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Post by Lineaux on Oct 14, 2010 15:23:35 GMT -5
Welcome to The World, Revision 5. Here you will decide which Class you will become inside The World. You may choose one class for your character, and depending on your character's class you gain access to various abilities and affinities that will define the way your character finds purpose within a party, and combat in general. you will find the information you need to monitor your own level-by-level growth as a Player. The Statistics information is to help with identifying your class among the other classes of The World. We do not have you keep track of your exact stat scores, but because of that, we expect you to understand the limitations and the strengths of your classes. The HP and SP Growth information helps tells you how much HP and SP your class gains per level. HP and SP are the only figures that we require you to keep track of. For more information on HP and SP, visit the HP and SP thread in the Player Handbook. The Skills Information will tell you your classes specifics for when you gain new spells. You will need to read the Skills Thread to fully understand this information. Any Questions can be directed to my by way of Flashmail. Good luck and happy Playing! [/u][/b] BLADEMASTERHEAVY BLADEHEAVY AXEMANLONG ARMTWIN BLADEWAVEMASTERMACABRE DANCERTHAUMATERGISTILLUSIONISTRANGER[/size][/ul]
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Post by Lineaux on Oct 14, 2010 15:24:55 GMT -5
BLADE MASTER
Intro Blademasters are fairly average in their skills. Their attacks skills are fairly powerful, and have multiple hits. They have a fairly diverse range of attack elements as well. They use light Swords with mid-range capabilities that are meant for speed more than power.
Game Rule Information
Basic Attack The Blademaster's normal Attack is dealt with a Long Sword, and combos 3-4 hits.
Statistics Blade Masters are one of the more balanced Classes. They have an above average Speed and Physical Attack. Their Magical Attack, Defense, and Magical Defense are all average.
HP and SP Growth The Blademaster uses SP more than some melee classes, and therefor needs more than most. He has a HP Biased Growth. +15 HP and +11 SP Per level gained.
Skills The Blademaster starts the Game at level one with a Cycle Capacity (cc) of 2. He gains another CC at Levels 2, 3, 5, 6, and 8.
A Blademaster starts the Game with the level one Skill Cross Slash, which only Blademasters can use.
A blade master is a Swift Class, meaning he can learn any skills which in the Skills list can be learned by Swift Classes.
Melee Haste The blademaster is a master of conserving his energy and making every bit count. He can use Melee skills at 2/3 their SP cost.
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Post by Lineaux on Oct 14, 2010 20:03:43 GMT -5
HEAVY BLADE
Intro Heavy Blades Wield large swords, maximizing damage by minimizing speed and in many cases, dexterity. While the bulkiness of their weapons and fighting lessens their move pool a little, their requisite strength grants them access to abilities few others can use. The Heavy Blade's Extreme conditions make it the perfect Class to stand out in a crowd.
Game Rule Information
Basic Attack The Heavy Blade's Normal Attack is dealt with a Broad Sword, in no more than 2 hits.
Statistics Heavy Blades have the highest attack of all the classes, and nearly the lowest speed. Their Defense and Magical Defense are average, and their magical attack is negligible.
HP and SP Gain Heavy blades are foreground fighters, which necessitates A healthy amount of HP. They have an HP Heavy Growth. +17 HP and +9 SP per level.
skills Heavy Blades start the game at level 1 with a Cycle Capacity (CC) of 1. He gains another CC at levels 2nd, 3rd, 5th, 7th, and 9th levels.
Heavy Blades start the game with the Level 1 Skill Calamity, which only Heavy Blades can learn.
The Heavy Blade is a Heavy Class when determining what Skills he can use.
Melee Skill Proficiency Heavy blades are a mostly physical class, and learn quickly in the heat of battle. They gain access to melee skills one level before their listed level.
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Post by Lineaux on Oct 14, 2010 20:18:03 GMT -5
HEAVY AXEMAN
Intro The skills of Heavy Axeman focus mostly on power. They are geared towards targeting multiple enemies and dealing large amounts of damage. In return their attacks only hit a few times, and are fairly inaccurate. They have access to the elements of darkness, earth, thunder, and water.
Game Rule Information
Basic Attack Heavy Axemen Strike with large Axes, in radial attacks that hit multiple enemies, but max out in one hit combos.
