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= Abilities = |
= Abilities = |
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==Tier 1== |
==Tier 1== |
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+ | [[File:Guide Fists Skill Demonstration (Inner Ring)|thumb|300px]] |
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=== Feral=== |
=== Feral=== |
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[[File:Ability_-_claw.png|thumb|left|25px]][[Claw]] - Active Melee Ability - A single target fist weapon attack that deals a moderate amount of damage. Builds a weapon resource for each equipped weapon. |
[[File:Ability_-_claw.png|thumb|left|25px]][[Claw]] - Active Melee Ability - A single target fist weapon attack that deals a moderate amount of damage. Builds a weapon resource for each equipped weapon. |
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== Tier 2 == |
== Tier 2 == |
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=== The Wilderness === |
=== The Wilderness === |
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[[File:Ability_-_bear_knuckle.png|thumb|left|25px]][[Bear Knuckle]] - Active Melee Ability - A single target fist weapon attack that deals a moderate amount of damage. Exploits [[State|impaired]] state. Builds a weapon resource for each equipped weapon. |
[[File:Ability_-_bear_knuckle.png|thumb|left|25px]][[Bear Knuckle]] - Active Melee Ability - A single target fist weapon attack that deals a moderate amount of damage. Exploits [[State|impaired]] state. Builds a weapon resource for each equipped weapon. |
Revision as of 02:26, 23 October 2019
Fist weapons allow both furious destructive power and healing potentitial. With three Decks all Dragon using Fists, and most other weapons being shared about equally amongst the Secret Societies, it is something of a Dragon signature weapon, but not nearly as much as Chaos Magic.
It can inflict the States of Afflicted and Impaired, and if it is paired with Pistol or Shotgun, then all four states can be inflicted.
See Red, in The Wilderness outer cell of Fists, has the powerful and possibly unique ability to lock down an opponent completely, at the cost of locking down the caster. In group PvP, this adds the potential of inevitability to the assassination of key personnel in the enemy group, such as healers or State users.
Features:
- Short range damage (3 meters)
- Long range healing (15 meters)
Major combat roles:
- DPS
- Heal
Decks:
Main article: Decks
Abilities
Tier 1
Feral
Claw - Active Melee Ability - A single target fist weapon attack that deals a moderate amount of damage. Builds a weapon resource for each equipped weapon.
Sharp Claws - Passive Ability - Claw also deals damage over time. Sets afflicted state.
Hog Wild - Active Melee Ability - A fist weapon blast that deals a large amount of damage in a cone in front of you. Grants Savage Sweep. Consumes all fist weapon resources.
Killer Instinct - Passive Ability - Deals a small amount of extra damage for each successful hit until it reaches five. The fifth hit cannot be evaded, and restores Killer Instinct
Prey on the Weak - Active Melee Ability - A fist weapon burst that deals a moderate amount of damage over multiple hits. Exploits impaired state. Builds a weapon resource for each equipped weapon.
Predator - Passive Ability - Increases damage and healing of all fist weapon abilities.
Go for the Throat - Active Melee Ability (Elite) - A single target fist weapon attack that deals a moderate amount of damage and damage over time and locks all the target's active abilities for a short time. Sets impaired and afflicted state.
Primal
Lick Your Wounds - Passive Ability - Whenever you successfully hit a target, you get a small Heal over Time effect.
Nurture - Active Melee Ability - A single target fist weapon heal and heal over time effect on your defensive target. Builds a fist weapon resource.
Nurturing Gift - Passive Ability - Increases the duration of Nurture's heal over time effect.
Pack Leader - Active Melee Ability - Increases the hit chance of everyone in your group for a short time.
Alpha Wolf - Passive Ability - Reduces the recharge of Pack Leader
Wild at Heart - Active Melee Ability - A single target fist weapon attack that deals a large amount of damage. Grants Feral Regrowth. Consumes all fist weapon resources.
Out of the Woods - Passive Ability (Elite) - Whenever you heal a target to close to full health, all your direct heals are increased for a short time.
Tier 2
The Wilderness
Bear Knuckle - Active Melee Ability - A single target fist weapon attack that deals a moderate amount of damage. Exploits impaired state. Builds a weapon resource for each equipped weapon.
Thrill of the Chase - Passive Ability - Slightly increases the damage of all your movement abilities. Successfully hitting a target from behind reduces the recharge time of all your movement abilities.
One-Two - Active Melee Ability - A single target fist weapon burst that deals a target amount of damage over two hits. Grants Savage Sweep. Consumes all fist weapon resources.
Follow Through - Passive Ability - Increases the damage of One-Two's second hit.
Tear 'Em Up - Active Melee Ability - A single target fist weapon attack that deals a large amount of damage. grants Feral Regrowth. Exploits afflicted state. Consumes all fist weapon resources.
Ferocity - Passive Ability - Whenever you successfully hit with two consecutive hits in a burst category ability, all your damage is increased for a short time.
See Red - Active Melee Ability (Elite) - A single target fist weapon channel that deals a large amount of damage in a flurry of blows over a short time. Roots both caster and target to the spot and locks all the target's active abilities for a short time.
