![]() ![]() ![]() Water: Stealing characteristics from targets, weakening them and/or making the Sram stronger.Fire: Dealing damage in AoE, applying/absorbing Hemorrhage, Finishing targets off using Execute.Bad targets: A pure direct-damage Sram may struggle against sturdy targets.Tanks, especially if Sram utilises the Traps well. ![]() Combat position: Can position anything (including self) very well using Fog Traps, is able to jump straight behind targets using Willy.Can reposition his enemies to give advantage to his allies or himself, can disable enemies using the Traps. Team play: Quickly eliminating weak targets, chasing and crippling targets.Can deal great amounts of damage by utilising various mechanics that increase damage of certain moves, or by simply utilising "finishing" moves. Strike Power: Good at finishing targets off if has passive Murderer.Unique features: Hemorrhage, Stealing, Invisibility, Traps.Archetype: Tactician, assassin, thief, trapster.+Final Damage% during a Critical Hit or backstab attack + Dodge, + Control, reduces AP cost of Stabber and Scram + Lock, +Final Damage% when target HP<35% Summons a controllable double that has it own set of spells + Backstab Damage%, +Final Damage on 2nd turn of invisibility Makes target invisible for 2 turns, Transparent The class spells available to members of the Sram class are:ĭamage, Heals based on Hemorrhage level, Weak Point +10ĭamage, Hemorrhage +1 (25), Weak Point +10ĭamage, bonus damage and returns a WP if Weak Point = 100, + 10 % Final Damage if target HP <35%ĭamage, Weak Point +10, Dodge and Lock Loot.ĭamage, Bonus damage, heals, and returns a WP if Weak Point≥50ĭamage, bonus damage and returns a WP if Weak Point≥50, +Final Damage% if a backstab attack ![]()
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