Lycan Shaman (healer)
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Lycan Shaman (healer)
*Offensive Skills:
- 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
Lifetap
-Skill detail for LifeTap-I
Target Merhod: Select (20 meter range)
Stamina Cost: 25
Damage: 45 HP
Heals Caster: 90 HP
Status Effect: Weakness, 85% Chance
Reuse Timer: 20 Seconds
Description: A dark magic, Life Tap drains the target of a portion of its life, and gives it to the caster, this discipline is shared between casters and the healers of the darker races.
-Skill detail for LifeTap-II
Target Merhod: Select (20 meter range)
Stamina Cost: 55
Damage: 90 HP
Heals Caster: 180 HP
Status Effect: Weakness, 85% Chance
Reuse Timer: 20 Seconds
Description: A dark magic, Life Tap drains the target of a portion of its life, and gives it to the caster, this discipline is shared between casters and the healers of the darker races.
Skill detail for LifeTap-III
* Target Merhod: Select (20 meter range)
* Description: A dark magic, Life Tap drains the target of a portion of its life, and gives it to the caster, this discipline is shared between casters and the healers of the darker races.
* Stamina Cost: 75
* Damage: 120 HP
* Heals Caster: 240 HP
* Status Effect: Weakness, 85% Chance
* Reuse Timer: 20 Seconds
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-
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:
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
-FocusRage-I
-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
-Skill detail for Rage-IV
Rage for Lycans, yay, +47 base to damage.
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
Available at Level 2
_______________
-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.
Available At Level 5
_______________
-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
-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
Available At Level 10
________________
-Skill detail for RadShot-II
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.
-Skill detail for Restore-II
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 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 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.
-FocusRage-I
No Description
Available At Level 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
- 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
Lifetap
-Skill detail for LifeTap-I
Target Merhod: Select (20 meter range)
Stamina Cost: 25
Damage: 45 HP
Heals Caster: 90 HP
Status Effect: Weakness, 85% Chance
Reuse Timer: 20 Seconds
Description: A dark magic, Life Tap drains the target of a portion of its life, and gives it to the caster, this discipline is shared between casters and the healers of the darker races.
-Skill detail for LifeTap-II
Target Merhod: Select (20 meter range)
Stamina Cost: 55
Damage: 90 HP
Heals Caster: 180 HP
Status Effect: Weakness, 85% Chance
Reuse Timer: 20 Seconds
Description: A dark magic, Life Tap drains the target of a portion of its life, and gives it to the caster, this discipline is shared between casters and the healers of the darker races.
Skill detail for LifeTap-III
* Target Merhod: Select (20 meter range)
* Description: A dark magic, Life Tap drains the target of a portion of its life, and gives it to the caster, this discipline is shared between casters and the healers of the darker races.
* Stamina Cost: 75
* Damage: 120 HP
* Heals Caster: 240 HP
* Status Effect: Weakness, 85% Chance
* Reuse Timer: 20 Seconds
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-
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:
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
-FocusRage-I
-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
-Skill detail for Rage-IV
Rage for Lycans, yay, +47 base to damage.
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
Available at Level 2
_______________
-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.
Available At Level 5
_______________
-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
-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
Available At Level 10
________________
-Skill detail for RadShot-II
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.
-Skill detail for Restore-II
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 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 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.
-FocusRage-I
No Description
Available At Level 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
Sonny- Admin
- Posts : 16
Join date : 2009-08-13
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