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- Dagger Guard: Allows blocking with daggers and increases your block chance by 50%, will only block 15 attacks; c1 attribute to increase block chance by 10%, c2 attribute allows blocking missiles with half the chance
- Trident Finish: Deeply pierce the enemy; if enemy is debuffed/knocked down, adds an additional 50% chance to crit as a separate crit roll
- Throw Fishing Net: Enemies in an area become immobile; duration is halved on players, duration/target count scales with level; some kind of other effect (?basic attack restriction); attributes: enemy has 0 evasion while in the net, and attribute to allow use on boss monsters with half duration
- Draw Fishing Net: Throw a net and drag the targets to you; enemies being dragged can't move; same weird restriction as the other skill; duration/targets/cooldown scales with level, attribute for evasion = 0 while in the net
- Circle 2
- Dagger Finish: Leap and stab with a dagger; if the enemy is below 50% health, more damage; the less HP they have, the stronger this is, up to 350% extra dmg
- Disarm: Deal damage and disarm the enemy, reducing their physical defense; if the enemy is a player, their shield becomes unusable; attribute to also tear off the dragoon/murmillo helmet of enemy
- Vital Point Protection: +150 crit resist on self for 30 sec, cd 50 sec; attribute that prevents you from dying(?) once while buff is on, once this triggers the buff is removed
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