Post by Spookypatrol [Delia] on Jun 23, 2015 14:17:28 GMT -5
Welcome, Warlocks! Wishing to specialize as a Warmage? Purchase a skill below and you will be locked into your new Warmage class!
This shop is a work in progress.
Spell; Melee Buff:
Deathblade: Whenever a Warmage lands a critical blow with a melee attack or skill, the opponent is Diseased for 50% of the Warmage's modifiable (but not critable) Competency score over 5 turns. This stacks with other sources of Disease. In addition, the Warmage may activate this skill to grant him/her a 50% chance of inflicting Disease for 50% of the Warmage's modifiable (and critable) Competency score over 5 turns on his/her next attack or spell. The activated component has a 4 round cooldown, and the attack or skill may be used on the same turn that this skill is activated.
Rupee Cost: 300
Spell; Passive:
Dark Shackles: Whenever a Warmage is hit by an enemy, he/she has a 60% chance of strangling the target with tendrils of pure darkness, dealing 70% of the Warmage's unmodified Attack damage in Shadow damage to the target over 3 turns and Rooting them for 1 round. This effect cannot trigger on the same target more than once every 3 rounds.
Special Rules: In PvP, the application rate is reduced to 40% down from 60%.
This skill follows the "Reflect Rule", and has a differing effect on a miss:
If an enemy rolls between a 1-30, the spell has 100% efficacy. If the enemy rolls between a 31-60, the root + damage component only has a 30% proc chance. If the enemy rolls between a 61-99, the enemy takes no damage and is not rooted by this spell. A 100 is always a critical fail. If the warlock is hit, regardless of what range was rolled within, the enemy still takes full efficacy from this spell.
Rupee Cost: 300
Spell; Ranged:
Sinister Draw: The Warmage performs a comp check versus a target and up to 2 adjacent targets. If the Warmage succeeds, each enemy that fails their comp check is taunted and takes 50% of the Warmage's modified Atk as shadow damage over 5 turns, and the full damage amount is returned to the Warmage as an equivalent heal over time (up to 10% of the Warmage's max hp).
At the end of the enemies' turns, each enemy must make a comp save (comp:comp) to attempt to free themselves from the Warmage's grasp. For each failure, the enemy is taunted again and the DoT refreshes. Each time an enemy fails, their chance of breaking free is increased by 20%, including the initial comp check of this attack (meaning the 1st save after being taunted is 20% easier to break out of).
The Warmage may choose how many targets to taunt, and may end the taunt themselves at any time as a free action.
7 round cooldown. 4 round cooldown if the spell fails on all targets.
Special Grid Rules:
This spell has a range of 5x5 squares in front of the user and prioritizes the closest targets. If more than three targets are valid, the spell chooses the affected targets at random.
Rupee Cost: 350
Spell; Melee:
Venom Spikes: The Warmage imbues their weapon of choice with an array of magical venom-coated spikes before performing a brutal melee attack dealing standard Atk poison damage and poisons the target for 50% of the Warmage's Comp over 5 turns. In addition, the attack may have the following bonus effects:
If attacking a CCed target, the spikes cut deep, Crippling the target for 2 rounds.
If attacking a target afflicted with an existing Status Condition, the spikes worsen their effects, resetting any current DoTs and increasing their total damage by 10%, and/or reset the duration of any non-DoT SCs.
Note: Both effects may apply if the target is afflicted with both a CC and SC.
4 round CD.
This attack counts as a melee attack regardless of what weapon type the Warmage has equipped.
Rupee Cost: 350
Spell; Ranged:
Wicked Absorption: The Warmage may sap the energy from vulnerable foes, returning their pain as a buff for the Warmage. This ability does not need to pass accuracy, and may affect up to 5 targets.
For each CC each target is afflicted by: Gain 10% mitigation and 10% lifesteal for 2 rounds.
For each SC each target is afflicted by: Gain 10% crit chance and crit DoT chance for 2 rounds.
