Angel- Seraphim (level39- new respec)
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Angel- Seraphim (level39- new respec)
Angel -Seraphim Level 39
Beginning Skills
Offensive Skills: Repel, Smite-I
Healing Skills: ACLS-I, Aid-I, AidSelf-I, Alkaloid-I, FirstAid-I, Soothe,
Suppression
Support Skills: AngelBuff, Benediction, BioField-I, Overdrive
AngelBuff : Level:1 A racial buff, providing power to the target, and adding a racial point to the caster. Race : Angel, classes : all. Status Effect: buffed (approximately 90% more hit power), duration : 120s, cost: 25, reuse timer: 35s.
Benediction-I
+30 damage bonus 10m AoE ability
Soothe
Description: Soothe is an AoE affect allowing a healer to rapidly deal with any bleeding wounds or fires affecting the players around them. (DoT effects) Health Healed: 50 Status Effect Cured: DoT
Supression
Suppression is a light side race healer ability only that allows them to heal themselves for 100 health, and staunch or extinguish any bleeding wounds or fires that may be effecting them. (DoT effects) Health Healed: 100 Status Effect Cured: DoT Stamina Cost: 50 Recast time: 45 Seconds
smite around 200 hp damage uses 3 prayers and has 120 sec cooldown
Skill detail for Redeem-I
Classes: Seraphim Angel Only Target Method: Select (20m Range) Cost for Use: 20 Stamina Damages Target for: 50 Points of Stamina Damage Status Effect on Target: Weakness (85% Chance), Duration, 10 Seconds Reuse Timer: 30 Seconds Description: An attempt at holy redemption, the angel tries to remove the wickedness from the soul of their target, leaving them drained of energy and possibly weakened by the attempt.
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 Alkaloid-II
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 55 Stamina Cost: 25 Reuse Timer: 15
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 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 Judgment-I
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 20 Stamina Damage Dealt: 45 HP Damage Healed: 60 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (85% Chance), 15 Second Duration Reuse Timer: 30 Seconds
Mercy I
Racial lvl 10 HoT for Angels.
Heals 2160 points against 3 racial points. Heal 45 health points every 5 seconde for 4 minutes
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: 5 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.
Skill detail for Judgment-II
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 60 Stamina Damage Dealt: 95 HP Damage Healed: 120 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (85% Chance), 15 Second Duration Reuse Timer: 30 Seconds
Skill detail for Alkaloid-III
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 95 Stamina Cost: 35 Reuse Timer: 15
Skill detail for BioField-II
* The caster creates a small biological regenerative field around them, healing their allies en masse. Target Method: AoE 10m
* Status Effect: Heal Over Time
* Healing Amount: 40 HP per tick
* Duration: 30 seconds
* Stamina Cost: 150
* Reuse Timer: 60 Seconds
Skill detail for Inspire-II
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
* Stamina Cost: 30
* Armor Increase on Target: +19
* Armor Duration: 60 seconds
*
* Reuse Timer: 15 Seconds
Skill detail for Redeem-II
Classes: Seraphim Angel Only Target Method: Select (20m Range) Cost for Use: 60 Stamina Damages Target for: 150 Points of Stamina Damage Status Effect on Target: Weakness (85% Chance), Duration, 10 Seconds Reuse Timer: 30 Seconds Description: An attempt at holy redemption, the angel tries to remove the wickedness from the soul of their target, leaving them drained of energy and possibly weakened by the attempt.
Skill detail for Restore-III
Classes: Healer Archetype Only Target Method: Select (20m Range) Cost for Use: 50 Stamina Heals Target: 150 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-III
Classes: Healer Archetypes Only Target Method: Select (20m Range) Cost for Use: 75 Stamina Heals target for: 380 Points of Damage Reuse Timer: 5 Seconds Description: Basic medical aid for your allies.
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 Judgment-III
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 120 Stamina Damage Dealt: 175 HP Damage Healed: 180 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (85% Chance), 15 Second Duration Reuse Timer: 30 Seconds
Skill detail for Alkaloid-IV
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 125 Stamina Cost: 45 Reuse Timer: 15
Skill detail for Inspire-III
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
* Stamina Cost: 60
* Armor Increase on Target: +24
* Armor Duration: 60 seconds
*
* Reuse Timer: 15 Seconds
Skill detail for Restore-IV
Classes: Healer Archetype Only Target Method: Select (20m Range) Cost for Use: 95 Stamina Heals Target: 275 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 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.
Skill detail for ACLS-II
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: 90 Seconds Description: Advanced field emergency life support, enough to get the wounded back on their feet and able to function.
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: 5 Seconds Description: Basic medical aid for your allies.
Skill detail for Judgment-IV
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 120 Stamina Damage Dealt: 145 HP Damage Healed: 180 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (90% Chance), 25 Second Duration Reuse Timer: 30 Seconds
Skill detail for BioFieldIII
* The caster creates a small biological regenerative field around them, healing their allies en masse. Target Method: AoE 10m
* Status Effect: Heal Over Time
* Healing Amount: 65 HP per tick
* Duration: 30 seconds
* Stamina Cost: 225
* Reuse Timer: 60 Seconds
Skill detail for Inspire-IV
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
* Stamina Cost: 120
* Armor Increase on Target: +31
* Armor Duration: 60 seconds
*
* Reuse Timer: 15 Seconds
Skill detail for Alkaloid-V
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 180 Stamina Cost: 60 Reuse Timer: 15
Beginning Skills
Offensive Skills: Repel, Smite-I
Healing Skills: ACLS-I, Aid-I, AidSelf-I, Alkaloid-I, FirstAid-I, Soothe,
Suppression
Support Skills: AngelBuff, Benediction, BioField-I, Overdrive
AngelBuff : Level:1 A racial buff, providing power to the target, and adding a racial point to the caster. Race : Angel, classes : all. Status Effect: buffed (approximately 90% more hit power), duration : 120s, cost: 25, reuse timer: 35s.
