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  1. = *SPITE* =
  2. [Reaper's Might] (I – A1)
  3. * [Life Blast] and [Plague Blast] grant might.
  4. * Might (2): 5 s
  5.  
  6. [Banshee's Wail] (II – A2)
  7. * Reduces [Wail of Doom]'s recharge. [Wail of Doom] no longer inflicts dazes; it instead removes enchantments and boons from cursed foes.
  8. * Recharge reduction: 20%
  9. * Enchantments removed: 1
  10. * Boons removed: 2
  11. [] [Wail of Doom] still applies its vulnerability.
  12.  
  13. [Spiteful Mark] (III – A3)
  14. * Reduces your max energy pool. [Mark of Blood] deals more damage per pulse.
  15. * Pulse damage increase: 25%
  16. * Max energy: -3
  17. [] [Mark of Blood] now has a neon-green glow.
  18.  
  19. [Contagion] (IV – M1)
  20. * Reduces [Epidemic]'s recharge; [Epidemic] now applies a set number of hex stacks. Now, if you are not above the life force threshold when you activate this skill, you sacrifice health.
  21. * Recharge reduction: 25%
  22. * Epidemic (5): 8 s
  23. * Life force threshold: 50%
  24. * Health sacrificed: 8%
  25.  
  26. [Fear of the Dark] (V – M2)
  27. Recharge: 10 s
  28. * [Well of Darkness] pulses now chill and fear cursed foes.
  29. * Fear: ½ s
  30. * Chilled: 3 s
  31. [] This trait's recharge applies to each respective foe that would be affected by its effect as opposed to it only being able to fear/chill 1 foe at a time; this allows for 1 fear/chill proc per [Well of Darkness] on any cursed foes that enter into or are caught within a well pulse.
  32. [] [Well of Darkness] now has a neon-blue well mist.
  33.  
  34. [Dark Power] (VI – M3)
  35. * Reduces your max energy pool. Blast finishers you execute on dark fields now also grant might.
  36. * Might (3): 15 s
  37. * Number of allies: 5
  38. * Radius: 240
  39. * Max energy: -3
  40.  
  41. [Charm Reaper] (VII – GM1)
  42. Recharge: 8 s
  43. * When you enter death shroud while under the effect of reaper's aspect, you strip enchantments from nearby foes.
  44. * Number of targets: 5
  45. * Enchantments removed: 1
  46. * Radius: 240
  47. [] This trait effect only enters into cool-down if it removes an enchantment.
  48.  
  49. [Dhuumfire] (VIII – GM2)
  50. * Reduces your max energy pool; increases [Dark Path]'s life force cost and it no longer chains into [Dark Return]. [Dark Path] now burns cursed foes and deals bonus damage to foes that are already burning.
  51. * Life force cost increase: 9%
  52. * Burning vs cursed foes: 2 s
  53. * Bonus damage vs burning foes: 20%
  54. * Max energy: -3
  55. [] Total life force cost per cast is now 15%.
  56. [] Players using [Dark Path] now have a fiery trail behind them during the animation; particle effects ripped from Elementalist [Fiery Rush] leap animation.
  57. [] Burning is applied after the initial strike damage is calculated.
  58.  
  59. [Well of Malice] (IX – GM3)
  60. * Reduces your max energy pool. [Well of Suffering] now activates instantly and no longer consumes life stacks or health for normal activation; pulses now also inflict vulnerability. If you use [Well of Suffering] while stunned or while activating other skills; you consume life force; if you do not have enough life force to consume, you instead sacrifice health.
  61. * Vulnerability (2) per pulse: 6 s
  62. * Life force cost for activation while stunned or using another skill: 8%
  63. * Health sacrificed for activation while stunned or using another skill: 4%
  64. * Max energy: -5
  65. [] Cast-time is now set to 0 (instant).
  66. [] [Well of Suffering] now has a neon-red well mist.
  67.  
  68.  
  69. = *CURSES* =
  70. [Furious Demise] (I – A1)
  71. Recharge: 3 s
  72. * Gain fury whenever you lose energy while in death shroud.
  73. * Fury: 3 s
  74.  
  75. [Blood Renewal] (II – A2)
  76. * Whenever you sacrifice health, you gain life force. Only triggers in combat.
  77. * Life force: 6%
  78.  
  79. [Fear of the Dark] (III – A3)
  80. Recharge: 10 s
  81. * [Well of Darkness] pulses now chill and fear cursed foes.
