 round capacity and increases by 1 per half tier (up to a maximum of 10 rounds at level 50). When using any skill or standard attack, the Demolitionist can elect to consume a round of Super Ammo to Reload or Overcharge their attack.
Reload: Uses one round of SA to instantly reload a skill, allowing it to be used without waiting for the cool down to finish. The existing normal cool down continues as usual and is not reset by reloading.
Overload: Packs the powder from a SA round into their next attack, increasing its Efficacy by 50%. (Example, if a skill that does 100% damage and has a 50% chance to Burn is Overloaded, it will instead deal 150% damage and have a 75% chance to Burn.) This can also be used on basic attacks made using firearms.
Super Ammo can be incredibly potent, but it is also unstable and potentially even dangerous to the user. When using a Reloaded or Overloaded skill, you have a 10% increased chance of Critically Failing and injuring yourself. (For example, if you have no raised Critical Failure chance from other sources, you would take recoil on an attack roll ranging between 90-100 when using an Overloaded skill.)
If the user also has a standard Bomb Bag, they can elect to substitute 5 Bombs of any type for a single round of SA. As bombs were not meant for this task, there is a 25% chance that the skill will Backfire, dealing 50% of the user’s base attack as recoil damage. The Backfire occurs before the user makes their action and is separate from the Critical Failure increase from using SA, so the Reloaded or Overloaded skill will still activate as normal after a Backfire as long as it does not deal enough damage to kill the user.
The Demolitionist may choose to both Reload and Overload a selected skill during one turn; this costs 2 SA rounds or 10 bombs and has a 20% increased Critical Failure range, but otherwise applies the effects normally. If the user uses any Bombs during such an action, the user must roll the Backfire chance separately for each set of Bombs used.
Tier 3: Levels 20-24
Skill, Passive:
Blast Coating: The Demolitionist coats their weapons with a volatile explosive powder. Any basic attacks made while this skill is in effect have a 20% chance to cause an explosion for 50% of the Demolitionist's modified Attack stat on the target, as well as 25% of their unmodified Attack on any adjacent targets.
This is a passive skill but must be equipped to be active.
Rupee Cost: 300
Skill:
Elemental Expulsion: The Demolitionist crafts a special bomb infused with elemental power and throws it at an enemy. This attack deals standard Blast damage to the primary target as well as 50% to any two adjacent targets, plus an additional effect depending on the element chosen with varying severity depending on whether the attack is a Critical hit:
Fire: 30% chance to inflict Burn, and Char for 1 Round on a Critical hit.
Ice: 30% chance to inflict Frostbite, and Freeze for 1 Round on a Critical hit.
Electric: 30% chance to inflict Fulgurburn, and Shock for 1 Round on a Critical hit.
This skill has a 5 Round Cooldown.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Skill:
Powder Burst: The Demolitionist spreads a cloud of blackpowder on a target that lasts for 2 rounds. During this time, all standard attacks made against the coated target have a 20% chance to deal bonus damage equal to 50% of the attacker’s unmodified Attack stat as Blast damage to the affected target. If any attack is made successfully against the coated target with a skill or item that does natural Fire or Blast damage, this instead causes that attack to become an automatic critical hit and also causes the target to be inflicted with Singe for 2 Rounds, consuming the blackpowder coating immediately.
This skill has a 7 Round Cooldown.
Rupee Cost: 350
Skill:
Bouncing Betty: The Demolitionist tosses out a spring loaded bomb that bounces between enemies. This attack deals Fire damage equal to 70% of the Demolitionist’s modified attack on a successful hit. Additionally after a successful hit the bomb will bounce to another random target (potentially even same one that was originally hit) and attempt to deal the attack to the new target also. Each bounce reduces Accuracy by 10%, and the effect ends after a miss.
This skill has a 8 Round Cooldown.
Rupee Cost: 350
Tier 4: Levels 30-34
Skill:
Smart Bomb: The Demolitionist launches a small tactical grenade at a single target. This attack deals standard Blast damage and has 15% bonus Accuracy and 25% bonus Critical Hit chance. If this attack successfully deals a Critical Hit, it deals 50% of the critical damage to any adjacent targets and applies any secondary conditions that were applied by the main hit.
This skill has a 5 Round Cooldown.