4 round CD after the effect expires.
This ability additionally provides 10% DoT and CC crit chance passively.
Special Grid Rules:
This spell's range is global and does not require line-of-sight.
Rupee Cost: 400
Spell; Passive:
Insidious Pact: The Warmage's mastery over life, death, and the in-between have granted them the ability to provide allies with a boon and enemies with a bane depending on the Warmage's alignment. For each enemy (or ally) that falls in combat, the Warmage grants the following bonuses, depending on the strength of the felled enemy (felled allies are treated as Strong).
Weak: 5%
Standard: 10%
Strong: 20%
Power: Increases Attack per felled enemy. Inflicts remaining enemies with Vulnerability for 2 rounds.
Wisdom: Increases Comp per felled enemy. Inflicts remaining enemies with Concussion for 2 rounds.
Courage: Increases CC resist per felled enemy. Inflicts remaining enemies with Daze for 2 rounds.
Neutral: Increases trigger chance per felled enemy. Inflicts remaining enemies with Silence for 2 rounds.
Bonuses are reset at the end of each combat.
The Warmage may activate this ability at any time to provide their alignment's benefit at a flat 30% for 2 rounds. This bonus is additive with any bonuses currently active on allies from kills (or deaths). Activating this ability does not apply the debuff component to enemies.
5 round CD on active after effect expires.
Special Grid Rules:
The debuff component is global and does not require line-of-sight.
Rupee Cost: 400
Spell; Ranged:
Souldrain: The Warmage strikes at a target’s lifeforce, dealing standard Attack or Competency damage (whichever is higher) as arcane damage to a single target and returning the full damage back as a ward for the Warmage for 2 Rounds. As the Warmage is aiming directly for a target’s lifeforce, any accuracy penalties on the Warmage are ignored, and any evasion bonuses on the target are halved, rounded up.
6 round cooldown after the ward expires.
Rupee Cost: 450
Special Grid Rules:
This spell is 1 square wide and has a maximum range of 6 squares, but ignores collision.
Special PvP Rules:
The ward amount cannot exceed 2x the Warlock’s Attack or Competency.
Spell; Ranged:
Death’s Approach: The Warmage casts a wicked spell dealing standard modifiable Competency damage as irresistible Disease damage and adds 1 additional tick (copying the base damage from the previous tick) to any existing DoTs the target is afflicted by. Additionally, this spell gains bonus damage and effects depending on how low HP the target is:
Below 60%: In addition to the above, deals 25% bonus damage and causes the target to become Sickened for one round.
Below 30%: In addition to the above, deals an additional 25% bonus damage and reduces the cooldown of this spell by one round.
5 round cooldown.
Special Grid Rules:
This spell requires line-of-sight and has a maximum range of 10 squares.
Rupee Cost: 450
Spell; Melee:
Frost Scythe: The Warmage manifests a frigid blade out of frozen magical energies, dealing ice damage with bonus crit chance equal to 10%+30% of the Warmage’s Attack stat and causing the target to become Anemic for 2 Rounds. If this attack lands critically, the target Hemorrhages instead.
5 round cooldown.
Rupee Cost: 500
Spell; Ranged:
Baleful Hex: The Warmage marks a single target with a sinister curse, increasing the chance of all status conditions applying versus the target by 20% and causing the target to suffer additional adverse effects versus the Warmage.
A marked target has its critical failure range increased to 90-100 whenever they target the Warmage. In addition, the Warmage gains bonus damage equal to 10%+20% of their highest damaging stat (Atk or Comp), as a flat number, whenever they attack the marked target, and additionally reduces the target’s outgoing damage by 10% for each time they are struck (or 5% for multihit moves, feats, etc) for a maximum of a 50% reduced outgoing damage while the hex is active.
If the target dies with the Baleful Hex still in effect, the Warmage is healed for 10% of their maximum hp.
