Jump to content

(PSN)RidousVerXion

PSN Member
  • Posts

    2
  • Joined

  • Last visited

Posts posted by (PSN)RidousVerXion

  1. This is my first shot at this.

    Name:      Merlin                  (Prime)
    Shield:     250        750        (265)     795
    Health:     15         45           (25)       75
    Armor:      75         75           (100)    100
    Energy:    200       300         (200)     300
    Speed:     0.8        0.8          (0.95)    0.95        

    Passive: Immune to status

    Note: Due to Merlin's Powers, his 1 has an element picker like Ivara's quiver.
    Note: Due to Merlin's Powers, he will have a graphic right above his element picker showing runes within his modded range

     

    Power 1: Rune (Imbue) 50 Energy

    Select from Fire, Cold, Electricity, Toxin. Target enemy to proc element repeatedly and place a rune on it that grants 20% bonus damage. Target ally to grant elemental damage equal to 50% of current weapon's total damage. Target floor 5m away to plant mine that procs element to enemies, only applies its proc once and then goes dormant

    Stat Type            R0/R1/R2/R3
    Damage                50/50/75/100
    Duration            20/30/40/40
    Target Casting        20/30/35/40
    Damage(Mines)        25/35/45/55
    Duration(Mines)        30/40/50/60    (Mines will go dormant when time expires, disappears after 10s if it went dormant because it wasn't triggered)
    Status Chance            100
    Ally Buff            20/30/40/50
    Buff Duration            30

     

    Power 2: Curse    (Channel) 75 Energy 5 Energy/Sec

    Spread Runes and status effects to near-by enemies. Runes that have been spread do not inflict damage or activate their proc. Statuses not caused by the runes do activate. Runes spread by any attack

    Stat Type            R0/R1/R2/R3

    Spread Range        6/7/8/9
    Runes Spread        1/2/3/4
    Enemies Targeted    2/3/4/5

    Power 3: Call of Ruin 100 Energy

    Removes all runes and deals damage to enemies within range. Allies gain 15% damage reduction per unique rune removed and gain 5%/3% Shield/Health for every removed rune

    Stat Type            R0/R1/R2/R3

    Range                    25
    Damage                200/400/600/800    (Finisher Damage)
    Damage Reduction        15%
    Shield/Sec                5%
    Health/Sec                3%
    Reduction Duration    5/6/7/8
    Recovery Duration    1/2/3/4

    Power 4: Bane 100 Energy

    Removes all runes and detonates mines within range and deals damage proportional to the runes removed. Allies gain 30% extra damage for every mine detonated

    Stat Type            R0/R1/R2/R3

    Range                    25
    Damage                150/175/200/225        (True Damage)
    Buff                    30%*(mine)
    Duration            5/5/10/15


    Augments:

    Power 1: Quad-Cast

    Changes energy requirement to 150 to place 4 runes on an enemy. Allies targeted receive all four elements and converts impact into electricity, puncture into toxin, slash into cold, and any remainder damage types into heat. These elements do not combine. Can no longer place mines

    note: removes element picker

    Stat Type            R0/R1/R2/R3

    Damage                50/50/75/100
    Duration            20/30/40/40
    Target Casting        20/30/35/40
    Status Chance            100
    Buff Duration            30

     

    Power 2: Indebted (Channel) 50 Energy 15 Energy/Sec

    Runes and procs no longer spread on hit, they now spread on kill. On spread, all accumulated runes and procs activate along with remainder duration of procs. Allies within range also become immune to DOT statuses.

    Stat Type            R0/R1/R2/R3

    Spread Range        6/7/8/9
    Enemies Targeted    2/3/4/5


    Power 3: Promise of Ruin (Channel) 100 Energy 10 Energy/Sec

    Allies gain    20% damage reduction per unique rune within affinity range and heal 5 Health/Sec. All ally shields are converted into proto shields.

    Stat Type            R0/R1/R2/R3

    Damage Reduction        20%
    Health/Sec                5


    Power 4: Disaster 175 Energy

    Gathers all enemies marked with a rune and dormant mines towards targeted location and detonates them all.
    Note: You can blow yourself up if not careful

    Stat Type            R0/R1/R2/R3

    Damage                50/75/100/125    (True Damage)
    Detonation Range        8


    Signature Weapons

    Myrddin (Spear Gun)

    Mastery            13
    Slot                     Primary
    Type                   Spear Gun
    Trigger               Burst (5)
    Noise                  Alarming
    Fire Rate            7.67
    Accuracy            33.3
    Magazine Size    25
    Max Ammo         250
    Reload               2.2
    Polarities            2 Naramon

        (Gun)
        Damage        200
                    
        Impact         50
        Puncture     50
        Slash           50
        Heat            50
        
    Crit Chance          13%
    Crit Multiplier        1.7x
    Status Chance      35%
    Punch Through    1.1

        
        (Spear Throw)
        
    Trigger               Charge
    Noise                 Alarming
    Charge Time        0.7

        Damage        500
        
        Heat        500
        
    Crit Chance        20%
    Crit Multiplier    1.8x
    Status Chance    20%

    Note: Pulls in enemies within 10m range from where it landed. All pulled in
    enemies are rag dolled towards it.


    Ambrosius (Sparring)

    Mastery            
    Slot            Melee
    Type            Sparring
    Attack Speed    1.24
    Block Resist    25%
    Stance            Grim Fury
    Polarities        1 Madurai

        Damage        50
        
        Impact        19.5
        Puncture    10.5
        Slash        20
        
    Crit Chance        15%
    Crit Multiplier    2x
    Status Chance    25%

    • Like 1
×
×
  • Create New...