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Ranger Point Buy: Difference between revisions

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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Deadeye Stance | Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 5 blocks, the user suffers a -4 penalty to their Main Combat Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.}}
| Grants the user {{#simple-tooltip: Ranger Stance | Ranger Stance can be Activated without consuming a Turn. During Ranger Stance, the user cannot use any Abilities from the following categories: Melee Point Buy, Shielding Point Buy. The user's Basic Attack Emotes become Emote Ranged, but if they try to attack someone within 5 blocks, the user suffers a -4 penalty to their Main Combat Stat for that attack only. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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|-
|-
| style="background-color:#D7EFDC;" | Marking Shot
| style="background-color:#D7EFDC;" | Marking Shot
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Marking Shot | The user fires a non-damaging projectile at a target that they can see, applying the Marked Debuff for the next 30 minutes. Marking Shot has a 20 minute cooldown, and has an internal cooldown of 20 minutes.}}
| Grants the user {{#simple-tooltip: Marking Shot | This ability requires Ranger Stance to be active. The user fires a non-damaging projectile at a target that they can see, applying the Marked Status Effect for the next 30 minutes. Marking Shot has a 20 minute cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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|-
|-
| style="background-color:#D7EFDC;" | Knocking Shot
| style="background-color:#D7EFDC;" | Knocking Shot
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Knocking Shot | To create distance, the user fires a non-harming shot against a target within range that Knocks them back by 10 blocks. This does not interrupt any ongoing actions, knocking them back after their action completes. Knocking Shot has a 20 minute Cooldown, and a 20 minute internal cooldown.}}
| Grants the user {{#simple-tooltip: Knocking Shot | This ability requires Ranger Stance to be active. To create distance, the user fires a non-harming shot against a target within range that Displaces them backwards by 10 blocks. This does not interrupt any ongoing actions. Knocking Shot has a 20 minute Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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|-
|-
| style="background-color:#D7EFDC;" | Dye Shot
| style="background-color:#D7EFDC;" | Dye Shot
| Active Technique  
| Instant Technique  
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Dye Shot | The user fires an ink-stained projectile at a target. This projectile does no damage, but stains them with a chosen color. While stained, the target is Blinded until they spend 10 seconds wiping their eyes. The target can still defend themselves, but cannot actively attack other characters. Dye Shot has a 2 hour cooldown, and an Internal Cooldown of 20 minutes.}}
| Grants the user {{#simple-tooltip: Dye Shot | This ability requires Ranger Stance to be active. The user fires an ink-stained projectile at a target. This projectile does no damage, but applies the Blinded Status Effect. Dye Shot has a 2 hour cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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|-
|-
| style="background-color:#D7EFDC;" | Hook Shot
| style="background-color:#D7EFDC;" | Hook Shot
| Active Technique  
| Instant Technique  
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Hook Shot | The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters.}}
| Grants the user {{#simple-tooltip: Hook Shot | This ability requires Ranger Stance to be active. The user fires a grappling hook attached to a projectile, leaving behind a sturdy rope. This can be shot upwards whilst directly beneath a block, allowing the user to climb to the top of it. Additionally, this can be shot across a horizontal gap to establish a zip-line that can be slid down to cross to the other side, but the use of this ability must always be fired downwards by at least a single block. The rope is only strong enough to support one person at a time. Hook Shot has a 4 hour cooldown and counts as a Movement Power in the context of counters.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Active Technique
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip:  Pinning Shot | The user kneels down and fires a rapid volley into the air above a target enemy, raining down projectiles. These do no damage, but the target and anyone within 2 blocks of them is rooted to the ground for 5 minutes, until they are attacked or take damage from an ability. Volley Assist has a 45 minute cooldown.}}
| Grants the user {{#simple-tooltip:  Pinning Shot | This ability requires Ranger Stance to be active. The user kneels down and fires a rapid volley into the air above a target enemy, raining down projectiles. These do no damage, but the target and one enemy within 2 blocks of them are Trapped for two Turns. Pinning Shot has a 1 Hour Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Dismount Shot | To knock an enemy off balance, use this ability to sabotage an enemy. If the Target is Mounted (riding on a Mount), they are dismounted, and cannot re-Mount for 10 Minutes. Dismount Shot cannot be used while Mounted, has a 1 hour cooldown, and a 30 minute Internal Cooldown.}}
