HERO: STORM ARCHER


Uses: Bow/Crossbow.
Source: mana + combo points.

Earth Archer (dps)
Water Archer (dps)
Wind Archer (dps)

TALENTS

T1 *s4*
Reload: Health
10% mana + (cp)
Increases health by (5/10/15/20/25)% for
(10/15/20/25/30)sec.

Reload: Source
10% mana + (cp)
Increases mana by (5/10/15/20/25)% for
(10/15/20/25/30)sec.

Reload: Haste
10% mana + (cp)
Increases haste by (5/10/15/20/25)% for
(10/15/20/25/30)sec.

T2 *S*
Brew Storm: Snow
45sec CD 30yard Range.
When the enemy is crit they are slowed by 90% for 1sec. Last 5sec.

Brew Storm: Sand
45sec CD 30yard Range.
When the enemy is crit they are incapacitated for 1sec.
Last 5sec

Brew Storm: Flurry
45sec CD 30yard Range.
When the enemy is crit they are rooted for 2sec.
Last 5sec

T3 *G*
Thunder: War
1min CD. 5% mana.
Increases raid members armor by 50% for 15sec.

Thunder: Battle
1min CD. 5% mana.
Increases raid members damage by 15% for 15sec.

Thunder: Fight
1min CD. 5% mana.
Increases raid members stamina by 25% for 15sec.

T4 *r*
Rally Health: Kill
8% + (CP)
Honorable and experience kills heal you for (1/2/3/4/5)% current health and your killing blows restore (1/2/3/4/5)% total health. 
Last 10sec.

Rally Health: Crit
8% + (CP)
Your critical strikes grant you (2/4/6/8/10)% current and 1% total health. Last 10sec.

Rally Health: Prepare
8% + (CP)
Attacks against you heal you for (5/10/15/20/25)% of the damage.
Also heals you for 1% total health every 2sec. Last 10sec.

T5 (Passive)
Fire Ammo
Your auto attacks deal an extra 20% over 1sec.

Frost Ammo
Your auto attacks slow the enemy by 15% for 2sec.

Nature Ammo
Your auto attacks increase nature damage the enemy takes by 10% for 3sec.

T6 (Passive)
Light Arrows
Your critical strikes heal you for 10% of the damage.

Leeching Arrows
Your critical strikes steal 1% current health.

Dark Arrows
Your critical strikes cause 10% more damage.

T7 *X*
Rain: Avoidance
45sec CD 10% mana.
It rains around you in 10yards for 10sec. Raid members inside gain 10% extra avoidances.

Rain: Reign
45sec CD 10% mana.
It rains around you in 10yards for 10sec. Raid members inside deal 10% more damage.

Rain: Leech
45sec CD 10% mana.
It rains around you in 10yards for 10sec. Raid members inside are healed for 10% of the damage they deal.

ABILITIES
ALL

Tranquil Storm *T*
45sec CD 5% mana.
Disorient enemies inside of your Storm Cloud for 4sec.

Ignite Storm *Q*
10% mana + (1-5cp) 40yard range.
Ignight the flame hiden within your class specialization.
Earth: Increases health and stamina.
Water: Increases mana and mana rgeneration.
Wind: Increases damage and haste.
CP: (10/15/20/25/30)% for (5/10/15/20/25)sec.

Volley *W*
5%. Mana. Chanelled 25yard range.
Deals 90% weapon damage in a 15yard radius at the selected area for 5sec.

Spread Storm *E*
Spread your storm effect to enemies in 10yarfs of effected targets.

Storm Cloud *Z*
Lay a cloud in a 25yard radius.
25sec CD.
Wile you are inside your storm cloud you gain: 
(based on class specialization)
Earth: Slow attackers by 25% for 5sec.
Water: Slow attackers casting and attack speed by 25% for 5sec.
Wind: When you are attacked you move 25% faster for 5sec.
Last 15sec.

Voyage: *v*
1% mana.
Increase movement speed by 1% every 1sec for 30sec. 
Effect stacks 50x.

Storm Snipe *1*
15% mana + (CP) 40yard Range.
Snipe the target for (300/325/350/375/400)%
Increase nature damage you do by (5/10/15/20/25)% for 5sec.
Only usable on enemies bellow 20%.
Generates 1 combo point.

Storm Wound *2*
10sec CD 5% mana + (CP) 35yard.
Shoot the target for 210% weapon damage and causes them to bleed for (10/20/30/40/50)% of the damage over 5sec.