The Outback
Salt in the Wound - Passive Ability - Whenever you set afflicted state, you also deal a small amount of direct damage.
Reckless - Active Melee Ability - A fist weapon effect on self that increases all damage dealt and taken for a short time.
Bloodsport - Passive Ability - All your attacks also deal a small amount of damage over time. Sets afflicted state.
Cage Fight - Active Melee Ability - A fist weapon attack that deals a moderate amount of damage and damage over time to nearby targets. Sets afflicted state.
Animal Instinct - Passive Ability - Increases the damage dealt and the amount of enemies hit by Savage Sweep and applies a damage over time effect. Increases the healing of Feral Regrowth.
Bushwhack - Active Melee Ability - A single target fist weapon charge that deals a large amount of damage and locks all the target's active abilities, for a short time. Sets impaired state.
Adrenalise - Passive Ability (Elite) - Whenever you use a fist weapon builder, your next fist weapon builder will build one additional resource. Cancelled by glancing hits and fist weapon consumers.
The Streets
Head On - Active Melee Ability - You dash forward dealing a moderate amount of damage in a column in front of you. Builds a resource for each equipped weapon.
Hardheaded - Passive Ability - Increases the distance of the dash, the amount of enemies hit, and the damage dealt by Head On. Causes Head On to build more resources based on the number of enemies hit.
Berserk - Active Melee Ability - A fist weapon ability that adds an area of effect component to your subsequent attacks. Grants Feral Regrowth. Consumes all fist weapon resources.
Bruising Blast - Passive Ability - Increases the efficiency of all Blast category abilities.
Savage - Active Melee Ability - A fist weapon attack that deals a large amount of damage in a cone in front of you. Grants Savage Sweep. Exploits impaired state. Consumes all fist weapon resources.
Concussion - Passive Ability - Whenever you set impaired state, you also deal a moderate amount of direct damage.
Gore - Active Melee Ability (Elite) - A single target fist weapon charge that deals a large amount of damage and damage over time to nearby enemies. Sets afflicted state.
Warming Up
Surgical Steel - Active Melee Ability - A single target fist weapon burst that heals your defensive target for a large amount and applies a heal over time effect. Consumes all fist weapon resources.
Hot Iron - Passive Ability - Every eighth direct heal you apply will be significantly increased.
Cauterize - Active Melee Ability - A single target fist weapon heal that heals your defensive target for a moderate amount and applies a heal over time effect. Builds one fist weapon resource.
Healing Sparks - Passive Ability - Whenever you activate a burst category ability, you apply a heal over time effect to your defensive target.
Creature Comfort - Active Melee Ability - A single target, large, fist weapon heal over time effect. Grants Feral Regrowth. Consumes all fist weapon resources.
Glimmer of Hope - Passive Ability - Whenever you heal with a heal over time effect, you have a chance to heal yourself for a moderate amount.
Radiance - Active Melee Ability (Elite) - Whenever you activate Radiance, all your heal over time effects are more powerful and are guaranteed to critically hit for a short time.
Heat of Battle
Renewal - Passive Ability - Whenever you hit an impaired target, there's a chance everyone hitting the same target will get a small heal over time effect.
Empathy - Active Melee Ability - A single target direct heal. Exploits heal over time effects.
Restraint - Passive Ability - Every seventh attack you unleash will lock all your target's active abilities for a short time. Sets impaired state.
Vigor - Active Melee Ability - Places a healing area on the ground for a short while healing friendly targets inside the area.
Making Amends - Passive Ability - Increases the healing done by all your heal over time effects.
Muzzle - Active Melee Ability - A single target, ranged fist weapon attack that deals a large amount of damage and locks all your target's active abilities for a short time. Sets impaired state.
Empowerment - Passive Ability (Elite) - Whenever one of your heal over time effects critically hit, you also apply a direct heal on the target.
Play with Fire
Shelter - Active Melee Ability - A fist weapon heal that grants nearby friendly targets a small direct heal and a heal over time effect.
Trespass - Passive Ability - Shelter also deals damage to nearby targets. Increases the duration of Shelter.
Blast of Light - Active Melee Ability - A fist weapon blast that applies a direct heal and a heal over time in a cone in front of you and a small heal over time to the caster. Consumes all fist weapon resources.
Positive Reaction - Passive Ability - Whenever you activate a blast category ability, you heal yourself or your defensive target for a small amount the next time you are hit.
Inner Spark - Active Melee Ability - A fist weapon ability that puts a short duration reactive heal on your defensive target. Consumes all fist weapon resources.
Kindle - Passive Ability - Increases the amount healed by Inner Spark. Increases the duration of Inner Spark.
Fired Up - Active Melee Ability - Heals and applies a heal over time effect to all members of your group.
Skills
Damage
- Follow up: Increases the damage and healing done by your Savage Sweep and Feral Regrowth by 5%.
Healing
- Warmth: Your Fist Healing abilities cause the target to receive 0.66% additional healing from all sources. This effect can stack up to 5 times.