![]() The last pulse leaves a 3 sec water field that applies regeneration. Abyssal Cloak, short channel, small AoE pulsing boon steal and granting the stolen boons to allies, and cures 1 condition per pulse. Shadow Plasma, short channel, pulsing quickness to allies, might and blast finishers. Flips to Shade Burst, AoE Aegis, fury and vigor, blast finisher.-4. (like reaper's greatsword 3)Magic/Sword- Shade Ward- slash the air creating a rend in light that destroys projectiles, and reduces front facing damage by 50% for three seconds(does not stack with protection). 10 pulses in 1.5sec Short duration conditions. ![]() Enemies within 300 are pulled to where you were, if any enemies are standing inside the area you left, flip over skill to 'Tenbrious Arms' - pulsing immobilize and burning around where you were standing when cast, fire field, for 3 pulses over 1.5 sec.Magic/Dagger- Abyss Edge, evade into the shadows, and stab with your dagger, pulsing multiple times applying random conditions and low damage with each pulse. (with 100% boon duration this should just barely not keep 100% uptime.)Magic/Pistol- Darkstep, shadowstep 600 range, ground target. AoE up to 5 targets, gain long duration of every boon except alacrity. Does not recover inititave.Magic/Magic- Overcharge Abyssal Plasma. Blazing Abyss, channel pulsing low damage and high burning on an area. (but will produce a VIBRANTLY BLACK trail for a second behind your thief like 'spectral walk' which will fade out over 2 sec.)-2. Using this attack within 2 sec of entering stealth will not break stealth. Apply more confusion the lower the target's health is. (medium damage above 50%) also apply confusion in an area around your target, and around yourself. Shadow Magic Stealth Attack- Abyssal Bolt, Strike a foe with an explosive bolt of shadow lightning, dealing very high single target damage if the foe struck is below 50% health. (worst rate of initiative return) cool down 1sec longer than the channel.-1a. Shadow Lightning, channel arcs of black lightning from your fingertips in a long line, striking enemies along its length and applying vulnerability, and dealing medium damage. ![]() (buff these when releasing the elite spec.)-1. And the magic/offhand skills, which cost inititave, like weapon skills.) When using a weapon in the main hand, and Shadow magic in the off hand, the existing "single weapon 3 skill" will be used. Which neither costs, nor recovers initiative. All Shadow Magics have cool downs, because they recover inititave resources. Shadow Magic: All Shadow magic (except the 3 paired with with an offhand and Stealth Attack skills) have long cast times, and regains initiative while casting. Though these sustain abilities are selfish in nature, and are designed around absorbing damage rather than avoiding it. Self sustain, to enhance the 1v1 pvp capabilities.Cause long range large area of effect condition damage with main hand shadow magics.And through changes to the 'revealed' mechanic, described later, called 'Tenbrious Mists'. Using shadow magics from your offhand, and new utilities called 'Obtennebration skills' to support in ways thief currently cannot. ![]() With the profession focused around three concepts, which will be reflected in the trait lines, the Arcane Trickster will be adaptable to many gear sets and builds. With the new Obtennebration skills, you get new ways to interact with the stealth mechanic, as they will have different effects when cast in stealth, or when out of stealth, and the out of stealth effects will be stronger when revealed. Wielding shadow magics or weapons fluidly in either hand allows the Arcane trickster to have more options. The thief fully unlocks thier understanding of shadow magics, and uses them to augment, rather than replace thier capabilities.
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