Storm Shock *3*
15sec CD 5%mana. 30yard Range.
Shock the enemy target for 200% weapon damage and grants you 1% total mana whenever you strike them for the next 10sec.
Crit generates 1 combo point.

Storm Arrow *4*
5% weapon damage. 35yard Range.
Shoot the enemy for 110% weapon damage and 50% of that as nature damage. 
Crit generates 1 combo point.

Lightning Ammo *5*
30sec CD
Increases nature damage done by 10% and crits that generate combo points generate an extra combo point. Last 10sec.

Bend Elements *s2*
5%mana + (CP)
Shoot the enemy for (100/125/150/175/200)% weapon damage +(10/15/20/25/30)% of that  as nature damage over 5sec to the enemy target.

Thunder Shot *s3*
5sec CD 5% mana.
Slow the enemy target by 50% for 2sec.

Guided Path
Icreases your movement speed by 10% of your mastery.

Critical Arrows.
Passive 
Increases crit chance by 1%.

EARTH ARCHER

Toss Sandstorm *s1*
25sec CD 5% mana.
Throw a sandstorm that travels forward for 5sec dissorienting enemies in its path for 3sec.

Cover: Earth *C*
45sec CD 8%mana.
You take cover under a barrier of earth for 5sec becoming immune to physical attacks but immovalized.

Barrier *A*
45sec CD
Absorb 25% of all physical damage you take for 10sec.

Earth Arrows
Your auto attack crits grant total and current health.

Mastery: Sizemic.
Increases armor by @%.

WATER ARCHER

Toss Hurricane *s1*
25sec CD 5%mana.
Throw a hurrican that travels foward for 5sec dealing 110% weapon damage to all enemies hit. Crits generates 1 combo point each.

Cover: Water *C*
45sec CD 8%mana.
You take cover under a barrier of water for 5sec becoming immune to spell attacks but immobalized.

Water Barrier *A*
45sec CD
Absorb 50% of spell damage you take for 10sec.

Water Arrows
Your auto attack crits grant 1% current mana.

Mastery: Waves
Increases mana by @%.

WIND ARCHER

Toss Tornato *s1*
25sec CD 
Throw a hurrican that travels foward for 5sec dealing 110% weapon damage to all enemies hit and knocking them back 8yards.

Cover: Wind *C*
1min CD 8%mana.
You take cover under a barrier of wind for 5sec becoming immune to movement imparing effects.

Wind Barrier *A*
45sec CD
Absorb 25% of all damage you take for 10sec.

Wind Arrows
Your auto attack crits cause 5% more damage.

Mastery: Wind
Increases nature damage you do by @%.

GLYPHS
MAJOR

Guided Path
Increases your guided path bonus to 20%.

Spread Storm
Increases the distance your storm spreads by 5yards.

Share Storm
Causes your spread storm to start from the highest durration and refresh durrations.

Cover
Reduces the cooldown of your cover by 5sec.

Voyage
Increases the durration and cooldown of your Voyage by 30sec.

Thunder Shot
Increass the durration and cooldown of your thunder shot by 2sec.

HYBRID: BALANCER

1spec.
Resource: Light <100-0-100> Dark
Uses: spells.
Wear: Leather
Mastery: Increases power generation by 1/10@%.

TALENTS

T1
Expend: Frequency
Reduces the cooldown of your Expend by 30sec.

Expend: Efficiency
Reduces the cost of your Expend by 100%.

Expend: Armor
Doubles the armor of your Expend.

T2
Reside: Care
If you are at full health your Reside heals a friendly unit in 10yards.

Reside: Love
Your Reside restores an extra 5% total health.

Reside: Tender
Your Reside also restores 10 active.

T3
Zen: Expand
Reduces the cooldown of your Zen by 10sec.

Zen: Efficient
Your Zen generates an extra 5 active.

Zen: Extend
Inceases the durration of your Zen by 15sec.

T4
Relate: Cost
Your Relate cost 10 less.

Relate: Economic
Your Relate no longer cost or generates.

Relate: Generate
Your Relate genertes 15 more.

T5
Restrain: Root
Your Restrain roots the enemy.

Restrain: Stun
Your Restrain stuns the enemy.

Restrain: Silence
Your Restrain silences the enemy.

T6
Wonder: Distance 
Increases the range by 10yards.

