“If you want it, you take it! When there are no consequences, then it probably wasn't worth wanting.”
Stalkers are renegades living outside of society and where shunned for their dishonorable ways.
However the troubles of recent times have made the people more accepting of any kind words, even those likely to be a lie.
Equipment
Energy:
40 base energy at 2 pips
Stalkers do not get a focus to improve this.
Armor:
Base: 70 AL
<Need help thinking of a cool bonus>
Stalker armor is quite uncivilized, They look like poachers wearing leather and chitin, dirty worn and torn, making for a very unsavory look (if you imagine eye patches and peg legs along with that, you’ll get the kind of look I mean)
Weapons:
Stalkers use a harpoon or bolt as tall as a dwarf as a 1 handed stabbing weapon for their default attacks.
But also carry a large ballista on their back, to fire the bolts and harpoons with over great range.
Example of a bolt:
Thunder BoltUpgrade components:
Damage: Lightening 15-20 (requires 9 Accuracy)
1-handed
Range: melee
Attack time: 1.33 seconds
Inscription:
None
Damage +20% (Customised for Wildshaft Hinatal)
Head | Blade/Point upgrades
Shaft | Grip/wrapping upgrades
Example of a green ballista:
The DemonwingExample of another ballista:
Damage: Fire +0-25 (requires 9 bombardment)
1/off-handed
Attack time: 3 seconds
Inscription:
“Too much information” +15% damage against hexed foes
Increases crippled duration on foes by 33%
Ebon BallistaUpgrade components:
Damage: Piercing +12-13 (requires 9 bombardment)
1/off-handed
Attack time: 3 seconds
Inscription:
None
Damage +20% (Customised for Wildshaft Hinatal)
Winch | Blade/Point upgrades
Clasp/Trigger | Grip/wrapping upgrades
The ballista is an offhand ‘weapon’ and is carried on the back of the stalker not having any effect, unless you are in a salvo stance, using the ballista.
When you use the ballista it adds damage and range to your bolt/harpoon attacks, when fired over range the damage of the bolt relies on bombardment not on accuracy.
The range of the ballista’s attacks, as well as the flight time is determined by the salvo stance you are in.
The damage a ballista adds can be of a different type than the bolt’s damage; in fact a ballista is an upgradeable weapon completely separate from the bolt, allowing you to for example stack the effects of 2 poisonous weapon mods, or use a zealous and vampiric mod at the same time.
You also get 20% more damage over the base damage of the bolt and over the added damage of the ballista, by dual customising them.
The +20% from the ballista does not improve the damage of the bolt, or visa versa; but when firing the ballista both bonuses count on their individual parts of the total damage.
This is balanced by attacks with the ballista being incredibly slow.
(and any attack over a range as large as eye shot having a long flight time making them very dodge able)
Ballistae add up to a max of 25 damage to attacks, this can be divided any which way over the minimum and maximum damage modifier.
Attacks in melee with the bolt won’t get any benefits from the stats of the ballista.
Ballistae are often quite decorated, resembling angels, demons or birds with the stock as the body and the bow decorated to resemble wings.
Mandigor carapaces are also a popular decoration theme for ballistae.
Insignias:
Poacher’s | +15AL Vs. elemental (while attacking)
Reaver’s | Increase all damage dealt by 3, and increase all damage taken by 3 (non stacking)
Trophy Hunter’s | +3AL for each dead foe in eyeshot.
Ambush/Accuracy (primary)
For each rank in ambush attacks by you gain a 4% chance to be unblockable.
Also when you hit with an attack skill, for each rank in ambush you gain 1% of the total damage dealt as energy
Primitive Ambush stance E5 A- R45
If there are foes adjacent to you this skill fails, if you move Savage Ambush ends.
You are camouflaged and your next melee attack deals 12…33(40) additional piercing damage, if that foe is casting a spell that damage is doubled.
Chameleons Crouch elite salvo stance E5 A1 R30
You fire your ballista from a lying position; your bolts have a low arch and can strike foes from earshot up to nearby. While camouflaged your attacks also have an additional 4…22(28)% chance to be a critical hit. This stance ends when you move, when it ends you repack for it’s activation time.
