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The Slayer - WPS

Feb 21st, 2017
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  1. The Slayer is an agile and cunning fighter who battles all manner of monsters. They have extensive knowledge of various kinds of enemy as well as the mobility and skills to take them on. A slayer typically wields spear and shield to protect their allies from the enemy, or focuses on ranged attacks with a pair of crossbows to slaughter their opponents in droves.
  2.  
  3. Agility grants the slayer 1% dodge and 1% crit chance with ranged attacks per 10 points.
  4.  
  5. Base stats----
  6. Health: 140
  7. Stamina: 10 (+5 per level)
  8. Armour: 5%
  9. Strength: 5 (+1 per level)
  10. Agility: 10 (+2 per level)
  11. Intelligence: 5 (+1 per level)
  12. Attack Power: 10
  13. Spell Power: 0
  14. Dodge: 10%
  15. Block: 0%
  16. Parry: 0%
  17. Crit: 15%
  18. Mastery: 0%
  19. Haste: 0%
  20. Versatility: 0%
  21. Multistrike: 0%
  22. Spirit: 0%
  23. Mana: 100
  24. Mana Regen: 1
  25. Ammo: 6//6
  26. The Slayer has 6 ammo for each crossbow when fighting at a range. The Slayer does not auto-attack with the bows. Their abilities will drain ammo from one, or both bows.
  27. The slayer has access to the "Reload" Ability, which causes them to channel for 5(haste) seconds whilst they reload the bow with the least ammo in it. The slayer cannot perform any other actions whilst reloading. Attacks that use only one ammo will prioritize using ammo from the bow with the most in it, whilst those that use two require an ammo from each bow.
  28.  
  29.  
  30. That's the numbers shit out of the way.
  31.  
  32. Abilities are listed in order of receipt, from 1 to 20
  33.  
  34. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  35. ~~~~~Level 1~~~~~~~~~~~~~~~~~~
  36. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  37. Pierce - 10(haste) sec CD // No CD - No cost // 1 Ammo - Melee // 20 Yards - Instant cast // 1 sec cast
  38. Rank 1: A piercing attack that ignores armour, dealing (2.2AP) physical damage to the enemy.
  39. Rank 2: Pierce causes victims to bleed for the same damage again over 6 seconds.
  40. Rank 3: Piercing a target affected by the bleed grants 40% bonus movement speed and critical strike chance for 2 seconds
  41. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  42. ~~~~~Level 2~~~~~~~~~~~~~~~~~~
  43. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  44. Tumble - 30 sec recharge // 2 charges - No cost - Instant cast
  45. Rank 1: The Slayer tumbles in your current movement direction, quickly dashing 8 yards
  46. Rank 2: If cast with a shield equipped, the slayer receives 5% less damage from all sources for 3 seconds
  47. Rank 3: If cast with a crossbow equipped, the slayer can cast whilst tumbling, and tumble can be cast part-way through other abilities (excluding Reload)
  48. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  49. ~~~~~Level 3~~~~~~~~~~~~~~~~~~
  50. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  51. Lightning Reflexes - 60 sec CD - No cost - Instant cast
  52. Rank 1: The slayer dodges the next incoming attack or spell within 2 seconds
  53. Rank 2: The slayer also gains 100% block for 2 seconds if they have a shield equipped
  54. Rank 3: If the slayer dodges an effect within the first 0.5 seconds of Lightning Reflexes, the cooldown is reduced to 30 seconds
  55. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  56. ~~~~~Level 4~~~~~~~~~~~~~~~~~~
  57. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  58. Kick - 16 sec CD - No cost - Melee range - Instant cast
  59. Rank 1: Kicks the target, interrupting spellcasting for 4 seconds
  60. Rank 2: The victim is also stunned for 1 second
  61. Rank 3: Deals (0.6AP) physical damage to the victim
  62. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  63. ~~~~~Level 5~~~~~~~~~~~~~~~~~~
  64. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  65. Outflank - 24 sec CD - No Cost - Melee range [Requires Melee Weapon]
  66. Rank 1: Attempts to flank the target, dealing (2.7AP) physical damage. If you don't have aggro on the target, damage is increased by 50%
  67. Rank 2: If you have aggro on the target, you grant the next highest aggro ally 25% increased crit chance against the target for 6 seconds