| Grants the user {{#simple-tooltip: Dismount Shot | This ability requires Ranger Stance to be active. To knock an enemy off balance, use this ability to sabotage an enemy. If the Target is Mounted (riding on a Mount), they are Dismounted. Dismount Shot cannot be used while Mounted, has a 1 hour cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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|-
|-
| style="background-color:#D7EFDC;" | Covering Shot
| style="background-color:#D7EFDC;" | Covering Shot
| Active Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip:  Covering Shot | The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. As a reaction to an allies movement, the user is able to activate this Technique in order to ensure they are not attacked for as long as they need to reposition in one emote. Additionally, the ally gains a +2 Main Combat Stat (breaks cap up to 11) bonus to the first attack they make after re-positioning. Covering Fire ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown.}}
| Grants the user {{#simple-tooltip:  Covering Shot | This ability requires Ranger Stance to be active. The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. This Ability can be used out of Turn, but only as a reaction to an Ally using the Move Action. The Ally is allowed to move through people, and does not trigger Opportunity Attacks. Additionally, the ally gains a +1 Main Combat Stat (breaks cap up to 11) bonus to the first attack they make after re-positioning. Covering Shot ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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|-
|-
| style="background-color:#D7EFDC;" | Shearing Shot
| style="background-color:#D7EFDC;" | Shearing Shot
| Active Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip:  Shearing Shot | The user targets a character within range that currently is affected by a Link Power, firing a projectile at them. While doing no damage, the User immediately ends a single Link Power affecting the target. Shearing Shot has a 30 minute cooldown.}}
| Grants the user {{#simple-tooltip:  Shearing Shot | This ability requires Ranger Stance to be active. The user targets a character within range that currently is affected by a Link Power, firing a projectile at them. While doing no damage, the User immediately ends all Link Powers affecting the target. Shearing Shot has a 30 minute cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Active Technique
| Active Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| Grants the user {{#simple-tooltip: Splash Shot | The user fires a bursting projectile of some kind at any character within range, affecting them and any other characters within 2 blocks of the target. Anyone caught within range of this technique is hit with a concussive force, causing them to be knocked over. Splash Shot has a 45 minute cooldown.}}
| Grants the user {{#simple-tooltip: Splash Shot | This ability requires Ranger Stance to be active. The user fires a bursting projectile of some kind at any character within range, affecting them and any other characters within 1 blocks of the target. Anyone caught within range of this technique has the Prone Status Effect applied to them. Splash Shot has a 1 Hour Cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
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| Counter Technique
| Counter Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Critical Shot | In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirey immobilized. If the user is targeted with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 15 minute cooldown. If left uninterrupted, the user fires a projectile that deals 6 HP worth of damage to the target. Critical Hit cannot be interrupted, Countered, Staggered, or avoided once completed, and has a cooldown of 2 hours.}}
| Grants the user {{#simple-tooltip: Critical Shot | This ability requires Ranger Stance to be active. In order to focus on a target and deal a heavy amount of damage, use this ability to charge a guaranteed hit. The user picks a target that they can see within range, charging their weapon for 10 minutes whilst becoming entirey immobilized. If the user is targeted with any Ability or Basic attack, or the target leaves their range, this Ability is interrupted and put on a 30 minute cooldown. If left uninterrupted, the user fires a projectile that deals 6 HP worth of damage to the target. Critical Hit cannot be Staggered, or avoided once completed, and has a cooldown of 2 hours.}}
| {{#simple-tooltip: N/A }}
|-
|}
====Covering Shot Pack====
This Pack is for those that want to provide support for their more mobile allies, saving them from immediate harm.
{| class="wikitable" style="width: 50%;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
! Modifiers
|-
| style="background-color:#D7EFDC;" | Covering Shot
| Active Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Covering Shot | The user fires a constant stream of inaccurate but intimidating shots to provide safety for their allies. As a reaction to an allies movement, the user is able to activate this Technique in order to ensure they are not attacked for as long as they need to reposition in one emote. Additionally, the ally gains a +2 Main Combat Stat (breaks cap up to 11) bonus to the first attack they make after re-positioning. Covering Fire ends the moment the user’s ally stops moving to attack, and has a 2 hour cooldown.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}