Horri Bolt bolt attack E5 A(next attack) R14
When this attack hits a blind foe it deals an additional 5...14(17) damage, if it hits a crippled foe it deals an additional 5...14(17) damage.
Poachers Expertise ambush E15 A3 R20
For 60 seconds, while in the area of this ambush, whenever you hit with an unblockable attackskill you also cripple the target for 1...3(4) seconds, and you lose 2 energy or this ambush ends.
Bitter Bolt bolt attack E10 A(next attack) R10
If this attack hits it deal no damage but all allies adjacent target foe steal 4…25(32) health from that foe.
(max 3 allies)
Chameleon's Concentration ambush E15 A3 R22
For 60 seconds, while in the area of this ambush, whenever you hit with an unblockable attackskill, you are camouflaged for 1...2(3) seconds and you lose 6 energy or this ambush ends.
Utter Concentration elite bolt attack E10 A6 R2
If this attack hits it deals +5...26(33) damage and always results in a critical hit. This skill activates 0...51(68)% faster but is easily interruptible.
Aimed Shot elite bombardment E5 A1 R0Quote:
Originally Posted by jarheadA marine dies for 8000 horribly placed rounds, a sniper dies for 1 perfect shot
Attack target foe's location with a bolt, if this bombardment does not result in a critical hit, it misses.
When this attack strikes a foe, it has an additional 20...50(60)% chance to result in a critical hit.
Bombardment
Each level in bombardment increases the damage you can deal with bolts, in melee and at range, it also increases the damage balistae add to ranged attacks with a bolt and your chances to inflict a critical hit with a bolt.
Harpooner’s Poise salvo stance E5 A½ R20None
For 20 seconds you fire the ballista from under your arm, your bolts have no arch and can strike foes in the area up to adjacent, but you move 60…36(28)% slower. When this stance ends you repack for it’s activation time.
Tremor bombardment E15 A4 R10
Attack target foes location with a bolt, this bolt deals no damage and if it is blocked by a foe at that location, that foe is knocked down. Otherwise all foes adjacent to that location are knocked down, any foe knocked down by tremor takes 5...26(33) earth damage.
Harpey’s Harpoon elite preparation E5 A3 R15
For 2...11(14) seconds the activation time of your bombardments is reduced by 30…57(66)%.
Scatter Bolt bombardment E15 A3 R15
You attack target foes location with a bolt, this bolt always misses, but all foes near that location take 2...20(26) slashing damage and start bleeding for 4 seconds.
1 Shot 1 Kill elite ambush E25 A3 R30
For 60 seconds, while in the area of this ambush, whenever you hit with an unblockable attackskill it deals +4...16(20) damage, and you lose 5 energy or this ambush ends.
Terri Bolt bombardment E10 A3 R12
You attack target foes location with a bolt, if this bolt strikes a foe at that location all other adjacent foes take 5...20(25)% of the damage dealt.
Plz help me think of a good function to replace derrivation
Contraband
Guile of the Snake Oil Salesman elite stance E10 A- R35No attribute
Remove up to 1...4(5) effects from yourself that reduce your movement speed, for each effect removed you gain 5 seconds of 25% faster movement and are immune to knockdown.
Smugglers Sense ambush E15 A3 R40
For 60 seconds, while in the area of this ambush, whenever you hit with a unblockable attackskill, any struck foes are knocked down, and you lose 15...9(7) energy or this skill ends.
Wonder Tonic elite skill E10 A½ R15
You are cured of all conditions, and for 4...7(8) seconds you are immune to any condition that was removed. When Wonder Tonic ends you suffer from disease, poison, weakness and dazed for 4...7(8) seconds.
Foolproof Plan elite stance E5 A- R20
All your attack skills are disabled for 12...6(4) seconds, for each skill disabled this way you run 50% faster for 2 seconds.
Bombardeer’s Poise salvo stance E5 A1½ R20New stuff
You fire your ballista from the ground, supporting it with a bolt; your bolts have a high arch and can strike foes from eyeshot up to in the area. Your bolts gain double the effect of elevation on their range. This stance ends when you move, when it ends you repack for it’s activation time.
