Post by Spookypatrol [Delia] on Dec 18, 2018 16:14:45 GMT -5
Welcome, Mediums! Please view our selection of skills below. If you'd like to train in one of these skills, post below in order to pay their rupee cost.
Only skills between levels 1-19 are available here. Starting at level 20, you must choose a Medium Subclass.
Starting Spell:
Vampirism: The Medium steals the lifeforce of any enemy on his/her basic attacks for the next 3 rounds. For each hit on any enemy, 30% of the total damage dealt is converted into a personal heal. 6 round cooldown after the skill expires.
Tier 1:
Levels 1-4
Spell:
Siphon Spirit: The Medium may sap the lifeforce of one fallen foe, converting its spirit into a heal for one target that scales depending on target difficulty. This heal is 5% for a weak enemy, 10% for a standard, 15% for a strong, and 30% for a Miniboss or Boss. This skill has no cooldown, and the Medium may target any ally of choice for the heal.
Special Grid Rules: On a Grid, the slain enemy must be within 5 squares (25 ft) of the player.
Rupee Cost: 100
Spell, Buff:
Cannibalize: The Medium draws upon his/her lifeforce in order to enhance his/her next attack. The Medium's next basic attack deals 1.4x modifiable damage as arcane damage and has 10% increased accuracy at the cost of 5% of the Medium’s maximum hp. If the attack misses, half of the health cost is returned to the Medium. 3 round cooldown.
Rupee Cost: 100
Tier 1.5:
Levels 5-9
Spell:
Mark of Blood: The Medium marks a single enemy. For 4 rounds, any time that enemy is struck, 15% of the damage dealt per hit is returned as a heal to the player that struck it. 7 round cooldown after the mark expires.
Special Grid Rules: On a Grid, this skill has a range of 4 squares (20 ft).
Rupee Cost: 150
Spell; Ranged:
Spectral Flame: The Medium summons forth a spirit flame using 10% of his/her current hp. This spirit flame locks onto a single enemy target, dealing 50% modifiable Attack damage plus 30% of the HP consumed as an arcane DoT over 5 turns. This arcane Ghostflame has a 20% chance on every tick to spread to an adjacent target, who will then be ignited for the full duration. Ghostflame may spread a maximum of 3 times. If the skill misses, the health is not consumed, unless the miss resulted from a critical fail. 6 round cooldown.
Special Grid Rules: On a Grid, this skill has a range of 4 squares (20 ft), and the flame may spread to any enemy within a 5x5 Square (25x25 ft) of the Ghostflamed enemy. In addition, the flame has a 40% chance to spread per tick on a grid as opposed to 20%.
Rupee Cost: 150
Tier 2:
Levels 10-14
Spell, Buff:
Soulward: The Medium may convert up to 30% of their maximum hp into a ward for another player (the exact number per the player’s choice) for 4 rounds. While this ward is up, the Medium may not be healed either by his/her own spells or any external forces. After the ward expires, any HP not consumed by the ward is returned as a heal to the Medium, and he/she is granted damage bonus based on 30% of the returned HP for 3 rounds, and incoming healing is increased by 30% for the 3 round duration as well. If the ward is destroyed before the duration expires, the Medium is not returned any health, but is still granted the 3 round incoming healing buff. This buff begins the round after the ward is destroyed. 7 round cooldown after the ward expires.
Special Grid Rules: On a Grid, the player must be within 4 Squares (20 ft) of the player they attempt to ward.
Rupee Cost: 200
Spell, Passive:
Blood Pact: Any DoT inflicted by the Medium passively gains an additional tick. In addition, any time an enemy is inflicted with a DoT, the Medium deals 10% bonus damage to the enemy and steals 10% of the damage they deal to that target as a heal to the Medium, including damage dealt by the DoT only if the DoT was inflicted by the Medium.
Rupee Cost: 200
Tier 2.5: Levels 15-19
Spell:
Transference: Whenever the Medium is inflicted with a status condition, they may instead transfer that condition onto an enemy of their choice. The player must be able to cast in order to use this skill, thus hard-CC such as Silence, Stun, Frozen, Mesmerize, Hypnotize, Immobilize, or Sleep cannot be transferred. A player may only transfer one condition every 6 rounds.
Special Grid Rules: On a Grid, the Medium must be within 5 squares (25 ft) of a target to transfer the condition.
Rupee Cost: 250
Spell:
Vital Transfusion: The Medium sacrifices a large chunk of his/her health, bringing him/herself down to 25% maximum hp. The amount of health sacrificed is then converted into a heal that is evenly distributed across the player’s group. 10 round cooldown. Cannot be used if the Medium is below 25%.