Revision as of 00:17, 16 October 2023

The Ability and Proficiency System
This Page contains Ability information only, and assumes you have a basic understanding of the Abilities Page, which acts like a Player Manual for Ability Terminology. See all Categorized Abilities on the Ability List Page.

Ranger Point Buy is part of the Proficiency System. Ranger Point Buy specifically is designed to cater to a jack of all trades ranged fighter, using bows or firearms. Ranger Point Buy is a Locked Ability Category, meaning that the Abilities can only be used while the Character is presently in the appropriate Stance: Ranger Stance. Ranger Stance is granted for free as soon as any Ranger Point Buy Packs are chosen.

Stance Ability

The Ranger Stance Stance Ability is required for all Ranger Point Buy Abilities. This Ability is granted for free for any Ranger Point Buy Pack chosen. Stances cannot be Staggered.

Ability Name Ability Type Ability Range Ability Description Modifiers
Ranger Stance Stance Technique Self

Grants the user Ranger Stance

Ranger Point Buy Packs

Marking Shot Pack

This Pack is for keen rangers, who want to make sure their next shot strikes true.

Ability Name Ability Type Ability Range Ability Description Modifiers
Marking Shot Instant Technique Emote Range

Grants the user Marking Shot

Knocking Shot Pack

This Pack is for brutish rangers, firing heavy hitting shots into people to disrupt their actions on the battlefield.

Ability Name Ability Type Ability Range Ability Description Modifiers
Knocking Shot Instant Technique Emote Range

Grants the user Knocking Shot

Dye Shot Pack

This Pack is for the most dastardly and scheming rangers, eager to inhibit and frustrate enemy sharpshooters.

Ability Name Ability Type Ability Range Ability Description Modifiers
Dye Shot Instant Technique Emote Range

Grants the user Dye Shot

Hook Shot Pack

This Pack is for those that want to quickly move from location to location, always keeping the field advantage.

Ability Name Ability Type Ability Range Ability Description Modifiers
Hook Shot Instant Technique 10 Blocks

Grants the user Hook Shot

Pinning Shot Pack

This Pack focuses on rangers who set up their allies by keep their enemies in place, controlling the battlefield from the backlines.

Ability Name Ability Type Ability Range Ability Description Modifiers
Pinning Shot Active Technique Emote Range

Grants the user Pinning Shot

Dismount Shot Pack

This pack is for the disruptive rangers who hate fighting opponents on horses, and want to even the playing field.

Ability Name Ability Type Ability Range Ability Description Modifiers
Dismount Shot Counter Technique Emote Range

Grants the user Dismount Shot

Covering Shot Pack

This Pack is for those that want to provide support for their more mobile allies, saving them from immediate harm.

Ability Name Ability Type Ability Range Ability Description Modifiers
Covering Shot Instant Technique Emote Range

Grants the user Covering Shot

Shearing Shot Pack

This Pack is for precise and accurate support against magic users.

Ability Name Ability Type Ability Range Ability Description Modifiers
Shearing Shot Counter Technique Emote Range

Grants the user Shearing Shot

Splash Shot Pack

This Pack is for those that don’t know what friendly fire means, blasting heavy artillery to level groups of people.

Ability Name Ability Type Ability Range Ability Description Modifiers
Splash Shot Active Technique 10 Blocks

Grants the user Splash Shot

Critical Shot Pack

This Pack is for those with steady hands and unbreakable focus, preferring to take down their enemies from afar.

Ability Name Ability Type Ability Range Ability Description Modifiers
Critical Shot Counter Technique Emote Range

Grants the user Critical Shot