Skill Name: Taunt
Description: Forces all Non-Aoe attacks to target player, Taunt is a instant cast like Rune, but forces a full "battle" turn before next skill can be used.
Lv1: Taunting increases all damage taken by player by 15% and is active for 2 turns. CD: 60 seconds | Rage : 20
Lv2: Taunting increases all damage taken by player by 10% and is active for 3 turns. Cd:50 seconds | Rage : 20
lv3: Taunting increases all damage taken by player by 5% and is active for 4 turns. CD: 40 Seconds | Rage : 20
Purpose: Currently Formations have no real purpose if the enemy can shoot and target anyone behind the knight. A lucky shot to a mage or archer behind a tank, followed by enemy slashers will bypass the purpose of a tank. This skill will allow all non-aoe attacks target said play for X amount of turns. Allows the injured player to try to recover so enemy cannot use "slasher" on him. This will also increase the utility and feasibility of being a "tank"
Description: Forces all Non-Aoe attacks to target player, Taunt is a instant cast like Rune, but forces a full "battle" turn before next skill can be used.
Lv1: Taunting increases all damage taken by player by 15% and is active for 2 turns. CD: 60 seconds | Rage : 20
Lv2: Taunting increases all damage taken by player by 10% and is active for 3 turns. Cd:50 seconds | Rage : 20
lv3: Taunting increases all damage taken by player by 5% and is active for 4 turns. CD: 40 Seconds | Rage : 20
Purpose: Currently Formations have no real purpose if the enemy can shoot and target anyone behind the knight. A lucky shot to a mage or archer behind a tank, followed by enemy slashers will bypass the purpose of a tank. This skill will allow all non-aoe attacks target said play for X amount of turns. Allows the injured player to try to recover so enemy cannot use "slasher" on him. This will also increase the utility and feasibility of being a "tank"
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