  68. Rank 3: The victim becomes 'Flanked' for 6 seconds, disabling their dodge chance.
  69. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  70. ~~~~~Level 6~~~~~~~~~~~~~~~~~~
  71. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  72. Shield Block - 30(haste) sec Recharge ~ 3 Charges - No cost [Requires Shield]
  73. Rank 1: Raises your shield, granting 50% increased block chance for 6 seconds.
  74. Rank 2: Pierce reduces the cooldown of Shield Block by 3 seconds
  75. Rank 3: If cast whilst you are above 90% health, Shield Block's duration is increased to 12 seconds
  76. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  77. ~~~~~Level 7~~~~~~~~~~~~~~~~~~
  78. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  79. Destroy Evil - 45 sec Recharge ~ 5 Charges - No cost // 1 Ammo - Melee Range // 20 yard range - Instant Cast // 1.2 sec cast
  80. Rank 1: A Vindicating attack of extreme force that deals (3.2AP) physical damage to the victim. Damage is increased by 20% for bow users.
  81. Rank 2: Destroy Evil always critically strikes Abberations
  82. Rank 3: Destroy Evil deals 1% increased damage to Abberations for each 1% health they are missing.
  83. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  84. ~~~~~Level 8~~~~~~~~~~~~~~~~~~
  85. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  86. Hunter's Zeal - Passive
  87. Rank 1: Whenever an enemy you are in combat with perishes, you gain 'Hunter's Zeal' for 1 second.
  88. Rank 2: Hunter's Zeal also increases the cast speed and recharge rate of your 'Tumble' ability by the same amount
  89. Rank 3: Also grants 30% increased haste
  90. Hunter's Zeal: Grants 100% increased movement speed
  91. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  92. ~~~~~Level 9~~~~~~~~~~~~~~~~~~
  93. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  94. Twin Fang - 10(haste) sec CD // No CD - No cost // 2 Ammo - Melee range // 20 Yards - Instant cast // 1.5 sec cast
  95. Rank 1: Unleashes a two-part attack, dealing (1.8AP) physical damage to your primary target and (1.2AP) physical damage to another enemy near them
  96. Rank 2: Deals (0.6AP) bonus damage as nature damage over 6 seconds to the secondary target
  97. Rank 3: Deals 50% increased damage to the primary target if they are suffering from Twin Fang's poison
  98. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  99. ~~~~~Level 10~~~~~~~~~~~~~~~~~
  100. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  101. Haemorrhage - No CD - No Cost // 1 Ammo - Melee Range // 20 Yards - Instant cast // 1 sec cast
  102. Rank 1: A vicious, ripping attack // Launches a viciously barbed bolt. Deals (1.1AP) physical damage, and twice the damage again over 12 seconds
  103. Rank 2: You heal for 25% of the melee damage you deal to beast victims of the dot
  104. Rank 3: The bleed portion of the effect deals 100% increased damage to beasts
  105. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  106. ~~~~~Level 11~~~~~~~~~~~~~~~~~
  107. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  108. Slay - 14(haste) sec CD - No cost // 1 Ammo - Melee Range // 20 Yards - Instant cast // 1.4 sec cast