Statistics The Heavy Axeman has high Attack, and a defense that is substantially above average. Magic Attack and Magic defense are both average, and Speed is very low.
HP and SP Growth The Heavy Axeman is a front-line class built to take hits and deal damage. He has an HP Heavy growth. +17 HP and +9 SP per level.
Skills The Heavy Axeman starts the game at level 1 with 1 Cycle Capacity, and gains additional CC at 2nd, 4th, 6th, 8th, and 10th levels.
Heavy Axeman starts with the Level 1 ability Brandish, which only Heavy Axemen can learn.
The Heavy Axeman is a Heavy Class when determining what Skills he can use in his Command Cycle.
Melee Skill Proficiency The Heavy Axeman learns quickly from the heat of melee combat, and gains access to melee skills one level before their listed level requirement.
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Post by Lineaux on Oct 14, 2010 20:23:18 GMT -5
LONG ARM
Intro Long arms specialize in powerful physical attacks. Most of their attacks can deal incredible amounts of damage. They make up for their high damage by having a fairly lengthy cooldown between hits, and having fairly useless area of effect attacks. Their Double Sweep line of skills, which hits all nearby enemies only has a small range.
Game Rule Information
Basic Attack The Long Arm attacks with radial attacks that are at a distance from himself, with a halberd or spear. his Combo is a one-strike radial or thrusting attack.
Statistics Long arms have a high Attack and speed, however, their Magical attack, and magical defense are severely lacking. Their defense is only average.
HP and SP Growth Long arms have a fairly good Distance on their weapons, and have access to a variety of powerful skills. They have an HP biased Growth. +14 HP and +12 SP per level.
Skills Long Arms start the game at level 1 with a Cycle Capacity (CC) of 2, and gain additional CC at The 3rd, 5th, 7th, and 9th levels.
The Long Arm starts with the level 1 Skill Double Sweep, which can only be learned by the Long Arm.
The Long arm is a Swift Class for the purposes of determining what skills he can use.
Power Proficiency The long arm can learn Skills that normally only Heavy Classes could learn, if his level is at least one level higher than the desired skill's listed Level.
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Post by Lineaux on Oct 14, 2010 20:42:27 GMT -5
TWIN BLADE
Intro Twin Blades are fast on their feet and deal quick, repetitive attacks with their small weapons. Less is more when dealing with the Twin Blade. The Twin blade is versatile and can cover nearly any roll the party requires, however they therefore can excel in one or none of these rolls. Good Twin Blades are those that can maximize their potential depending on the party they are assigned to.
Game Rule Information
Basic Attack The Twin Blade's basic attack is dealt with Twin short swords, one in each hand. They deal successive combos of 4-6 hits.
Statistics The Twin Blade's Speed is his prevailing stat. His attack, defense, Magical Attack, and Magical defense are all average, maximizing his versatility.
HP and SP Growth The Twin Blade's Many functions requires him to be flexible with his stats. Therefore, he has a balanced growth +13 HP and +13 SP per level.
Skills The Twin Blade starts the game at level 1 with a Cycle Capacity of 2. He gains an additional CC at the 2nd, 4th, 5th, 7th, and 8th levels.
Twin Blades start with the Level 1 Skill Staccato, which only they can learn.
Twin Blades are a Light Class when determining what Skills they can use.
Covering the Bases Although listed as a Light Class, Twin blades can Utilize Skills normally available to Swift or Mage Classes as long as their Level is at least one level higher than the desired Skill's List Level.
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Post by Lineaux on Oct 14, 2010 22:35:35 GMT -5
WAVE MASTER
Intro Wavemasters are the undisputed masters of spell casting, both offensive and defensive. Usually players who play Wavemasters will decide to focus on one or the other. The amount of spells they can learn are as Limited as there are spells in the game, but the amount they can be prepared to cast is limited like everyother class to the Skills in their Command Cycle.
Game Rule Information
Basic Attack The Wavemaster's only physical attack consists of swing their staff at the enemy. Their combo is one hit.
Statistics The Wave master's highest stats are Magical Attack, and Magical defense. Their speed is average, and their attack and defense are both below average.
HP and SP Growth Wavemasters attempt to keep themselves as far away from enemies as possible, and use large amounts of SP to cast their powerful spells. Their growth is SP biased. +6 HP and +20 SP per level
Skills The Wavemaster starts the Game at level one with a Cycle Capacity (cc) of 2. He gains another CC at Levels 2, 3, 5, 6, and 8.
