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(Created page with "==Preface== __NOTOC__ <html><img src="http://terrarp.net/resources/mastery/guard.png" class="right" style="margin: 0 0 70px 20px; width: 200px"></html> Shields greatly increa...")
 
(Weapon Types)
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<br><span class="b2a">Weaknesses:</span> Limit mobility, low damage
 
<br><span class="b2a">Weaknesses:</span> Limit mobility, low damage
  
==Weapon Types==
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==Features==
<table width="100%" border="0" class="infobox progression">
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<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
       <td width="22%"><span style="color:#3fb3c8">Small Shield</span></td>
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       <td width="20%"><span style="color:#d3494f">Parrying</span></td>
       <td><span class="b2a">(One-handed)</span> Does not offer much in terms of protection other than assisting in parrying, but it is light and can be strapped to the belt; often great in duels.</td>
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       <td>Unlike Hunter, tinkering is all about traps that are more mechanical. Craft, assemble, disarm traps of the mechanical variety.
 +
</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#3f76c8">Standard Shield</span></td>
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       <td><span style="color:#4960d3">Disarming</span></td>
       <td><span class="b2a">(One-handed)</span> Offers more protection, but is bigger and can't be put away easily.</td>
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       <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>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#8e49b6">Great Shield</span></td>
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       <td><span style="color:#4fd349">Counter-attacks</span></td>
       <td><span class="b2a">(One or two-handed)</span> Its large size covers most of the users' body,
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       <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>
making it a great choice for defense, but is incredibly heavy.</td>
 
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#6852ca">Ultra Great Shield</span></td>
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       <td><span style="color:#49d3d1">Heightened Observasion</span></td>
       <td><span class="b2a">(Hybrid: Two-handed)</span> Its size nearly dwarfs the user, requiring a massive amount of strength to wield, but offers incredible offensive and defensive options in combat, particularly charge attacks.</td>
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       <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>
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>

Revision as of 08:35, 17 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 Unlike Hunter, tinkering is all about traps that are more mechanical. Craft, assemble, disarm traps of the mechanical variety.
Disarming 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.
Counter-attacks 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.
Heightened Observasion 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.

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.