The Baleful Hex lasts two rounds, at which point the target may attempt to escape the Hex at the end of the round. The escape roll is: Target Competency vs the Warmage’s Competency. If the target fails their escape attempt, they remain marked until the end of the next round at which time they may attempt to escape again. Once the target successfully escapes, the effect ends.
8 round cooldown.
Special Grid Rules:
This spell requires line-of-sight.
Rupee Cost: 500
Spell:
Warlock Punch: The Warmage brace themselves in preparation to unleash a devastating shadow-infused punch. As the Warmage charges, their turn is delayed until the end of the round, after all other allies and enemies have acted. While the Warmage is charging, they are immune to the negative effects of all CCs and SCs (but not damage from DoTs), although they can still be affected by new CCs and SCs applied to them while they charge. At the end of the Round, the Warmage unleashes their attack cloaked in wicked magic, dealing 1.2x Adaptive (Comp or Atk, whichever is higher) Shadow Damage with a 50% chance to Shadowblight, plus a bonus 20% damage and Shadowblight chance as well as 10% bonus accuracy for each time the Warmage is struck while charging. Each hit in a multi-hit attack made against them counts as a separate stack for this effect.
5 Round Cooldown.
Rupee Cost: 550
Spell:
Grim Barrier: The Warmage cloaks themselves in a shroud of dire magic, granting themselves a ward equal to 15% of their maximum HP and 15% bonus spell penetration for up to 4 Rounds. Beginning on the next Round, the Warmage may choose to detonate the Ward, dealing modifiable Adaptive (Comp or Atk, whichever is higher) Disease damage equal to 75% of the remaining Ward amount to a primary target and two adjacent targets. If the Warmage is warded by any other source while this spell is in effect and chooses to detonate the Ward, the damage value is derived from the total Ward amount from all sources. The spell penetration bonus is lost after the Ward is depleted or detonated.
7 Round Cooldown after the effect expires.
Rupee Cost: 550
COMING SOON
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
This shop is a work in progress.
Tier 3: Levels 20-24
Spell; Melee Buff:
Deathblade: Whenever a Warmage lands a critical blow with a melee attack or skill, the opponent is Diseased for 50% of the Warmage's modifiable (but not critable) Competency score over 5 turns. This stacks with other sources of Disease. In addition, the Warmage may activate this skill to grant him/her a 50% chance of inflicting Disease for 50% of the Warmage's modifiable (and critable) Competency score over 5 turns on his/her next attack or spell. The activated component has a 4 round cooldown, and the attack or skill may be used on the same turn that this skill is activated.
Rupee Cost: 300
Spell; Passive:
Dark Shackles: Whenever a Warmage is hit by an enemy, he/she has a 60% chance of strangling the target with tendrils of pure darkness, dealing 70% of the Warmage's unmodified Attack damage in Shadow damage to the target over 3 turns and Rooting them for 1 round. This effect cannot trigger on the same target more than once every 3 rounds.
Special Rules: In PvP, the application rate is reduced to 40% down from 60%.
This skill follows the "Reflect Rule", and has a differing effect on a miss:
If an enemy rolls between a 1-30, the spell has 100% efficacy. If the enemy rolls between a 31-60, the root + damage component only has a 30% proc chance. If the enemy rolls between a 61-99, the enemy takes no damage and is not rooted by this spell. A 100 is always a critical fail. If the warlock is hit, regardless of what range was rolled within, the enemy still takes full efficacy from this spell.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Spell; Ranged:
Sinister Draw: The Warmage performs a comp check versus a target and up to 2 adjacent targets. If the Warmage succeeds, each enemy that fails their comp check is taunted and takes 50% of the Warmage's modified Atk as shadow damage over 5 turns, and the full damage amount is returned to the Warmage as an equivalent heal over time (up to 10% of the Warmage's max hp).