  82. * Fear: ½ s
  83. * Chilled: 2½ s
  84. [] This trait's recharge applies to each respective foe that would be affected by its effect as opposed to it only being able to fear/chill 1 foe at a time; this allows for 1 fear/chill proc per [Well of Darkness] on any cursed foes that enter into or are caught within a well pulse.
  85. [] [Well of Darkness] now has a neon-blue well mist.
  86.  
  87. [Acidic Gas] (V – A5)
  88. * [Corrosive Poison Cloud] now also destroys projectiles that enter it.
  89.  
  90. [Hexer's Vigor] (VI – M1)
  91. * Reduces [Curse]'s recharge as well as its duration. [Curse] now also costs life force. If you do not have sufficient life force to cast [Curse], you instead sacrifice health.
  92. * Recharge reduction: 33%
  93. * Duration reduction: 33%
  94. * Life force cost: 5%
  95. * Health sacrificed: 5%
  96.  
  97. [Masochism] (VII – M2)
  98. Recharge: 2 s
  99. * Whenever you sacrifice health, you gain energy. Only triggers in combat.
  100. * Energy: 1
  101.  
  102. [Defile Defenses] (VIII – M3)
  103. * Reduces your max energy pool. [Curse] is now unblockable. When you curse someone, you also hex them with [Defiled Defenses]. The next time that a foe hexed with [Defiled Defenses] would block, that foe takes damage.
  104. * Defiled defenses (1): 3 s
  105. * Block damage: 467 (1.25)
  106. * Unblockable
  107. * Max energy: -3
  108.  
  109. [Blood of the Aggressor] (IX – GM1)
  110. * Reduces your max energy pool. [Enfeebling Blood] now also removes might and fury from struck foes.
  111. * Max energy: -5
  112.  
  113. [Order of Apostasy] (X – GM2)
  114. * [Corrupt Boon] is now [Order of Apostasy].
  115. [Order of Apostasy] (traited)
  116. Cast-time: 2¾ s; Recharge: 30 s
  117. * Enchantment. With each pulse, consume energy and grant an order of apostasy to yourself and allies in the area. While under the effects of this enchantment, attacks remove boons.
  118. * Number of allies: 5
  119. * Pulse (3x): every ¾ s
  120. * Energy per pulse: 3
  121. * Order of apostasy (1) per pulse: 5 s
  122. * Boons removed per hit: 1
  123. * Radius: 600
  124. [] This skill prioritizes players over other NPCs.
  125. [] Skill activation wind-up: ¼ s; total channel time: 2¼ s; after-cast: ¼ s
  126. [] Movement interrupts channeling.
  127. [] If a player cannot spend 3 energy for an upcoming pulse, the skill cancels itself at the beginning of that next pulse which would consume energy and deals no effect from that pulse.
  128.  
  129.  
  130. = *DEATH MAGIC* =
  131. [Shrouded Removal] (I – A1)
  132. * Cure a condition from yourself and nearby allies when you enter death shroud.
  133. * Number of allies: 5
  134. * Conditions removed: 1
  135. * Radius: 240
  136.  
  137. [Phantom's Egress] (II – A2)
  138. Recharge: 10 s
  139. * Gain super jump upon leaving death shroud.
  140. * Super jump (1): 3 s
  141.  
  142. [Abstinence] (III – A3)
  143. * For the first 2 seconds of death shroud, you do not lose any energy.
  144. [] This trait effectively puts the trigger for the first point of energy loss at the end of the second second of active death shroud instead of the first second.
  145.  
  146. [Deathly Invigoration] (IV – M1)
  147. * Leaving death shroud heals in an area and counts as a blast finisher.
  148. * Healing: 522 (0.2)
  149. * Radius: 240
  150. * Combo Finisher: Blast
  151.  
  152. [Life Shroud] (V – M2)
  153. * Whenever you lose energy while in death shroud, you heal nearby allies.
  154. * Number of allies: 5
  155. * Healing per point of energy lost: 186 (0.1)
  156. * Healing radius: 240
  157.  
  158. [Dead Skin] (VI – M3)
  159. * Gain 1 stack of dead skin every 5 seconds that you don't take damage (up to 5 stacks total). Lose 1 stack of dead skin every time that you take direct damage. You cannot lose more than 1 stack of dead skin each second. When you lose a stack of dead skin, you gain life force.
  160. * Dead Skin: +300 toughness
  161. * Life force gained upon stack loss: 1%
  162. [] Dead Skin does not count as an enchantment or a boon and therefore cannot be stripped.
