From Terrasphere
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<table width="100%" border="0" class="infobox progression"> | <table width="100%" border="0" class="infobox progression"> | ||
<tr> | <tr> | ||
| − | <td width="20%"><span style="color:# | + | <td width="20%"><span style="color:#7457d0">Break</span></td> |
| − | <td>These | + | <td>These skills are especially good at breaking solid objects.</td> |
</tr> | </tr> | ||
<tr> | <tr> | ||
| − | <td><span style="color:# | + | <td width="20%"><span style="color:#7457d0">Disrupt</span></td> |
| − | <td>These | + | <td>These skills excel at interrupting opponents or stunning them.</td> |
</tr> | </tr> | ||
<tr> | <tr> | ||
| − | <td><span style="color:#e7b43a"> | + | <td><span style="color:#e7b43a">Smite</span></td> |
| − | <td>These spells | + | <td><span class="b2a">(Awakened)</span> These spells often burn targets with holy energy or blind them with light.</td> |
</tr> | </tr> | ||
<tr> | <tr> | ||
<td><span style="color:#e7b43a">Support</span></td> | <td><span style="color:#e7b43a">Support</span></td> | ||
| − | <td>These spells | + | <td>These spells are similar to other support magic, they heal, buff, dispel, and [[revive]], |
| + | but Zealot Shatterer is limited to using support spells at melee range.</td> | ||
</tr> | </tr> | ||
</table><br> | </table><br> | ||
Revision as of 08:31, 16 January 2018
Mastery
Standard
Energy
Range
Range
- Damage
- Disruption
Awakened
Energy
Range
Range
- Magic
- Support
Skill Set
| Break | These skills are especially good at breaking solid objects. |
| Disrupt | These skills excel at interrupting opponents or stunning them. |
| Smite | (Awakened) These spells often burn targets with holy energy or blind them with light. |
| Support | These spells are similar to other support magic, they heal, buff, dispel, and revive, but Zealot Shatterer is limited to using support spells at melee range. |
Weapon
| Hammer | (One-handed) Strong smashing power. |
| Mace | (One-handed) Strong crushing power. |
| Flail | (One-handed) The chain part of the flail can sometimes have a head (e.g. spiked ball) to cause extra trauma damage. |
| Great Hammer | (Two-handed) Longer reach and more power, but is extremely unwieldy. It favors smashing. |
| Great Mace | (Two-handed) Longer reach and more power, but is extremely unwieldy. It favors crushing. |
| Great Flail | (Two-handed) Longer reach and more power, but is extremely unwieldy. It favors trauma blows. |
| Warhammer | (Two-handed) The warhammer offers long reach with the devastating blows, but trade off in its close range utility and more difficult to wield. |
| Staff | (Two-handed) Unlike other bludgeon weapons, staff is faster in speed, but lack the capability to go through heavy armor or solid materials. |