Wonder: Damage
Increases the damage by 50%.

Wonder: Cost
Reduces the cost by 50%.

T7
Balance Serenity: Purity
Reduces the cost by 100%.

Balance Serenity: Perfection
Reduces the cooldown and increases the durration by 10sec.

Balance Serenity: Purpose
Increases the generation by 50%.

ABILITIES

Anomaly *1*
10sec CD. 10 Dark.
Deals 175% spell damage to the enemy target every 2sec for 10sec.
Crits generate 5 inactive.

Dark *2*
10sec CD.
Deals 50% magic damage as shadow damage every 0.2sec for 5sec. Crits generate 5dark.

Relate *3*
15sec CD 20 (active).
Damage the enemy target for 125% spell damage every 1sec for 5sec.
Generates 10 inactive.

Light *4*
4sec Cast 10 Light
Deals 310% spell damage as holy damage. Crits generate 5light.

Optic Sphere *5*
10 (active) 
Deals 70% holy and shadow damage.
Generates 20 active.

Lighten *s1*
20sec CD 10 dark.
You knock the enemy down for 1sec. No Deminish.
Generates 15 light.

Resort *s2*
50 Active
Deals 75% magic damage to the enemy target every 1sec for 5sec.
Stacks 5x.

Darken *s3*
30sec CD 10 light.
You silence enemies in 10yards for 2sec. No deminish.
Generates 15 dark.

*s4* Balance Serenity
45sec CD 50 active
Increases light and dark generation by 2x for 10sec.

Zen *Z*
1min CD.
Attacks against you generate 10 active and 5 inactive. Last 30sec.

Except *X*
45sec CD. 25 active.
You take 50% less damage for 5sec.

Conflict *C*
45sec CD 100 active. 
All damage taken for the next 5sec is split between all enemies in 15yards.

Void Dance *v*
3min CD
You become obscure for 1sec every 2sec. Last 10sec.

Expend *A*
2min CD 100active.
You gain 250% armor for 10sec.

Slab *S*
5sec CD. 15active.
Slow the enemy by 60% for 5sec.
Generates 10inactive.

Fend *F*
2min CD 10active
Avoid the next damaging attack against you.

Generation *G*
Convert all light into dark or all dark into light.

Quality *Q*
Increases your damage by 25% for 30sec.
Only works when meter is at 0.

Wonder *W*
25 active. 15yard range.
Deals 75% magic damage to enemies between you and the enemy target.

Quanity *E*
100 dark or Light
Spread your Quality effect to friendly units in 15yards of effected targets.

Reside *r*
10sec CD. 15 active.
Heals for 5% of your total health.

Restrain *T*
25sec CD. 10 active.
The next time the enemy target uses an ability they are (talent) for 2sec. No deminish.

NORMAL: BISHOP

Shaman Priest
Source: Mana

SPECS

Cleric (dps)
Wear: Plate
Uses Duelwield 1h.

Missionary (dps)
Wear: Mail
Uses 2h melee weapon.

Guru (healer)
Wear: Leather
Uses mace and shield.

TALENTS

T1
Blessing: Past
Passive
When you crit you take 25% less damage for 5seconds.

Blessing: Present
Passive
When you crit you deal 25% more damage for 5seconds.

Blessing: Future
Passive
When you crit you are healed for 25% of the damage.

T2
Mercy: Bare
Passive
When you take critical damage you take 10% less damage for 5seconds.

Mercy: Warborn
Passive
When you take critical damage you deal 5% more damage and take 5% less damage for 5seconds.

Mercy: Revenge
Passive
When you take critical damage you deal 10% more damage for 5seconds.

T3
Motion: Deffense
Passive
When you take critical damage you move 15% faster for 5seconds.

Motion: Offense
Passive
When you deal critical damage you move 15% faster for 5seconds.

Motion: Streak
Passive
When you deal a killing blow you move 30% faster for 10seconds.

T4
Shield: Stun
Passive
While stunned you obsorb 50% of all damage you take.

Shield: Interrupt
Passive
While interrupted you obsorb 50% of all damage you take.

Shield: Silence
Passive
While silenced you obsorb 50% of all damage you take.

T5
Trend:  Revenge.
Passive
When you are attacked next the enemy is damaged for the same amount. 
Occurs once a minute.
Cannot be dispelled or stolen.

