Post by Spookypatrol [Delia] on Apr 26, 2015 16:31:50 GMT -5
Welcome, engineers! 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 an Engineer Subclass.
Starting Skill:
Construct Contraption: At the beginning of a session, an Engineer may craft a single item that they may use for the remainder of the session. An Engineer may not create another item over the course of the session, but the item has infinite uses over its duration. These special items do not take up an item slot. These items may additionally not be given to allies. The craftable items are as follows:
Inventor's Goggles: +5% acc, +10% perception.
Experimental Boots: Increases grid movement speed by 2. Additionally makes the Engineer immune to Slows, and allows him/her to perform a Competency Check to resist any successful Trip, Root, Knock Down/Back/Pull, or Immobilize effects placed on them.
Innovator's Wrench: The Engineer attempts to strike a target with their wrench, dealing standard Competency damage and Concussing the target for 1 Round. 3 Round cooldown. Alternatively, the wrench may be used to enhance the armor on a mechanical ally, increasing the ally's Defense by 50% of the Engineer's Competency as a flat number for 2 rounds. 4 Round cooldown. These cooldowns are independent of each other (ie using one skill does not lock the player out of using the second).
Tier 1
Levels 1-4
Skill, Passive, Buff:
Electrify: The Engineer may change all of his/her basic attacks into the Electric element. If a target is hit, they have a chance of being Shocked equal to 10% + 20% of the Engineer's Competency for 2 Rounds. This effect is passive.
In addition, the Engineer may choose to electrify an ally's weapon with the same bonus (while maintaining the bonus on their own weapons) for 4 of his/her ally's actions. 5 round cooldown after the effect expires.
Rupee Cost: 100
Skill:
Reprogram: An Engineer may reprogram a target automaton/robot, forcing the target to fight for the Engineer's team for 3 rounds. The reprogrammed enemy attacks at the end of the round, even if the Engineer is not active in the round. In order to reprogram the target, the Engineer must pass a Competency check (Comp : Comp). This does not work on bosses or minibosses, but works on the minions of bosses/minibosses. If the reprogramming fails, an Engineer must wait 3 rounds before attempting again. If the reprogram succeeds, the Engineer must wait 7 rounds before reprogramming again.
Special Grid Rules: On a Grid, the Engineer must be within 2 Squares (10 ft) of the target in order to Reprogram it.
Rupee Cost: 100
Levels 5-9
Skill, Passive:
Demolitions Expert: All explosives deal bonus damage equal to 50% of the Engineer's Competency score, as a percent. (Ie if an Engineer has 50 Competency, all explosives deal 25% bonus damage.) This is a passive skill, but must be an equipped skill.
Rupee Cost: 150
Skill:
Basic Turret: The Engineer builds a small turret to help out in a fight. This turret's stats are equal to 40% of the Engineer's Attack and Defense, and 20% of the Engineer's HP, and must pass its own accuracy checks. It can be destroyed by an enemy, but it otherwise lasts until it dies or combat ends. The Turret automatically fires on the Engineer's turn, and attacks automatically on the turn it is built. The turret may be destroyed by the Engineer, but once it has been destroyed, either by an enemy or the Engineer, the Engineer must wait 3 rounds before building a new turret.
In addition, an Engineer may choose to enhance their turret using the following augmentations:
Fire: The turret's damage is converted to the Fire element, and it has a 70% chance to burn the target for 50% of the Engineer's Attack stat over 3 turns.
Electricity: The turret's damage is converted to the Electrical element, and it has a 50% chance to Shock an enemy for 1 round, making any successful attack against the enemy while they are Shocked have a 40% chance to Stun them for one round.
Healing: The turret heals a target ally for 50% of the Engineer's Competency score. The healing occurs on the Engineer's turn, and the turret may not attack while in healing augment.
1 round cooldown between heals.
An augmentation may be applied on the turn the turret is summoned, and a new augmentation may not be applied for another 3 rounds after one is applied.
Special Grid Rules: On a Grid, the Engineer must be within 2 Squares (10 ft) of the Turret in order to Augment it.
Special Grid Rules: On a Grid, the Turret must be built in a square adjacent to the Engineer. In addition, the Turret has a Speed of 3, an autoattack range of 4 Squares, and the Engineer may move it on his/her turn. The turret may be remotely destroyed.
Rupee Cost: 150
Tier 2
Levels 9-14
Skill, Buff, Single-Use:
Enhance!: An Engineer improves a target's equipment, increasing their Attack and Defense by 20% of the Engineer's Competency score as a percent, plus increasing any damage bonus, critical chance, critical bonus, or condition application (DoTs, CCs, Status Effects) by 50% of the Engineer's Competency score as a percent, multiplicative, rounded up.
Examples, assuming the Engineer has 50 Competency:
If the target has +10 damage bonus, this skill grants them +3 extra damage bonus. (10 * 1.25 = 13)
If the target has no crit mod, this skill grants 0.3x crit mod. (2 * 1.25 = 2.3x)
If the target has a 20% chance to apply poison, this skill grants them a 5% extra chance to apply poison. (20 * 1.25 = 25)
And so on.
This skill may only be used once in a fight, but may be used on any ally, including the Engineer him/herself.
Special Grid Rules: On a Grid, the Engineer must be within 1 Square (5 ft) of the target ally in order to enhance his/her equipment.
Rupee Cost: 200
Skill:
Repair: An Engineer may repair an object (including turrets), "healing" turrets up to full health, or repairing broken mechanisms. If used on Roboticist's Bodyguard Droid, this skill only heals 50% of the droid's max hp. If a target is repaired in this way, it gains an additional +20% bonus to its Attack and Defense for 2 Rounds. 8 round cooldown.
Special Grid Rules: On a Grid, the Engineer must be within an adjacent Square to his/her turret in order to repair it.
Rupee Cost: 200
Levels 15-19
Skill, Passive:
Mechanical Mastery: Passively reduces the reuse time on all equipment actives by 1 round. In addition, the Engineer may perform a Competency check in place of an accuracy check when using equipment actives.
Rupee Cost: 250
Skill:
Mini Sentrobes: An Engineer sends out two small Sentrobes to attack an enemy. Each Sentrobe fires small explosives at a random target, dealing damage equal to 50% of the Engineer's Competency score as explosive damage per hit. Each Sentrobe must pass its own accuracy check, which is equivalent to the Engineer's base accuracy (minus modifiers). These Sentrobes last 3 rounds, and attack on the Engineer's turn. 7 round cooldown.
Special Grid Rules: On a Grid, the Sentrobes have a Speed of 5, and an autoattack range of 3. The Sentrobes must start in an adjacent square to the Engineer, and may be moved independently on the Engineer's turn.
Rupee Cost: 250