A Wavemaster starts the Game with the level one Skill Bane, which only Wavemasters can use.
Wavemasters are a Mage Class when determining what Skills they can use.
Magic Haste A wavemaster has learned the art of Spellcraft so well that it's a science. They can perform Magic Skills by paying only 2/3 the listed SP cost.
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Post by Lineaux on Oct 14, 2010 22:53:51 GMT -5
MACABRE DANCER
Intro The Macabre Dancer is a class that specializes in strengthening and weakening in battle. They control the pace of battle with their disruptive and decisive spells. Their spell range is not as wide as is the Wavemaster's but Their capacity for staying alive in battle is higher.
Game Rule Information
Basic Attack the Macabre Dancer uses Twin Fans to attack and cast spells. Their combos consist of 3-4 attacks with the Fans.
Statistics The Macabre Dancer's highest stats are Magical Attack and Speed. Their Defense and Magic defense are Average, and their attack is below average.
HP and SP Growth The Macabre dancer, like the Wavemaster, is most useful as a spellcaster. however, their affinity for versatility makes them need more health. They have an SP biased Growth. +12 HP and + 14 SP per level.
Skills The Macabre Dancer Starts the game at level one with a Cycle Capacity (CC) of 2, and gains additional CC at levels 4, 5, 7, 8, and 9.
They Start the game with the level 1 Skill Ap Aega, Which only they can learn.
Macabre Dancers are a Mage Class for the purposes of determining what skills they can use.
Magical Weapon affinity[/i] The Macabre Dancer, in addition to casting strengthening and weakening spells, enjoys being part of melee combat. They can obtain skills that Light Classes can if their level is atleast one higher than the desired Skill's listed Level. [/color]
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Post by Lineaux on Oct 14, 2010 23:15:49 GMT -5
THAUMATERGIST
Intro The Thaumatergist is a class who's strength lies in team work and strategy. They have the power to summon Creatures at will, and communicate constantly with their summoned beasts. Their skill with spells and their skill with martial weapons are generally equal. Their whips allow them to use wide-reaching radial attacks
Game Rule Information
Basic Attack The Thaumatergist's Basic attack is carried out with a Whip, dealing damage at a medium or close range. Max combo is 3-4 hits.
Statistics The Thaumatergist's highest stats are his Magical Defense and Speed. His Attack, Defense and Magical attack are all average.
HP And SP Thaumatergists Value SP over HP, since their most important abilities can sometimes require large amounts of SP. Their growth is Biased towards SP: +11 HP/ +15 SP per level.
Skills The Thaumatergist starts the game at level one with a Cycle Capacity of 2. He gains another CC at 2nd level, and again at 4th, 6th, and 8th.
He also starts the game with the level 1 Skill Summon which only Thaumatergists can use. There are higher level skills that only Thaumatergists can use later on as well.
The Thaumatergist is considered a Light Class for the purposes of Determining what Skills he can learn.
Summon Haste Although a very physical class, The Thaumatergist has become adept at using his spells conservatively. He is able to cast spells that effect him or his summoned monster at 2/3 the SP cost.
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Post by Lineaux on Oct 16, 2010 20:55:51 GMT -5
Illusionist
Intro The Illusionist is a class that rely on sticking to the shadows and only attacking when necessary. When they do strike, they barrage their opponents with Illusions when least expected. They have the ability to copy their opponents abilities and to use their skills. Their skill with spells are one par with their speed while their martial skills are generally lower. Their Chakrams allow them to attack swiftly and lets them decide whether to go long range or close range.
Game Rule Information
Basic Attack Illusionists use Chakrams to attack their enemies. Their Basic attack combos hit 3-5 times.
Statistics The Illusionist's highest stats are their speed, evasion, magical attack, and magical defense. Their lowest stat is their physical attack while the rest of their stats are average.
HP And SP Illusionist prefer prefer a balanced growth of HP and SP: +13 HP/ +13 SP per level.
Skills The Illusionist starts the game at level one with a Cycle Capacity of 2. He gains another CC at 2nd level, and again at 4th, 6th, and 8th.
He also starts the game with the level 1 Skill Copycat which only Illusionists can use. There are higher level skills that only Illusionists can use later on as well.