Special Grid Rules: On a Grid, the heal has Global range.
Rupee Cost: 250
Only skills between levels 1-19 are available here. Starting at level 20, you must choose a Medium Subclass.
Starting Spell:
Vampirism: The Medium steals the lifeforce of any enemy on his/her basic attacks for the next 3 rounds. For each hit on any enemy, 30% of the total damage dealt is converted into a personal heal. 6 round cooldown after the skill expires.
Tier 1:
Levels 1-4
Spell:
Siphon Spirit: The Medium may sap the lifeforce of one fallen foe, converting its spirit into a heal for one target that scales depending on target difficulty. This heal is 5% for a weak enemy, 10% for a standard, 15% for a strong, and 30% for a Miniboss or Boss. This skill has no cooldown, and the Medium may target any ally of choice for the heal.
Special Grid Rules: On a Grid, the slain enemy must be within 5 squares (25 ft) of the player.
Rupee Cost: 100
Spell, Buff:
Cannibalize: The Medium draws upon his/her lifeforce in order to enhance his/her next attack. The Medium's next basic attack deals 1.4x modifiable damage as arcane damage and has 10% increased accuracy at the cost of 5% of the Medium’s maximum hp. If the attack misses, half of the health cost is returned to the Medium. 3 round cooldown.
Rupee Cost: 100
Tier 1.5:
Levels 5-9
Spell:
Mark of Blood: The Medium marks a single enemy. For 4 rounds, any time that enemy is struck, 15% of the damage dealt per hit is returned as a heal to the player that struck it. 7 round cooldown after the mark expires.
Special Grid Rules: On a Grid, this skill has a range of 4 squares (20 ft).
Rupee Cost: 150
Spell; Ranged:
Spectral Flame: The Medium summons forth a spirit flame using 10% of his/her current hp. This spirit flame locks onto a single enemy target, dealing 50% modifiable Attack damage plus 30% of the HP consumed as an arcane DoT over 5 turns. This arcane Ghostflame has a 20% chance on every tick to spread to an adjacent target, who will then be ignited for the full duration. Ghostflame may spread a maximum of 3 times. If the skill misses, the health is not consumed, unless the miss resulted from a critical fail. 6 round cooldown.
Special Grid Rules: On a Grid, this skill has a range of 4 squares (20 ft), and the flame may spread to any enemy within a 5x5 Square (25x25 ft) of the Ghostflamed enemy. In addition, the flame has a 40% chance to spread per tick on a grid as opposed to 20%.
Rupee Cost: 150
Tier 2:
Levels 10-14
Spell, Buff:
Soulward: The Medium may convert up to 30% of their maximum hp into a ward for another player (the exact number per the player’s choice) for 4 rounds. While this ward is up, the Medium may not be healed either by his/her own spells or any external forces. After the ward expires, any HP not consumed by the ward is returned as a heal to the Medium, and he/she is granted damage bonus based on 30% of the returned HP for 3 rounds, and incoming healing is increased by 30% for the 3 round duration as well. If the ward is destroyed before the duration expires, the Medium is not returned any health, but is still granted the 3 round incoming healing buff. This buff begins the round after the ward is destroyed. 7 round cooldown after the ward expires.
Special Grid Rules: On a Grid, the player must be within 4 Squares (20 ft) of the player they attempt to ward.
Rupee Cost: 200
Spell, Passive:
Blood Pact: Any DoT inflicted by the Medium passively gains an additional tick. In addition, any time an enemy is inflicted with a DoT, the Medium deals 10% bonus damage to the enemy and steals 10% of the damage they deal to that target as a heal to the Medium, including damage dealt by the DoT only if the DoT was inflicted by the Medium.
Rupee Cost: 200
Tier 2.5: Levels 15-19
Spell:
Transference: Whenever the Medium is inflicted with a status condition, they may instead transfer that condition onto an enemy of their choice. The player must be able to cast in order to use this skill, thus hard-CC such as Silence, Stun, Frozen, Mesmerize, Hypnotize, Immobilize, or Sleep cannot be transferred. A player may only transfer one condition every 6 rounds.
Special Grid Rules: On a Grid, the Medium must be within 5 squares (25 ft) of a target to transfer the condition.
Rupee Cost: 250
Spell:
Vital Transfusion: The Medium sacrifices a large chunk of his/her health, bringing him/herself down to 25% maximum hp. The amount of health sacrificed is then converted into a heal that is evenly distributed across the player’s group. 10 round cooldown. Cannot be used if the Medium is below 25%.
Special Grid Rules: On a Grid, the heal has Global range.
Rupee Cost: 250