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(Weapon Types)
(Features)
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<table width="100%" border="0" class="infobox progression">
 
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       <td width="20%"><span style="color:#d3494f">Parrying</span></td>
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       <td width="20%"><span style="color:#48afd1">Parrying</span></td>
       <td>Unlike Hunter, tinkering is all about traps that are more mechanical. Craft, assemble, disarm traps of the mechanical variety.
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       <td>Parrying allows the user to stop physical attacks from harming them by deflecting, blocking,
</td>
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or locking the target's weapon with their own. Parrying does not work without a weapon.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#4960d3">Disarming</span></td>
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       <td><span style="color:#a246d7">Counter-attacks</span></td>
       <td>Tinkerers love to get their grubby hands on all kinds of weapons and attempt to put this and that to improve their damage or utility. Unless mastery over tinkering is high, this may prove to be detriment, however.</td>
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       <td>In tandem with parrying, the user can also to retaliate, capitalizing on the target's mistakes. Counter-attacks also allow the user to take advantage of their heightened defense skills to put themselves in better position for attacking.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#4fd349">Counter-attacks</span></td>
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       <td><span style="color:#4960d3">Disrupting</span></td>
       <td>The art of assembling Automata is the joy of all Tinkerer. However, this is very difficult and require higher mastery to use. Turrets are much easier because they don't move.</td>
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       <td>The user disrupts or distracts the target with various attacks, preventing them from concentrating on other tasks.</td>
 
     </tr>
 
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     <tr>
 
     <tr>
       <td><span style="color:#49d3d1">Heightened Observasion</span></td>
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       <td><span style="color:#f1bb2b">Visual Perception</span></td>
       <td>Tinkerers have science on their side, which allow them to be better-versed at dealing with ancient mechanism and putting their scientific creativity to full use. This enable them to combine tinker with other mastery to create something unique. Or to employ their skills for improvised fighting when they are in battle.</td>
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       <td>This grants the user heightened visual perception. In combat, it can be used to aid the user in defending themselves. Out of combat, it increases their observation of motion.</td>
 
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     </tr>
 
</table><br>
 
</table><br>

Revision as of 06:36, 19 December 2017

Preface

Shields greatly increases its user defensive capability. More than just a wall between the user and their enemy, shields seamlessly integrate into physical combat. Shield strategy can go further than simply blocking damage. If used in the off-hand, shields do not require Dual Wield.

Shields feature movesets that allow the user to block incoming damage, disrupt the target, to assist in parrying, or to attack. Larger shields are more difficult to wield and limit the user's mobility, but offer more protection.

Strengths: Defensive, disruptive, compliments physical combat
Weaknesses: Limit mobility, low damage

Features

Parrying Parrying allows the user to stop physical attacks from harming them by deflecting, blocking, or locking the target's weapon with their own. Parrying does not work without a weapon.
Counter-attacks In tandem with parrying, the user can also to retaliate, capitalizing on the target's mistakes. Counter-attacks also allow the user to take advantage of their heightened defense skills to put themselves in better position for attacking.
Disrupting The user disrupts or distracts the target with various attacks, preventing them from concentrating on other tasks.
Visual Perception This grants the user heightened visual perception. In combat, it can be used to aid the user in defending themselves. Out of combat, it increases their observation of motion.

Progression

Beginner You can wave your weapon around; that ought to hit something in front of you.
Novice You can wave your weapon around more effectively now; it will definitely hit something if your aim isn't off.
Trained Your attacks have some kind of form now and you're starting to discover some skills and mechanics that you can perform somewhat reliably.
Proficient You can now proficiently wield a weapon in combat. You have found a particular fighting style that you are most comfortable with. You also have a good set of skills that you can perform with confidence.
Adept You have the basics down pat and are now starting to explore the more complex skills that require a lot more precise execution. You also unlocked complex skills and are beginning to bridge together attacks to perform basic combos.
Expert You have mastered basic stances and movements and can effectively execute movesets associated with your weapon. You are honing and making your attack combos more efficient.
Mastered You now have powerful combos and series of attacks that leave your opponent devastated if not dead. You are now strong enough to use any weapon marked as (Hybrid: Two-handed) with only one hand.