  109. Rank 1: Attempts to slay the target, dealing (2.7AP) physical damage.
  110. Rank 2: Slay has 1% increased critical strike chance per 1% health the target is missing
  111. Rank 3: Critical strikes with Slay grant a charge of Destroy Evil and cause your next cast of Destroy Evil to be instant
  112. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  113. ~~~~~Level 12~~~~~~~~~~~~~~~~~
  114. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  115. Varian's Determination - 120 sec CD
  116. Rank 1: Reduces all magic damage you receive by 40% for 10 seconds, increasing to 80% reduction against dragon sources
  117. Rank 2: If you have a shield equipped, the reduction also applies to physical damage
  118. Rank 3: Causes you to reflect "Dragon's Breath" type attacks if you have a shield equipped, dealing 20% of the damage back in a reflected cone of half the length
  119. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  120. ~~~~~Level 13~~~~~~~~~~~~~~~~~
  121. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  122. Preparation - No CD - No cost - 10 sec cast
  123. Rank 1: You meditate on the upcoming encounter, preparing yourself. Replaces Preparation with a one time use ability based on your current equipment. Preparation can only be cast out of combat, and replaces the temporary ability again upon leaving combat.
  124. Melee Weapon + Shield: 'Revoke'
  125. Melee Weapon + No shield: 'Seize the Moment
  126. Ranged Weapon + Shield: 'Repel the Fiends'
  127. Dual ranged weapons: 'Slaughter'
  128.  
  129. Revoke: Dashes up to 40 yards to your target and interrupts their spellcasting for 6 seconds.
  130. Seize the Moment: You gain 100% critical strike for 3 seconds
  131. Repel the Fiends: Knocks all nearby enemies away from you 10 yards, and slows their movement by 50% for 2 seconds
  132. Slaughter: Your attacks are instant and cost no ammo for 5 seconds
  133.  
  134. Rank 2: Also grants you 5% increased critical strike and parry chance until you use the ability
  135. Rank 3: Once you have used the temporary ability, you can recast Preparation in combat - it is interrupted by any incoming damage
  136. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  137. ~~~~~Level 14~~~~~~~~~~~~~~~~~
  138. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  139. Crescent Slash - 4(haste) sec CD - No cost - 10 Yards [Requires Spear]
  140. Rank 1: Slashes in a wide arc, dealing (0.9AP) physical damage to all nearby enemies.
  141. Rank 2: Undead victims are swept up from under their feet, stunning them for 5 seconds. They then become immune to this stun for 45 seconds.
  142. Rank 3: Deals 150% increased damage to Undead victims above 80% health
  143.  
  144. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  145. ~~~~~Level 15~~~~~~~~~~~~~~~~~
  146. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  147. Master slayer (whilst in combat with a 'boss' tier enemy, you gain a mastery scaling bonus based on the enemy type)
  148. Mastery: Master Slayer
  149. Whilst in Boss combat, you gain a unique bonus based on the type of enemy the boss is. Also reduces the cooldown of tumble by (MAST)
  150. Dragon: Reduces damage taken from 'Breath' attacks by (0.5MAST) and increases damage dealt to flying enemies by (0.7MAST)
  151. Abberation: Reduces all shadow damage received by (0.5MAST) and increases the damage of 'Destroy Evil' by (0.65MAST)
  152. Undead: Reduces all frost damage received by (0.65MAST) and increases damage dealt to enemies above 80% health by (0.8MAST)
  153. Demon: Reduces all fire damage received by (0.6MAST) and reduces your reload time by (MAST)
  154. Beast: Reduces all physical damage received by (0.35MAST) and increases your bleed damage by (0.75MAST)
  155. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  156. ~~~~~Level 16~~~~~~~~~~~~~~~~~
  157. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  158. Vault - 18 sec CD - No cost - Melee range
  159. Rank 1: Leap over an enemy, landing 3 yards on the other side of them and dazing them for 5 seconds. If you have a shield equipped, you taunt them
  160. Rank 2: If you have a bow equipped, you kick off of them, stunning them for 2 seconds and landing 15 yards on the other side of them
  161. Rank 3: Grants you 100% increased critical strike against the enemy until your next Critical strike against htem
  162. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  163. ~~~~~Level 17~~~~~~~~~~~~~~~~~
  164. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  165. The Hunt - 300 sec CD - No cost
  166. Rank 1: Enter a heightened state of focus, doubling your mastery for 10 seconds.
  167. Rank 2: During the hunt shield block recharges twice as quickly
  168. Rank 3: The base cooldown of Tumble is reduced to 5 seconds during The Hunt, and it's damage reduction stacks up to 10 times if you have a shield equipped. Tumble and Vault both immediately 'Quick-Load' one ammo into your lowest ammo crossbow.
