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Grounded/Guerilla

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Description

  • HUNTER: Guerillas strike from the shadows, making quick work of chosen enemies in a swift round of assassinations.
  • PASSIVE: In order to efficiently strike from the shadows, it helps to have to rely only on oneself, meaning more often than not Guerillas play the loner role. Guerillas start with two Passive Abilities and one Active Ability.
  • SABOTEUR: Conniving, underhanded, and sly, the Guerilla plays a game of deception and guile that ends with a swift kill.

Base Statistics

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

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

  • WEAPON PROFICIENCIES: 4 - Guerillas 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: CHAIN - Guerillas can wear any set of armor up to Chain Armor, the highest tier of medium armor available.
  • RESOURCE: CUNNING - All Guerilla Abilities consume Cunning upon activation. Guerillas gain Cunning when they slay an enemy. When out of combat, Cunning decreases at a constant rate until returning to 0.

Starting Abilities

  • PASSIVE ABILITY: Hit and Run - After The Guerilla successfully defeats an enemy, they gain a speed boost that lasts a few seconds.
  • PASSIVE ABILITY: Vital Strikes - The Guerilla's attacks deal more damage the less total health their target has.
  • ACTIVE ABILITY: Achilles' Heel - The Guerilla severs a target's tendons, slowing it for 4 seconds. If the target was already slowed, they are instead rooted for 2 seconds. If the target was already rooted, they are instead stunned for 1 second.

Leveling Abilities

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