Difference between revisions of "Ranger"
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| Shoot out a projectile in the direction of the target tile, damaging any that the projectile passes through. After a 0.75s delay, recall the projectile, with damage ignoring 50% of creature defences. | | Shoot out a projectile in the direction of the target tile, damaging any that the projectile passes through. After a 0.75s delay, recall the projectile, with damage ignoring 50% of creature defences. | ||
| 7s | | 7s | ||
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Revision as of 01:07, 10 November 2019
Rangers are able to use distance weapons with great precision, but are also patient students of magic. The main strengths of a ranger lie with combining magical and physical distance attacks; using magic to alter the power and to imbue projectiles to cause extra damage or disorientate their enemies. Rangers also have a good appreciation of the natural world, which they may often use to their advantage, especially in encouraging wild creatures to do their bidding.
Ranger Spells
Name | Sprite | Mana | Type | Description | Cooldown |
---|---|---|---|---|---|
Acute Frenzy | 40 | distance (global) | For each successful consecutive distance auto-attack against a single target, the caster's attack speed is increased by 16%. This effect stacks multiplicatively. Blocked or missing attacks do not contribute to the stack. The effect lasts for 7s. | 25s | |
Barkskin | 55 | protection | Caster absorbs 18-35% of damage taken (% based on caster Wisdom and Protection) for 7 seconds. | 14s | |
Tracker's Mark | 80 | distance (global) | Imbue a projectile with slow-acting magical damage which is minor but afflicts a single target for 120s; allowing that target to be tracked over long distances. The target's defense will also be lowered (-15%) for 15s. | 60s | |
Static Shot | 50 | support | Imbue a projectile with a static charge, dealing instant damage and slowing the target's movement (-15%) for 1s. For 1.5s after casting, the static will deteriorate but may be discharged onto characters on adjacent squares. | 14s |
Spells inherited from Page
Spells inherited from Apprentice
Spells inherited from Citizen
Pending Ranger Spells - DUE IN NEXT PATCH
Name | Sprite | Mana | Type | Description | Cooldown |
---|---|---|---|---|---|
Barkskin | 50 + 2/s (whilst regenerating) | protection | Start generating a self-replenishing shield around the target (3s to replenish fully), protecting against a percentage of damage. Incoming attacks reduce the shield (-1% per 1 damage), and prevents its replenishment for 3s. | 20 | |
Glacial Imbue | 30 + 10/shot | nature | Imbue auto-attacks with ice crystals, which remain embedded in the target and slow movement speed (-4%) for 6s. On deactivating the ability, cause embedded crystals to rupture, dealing damage per stack and removing the slow. | 10s | |
Static Shot | 60 | support | Imbue a projectile with a static charge, dealing instant damage and slowing the target's movement (-15%) for 1s. For 1.5s after casting, the static will deteriorate but may be discharged onto characters on adjacent squares. | 8s | |
Tracker's Mark | 80 | distance | Imbue a projectile with slow-acting magical damage which is minor but afflicts a single target for 120s; allowing that target to be tracked over long distances. The target's defense will also be lowered (-15%) for 15s. | 60s | |
Homing Shot | 40 | distance | Shoot out a projectile in the direction of the target tile, damaging any that the projectile passes through. After a 0.75s delay, recall the projectile, with damage ignoring 50% of creature defences. | 7s |