Rupee Cost: 400
Skill:
Boom-Buddy Turret: The Demolitionist deploys a custom turret equipped with a grenade launcher. This turret inherits 80% of the Demolitionist’s Attack and 20% of the Demolitionist’s Defense, Competency, and Hitpoints. The Boom-Buddy Turret fires explosive shots that deal the turret’s full Attack as Blast damage to a random foe as well as 25% as much damage to any adjacent targets. When the Boom-Buddy is killed (or if the user has it self destruct) it explodes in an AOE centered on the foe that most recently damaged it, dealing 1.5x Blast damage to the main target and 75% damage to any adjacent targets. The Boom-Buddy can NOT be repaired or healed by any means, however it CAN be Reloaded or Overloaded. Overloading the Boom-Buddy causes its next active skill to gain the bonus.
Grenade Spam: The Boom-Buddy has a special active skill that causes it to deal standard Blast damage to 3 random targets. This skill has a 5 Round Cooldown and will automatically be used whenever it is available, starting on the round it is summoned.
Boom-Buddy Turret provides the Engineer with 4 Trait Points to spend in the Familiar Customization Shop, and is considered a Basic Minion.
This skill has a 8 Round Cooldown after the turret is destroyed.
Rupee Cost: 400
Tier 4.5: Levels 35-39
Skill:
Cluster Bomb: The Demolitionist throws a bundle of explosives wildly into the enemy group. This attack causes 5 separate small explosions that each deal 50% of the user’s modifiable Attack as Blast damage to a random target with a 10% Accuracy penalty. This attack can hit the same target multiple times.
This skill has a 7 Round Cooldown.
Rupee Cost: 450
Skill:
Sticky Bomb: The Demolitionist sticks a glue covered bomb onto a target. If this attack successfully hits, it does not deal damage immediately; instead the bomb becomes stuck to the target, inflicting a nontransferable Viscid status for the next round. During this period, the explosive glue absorbs a portion of the kinetic energy from any attacks made against the glued target. At the end of round the bomb detonates, dealing Blast damage equal to 25% of the total damage received by the stuck target over this period to both the stuck target and any adjacent targets.
This skill has a 8 Round Cooldown.
Rupee Cost: 450
Tier 5: Levels 40-44
Skill:
Demo-Knight: The Demolitionist charges at their enemies to smack them with a pressure-triggered grenade. This attack deals 2x damage to a single target and has a 25% chance to cause both the struck target and any adjacent foes to become Dazed for 1 round. The user also takes 25% of the damage done as recoil.
Additionally, this skill also passively increases the Demolitionist’s Defense by 10% while it is equipped.
This skill has a 5 Round Cooldown.
Rupee Cost: 500
Skill:
Minefield: The Demolitionist plants 3 hidden explosives around the battlefield. Whenever a foe attempts to take an action they risk triggering a mine: for each mine active there is a stacking 25% chance to trigger (I.E. if all 3 are active there is a 75% chance that an action will trigger a mine.) Triggering a mine blasts the foe who triggered it with sharp shrapnel, causing them to become Anemic for 2 rounds and additionally forces them to cancel their action immediately.
Only 3 Mines can be active at one time. Reloading this skill will only replace any already detonated mines up to the 3 mine limit. Overloading this skill increases the damaging component of the mines but does not increase the trigger chance. This is a ground-based field trap, and does not affect Airborne targets.
This skill has a 8 Round Cooldown.
Rupee Cost: 500
Tier 5.5: Levels 45-49
Skill:
Hand Cannon: The Demolitionist wields a handheld cannon that fires off a single, potent bomb. This attack must pass standard accuracy, and has different effects depending on how close to the center of the blast the target is. This skill has different effects depending on the accuracy roll, as long as the attack was successful:
Roll: 1-20: 50% bonus damage, Burns the target and Chars for 2 Rounds.
Roll: 21-40: 30% bonus damage. Burns the target and Chars for 2 Rounds.
Roll: 41-60: 20% bonus damage. Burns the target and Singes for 2 Rounds.
Roll: 61-80: 20% bonus damage. Burns the target.
Roll: 81+: Burns the target.
In addition, this skill deals a Glancing Blow if the attack misses within 10% of the Demolitionist’s accuracy. The Glancing Blow Burns the target, but deals no direct damage.
6 Round Cooldown.
Rupee Cost: 550
Skill:
Powder Keg: The Demolitionist places a massive Powder Keg on the field that has a delayed detonation. The Keg detonates at the end of the Round, after all other players and enemies have acted. Once it detonates, the Powder Keg blasts a massive area, dealing 1.4x damage to a primary target and 65% damage to up to 4 adjacent targets and ignoring half of the targets’ mitigation, and instantly destroys any barriers and obstacles on the field. If any barriers are destroyed in this way, they produce shrapnel, which has a 50% chance of causing the same targets to Bleed.
7 Round Cooldown.
Rupee Cost: 550
Class Mastery: Level 50
COMING SOON