  163. [] A single stack of the Dead Skin buff grants +300 toughness on its own.
  164. [] Condition ticks do not remove stacks of Dead Skin.
  165.  
  166. [Fleeting Shroud] (VII – GM1)
  167. Recharge: 10 s
  168. * Gain haste and swiftness upon entering death shroud. Your death shroud now has a brief maximum time limit before you are forced back to your normal form.
  169. * Haste: 1½ s
  170. * Swiftness: 8 s
  171. * Death shroud duration: 6 s
  172. [] The recharge only applies to the swiftness and haste procs. The duration penalty is always in effect.
  173.  
  174. [Life Bond] (VIII – GM2)
  175. * [Tainted Shackles] is now [Life Bond].
  176. [Life Bond] (traited)
  177. Cast-time: 10¼ s
  178. * Apply life bond to an ally in the target area, granting healing over time. If you activated life bond with 90% or more life force and more than 5 energy, you apply protection to yourself and the affected ally for each point of energy you have above the threshold.
  179. * Target radius: 90
  180. * Target range: 600
  181. * Number of targets: 1
  182. * Effect range: 700
  183. * Pulse: every 1 s
  184. * Healing per pulse: 204 (0.2)
  185. * Protection (5) duration per point of energy above 5: 1 s
  186. [] [Life Bond] is not considered an enchantment and therefore cannot be stripped.
  187. [] The user is not a valid target for his/her own [Life Bond] effect..
  188. [] Even though this skill has no actual cast-time wind-up, being a channel skill, it cannot be activated while stunned or while using another skill.
  189. [] Life bond ends prematurely if an ally moves outside of its “target range” which is dynamically calculated as the distance between the user and a target (same functionality as [Tainted Shackles]).
  190. [] The radius tool-tip is merely for the purpose of aiming the skill's effect application. After [Life Bond] is attached to a player, only that player receives its benefits while it is in effect.
  191. [] [Life Bond] cannot target structures.
  192. [] [Life Bond] will not activate if its reticle does not detect a valid target when placed.
  193. [] Protection duration is 1 s at 6 energy, 2 s at 7 energy, etc.
  194.  
  195. [Death Nova] (IX – GM3)
  196. * Minions explode in a cloud of poison where they die. This effect also triggers when you are downed.
  197. [Poison Cloud]
  198. * Number of targets: 5
  199. * Initial damage: 183 (0.1)
  200. * Pulse (4x): every 1 s
  201. * Poison per pulse: 2 s
  202. * Duration: 3 s
  203. * Radius: 180
  204. * Combo Field: Poison
  205. * Unblockable
  206. [] First pulse occurs immediately at activation and then at the end of every second afterward.
  207.  
  208.  
  209. = *BLOOD MAGIC* =
  210. [Vital Siphon] (I – A1)
  211. Recharge: 10 s
  212. * [Life Siphon]'s initial strike grants energy.
  213. * Energy: 1
  214. [] A player can only gain 1 energy from a single cast regardless of the number of targets struck; 1 energy per cool-down.
  215.  
  216. [Bloodthirst] (II – A2)
  217. * Siphoning health is more effective.
  218. * Effectiveness increased: 20%
  219.  
  220. [Foreboding Energy] (III – A3)
  221. Recharge: 3 s
  222. * You gain life force whenever you gain energy.
  223. * Life force gained upon gaining energy: 3%
  224. [] The amount of life force gained will always be 3% regardless of how much energy the user gained in order to trigger this trait's effect.
  225.  
  226. [Awaken the Blood] (IV – M1)
  227. * You gain life force when you use a healing skill. Only triggers in combat.
  228. * Life force: 8%
  229. [] For [Consume Conditions], this trait's effect only triggers when the final pulse successfully resolves.
  230.  
  231. [Transfusion] (V – M2)
  232. * Reduces [Life Transfer]'s recharge. [Life Transfer] no longer deals damage; this skill now instead heals allies in the area.
  233. * Recharge reduction: 33%
  234. * Healing per pulse: 240 (0.15)
  235. * Radius: 600
  236. [] The [Life Transfer] particles are light blue while under the effects of this trait and target only allies.
  237. [] Life force gained per strike is now based on the number of allies affected by this skill.
  238.  
  239. [Life Spring] (VI – M3)
  240. * You gain energy when you cast a well spell. Only triggers in combat.
  241. * Energy: 1
  242. [] For [Well of Power], this trait's effect only triggers when the final pulse successfully resolves.
  243.  
