Bellato Warrior Class

Discussion in 'Game Help and Tips' started by Wofelik, Feb 28, 2016.

  1. Wofelik

    Wofelik Member

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    CLASS SWITCHING LEVEL 30
    Commando

    Magic (s) Class:

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    Howl
    Weapons: All
    Cost: 60 (FP)
    Cooldown: 10s
    Target: Self
    Duration: 120s
    Temporary increase to attack power. (Atk+25%)


    Summary of the class
    Commando is the most typical of the Warriors. He prefers two-handed weapons to dominate the enemy and focus on hand-to-hand combat, has good capacity to cause damage. It is the main force for the Bellato Union and is the most among the other classes.

    Miller
    Magic (s) Class:

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    Defend
    Weapons: All
    Cost: 60 (FP)
    Cooldown: 10s
    Target: Self
    Duration: 120s
    Temporary increase to self defense rating. Requires the user to have a shield equipped. (Def+30%)

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    Provoke
    Weapons: All
    Cost: 60 (FP)
    Cooldown: 10s
    Target: Monster
    Elevate a monster's AP in order to allure it.

    Summary of the class
    It's the kind of warrior focused on defensive balance.For example, the Warrior Defender prefer to use sword and shield. Many of his abilities work with a shield. Enlisting the strongest defensive capabilities of Bellato Union, Miller has an important role in the defense of the Union. It forces the monsters attack you, to defend their race.

    CLASS SWITCHING LEVEL 40
    Berserker

    Magic (s) Class:

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    Double Crash
    Weapons: All
    Cost: 90 (FP) 120 (SP)
    Cooldown: 5s
    Target: Another Race, Monster
    Strong spinning attack against one enemy.

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    Laboring Bless
    Weapons: All
    Cost: 90 (FP)
    Cooldown: 60s
    Target: Another Race, Monster
    Duration: 30s
    Snares an enemy, reducing their movement speed.

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    Beast Eye
    Weapons: All
    Cost: 90 (FP)
    Cooldown: 10s
    Target: Self
    Duration: 240s
    Increases Attack and Dodge. (Def+15%, Dodge+15)

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    Acceleration
    Cost: 90 (FP)
    Cooldown: 30s
    Target: Self

    Temporary increase running speed

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    Shock Blast
    Cost: 90 (FP)
    Cooldown: 24s
    Target: Another Race, Monster

    Hits the target with a strong Shock Blast


    Summary of the class
    The Berserker is more specialized in hand-to-hand combat. They have very strong and fast attacks, which make the opponent target moves slowly. Avoid enemy attacks, and uses powerful combos to destroy them.

    Armsman
    Magic (s) Class:

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    Judgement
    Weapons: Hammer
    Cost: 90 (FP)
    Cooldown: 20s
    Target: Another Race, Monster
    Creates a shockwave that stuns nearby enemies.

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    Stamina Zero
    Weapons: All
    Cost: 90 (FP)
    Cooldown 40s
    Target: Another Race
    Lowers an enemy's max stamina and slows their stamina recovery.

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    Perfect
    Weapons: All
    Cost: 90 (FP)
    Cooldown: 10s
    Target: Self
    Duration: 240s
    Temporary increase aiming ability. (Accuracy+50)

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    Acceleration
    Cost: 90 (FP)
    Cooldown: 30s
    Target: Self

    Temporary increase running speed
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    Shock Blast
    Cost: 90 (FP)
    Cooldown: 24s
    Target: Another Race, Monster

    Hits the target with a strong Shock Blast

    Summary of the class
    The Armsman are specialized in the use of mace and employ special habilidaes with it. The offensive and defensive balance is arranged evenly. So they can break the stability of the enemy.

    Shield Miller
    Magic (s) Class:

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    Build Defense
    Weapons: All
    Cost: 90 (FP)
    Cooldown: 10s
    Target: Self
    Temporary increase to defense rating and block rate. Requires user to have a shield equipped. (Def+40%)

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    Absorb Blood
    Weapons: All
    Cost: 90 (FP)
    Cooldown: 20s
    Target: Another Race, Monster
    Damages an enemy and slightly restores the HP of the user.

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    Taunt
    Weapons: All
    Cost: 90 (FP)
    Cooldown: 120s
    Target: Monster
    Increases the AP in a certain area and makes them attack the one who cast the spell.

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    Acceleration
    Cost: 90 (FP)
    Cooldown: 30s
    Target: Self

    Temporary increase running speed

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    Shock Blast
    Cost: 90 (FP)
    Cooldown: 24s
    Target: Another Race, Monster

    Hits the target with a strong Shock Blast

    Summary of the class
    The Shield Miller is always in ferent line of all battles. He specializes in the use of shields and position themselves to defend the army itself. It can absorb HP from opponents. Uses one-handed weapons and shield. In moments of anger, forces all the monsters to attack him, to defend its allies.
     

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