The mech does not count against the target count for this skill. Your mech removes conditions, breaks stuns, and grants boons to itself and nearby allies. Jade energy strikes nearby foes and inflicts conditions on them. Cycle energy into your mech's armor to turn it into a lightning rod. The available F2 skill is based on which of the three major master traits are selected. Fire a rapid volley of jade energy bolts from both arms, piercing through all enemies. Order your mech to dash at a target, punching with an explosive strike that weakens enemies near the point of impact. ![]() Slam at the target with both cutters, inflicting severe bleeding to enemies in the area. The available F1 skill is based on which of the three major adept traits are selected. ![]() Jade Mech CJ-1 replaces tool belt skills. This makes mechanists very versatile, letting them specialise into damage dealing, or support, providing boons and healing. Their mechs are highly customisable, gaining different abilities based on the mechanists' choice of traits. They can wield maces in their main hand for both damage and support. Mechanists have learned signet skills, which augment both themselves and their mech, and can be consumed for greater effects. They replace their tool belt with Mech Command skills to control their mechs. The advances in Canthan technology and the capacity for storing energy of the Dragonjade have been the cornerstone for the mechanists' cutting-edge Jade Mech CJ-1, their very own battle bot. Mechanist is an elite specialization for the engineer unlocked with the End of Dragons expansion. Customize your mech and use it to crush your enemies-together, you're unstoppable. The mechanist is an innovator and master of jade tech, battling alongside a mech of their own creation. Note: Increases the AT of Arms and Charge with ATR Poison by 40%."All systems go. Like the effects from other items, this can allow dodge chance to go above 50% as capped by SP investments, and also stacks additively with the Shell Amulet for up to 70% Dodge. Note: This ring increases the chance for characters to take 0 damage from enemy attacks. Min AT is not affected by this item at all, even when the Min AT is greater than 1. Note: Increases the Max AT of Arms and Charge with ATR Lightning by 30%. 3.33% -> 5%), which is the chance for the Fire attack to deal damage each frame. Note: Increases the burn rate of Fire attacks by 1.67% additively (e.g. Effects that directly add gold to the sum such as Combo Bonus or Clear Bonus are not affected. Note: Increases gold drops from monsters or from clicking on gold marks by 50%, rounded down. The Critical Hit check is done on each strike, and all attacks and their projectiles/residues from one strike deals increased damage or not. Unlike the Critical's Card in Stick Ranger, this ring's Critical Hit effect applies to not only the base attack, but also all projectiles and residues of ATR Physical. Note: This ring gives a 25% Critical Hit chance for every attack (both Arms and Charge) of ATR Physical to deal +100% damage. Physical Critical hit 25%, Critical damage +100% Note that for Gloves, Swords and Spears, the primary attack is the weapon swing and any projectiles from these weapons are not considered primary attacks. ![]() It also adds +1 second to the projectile lifespan of primary attacks. Note: This ring increases the Range of weapons with SML Long by 60. Note: This ring increases the AT of both Arms and Charge equipped by the stickman by 20%. For example, the Light Knuckle has 7 AGI at its Max LV of 4, which is further reduced to 6 AGI when the stickman is also equipped with the Craft Ring. The effect allows the Arms to go beyond their original Max LV. Note: This ring increases the current LV of the Arms equipped by the stickman by 1. Introduced in ver12.8, these items provides boosts in certain stats. Ring is a type of items in the game Stick Ranger 2.
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