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Cyborg Nano-Medic (Healer)

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Cyborg Nano-Medic (Healer) Empty Cyborg Nano-Medic (Healer)

Post  Admin Sun Aug 16, 2009 6:37 am

Skills:
*Offensive Skills:

- Conversion

NOTES: Conversion costs 25 stamina and deals 20 stamina damage for 1 racial point regain.

- Flashbomb

Flashbomb - 10m Knockback
Make targets short Daze and fall to ground, area skill.
Range: 1 meter
Effect Daze: like 5 seconds…
Flashbomb - Cost: 2%stam;
Effect: daze area +2%stam damage;
Duration 15sec;
Cooldown 60sec

- Radshot

-Skill detail for RadShot-I (Like Neurtotoxin)

Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 15 Stamina
Damages Target for: 25 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.

-Skill detail for RadShot-II (Like Neurtotoxin-Cool

Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 45 Stamina
Damages Target for: 65 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.

-CCS RadShot-III

Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 45 Stamina
Damages Target for: 105 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.

-CCS RadShot-IV

Classes: Healer Archetypes Only (Diviner and Seraphim excluded)
Target Method: Select (10m Range)
Cost for Use: 75 Stamina
Damages Target for: 200 Points of Poison based damage per tick on target for 20 seconds.
Reuse Timer: 20 Seconds
Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.

*Healing Skills:

Acls
-Skill detail for ACLS-I

Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use:
Stamina Status Effect on Target: Revive with ? Health and Stamina
Reuse Timer: 15 Seconds
Description: Slightly more advanced field emergency life support, enough to get the wounded back on their feet and able to function in a limited fashion.

-Skill detail for ACLS-II

Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use: 50
Stamina Status Effect on Target: Revive with 200 Health and Stamina
Reuse Timer: 15 Seconds
Description: Slightly more advanced field emergency life support, enough to get the wounded back on their feet and able to function in a limited fashion.

-Skill detail for ACLS-III

Classes: Healer Archetype Only
Target Method: Select (10m Range)
Cost for Use: 100 Stamina
Status Effect on Target: Revive with 400 Health and Stamina
Reuse Timer: 15 Seconds
Description: Advanced field emergency life support, enough to get the wounded back on their feet and able to function.

Aid
-Skill detail for Aid-I

Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: ? Stamina
Heals target for: ? Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.

-Skill detail for Aid-II

Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 45 Stamina
Heals target for: 180 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.

-Skill detail for Aid-III

Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 75 Stamina
Heals target for: 380 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.

-Skill detail for Aid-IV

Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 145 Stamina
Heals target for: 600 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for your allies.

Aidself
-Skill detail for AidSelf-I

Classes: Healer Archetypes Only
Target Method: Self
Cost for Use: ? Stamina
Heals target for: ? Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.

-Skill detail for AidSelf-II

Classes: Healer Archetypes Only
Target Method: Self
Cost for Use: 45 Stamina
Heals target for: 180 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.

-Skill detail for AidSelf-III

Skill detail for AidSelf-III
Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 75 Stamina
Heals target for: 380 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.

-Skill detail for AidSelf-IV

Classes: Healer Archetypes Only
Target Method: Select (20m Range)
Cost for Use: 145 Stamina
Heals target for: 600 Points of Damage
Reuse Timer: 15 Seconds
Description: Basic medical aid for yourself. With the same efficiency as you heal your allies.

Alkaloid
-Skill detail for Alkaloid-I

A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison?
Stamina Healed: ?
Stamina Cost: ?
Reuse Timer: 15

-Skill detail for Alkaloid-II (Like Clarity + Antidote)

A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 55 Stamina
Cost: 25
Reuse Timer: 15

-Skill detail for Alkaloid-III

A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 95
Stamina Cost: 35
Reuse Timer: 15

-CCS Alkaloid-IV

Skill detail for Alkaloid-IV A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back.
Status Effect Cured: Poison
Stamina Healed: 125
Stamina Cost: 45
Reuse Timer: 15

Firstaid
-Skill detail for FirstAid-I:

Classes: All Classes
Target Method: Self
Cost for Use: ?
Stamina Heals: ? Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.

-Skill detail for FirstAid-II

Classes: All Classes
Target Method: Self
Cost for Use: 40 Stamina
Heals: 50 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.

-Skill detail for FirstAid-III

Classes: All Classes
Target Method: Self
Cost for Use: 60 Stamina
Heals: 100 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.

-Skill detail for FirstAid-IV

Classes: All Classes
Target Method: Self
Cost for Use: 120 Stamina
Heals: 175 Damage
Reuse Timer: 30 Seconds
Description: A basic healing ability allowing everyone to heal themselves, but with low efficiency.

Restore
-Skill detail for Restore-I (Like Clarity + Jolt)

Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 15 Stamina
Heals Target: 50 Stamina
Status Effect Cleared on Target: Daze
Reuse Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.

-Skill detail for Restore-II (Like Clarity + Jolt)

Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 25 Stamina
Heals Target: 100 Stamina
Status Effect Cleared on Target: Daze Reuse
Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.

-Skill detail for Restore-III

Classes: Healer Archetype Only
Target Method: Select (20m Range)
Cost for Use: 50 Stamina
Heals Target: 150 Stamin
Status Effect Cleared on Target: Daze
Reuse Timer: 20 Seconds
Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.

*Support Skills:


-Skill detail for Nanites-I

Cyborg level 10 racial HoT
Heals 25 HP every 10s for 4 minutes,
(1200 points in total), cost 3 racial points

-Nano-Aid

-NanoRepair

Strengthen
One healer can only once on a target but two healers can buff the same fighter.

-Skill detail for Strengthen-I (Like Invigorate)

Description: A healer buff allowing them to increase a players damage output for a short time.
Damage Increase: +15
Stamina Cost: 35
Duration: 60 Seconds
Reuse Timer: 60 Seconds

-Skill detail for StrengthenII

Description: A healer buff allowing them to increase a players damage output for a short time.
Damage Increase: +35
Stamina Cost: 120
Duration: 60 Seconds
Reuse Timer: 60 Seconds

-Skill detail for RadShot-I

Classes: Healer Archetypes Only (Diviner and Seraphim excluded) Target Method: Select (10m Range) Cost for Use: 15 Stamina Damages Target for: 25 Points of Poison based damage per tick on target for 20 seconds. Reuse Timer: 20 Seconds Description: Using a short range airgun, a healer can inject an enemy target with a powerful radiation based toxin which will heavily debilitate them over time if medical attention is not sought.

-Skill detail for Restore-I

Classes: Healer Archetype Only Target Method: Select (20m Range) Cost for Use: 15 Stamina Heals Target: 50 Stamina Status Effect Cleared on Target: Daze Reuse Timer: 20 Seconds Description: A basic restoration shot ability, that helps the target regain a little stamina, and clears any daze effects on the target.

-Skill detail for Strengthen-I

Description: A healer buff allowing them to increase a players damage output for a short time. Damage Increase: +15 Stamina Cost: 35 Duration: 60 Seconds Reuse Timer: 60 Seconds

-Skill detail for Alkaloid-II

A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of stamina back. Status Effect Cured: Poison Stamina Healed: 55 Stamina Cost: 25 Reuse Timer: 15

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Join date : 2009-08-13

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