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Grounded/Evangelist

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Description

  • HUNTER: Evangelists make their voices heard, and never fear the words of the unknown and wicked.
  • ACTIVE: Evangelists share the word of their deity on a neverending quest to ensure that faith stays strong. They are always on point and never falter in a challenge to their faith.
  • SERMONER: Evangelists are the mouths of the Gods that have abandoned the world long ago, trying to breathe life back into the atheist masses.

Base Statistics

The following statistics are added to the base statistics of a character's chosen race:

Detriment: 0
Ardor: 15
Ward: 10
Mar: 5
Impetus: 0
Aegis: 10
Alacrity:
Schism:
Cadence: 0
Bewilderment: 0

  • WEAPON PROFICIENCIES: 4 - Evangelists can choose a combination of 4 Melee or Ranged weapons to form their arsenal, allowing them to wield and level those weapons as well as granting them the Trick sets for each weapon.
  • ARMOR CLASS: MAIL, SHIELDS - Evangelists can wear any set of armor up to Chain Armor, the highest tier of medium armor available. Warlocks can also use shields, granting them the shield Trick set.
  • RESOURCE: FAITH - All Evangelist abilities consume Faith upon activation. Evangelists start with base Faith values that increase as they level. Evangelists gain Faith when they buff an ally. Faith has no cap, but degrades or refreshes down to the base values when out of combat, and is lost until replenished.

Starting Abilities

  • PASSIVE ABILITY: Walking Sermon - Allies affected by the Evangelist's abilities redirect a percentage of their damage taken to the Evangelist.
  • ACTIVE ABILITY: Holy Word - The Evangelist marks a target. Allies who attack the marked target are healed per hit. The Mark persists for 3 seconds.
  • ACTIVE ABILITY: Embiggen - The Evangelist causes a friendly ally to increase in size. The affected ally gains increased Detriment for 2 seconds, as well as a shield that absorbs a certain amount of damage for 4 seconds.

Leveling Abilities

(missing chart of abilities that one can gain from leveling up)