State: Camouflaged
Camouflaging is using magic to become harder to spot.
It does not make you invisible, only partially transparent and removes any name or markers you would have above your head, because a player has show all names turned on. When a player targets you, your name and things, display normally.
So camouflage is by no means a way to be completely safe, though it does help a lot when a player careless enough to overlook you, or if they are too busy to notice your outline.
Dark spots or places with vegetation obstructing people’s sight will of course help you in avoiding detection by players.
An army of minions or ranger pets will cause more targets to go trough with Tab, making it harder for players to find you by just hitting Tab.
Camouflage also helps against mobs, mobs will not start to attack camouflaged creatures unless they are within in their earshot.
If that mob is already attacking, they know foes are near and will attack normally.
Also when choosing between multiple targets to aggro a mob will see a camouflaged player as having 20 more armor (making them less likely to target that player for being the softest target in range)
Camouflage often requires you to stay still, so it isn’t some uber running skill that makes sure mobs can’t aggro you.
Once a player has targeted you, they’ve seen you; this doesn’t end your concealment, but concealment doesn’t offer any defensive benefit by it’s self, so not moving because you don’t want to end your concealment skill is more like a penalty than a benefit when you get spotted and attacked.
State: Repacking
Repacking is the state you are in while activating a salvo stance and after a salvo stance has ended.
Repacking is similar to activating a skill, except it can’t be interrupted.
While repacking skill activations, or attack actions, are cued to wait until you are done repacking, while repacking you are still able to move freely.
If a salvo stance ends on account of another stance replacing it, the first X seconds of that stance are used for repacking, any passive effect of the stance such as block chance or run buff is active while repacking.
Range: eyeshot
Still looking for a better name.
A large new range larger than spirit range, it is about 1.7 * the aggro circle. It represents the maximum range over which ‘human’ eyes can see well enough to actually hit something.
Like Kornan spotters, some stalker mobs will also start to attack players outside their aggro circle. Concealment is a way to avoid this.
Range only increases the amount of walking foes have to do inonder to get to you, there is no max range beyond which foes will not aggro you when you attack them.
Hell I've had mobs attack me from half the map away because they where still suffering from a hex I put on them, but was as the rezz shrine now.
Also if mob's have no ranged abilities, and can;t path their way too you, they will run in the oposite direction trying to get you of your range.
Skill type: Salvo stance
A salvo stance is a special type of stance, that has an activation (and a deactivation) time. This time is used to setup and repack the ballista when the stance begins and ends.
The salvo stance puts the character in a firing position that makes the large ballista handle able; there are 3 positions.
- From under your arm
- From a support
- From a lying position
Salvo stances determine how you fire your ballista; this determines that arch of the bolt, and a range in which you may attack foes.
This introduces a minimum range for a ranged weapon, when firing a ballista and you try to attack a foe that is not in your range, you get an out of range message instead of starting to move towards that foe; this is firstly because most salvo stances would end if you’d move and also because the foe might be too close instead of too far.
Skill type: bombardment
A bombardment is an attack skill that requires a ballista.
Using a bombardment doesn't require you to be in a salvo stance, instead you can fire the ballista while it is on your back;
If you do, fire the ballista on your back it has melee range, with the additional penalty of having to wait until the bolt comes down after being fired straight up.
It will be more effective if you use a bombardment while in a salvo stance, this will add range and
If the bombardment would mis, it still hits target location, but doesn't strike any foe.
Skill type: bolt attack
A bolt attack is an attack that can be made with both a melee and a ranged bolt attack. Some of these will have different effects weather they are used in melee or at range.
Skill type: Ambush
An ambush is a location based skill, its kind of like an invisible ward spell, but it only affects you.
While in the area of where you activated the ambush, you gain the benefit from it, but pay for it with your energy.
You can't have more than 1 ambush active at a time.
You can also just leave the area of the ambush, wait for your energy to regenerate, then get back in the ambush again.