Benediction-I
+30 damage bonus 10m AoE ability
Soothe
Description: Soothe is an AoE affect allowing a healer to rapidly deal with any bleeding wounds or fires affecting the players around them. (DoT effects) Health Healed: 50 Status Effect Cured: DoT
Supression
Suppression is a light side race healer ability only that allows them to heal themselves for 100 health, and staunch or extinguish any bleeding wounds or fires that may be effecting them. (DoT effects) Health Healed: 100 Status Effect Cured: DoT Stamina Cost: 50 Recast time: 45 Seconds
smite around 200 hp damage uses 3 prayers and has 120 sec cooldown
Skill detail for Redeem-I
Classes: Seraphim Angel Only Target Method: Select (20m Range) Cost for Use: 20 Stamina Damages Target for: 50 Points of Stamina Damage Status Effect on Target: Weakness (85% Chance), Duration, 10 Seconds Reuse Timer: 30 Seconds Description: An attempt at holy redemption, the angel tries to remove the wickedness from the soul of their target, leaving them drained of energy and possibly weakened by the attempt.
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 Alkaloid-II
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 55 Stamina Cost: 25 Reuse Timer: 15
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 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 Judgment-I
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 20 Stamina Damage Dealt: 45 HP Damage Healed: 60 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (85% Chance), 15 Second Duration Reuse Timer: 30 Seconds
Mercy I
Racial lvl 10 HoT for Angels.
Heals 2160 points against 3 racial points. Heal 45 health points every 5 seconde for 4 minutes
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: 5 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.
Skill detail for Judgment-II
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 60 Stamina Damage Dealt: 95 HP Damage Healed: 120 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (85% Chance), 15 Second Duration Reuse Timer: 30 Seconds
Skill detail for Alkaloid-III
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 95 Stamina Cost: 35 Reuse Timer: 15
Skill detail for BioField-II
* The caster creates a small biological regenerative field around them, healing their allies en masse. Target Method: AoE 10m
* Status Effect: Heal Over Time
* Healing Amount: 40 HP per tick
* Duration: 30 seconds
* Stamina Cost: 150
* Reuse Timer: 60 Seconds
Skill detail for Inspire-II
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
* Stamina Cost: 30
* Armor Increase on Target: +19
* Armor Duration: 60 seconds
*
* Reuse Timer: 15 Seconds
Skill detail for Redeem-II
Classes: Seraphim Angel Only Target Method: Select (20m Range) Cost for Use: 60 Stamina Damages Target for: 150 Points of Stamina Damage Status Effect on Target: Weakness (85% Chance), Duration, 10 Seconds Reuse Timer: 30 Seconds Description: An attempt at holy redemption, the angel tries to remove the wickedness from the soul of their target, leaving them drained of energy and possibly weakened by the attempt.
Skill detail for Restore-III
Classes: Healer Archetype Only Target Method: Select (20m Range) Cost for Use: 50 Stamina Heals Target: 150 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-III
Classes: Healer Archetypes Only Target Method: Select (20m Range) Cost for Use: 75 Stamina Heals target for: 380 Points of Damage Reuse Timer: 5 Seconds Description: Basic medical aid for your allies.
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 Judgment-III
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 120 Stamina Damage Dealt: 175 HP Damage Healed: 180 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (85% Chance), 15 Second Duration Reuse Timer: 30 Seconds
Skill detail for Alkaloid-IV
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 125 Stamina Cost: 45 Reuse Timer: 15
Skill detail for Inspire-III
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
* Stamina Cost: 60
* Armor Increase on Target: +24
* Armor Duration: 60 seconds
*
* Reuse Timer: 15 Seconds
Skill detail for Restore-IV
Classes: Healer Archetype Only Target Method: Select (20m Range) Cost for Use: 95 Stamina Heals Target: 275 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 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.
Skill detail for ACLS-II
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: 90 Seconds Description: Advanced field emergency life support, enough to get the wounded back on their feet and able to function.
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: 5 Seconds Description: Basic medical aid for your allies.
Skill detail for Judgment-IV
Description: A holy judgment, stripping power from the evil that are judged. Target Method: Select Range: 5m Cost: 120 Stamina Damage Dealt: 145 HP Damage Healed: 180 Stamina regained by Seraphim or Guardian. Status Effect on Targets: Curse (90% Chance), 25 Second Duration Reuse Timer: 30 Seconds
Skill detail for BioFieldIII
* The caster creates a small biological regenerative field around them, healing their allies en masse. Target Method: AoE 10m
* Status Effect: Heal Over Time
* Healing Amount: 65 HP per tick
* Duration: 30 seconds
* Stamina Cost: 225
* Reuse Timer: 60 Seconds
Skill detail for Inspire-IV
A healer's exhortations inspire their troops, emboldening their defenses and making them more resilient on the field of battle.
* Stamina Cost: 120
* Armor Increase on Target: +31
* Armor Duration: 60 seconds
*
* Reuse Timer: 15 Seconds
Skill detail for Alkaloid-V
A basic alkaloid compound shot, neutralizing poison effects and giving the target a small amount of health back. Status Effect Cured: Poison Health Healed: 180 Stamina Cost: 60 Reuse Timer: 15
Taurie- Admin
- Posts : 63
Join date : 2009-08-13
Location : Pigeon Forge, Tennessee
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