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  1. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Now to the Skills:

    Level 1 = Fists of Harmony = Deal an attack with potency of 100, 150 from the flanks and 180 from the rear. Receives +10 Potency for each Light Chakra being opened, so max +70. Replaces Bootshine
    Level 4 = Strike of Truth = Deal Damage with a potency of 140. The Base Potency is increased by 20% whenever the Health Threshold of the Enemy is 25% lower. Replaces True Strike.
    Level 6 = Powerful Punch = Deal a Strike with a potency of 140, 170 from the flanks and 180 from behind. Can paralyze foes when hit from behind. Replaces Snap Punch
    These 3 Skills become on Level 6 the first Skill Chain Combo, so that 2 Skill Slots used up become then only 1 Skill Slot to use.

    Level 10 = Enigma of Earth = grants you the Earth Stance, which lets you receive 10% lesser Damage, any Conditions and Knockbacks towards you are in this Stance only half effective.
    Level 15 = Mantra of Harmony = This Skill gets now merged with Second Wind and becomes the Monk unique Heal Skill, aside of which Enigma Stance of Element you are using has Mantra of Harmony also different effects:
    Fire= Attack Power increased by 15% for you and your nearby Allies for the duration of the Mantra
    Water = Healing Potency increased by 20% on you and your nearby Allies (the known effect it has currently)
    Wind = Movement Speed is for you and your Allies temporarely increased by 50% and you can't get slowed, binded or knockedbacked/launched, merged in Arm's Length
    Earth = Become shortly immune to critical hits and attacks can't deal more damage than 10% of your Maximum Health, wipe attacks excluded


    Level 18 = Twin Snakes = You hit with this Skill now an enemy twice with 100 potency for each hit, if hit from the flanks, you will cause a Bleeding Degeneration Effect.
    Level 26 = Demolisher = You strike a foe with a potency of 50 now, This attack causes damage over time. 50 potency per second normally 100, when Demolisher hit from behind.
    Level 30 = Rockbreaker = You deal a cone like attack that hits all foes in front of you for a potency of of 130. Now stuns targets when hit from behind. Merged basically with Leg Sweep
    These 3 Skills become at Level 30 now the second Skill Chain Combo.

    Level 30 = Fist of Destruction You deal damage to all nearby foes with a potency of 50. This Attack will cause now Heaviness to foes too, so that they will move slower.
    Level 34 = Enigma of the Wind = Your Movement Speed and Attack Speed of Auto attacks is increased by 15% when you keep this Stance active.
    Level 35 = Shoulder Tackle = Gap Closer Attack with a Potency of 100, letting you rush to your target position fast. Charge Skill with 3 Charges like in PvP now...
    Regains back its Elemental Based different Effects.
    Fire= Adds a Burning DoT to the Attack for 5 seconds with a Potency of 50.
    Wind = Deals hits twice, and has under Wind a final 4th Charge.
    Earth = Knocks foes back
    Water = Freezes foes and binds them this way to the place. Critical hits to a frozen enemy deal Extra Damage. And in regard of Trash Mobs have a Chance for Instant Death.
    Level 38 = Enigma of Fire = Increases your Strength whiel you are in this Stance and 5% of received Damage is reflected back to the Target now.
    Level 40 = Enigma of Water = New. While this is active, have you an increased chance of 10% to dodge Enemy Attacks, while this Stance is active and your attacks can cause Freeze, binding enemy movement/attacks, until you hit them again. Frozen foes are defenseless and receive guaranteed critical hits. Hit frozen targets have a chance for Instant Death, a hit frozen target will directly unfreeze, so it's per freeze just a one time chance for the instant death to trigger.
    Level 45 = Four-point Fury = Stays as it is now
    Level 50 = Perfect Balance = Allows you to perform certain Skills, which require a specific Combat Stance of either Coeurl, Chocobo (replaces Raptor) or Cactor (replaces Opo Opo),
    Level 50 = Dragon Kick Based on which Enigma is active, changes now the effect and name of this Skill. Changes you to Cactor Form
    Fire Dragon Kick causes temporary a Fire Ring on the ground for 10 seconds. Enemies receive damage over time as long they stand inside.
    Earth Dragon Kick launches the enemy away and stun it, if it can be stunned
    Water Dragon Kick causes an Ice Field, which lets enemies miss their attacks more oftenly, while they stand inside, due to slipping out.
    Wind Dragon Kick causes Vulnerability, lowering temporarely the defense of the hit Target and slows its attack speed of AA's.
    Level 56 = Flow of Nature = Renamed and changed Elixier Field. You perform a of Line of Sight Energy Chakra attack, which receives per each opened up Chakra more potency. It's Base Potency is 220. For each opened up Chakra does it receive +10 Potency. This Skill ignores Enemy Defense and can't be dodged. Has in Sage Mode double the potency, but if used, ends Sage Mode instantly. Cant be used while moving.
    Level 58 = Mantra of Purification = You let yourself and nearby allies regain some MP back, removes a negative condition and in case of the Monk, does this Skill convert for some time dealt damage into Health, merging Bloodbath into this Skill.
    Level 60 = Tornado Kick = This Skill deals Damage with a potency of 330 and costs all of your Chi Flow, unless performed while in Sage Mode
    Level 66 = Brotherhood = You and your Allies Attack is increased by 5% and you open your Chakras faster while Brotherhood is active
    Level 68 = Howling Fist = Perform a Line of Sight Attack that hits all foes in front of you in the LoS with a potency of 200. Skill returns, don't event understand why it got removed at all. Feint's Effect now merged into it, so hitting foes with it will reduce temporarely their Strength and Dexterity by 10%.
    Level 70 = Yin & Yang = Only useable when you have activated Perfect Balance and when in Sage Mode. Self Buff. When activated does Chi Flow not run out, basically renamed Anatman under a restriction now. When the Skill runs out, it turns into Six-sided Star,which has now the effect to instantly grant maximum Chi Flow after performing the Attack. Has no longer an own recast timer that slows everythign else down, therefore that you can use this skill first after some previous waiting time of Yin & Yang .
    Level 72 = Enlightment/Forbidden Chakra = Changes this Skill into a Charge Skill with now 2 Charges, requires Sage Mode now to be usable. If you are not in Sage Mode, then this Skill will be Forbidden Chakra instead, which consumes MP to use and will be now usable whenever you want, it doesn't require a 5th Chakra anymore, but the MP Cost is naturally high therefore.
    Level 74 = Insight of Halone = A special Mantra, while Yin & Yang is active, which allows temporally allies to receive the positive Effects of your Enigma Stances too, however, using this Skill will as long you keep it up to share your powers, cost MP of you periodically.
    Level 76 = Rage of Rhalgr = A one time useable Attack with a potency of 500, while Yin & Yang is active, if used, it will end instandly the Sage Mode
    Level 80 = Celestial Hands = While this Skill is active, will small portions of your dealt Damage heal nearby Allies and your critical hit value is increased by 5%
    (0)
    Last edited by Kaiserdrache; 07-12-2019 at 11:01 PM.