Trend: Rival
Passive
When you are attacked next you do 50% more damage to the target for 5seconds.
Occurs once a minute.
Cannot be dispelled or stolen.

Trend: Relive
Passive
When you deal a critical strike the enemy also takes  100% of the damage over 5seconds. 
Occurs once a minute.
Cannot be dispelled or stolen.

T6 *E*
Preach: Truth
30sec CD 10% mana 30yard Range.
You deal 300% of Spell power as Holy damage and increasing all periodic damage done by your spells on the target by 50% for 5 seconds.

Preach: Solution
30sec CD 10% mana. 30yard range.
You deal 300% of Spell power as Holy damage increasing all chances the target has to be hit by 10% for 5seconds.

Preach: Peace 
30sec CD 10% mana. 30yard range.
You deal 300% of Spell power as Holy damage and increasing all chances the target has to miss by 10% for 5seconds.

T7
Venture: Retreat  *S*
15sec CD 5% mana 35yard range.
Place Venture:Retreat on the target. The next time they do damage to you they are knocked back 4yards and you blink black 4yards.

Venture: Advance *S*
25sec CD 5% mana 35yard range.
Place Venture: Advance on the target. The next time you deal damage to them you are pulled 10yards closer.

Venture: Global *S*
35sec CD 5% mana 35yard range.
Place Venture: Global on the target. The next time they do damage to you or you do damage to them, you move 15yards in the direction you are moving, otherwise forward.

ABILITYS
ALL

See Future *1*
10sec CD. 5% mana.
Deals 150% weapon damage over 10seconds and heals you for 50% of that damage as its done and 5% of the damage you deal to the target for 10seconds.
If used on a target below 20% you deal an extra 100% of the damage over 5sec.

Spread Word *2*
8% mana
Spread your word to enemies in 15yards of effected enemies and restores 2sec to their durrations.

Emphasize Word *3*
15sec CD 10%mana.
Refresh your word effects active on the target and instantly dealing 50% weapon damage per each of your word effects active on the target. If the ability crits the damage is doubled.

See Pressent *4*
8% Mana. Melee Range
Strike the enemy for 135% weapon damage and 25% of that damage over 10sec.

See Past *s1*
45sec CD
Rewind the next effect the enemy target uses.

Vent *s2*
10sec CD 5% mana
You vent your word. Causing 70% weapon damage for each of your word effect to all effected targets.

Confine Cast *s3*
30sec CD 5% mana. 30yard range.
You prevent the enemy from casting. Interrupting that school of magic for 4seconds or silencing them for 2.

Restore Resource *s4*
30sec CD 5%mana.
Restores mana equal to 25% of the damage and healing you do for 10seconds.

Cohercive Ways *A*
30sec CD. 10% mana.
Fear enemies that attack you for 5seconds.
Last 10seconds.

CLERIC

Holy Word: Purpose
Passive
Your See Pressent effects the target with Holy Word: Purpose
Causing them to take 10% of the damage you take and do.
Last 15sec.

Holy Word: Persuit
Passive
Your See Future effects the target with Holy Word: Persuit causing physical attacks to slow them by 90% for 2sec.
Last 15sec.

Resource Blessed
Passive
Restores mana equal to 10% of damage you deal and take.

Conqourers Cunning
When you deal a killing blow with See Future your next ability gaurentees a crit.

Mastery: Calling
You are healed for @% of the damage you deal.

MISSIONAR

Holy Word: Mission
Passive
Your See Pressent effects the target with Holy Word: Mission, causing them to heal you for 10% of all damage and healing they do.

Life Blessed
Passive
You're healed for 1% of mana you use and gain.

Conquorers Advantage
When you deal a killing blow with See Future you are healed for 25% of the damage done and intended damage over time.

Mastery: Mission
Increases health, mana and armor by @%.

GURU

Astrial Art
Passive
You heal raid members for 50% of all damage you do and your attacks can be cast on allys to heal them.

Holy Word: Heavens
Passive
Your See Pressent effects the target with Holy Word: Heavens
Damage/healing done to the target increased by 10%. Stacks 5times.

Holy Word: Sanctuary
Your See Past
Causes the enemy to be knocked back 8yards the next time they attack.

Fate Blessed
Passive
Restores health and mana equal to 5% of the damage and healing you do and take.

Conqourers Hope
When raid members deal a killing blow they are healed for 10% of the damage and restore 10% power.

Mastery: Intellectual
Increases your intellect and spirit by @%.