  244. [Death into Life] (VII – GM1)
  245. Recharge: 10 s
  246. * You gain energy when you leave death shroud.
  247. * Energy: 3
  248.  
  249. [Order of Pain] (VIII – GM2)
  250. * [Blood is Power] is now [Order of Pain].
  251. [Blood is Power] (traited)
  252. Cast-time: 1½ s; Recharge: 15 s
  253. * Lose all energy and grant might to yourself and all allies in the area for each point of energy lost.
  254. * Might (2) per energy: 5 s
  255. * Radius: 600
  256. [] Movement no longer interrupts channeling; the skill's activation is just a single cast now; all might stacks appear simultaneously upon cast completion.
  257.  
  258. [Blood Trough] (IX – GM3)
  259. * [Mark of Blood] is now [Blood Trough].
  260. [Blood Trough] (traited)
  261. Cast-time: 5½ s; Recharge: 2 s
  262. * Inscribe an area of healing blood in front of you; this area moves with you.
  263. * Number of allies: 3
  264. * Pulse (5x): every 1 s
  265. * Healing per pulse: 202 (0.2)
  266. * Range: 600
  267. [] Revenant [Field of the Mists] “following the player” effect; Revenant [Searing Fissure] hit-box.
  268. [] This skill creates a narrow, rectangular box that extends out from the front of the user; this box moves and rotates with the player; allies within the box receive the healing pulse effect.
  269. [] The user will not gain any healing from this skill because he/she is not inside of it.
  270. [] First pulse occurs immediately on successful cast and then once each second afterward.
  271. [] This skill goes into cool-down when its channel ends (whether fully resolved or interrupted).
  272. [] Healing prioritizes party members.
  273. [] This trait's effect on Staff weapon slot 2 has priority over [Spiteful Mark].
  274.  
  275.  
  276. = *SOUL REAPING* =
  277. [Persisting Shroud] (I – A1)
  278. * Life force does not drain while in death shroud if you are above the energy threshold.
  279. * Energy threshold: 4
  280.  
  281. [Weightless Specter] (II – A2)
  282. * Whenever you use a spectral skill, you gain super jump.
  283. * Super jump (1): 3 s
  284.  
  285. [Spectral Slingshot] (III – A3)
  286. * Reduces recharge of [Spectral Wall]; [Spectral Wall] inflicts chill to foes that cross it instead of fear. Allies can now interact with [Spectral Wall] in order to leap forward off of spectral energies.
  287. * Leap range: 900
  288. * Recharge reduction: 50%
  289. * Chilled: 2 s
  290. [] Dragon Arena zip pads (the gears) mechanic except only it triggers on player interaction.
  291.  
  292. [Gluttony] (IV – M1)
  293. * Increases your maximum energy pool.
  294. * Max energy: +2
  295.  
  296. [Emphatic Specter] (V – M2)
  297. * Lowers the life force threshold at which you receive bonuses to spectral skills.
  298. * Life force threshold reduction: 20%
  299.  
  300. [Near to Death] (VI – M3)
  301. * Death shroud's recharge timer starts the moment that you enter into it rather than when you return back to your normal form.
  302.  
  303. [Spectral Embrace] (VII – GM1)
  304. * Reduces [Spectral Armor]'s recharge. You gain energy whenever you affect an ally with [Spectral Armor].
  305. * Recharge reduction: 40%
  306. * Energy per affected ally: 1
  307.  
  308. [Death Perception] (VIII – GM2)
  309. * Reduces your max energy pool. Increases your critical hit chance while in death shroud; [Life Blast] now pierces targets, but also consumes life force upon cast activation.
  310. * Critical hit chance increase: 50%
  311. * Life Blast cost: 4% life force
  312. * Max energy: -5
  313. [] The life force cost is consumed at [Life Blast]'s cast initiation rather than when it resolves successfully.
  314. [] The energy threshold is also noted at the time of cast initiation rather than when the skill resolves.
  315. [] If [Life Blast] activation were to consume the remaining total of the caster's life force, the skill activation itself should still resolve normally due to the mechanics behind how being forced from life force still allows one to continue a currently active death shroud skill cast (such as is the case of Life Transfer).
  316.  
  317. [Hexproof Shroud] (IX – GM3)
  318. Recharge: 8 s
  319. * When you enter death shroud, you and adjacent allies lose a hex.
  320. * Number of allies: 5
  321. * Hexes removed: 1
  322. * Radius: 180
  323. [] This trait effect only enters into cool-down if it removes a hex.
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