At the end of the enemies' turns, each enemy must make a comp save (comp:comp) to attempt to free themselves from the Warmage's grasp. For each failure, the enemy is taunted again and the DoT refreshes. Each time an enemy fails, their chance of breaking free is increased by 20%, including the initial comp check of this attack (meaning the 1st save after being taunted is 20% easier to break out of).
The Warmage may choose how many targets to taunt, and may end the taunt themselves at any time as a free action.
7 round cooldown. 4 round cooldown if the spell fails on all targets.
Special Grid Rules:
This spell has a range of 5x5 squares in front of the user and prioritizes the closest targets. If more than three targets are valid, the spell chooses the affected targets at random.
Rupee Cost: 350
Spell; Melee:
Venom Spikes: The Warmage imbues their weapon of choice with an array of magical venom-coated spikes before performing a brutal melee attack dealing standard Atk poison damage and poisons the target for 50% of the Warmage's Comp over 5 turns. In addition, the attack may have the following bonus effects:
If attacking a CCed target, the spikes cut deep, Crippling the target for 2 rounds.
If attacking a target afflicted with an existing Status Condition, the spikes worsen their effects, resetting any current DoTs and increasing their total damage by 10%, and/or reset the duration of any non-DoT SCs.
Note: Both effects may apply if the target is afflicted with both a CC and SC.
4 round CD.
This attack counts as a melee attack regardless of what weapon type the Warmage has equipped.
Rupee Cost: 350
Tier 4: Levels 30-34
Spell; Ranged:
Wicked Absorption: The Warmage may sap the energy from vulnerable foes, returning their pain as a buff for the Warmage. This ability does not need to pass accuracy, and may affect up to 5 targets.
For each CC each target is afflicted by: Gain 10% mitigation and 10% lifesteal for 2 rounds.
For each SC each target is afflicted by: Gain 10% crit chance and crit DoT chance for 2 rounds.
4 round CD after the effect expires.
This ability additionally provides 10% DoT and CC crit chance passively.
Special Grid Rules:
This spell's range is global and does not require line-of-sight.
Rupee Cost: 400
Spell; Passive:
Insidious Pact: The Warmage's mastery over life, death, and the in-between have granted them the ability to provide allies with a boon and enemies with a bane depending on the Warmage's alignment. For each enemy (or ally) that falls in combat, the Warmage grants the following bonuses, depending on the strength of the felled enemy (felled allies are treated as Strong).
Weak: 5%
Standard: 10%
Strong: 20%
Power: Increases Attack per felled enemy. Inflicts remaining enemies with Vulnerability for 2 rounds.
Wisdom: Increases Comp per felled enemy. Inflicts remaining enemies with Concussion for 2 rounds.
Courage: Increases CC resist per felled enemy. Inflicts remaining enemies with Daze for 2 rounds.
Neutral: Increases trigger chance per felled enemy. Inflicts remaining enemies with Silence for 2 rounds.
Bonuses are reset at the end of each combat.
The Warmage may activate this ability at any time to provide their alignment's benefit at a flat 30% for 2 rounds. This bonus is additive with any bonuses currently active on allies from kills (or deaths). Activating this ability does not apply the debuff component to enemies.
5 round CD on active after effect expires.
Special Grid Rules:
The debuff component is global and does not require line-of-sight.
Rupee Cost: 400
Tier 4.5: Levels 35-39
Spell; Ranged:
Souldrain: The Warmage strikes at a target’s lifeforce, dealing standard Attack or Competency damage (whichever is higher) as arcane damage to a single target and returning the full damage back as a ward for the Warmage for 2 Rounds. As the Warmage is aiming directly for a target’s lifeforce, any accuracy penalties on the Warmage are ignored, and any evasion bonuses on the target are halved, rounded up.
6 round cooldown after the ward expires.
Rupee Cost: 450
Special Grid Rules:
This spell is 1 square wide and has a maximum range of 6 squares, but ignores collision.
