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* Requires: Combat Training |
* Requires: Combat Training |
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− | The character attempts to hinder a target's ability to fight back, rather than going directly for a killing blow. Unless the target passes a physical resistance check, it suffers a penalty to attack for a short time. |
+ | The character attempts to hinder a target's ability to fight back, rather than going directly for a killing blow. Unless the target passes a physical resistance check, it suffers a penalty to attack for a short time. |
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+ | NOTE : the character strikes TWICE in rapid succession when activating this talent, both for normal combat damage. It is thus much stronger than expected. |
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The character aims a destructive blow at the target's armor or natural defenses. The attack deals normal damage, but also damages the armor unless the target passes a physical resistance check. |
The character aims a destructive blow at the target's armor or natural defenses. The attack deals normal damage, but also damages the armor unless the target passes a physical resistance check. |
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+ | |||
+ | NOTE : the character strikes TWICE in rapid succession when activating this talent, both for normal combat damage. It is thus much stronger than expected. |
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Revision as of 08:13, 15 November 2009
Two-handed talents are talents that allow characters to make a series of devastating attacks based around two-handed weapons.
Branch One
- Activated
- Range: Personal
- Activation: 21
- Cooldown: 10s
- Requires: 12 Strength
- Requires: Combat Training
Instead of going for the fatal attack an enemy expects, the player strikes out with a weapon's blunt end, knocking the opponent to the ground unless it passes a physical resistance check.
- Sustained
- Range: Personal
- Upkeep: 60
- Fatigue: 5%
- Cooldown: 30s
- Requires: 20 Strength
- Requires: Improved Combat Training
Through sheer force of will, the character remains in control on the battlefield, gaining a slight increase to attack and damage while being immune to stun or knock down effects for the duration of this mode.
- Passive
- Requires: 28 Strength
- Requires: Expert Combat Training
The character's fondness for massive two-handed weapons means that each attack offers a chance to stun the opponent due to the sheer weight behind the blow.
- Activated
- Range: Personal
- Activation: 41
- Cooldown: 60s
- Requires: 34 Strength
- Requires: Master Combat Training
The character makes a single massive swing at the target, gaining a bonus to attack. If the strike connects, it is an automatic critical hit, possibly killing the opponent outright if its health is low enough.
Branch Two
- Activated
- Range: Personal
- Activation: 26
- Cooldown: 10s
- Requires: 18 Strength
- Requires: Combat Training
The character attempts to hinder a target's ability to fight back, rather than going directly for a killing blow. Unless the target passes a physical resistance check, it suffers a penalty to attack for a short time.
NOTE : the character strikes TWICE in rapid succession when activating this talent, both for normal combat damage. It is thus much stronger than expected.
- Passive
- Requires: 23 Strength
- Requires: Improved Combat Training
The character is as adept at destruction as at death and gains a large damage bonus against golems and other constructs.
- Activated
- Range: Personal
- Activation: 41
- Cooldown: 20s
- Requires: Level 10
- Requires: 28 Strength
- Requires: Expert Combat Training
The character aims a destructive blow at the target's armor or natural defenses. The attack deals normal damage, but also damages the armor unless the target passes a physical resistance check.
NOTE : the character strikes TWICE in rapid succession when activating this talent, both for normal combat damage. It is thus much stronger than expected.
- Passive
- Requires: Level 14
- Requires: 40 Strength
- Requires: Master Combat Training
Few can stand against the savage blows of a destroyer. Every attack sunders the target's armor, reducing its effectiveness for a short time. The effects of multiple blows are not cumulative.
Branch Three
- Activated
- Range: Personal
- Activation: 41
- Cooldown: 20s
- Requires: 15 Strength
- Requires: Combat Training
The character puts extra weight and effort behind a single strike, gaining a bonus to attack. If it hits, the blow deals critical damage and imposes a penalty to movement speed unless the target passes a physical resistance check.
- Sustained
- Range: Personal
- Upkeep: 30
- Fatigue: 5%
- Cooldown: 10s
- Requires: 21 Strength
- Requires: Improved Combat Training
While in this mode, the character puts extra muscle behind each swing, gaining a bonus to damage but suffering penalties to attack and defense. Two-Handed Strength reduces the penalties to attack and defense.
- Passive
- Requires: 28 Strength
- Requires: Expert Combat Training
The character has learned to wield two-handed weapons more effectively, reducing the penalties to attack and defense from Powerful Swings.
- Activated
- Range: Personal
- Activation: 41
- Cooldown: 20s
- Requires: Level 10
- Requires: 36 Strength
- Requires: Master Combat Training
The character swings a two-handed weapon through enemies in a vicious arc, dealing normal damage to those it hits and knocking them down unless they pass a physical resistance check.