Illusionists are a Light Class when determining the Skills they can use.
Meta Haste Illusionists are accustomed to acting quickly and wasting no time at all. They can use Meta Skills at 2/3 the normal SP cost.
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Post by Lineaux on Nov 4, 2010 13:59:45 GMT -5
RANGER
Intro The Ranger is a master of fighting at a distance. His finesse with the bow and dexterity on foot cannot be rivaled by any class. The ranger sacrifices much of physical protection for the ability to keep distance between himself and the enemy. The ranger has keen eyes and a keener mind.
Game Rule Information
Basic Attack the Ranger's Basic attack consists of firing arrows at opponents. 2-3 arrows usually constitutes a combo.
Statistics The Ranger's speed is his strongest stat, Magical attack and defense are above average. His attack is average and his defense is below average.
HP and SP growth The Ranger Values both durability and the ability to deal damage quickly, so his Growth is balanced with +13 HP and +13 SP per level.
Skills The Ranger starts the game at level 1 with a Cycle Capacity(CC) of 2, and gains one additional CC at the 2nd, 4th, 5th, 7th, and 8th level.
Rangers start out with the first Level Skill Point Blank Shot, a skill available only to Rangers. As they progress, they will have access to further skills exclusive to their class.
Rangers are a Light Class when determining which Skills they can use.
Mage Finger When using a Magic Skill available to their class, A ranger will imbue the spell in an arrow and fire it at an enemy. The Magic Skill is converted into a Meta Skill named after the spell with the suffix Shot after it. (Gan Rom would become Gan Rom Shot and would change from a Magic Skill to a Meta Skill.)
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Kagallie
Administrator
[ Level 1]
Posts: 195
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Post by Kagallie on Apr 14, 2011 21:54:36 GMT -5
Theta Server Classes
War Bringer A War-hardened mind who only knows the merits of power. His body is scarred with the life he has lead, but his will carries on. The War Bringer Focuses on Dealing massive damage to as many opponents as possible.
Game Rule Information
Requisite Classes Heavy Blade, Heavy Axeman
Basic Attack War Bringers use Two Hammers as Weapons in close range, dealing up to 4 hits with their combos.
Statistics Attack: Great Defense: average Speed: Average M-Attack: poor M-defense: poor
HP and SP They use few skills, choosing to rely on their force rather than strategy. They have a HP heavy growth. +19 HP and +9 SP
Skills A War Bringer Remains a Heavy Class for all issues concerning acquiring and using skills. He gains one CC at 26th Level, and another at level 32.
As an award for completing the advancement quest, He is awarded the level 26 Skill "Assault Battery" Which only War Bringers can use.
Command Style Upon becoming a War Bringer, the player will choose a specific kind of Skill, either Meta or Melee, and whichever He chooses will cost 2/3 the listed SP cost of All skills of that type.
Dual Reaper
The Dual Reapers are cynical and elitist, taking it upon themselves to right the wrongs of the world. Their war-hardened lives give them fuel for their ambitions.
Game rule information
Requisite Classes Heavy Axeman, Heavy Blade
Basic Attack The Dual Reaper uses twin Short Scythes, one in each hand, and can deal 4-6 hits.
Statistics Attack: High Speed: Above Average Defense: Average M-attack: poor M-defense: below Average
HP and SP The Dual Reaper is slightly more prone to the use of skills, and has a HP biased growth. +17 HP and +11 SP
Skills the Dual Reaper is a Heavy Class when determining his Skill set. He gains one CC at 26th Level, and another at 31st
Upon completing the Advancement Quest, the player receives the level 26 Skill "Judgement" which only Dual Reapers can use.
Dual Skill When using Meta Skills the Dual Reaper can attack two oponents, one with each Scythe, to deal the same amount of damage that both scythes would deal to a single opponent.
Dungeoneer
The Dungeoneer is a master of adventuring and multi-opponent fighting. he has made his life by adventuring out into the world as a loner, fighting to survive against impossible odds.
Game Rule Information
Requisite Classes Twin Blade, Long Arm, Blademaster, Thaumatergist
basic Attack The Dungeoneer uses a three-pronged hook with a long chain, dealing mid-range damage, using radial attacks that hit all around him. one or two swipes with this radial attack complete his combo.
