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Cyborg Pleasurebot (Healer)

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Cyborg Pleasurebot (Healer) Empty Cyborg Pleasurebot (Healer)

Post  Admin Sun Aug 16, 2009 6:39 am

*Offensive Skills:

- Conversion

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

Fatigue
-Fatigue-I

weakened in area, racial cyborg, 108 dmg in stam

-Fatigue-II

weakened in area, racial cyborg, 197 dmg in stam

-Fatigue-III

weakened in area, racial cyborg, 176 dmg in stam

-Fatigue-IV

weakened in area, racial cyborg, 219 dmg in stam

-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.

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.

- Stimulate

Stimulate = generate stamina 300 with one powerpoint

*Support Skills:

Biofield
-Skill detail for BioField-I

* The caster creates a small biological regenerative field around them, healing their allies en masse.
* Target Method: AoE 5m
* Status Effect: Heal Over Time
* Healing Amount: ? HP per tick
* Duration: 30 seconds
* Stamina Cost: ?
* Reuse Timer: 60 Seconds

-Skill detail for BioField-II

* The caster creates a small biological regenerative field around them, healing their allies en masse.
* Target Method: AoE 5m
* Status Effect: Heal Over Time
* Healing Amount: 40 HP per tick
* Duration: 30 seconds
* Stamina Cost: 150
* Reuse Timer: 60 Seconds

Inspire
-Skill detail for Inspire-I

A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.

Stamina Cost: 15
Armor Increase on Target: +14
Armor Duration: 60 seconds

Reuse Timer: 15 Seconds

Nanites
-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

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

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Posts : 17
Join date : 2009-08-13

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