From Terrasphere
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<td><span style="color:#e7b43a">Support</span></td> | <td><span style="color:#e7b43a">Support</span></td> | ||
− | <td>These spells are similar to other support magic, they heal, buff, dispel, and [[revive]], | + | <td><span class="b2a">(Awakened)</span> 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> | but Zealot Shatterer is limited to using support spells at melee range.</td> | ||
</tr> | </tr> |
Revision as of 08:32, 16 January 2018
Mastery

Standard
Energy
Range


- Damage
- Disruption

Awakened
Energy
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 | (Awakened) 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. |