Statistics Attack: Average Speed: Above Average Defense: Above Average M-attack: Below Average M-defense: Average
HP and SP The Dungeoneer gains HP and SP in a balanced fashion, so that no options are out of his reach. +14 HP and +14 SP
Skills The Dungeoneer is a Light Class for all issues concerning Command Cycle and Skill using. He gains an additional CC at 26th level, and again at 29th level.
Upon Completing the Advancement Quest, The Dungeoneer is granted the level 26 skill "Collision Chain" Which only Dungeoneers can use.
Bases Covered The Dungeoneer has access to all skills that Swift Classes can use as long as his level is one higher than the desired skill's requisite level.
Soul Assassin
During the Godless Age, when Folset and Cerrunos both left the realm of humans, a great influx of monsters ruined several areas. The Twinblades residing in that area were taken in by the Card Trixters, and it's from them that these people soon grew to become Soul Assassins. Moving from dual swords, they now use a plethora of daggers as their arsenal, capable of fighting close-hand, and from long range.
Game Rule Information
Requisite Classes Blade Master, Twin Blade, Illusionist, Macabre Dancer, long arm
Basic Attack Using throwing daggers as an all-range weapon, the Soul Assassin can deal up to 4-6 hits with one normal attack.
Statistics Speed: High Attack: Above Average Defense: below Average M-Attack: Above Average M-defense: Below Average
HP and SP growth Soul Assassins differ here. Holding similar statistics to the Twinblades, they do not require too much SP. They have a build that's still balanced, but weighing more towards HP. +15 HP, +13 SP
Skills Soul Assassins are a Swift Class when determining what Skills they can use. They gain an additional CC at 26th level, and again at 31st level.
Soul Assassins, upon completing their advancement quest, acquire the Level 26 Skill "Spread Kill", which only they can learn.
Steal Magic A combination of Drain and Mage Finger, the Soul Assassins have gained a... unique ability. By combining their daggers with a spell, they, too can use a meta skill (If spell is Rue Kruz, it becomes a meta skill Rue Dagger). However, this attack is special in the way that when it hits, it does half of its normal damage to HP, and half of its normal damage to SP. Using this does count as using a skill, and resets the Command Cycle.
Phase Oracle
The Phase Oracle First resulted from Illusionists who took their copycat Skills to a farther extent, Achieving the ability to create exact copies of enemy Skills for future use. They took this ability to a new level when they discovered away to use the same ability towards weapons that would last longer than the duration of the skill being used.
Game Rule Information
Requisite Classes Illusionist, Wavemaster, Macabre Dancer, Thaumatergist
Basic Attack When not using a Skill, or a weapon that was created by a skill, the Phase Oracle uses an undecorated bo Staff to attack enemies. Their combos consist of only 2 or 3 hits.
statistics Attack: below Average Defense: below Average Speed: poor M-attack: High M-Defense: High
HP and SP The Phase Oracle thrives on it's ability to use skills successively. It has an SP heavy growth. +9 HP and +19 SP
skills A Phase Oracle is a Mage class when determining which Skills he can use. He gains an additional CC at 26th level, and again at 30th level.
After completing the Advancement Quest, the player will be awarded the 26th level skill "Enemy Skill" Which can be used only by a Phase Oracle.
Skill Store The Phase oracle has a unique ability to store store an Enemy's copied Skill for future use. The way this works is by use of the "Enemy Skill" Skills that can be gained from shops at the Oracle's Guild HQ in the Theta Server.
"Enemy Skill", once used, is overridden with the Skill effect of the other card. For instance, if the copied skill was "Repth", the name of the Skill would become "E.S. Repth". "Enemy Skill" Can be overridden as many times as the Oracle desires, but as with all other classes, they can still only use or override the skills that are in their Command Cycle. In addition, each Enemy Skill can only be overridden as one skill at a time.
Lastly, the Phase Oracle cannot override a Skill that is not "Enemy Skill."
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Kagallie
Administrator
[ Level 1]
Posts: 195
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Post by Kagallie on Apr 14, 2011 21:55:18 GMT -5
Card Trixter Groups of nomads that have mastered use of summoning magic; but reject the ideas of Thaumatergists. The Card Trixter is a class that stands out from all the others. Instead of having a definite weapon and attack, the Card Trixter's has an arsenal of cards, which summon almost any weapon he wants, making them the most versatile class in the game.. Their stats... well...