  169. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  170. ~~~~~Level 18~~~~~~~~~~~~~~~~~
  171. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  172. Critical Focus - Passive
  173. Rank 1: Critically striking your primary target grants 1% increased haste for 10 seconds, stacking up to 100 times. Attacking a different primary target resets this bonus.
  174. Rank 2: You have 100% critical strike chance against enemies above 90% health
  175. Rank 3: Dodging your primary target's attacks also build Critical Focus
  176. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  177. ~~~~~Level 19~~~~~~~~~~~~~~~~~
  178. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  179. Lightfire Barrage - 60 sec CD - Costs 100 Mana // 100 Mana + 12 Ammo - 10 Yards // 20 yards - 2 sec channel
  180. Rank 1: Imbues your weapons with Holy wrath for 2.5 seconds, channeling a zealous multi-strike combo in a cone infront of you, dealing (6.2AP)(haste) holy damage over 2 seconds.
  181. Rank 2: Demonic victims are paralyzed by the light magic, stunning them for 6 seconds
  182. Rank 3: Demonic victims are also set on fire by the magic, receiving the same damage again over 12 seconds as fire damage.
  183. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  184. ~~~~~Level 20~~~~~~~~~~~~~~~~~
  185. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  186. Shield Wall - 600 sec CD - No Cost [Requires shield]
  187. Taunts the target, forcing them to attack you for 10 seconds. For the duration of the taunt you receive 75% reduced damage from the target. For 10 seconds, you become immune to displacement effects and channel an uninterruptable "Shield Wall" towards your target. The shield wall projects a zone of protection in a 20 yard cone behind you, allies within the cone who receive damage from sources on the other side of the Shield Wall redirect 30% of the damage to you (damage redirect occurs before resistances - so you get you use your own damage reductions on allied damage intake!)
  188. Enemies who enter the zone of protection are ejected to the front, facing your shield wall. They are also taunted, forcing them to attack you for the rest of the shield wall.
  189. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  190. ~~~~~Talents~~~~~~~~~~~~~~~~~~
  191. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  192. Throughout play, you will earn up to 18 talent points, which can be invested across these 6 specialisations. Each talent within a given specialization must be taken before the next one down in that specialization can be taken.
  193. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  194. ~~~~~Dragon Slaying~~~~~~~~~~~~~~~~~~~
  195. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  196. Short writeup/flavour for the spec
  197. 1. +2% Dodge
  198. 2. <Weaker or less defining talents here, they can still support the spec's playstyle, just not alter the class too much>
  199. 3. <Same as above>
  200. 4. <Middleground, could go either way, bear in mind people can reach this even after fully speccing twice>
  201. 5. <Should include notable changes to the way the class is played, or particularly powerful bonuses to abilities/stats>
  202. 6. <Same as above>
  203. 7. <Should grant an ability, if not this needs to be a REALLY big bonus/passive effect, major, spec defining>
  204. <Ability name> - <cooldown> - <cost> - <range>
  205. Details of the ability
  206. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  207. ~~~~~Demon Slaying~~~~~~~~~~~~
  208. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  209. Short writeup/flavour for the spec
  210. A trained and practiced master at slaying Demons, excellent at surviving unreasonably large hits and keeping up the constant pressure required to down the titanic servants of the Burning Legion.
