Author Topic: Synergies: The Ranger  (Read 3472 times)

Salan

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Synergies: The Ranger
« on: September 12, 2014, 01:24:36 AM »
The ranger is complete, except for the obvious balancing that has to happen over the next few months (the class was restarted on August 23rd with 0 skills complete)...


I wanted to showcase a bit about the class, and yes it will be Synergies exclusive due to it being made for the different level of difficulty.

 

ChargeBar
When the charge bar is completely empty the players next strike will deal a second strike worth 100% weapon damage to its opponent
When the charge bar is filling the player will benefit from: Physical Damage, Attack Speed, and Parry (LARGE bonus armor amount that negates damage done to the ranger)
When the charge bar is full the player will benefit from: Bonus Physical damage, Attack Speed, Parry, and the player will Riposte ability while the charge bar is full, striking back at enemies who strike them.
    <-- early version

Combat Tree
Thousand cuts 
is what is considered a 'skill buff'
Generate 2 counters of Thousand cuts at casting, each melee strike has a chance to proc the skill 'thousand cuts' dealing damage to a single enemy, on top of your strike, and subtracting a counter.
Each tier adds a counter, and each skill point increases the damage done.

Breathing Room
Breathing room is a stomp attack that creates distance for the Ranger, knocking enemies away.
Tier bonus's break shields, Blinds and interupts as well as causing enemies to flee.   It will also proc 'skill buffs'

Sweeping Strike
is what is considered a 'skill buff'
Generates 2 counters of Sweeping Strike at casting.  Each melee strike has a chance to proc the AOE attack of Sweeping strike on top of your strike, subtracting a counter on use.
Tiers add counters as well as make the aoe range of the skill larger or increases the damage done dramatically.

Closure
Closure is a leap attack and pull attack, combining two very good effects of a close combat fighter into one skill.
Tier bonus's increase the range of the chain spikes.

BladeDancing
is what is considered a 'skill buff'
Generates counters of 'bladedancing' at cast.  Each strike thereafter has a chance to degrade an enemies armor while counters last, subtracts a counter each use.
Tiers add power and charges, allowing the skill to stack upon itself to greater heights.

Bladeweaving
is what is considered a 'skill buff'
Generates counters of 'bladeweaving' at cast.  Each strike thereafter creates a barrier of armor around the player, increasing their armor ratings, and subtracting a counter each use.
Tiers increase power and add counters, allowing the skill to stack upon itself to greater heights.

Rites of the Sun
Summons a melee Ranger companion to fight with the player, adds Nature counters on cast.
Melee companions use Thousand strikes, Sweeping Strike, Bladeweaving and Bladedancing as well as wounds as their skills. 
these minions also use their masters damage rolls for their damage.
each tier decreases the cooldown on recasting the minion and adds one of the above skills to its abilities.

Passive: Slashing Wounds
Every time you strike an opponent you create a wound on them.  DOT damage scales with investment.

Passive: Inner Focus
Every time you strike with a 'SKILL' you generate counters for melee attacks.  Thousand cuts, Sweeping strikes, BladeWeaving and BladeDancing.

Passive: Precision
Generates a bonus to Critical chance and Physical damage based upon investment, level, and how many counters you currently have available for melee skills.



I will add more to this with the other trees and how they add to this style of play!
All artwork by Hermundure!
« Last Edit: September 12, 2014, 01:26:31 AM by Salan »
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