Game Rule Information
Requisite Classes Macabre Dancer, Thaumatergist, Wavemaster, Illusionist
Basic Attack The Card Trixter uses a deck of cards to SUMMON a weapon that is thrown at the opponent. The weapon summoned is controlled: 1: A broad sword/grenade launcher/staff appears from above and lands on target's head. 1 hit. 2: Twinblades/dualfans/chackrams appear and spin around a target, not hitting it, but instead, preventing them from moving while also hitting opponents around target. 4-5 hits. 3: 3-4 Arrows/grenades fly out and attack at targets. 4: A spear and a halberd spin together, hitting in a large radius... including allies. 3-5 hits. 5: A whip appears and whips two people. 2-4 hits.
Statistics
Attack: poor Defense: poor Speed: Above Average M-attack: Above Average M-Defense: Above Average
HP and SP growth The Card Trixter is cursed with a below normal growth. +12HP/+12SP
Skills The Card Trixter is a Mage class when determining which Skills he can use. He gains an additional CC at 26th level, and again at 29th level.
After completing the Advancement Quest, the player will be awarded the 26th level skill "Blood Tarot" Which can be used only by a Card Trixter.
5 Card Poker
Sacrifices something to switch one skill in your Command Cycle for another.
1st Time: Sacrifices 25% HP or SP 2nd Time: Doubles SP cost for swapped skill. 3rd Time: 50% HP or SP 4th Time: 25% HP and SP 5th-8th Time: One of the five normal attack effects. 9th and beyond: 50% of HP AND SP
Tactic Ballistian A long forgotten weapon, now mastered with Neo-steam technology. The Ballista, a once unorthodox weapon, returns as a portable... vehicle? Out of battle, they look like some sort of concession cart... but don't be fooled...
Game Rule Information
Requisite Classes Ranger, Grenadier
Basic Attack Tactic Ballistians use ballista in battle. The ballista is actually the cart they travel around with. When in combat, it unfolds into the monstrous steam machine. Ballista can fire eight arrows at almost any ranged distance, but can only fire one round of arrows at once.
statistics Attack: High Defense: High Speed: poor M-attack: Below Average M-Defense: Below Average
HP and SP growth The Tactic Ballistian depends heavily on HP to back up slow speed, and has the growth +18HP/+10SP
skills A Tactic Ballistian is a Heavy class when determining which Skills he can use. He gains an additional CC at 26th level, and again at 31st level.
After completing the Advancement Quest, the player will be awarded the 26th level skill "Proximity Charge" Which can be used only by a Tactic Ballistian.
Danmaku Arrows Danmaku translating to "Curtain Fire", this is an advancement of the Mage Finger technique. The user transfers the spell into their ballista, and turns the next attack into a Meta Skill (Ani Zot will turn into Danmaku Zot, a Meta skill). However, such practices have become second nature now. The new meta skill only uses 2/3rds of the original cost. The command cycle, however, is still used, and you need to wait another turn for it to reload.
Turret Technician What happens when you take an old gatling gun, mix it with Neo-steam grenade launchers, and put in a pinch of magic? That's right. You've got a Turret Technicians. Turret Technicians use a new gatling gun in battle, and can turn that gun into a mini-turret, allowing them to attack without being near anything, be it enemy, ally, or weapon!
Game Rule Information
Requisite Classes Ranger, Grenadier
Basic Attack Be it mini-turret or gatling gun, the Turret Technician can now fire 6 shots per round of attacks.
statistics
Attack: High Defense: Poor Speed: Average M-attack: Average M-defense: Average
HP and SP growth Turret Technicians actually depend more on SP than HP, and has the growth of +9HP/+19SP
skills A Turret Technician is a Light class when determining which Skills he can use. He gains an additional CC at 26th level, and again at 30th level.
After completing the Advancement Quest, the player will be awarded the 26th level skill "Shock Turret" Which can be used only by a Turret Technician.
Turret Craft A Turret Technician can throw, roll, plant, whatever his gatling gun onto the field of battle. When this happens, the gun turns into a turret that, although it can't move, can rotate and attack from all angles. This allows the Technician to move freely, while having the turret fight. Be warned, two hits from anything can shatter the turret, causing it to turn back into a gatling gun, which the Technician has to retrieve on their own. While the turret is out, you can only use skills that require the turret on the field (Such as Shock Turret).
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