  211. 1. +2% Parry
  212. 2. <Weaker or less defining talents here, they can still support the spec's playstyle, just not alter the class too much>
  213. 3. <Same as above>
  214. 4. <Middleground, could go either way, bear in mind people can reach this even after fully speccing twice>
  215. 5. <Should include notable changes to the way the class is played, or particularly powerful bonuses to abilities/stats>
  216. 6. <Same as above>
  217. 7. <Should grant an ability, if not this needs to be a REALLY big bonus/passive effect, major, spec defining>
  218. <Ability name> - <cooldown> - <cost> - <range>
  219. Details of the ability
  220. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  221. ~~~~~Abberation Slaying~~~~~~~
  222. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  223. Short writeup/flavour for the spec
  224. A disciplined and focused master at slaying Abberations, specialising in closing out the kill, and refusing to die even in the face of the extra-dimensional horrors of the void.
  225. 1. +2% Versatility
  226. 2. <Weaker or less defining talents here, they can still support the spec's playstyle, just not alter the class too much>
  227. 3. <Same as above>
  228. 4. <Middleground, could go either way, bear in mind people can reach this even after fully speccing twice>
  229. 5. <Should include notable changes to the way the class is played, or particularly powerful bonuses to abilities/stats>
  230. 6. <Same as above>
  231. 7. <Should grant an ability, if not this needs to be a REALLY big bonus/passive effect, major, spec defining>
  232. <Ability name> - <cooldown> - <cost> - <range>
  233. Details of the ability
  234. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  235. ~~~~~Undead Slaying~~~~~~~~~~~
  236. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  237. A grim and hardened veteran of the frozen wastes, specialising in Devastating opening assaults and defiant valour in the face of overwhelming numbers
  238. 1. +2% Haste
  239. 2. <Weaker or less defining talents here, they can still support the spec's playstyle, just not alter the class too much>
  240. 3. <Same as above>
  241. 4. <Middleground, could go either way, bear in mind people can reach this even after fully speccing twice>
  242. 5. <Should include notable changes to the way the class is played, or particularly powerful bonuses to abilities/stats>
  243. 6. <Same as above>
  244. 7. <Should grant an ability, if not this needs to be a REALLY big bonus/passive effect, major, spec defining>
  245. <Ability name> - <cooldown> - <cost> - <range>
  246. Details of the ability
  247. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  248. ~~~~~Beast Slaying~~~~~~~~~~~~
  249. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  250. A traditional hunter of huge, hulking monstrosities - specialising in finding, exposing and abusing weak spots as well as handling the dire rage of the beast within
  251. 1. +2% Crit
  252. 2. <Weaker or less defining talents here, they can still support the spec's playstyle, just not alter the class too much>
  253. 3. <Same as above>
  254. 4. <Middleground, could go either way, bear in mind people can reach this even after fully speccing twice>
  255. 5. <Should include notable changes to the way the class is played, or particularly powerful bonuses to abilities/stats>
  256. 6. <Same as above>
  257. 7. <Should grant an ability, if not this needs to be a REALLY big bonus/passive effect, major, spec defining>
  258. <Ability name> - <cooldown> - <cost> - <range>
  259. Details of the ability
  260. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  261. ~~~~~Discipline~~~~~~~~~~~~~~~
  262. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  263. A seasoned slayer who comes prepared for every battle
  264. 1. +2% Mastery
  265. 2. <Weaker or less defining talents here, they can still support the spec's playstyle, just not alter the class too much>
  266. 3. <Same as above>
  267. 4. <Middleground, could go either way, bear in mind people can reach this even after fully speccing twice>
  268. 5. <Should include notable changes to the way the class is played, or particularly powerful bonuses to abilities/stats>
  269. 6. <Same as above>
  270. 7. <Should grant an ability, if not this needs to be a REALLY big bonus/passive effect, major, spec defining>
  271. <Ability name> - <cooldown> - <cost> - <range>
  272. Details of the ability
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