Special PvP Rules:
The ward amount cannot exceed 2x the Warlock’s Attack or Competency.
Spell; Ranged:
Death’s Approach: The Warmage casts a wicked spell dealing standard modifiable Competency damage as irresistible Disease damage and adds 1 additional tick (copying the base damage from the previous tick) to any existing DoTs the target is afflicted by. Additionally, this spell gains bonus damage and effects depending on how low HP the target is:
Below 60%: In addition to the above, deals 25% bonus damage and causes the target to become Sickened for one round.
Below 30%: In addition to the above, deals an additional 25% bonus damage and reduces the cooldown of this spell by one round.
5 round cooldown.
Special Grid Rules:
This spell requires line-of-sight and has a maximum range of 10 squares.
Rupee Cost: 450
Tier 5: Levels 40-44
Spell; Melee:
Frost Scythe: The Warmage manifests a frigid blade out of frozen magical energies, dealing ice damage with bonus crit chance equal to 10%+30% of the Warmage’s Attack stat and causing the target to become Anemic for 2 Rounds. If this attack lands critically, the target Hemorrhages instead.
5 round cooldown.
Rupee Cost: 500
Spell; Ranged:
Baleful Hex: The Warmage marks a single target with a sinister curse, increasing the chance of all status conditions applying versus the target by 20% and causing the target to suffer additional adverse effects versus the Warmage.
A marked target has its critical failure range increased to 90-100 whenever they target the Warmage. In addition, the Warmage gains bonus damage equal to 10%+20% of their highest damaging stat (Atk or Comp), as a flat number, whenever they attack the marked target, and additionally reduces the target’s outgoing damage by 10% for each time they are struck (or 5% for multihit moves, feats, etc) for a maximum of a 50% reduced outgoing damage while the hex is active.
If the target dies with the Baleful Hex still in effect, the Warmage is healed for 10% of their maximum hp.
The Baleful Hex lasts two rounds, at which point the target may attempt to escape the Hex at the end of the round. The escape roll is: Target Competency vs the Warmage’s Competency. If the target fails their escape attempt, they remain marked until the end of the next round at which time they may attempt to escape again. Once the target successfully escapes, the effect ends.
8 round cooldown.
Special Grid Rules:
This spell requires line-of-sight.
Rupee Cost: 500
Tier 5.5: Levels 45-49
Spell:
Warlock Punch: The Warmage brace themselves in preparation to unleash a devastating shadow-infused punch. As the Warmage charges, their turn is delayed until the end of the round, after all other allies and enemies have acted. While the Warmage is charging, they are immune to the negative effects of all CCs and SCs (but not damage from DoTs), although they can still be affected by new CCs and SCs applied to them while they charge. At the end of the Round, the Warmage unleashes their attack cloaked in wicked magic, dealing 1.2x Adaptive (Comp or Atk, whichever is higher) Shadow Damage with a 50% chance to Shadowblight, plus a bonus 20% damage and Shadowblight chance as well as 10% bonus accuracy for each time the Warmage is struck while charging. Each hit in a multi-hit attack made against them counts as a separate stack for this effect.
5 Round Cooldown.
Rupee Cost: 550
Spell:
Grim Barrier: The Warmage cloaks themselves in a shroud of dire magic, granting themselves a ward equal to 15% of their maximum HP and 15% bonus spell penetration for up to 4 Rounds. Beginning on the next Round, the Warmage may choose to detonate the Ward, dealing modifiable Adaptive (Comp or Atk, whichever is higher) Disease damage equal to 75% of the remaining Ward amount to a primary target and two adjacent targets. If the Warmage is warded by any other source while this spell is in effect and chooses to detonate the Ward, the damage value is derived from the total Ward amount from all sources. The spell penetration bonus is lost after the Ward is depleted or detonated.
7 Round Cooldown after the effect expires.
Rupee Cost: 550
Class Mastery: Level 50
COMING SOON