- It keeps its current base dmg.
-Should still apply dizzy.
-Panda’s dmg throught barrel will be removed, but will keep effects such as pull, and with heal allies, while applying dizzy on enemies.
-Bubble trouble 1ap 1 mp sounds good. Keep around the same base dmg, one use per target two uses per turn.
We keep our current water panda, but we get to heal through barrel when needed.
Fire: Mid-range dpt with secondary effects
-Keep the same base dmg.
-flaming burp: 10 % crits at 100
-Light my fire: Burning +100 ( at 100). When cast of panda applies thirsty. When cast on panda carrying barrel applies pyrotechnic.
-Dairy sprinter: disoriented + 2 ( at 100); On crit ( 10% + 1 disoriented) [ total 3 on crits, but doesn’t stack per dairy used ]
-Explosive flask: explosiom +100 ( at lvl 100)
-Milking it : -1mp
Thirsty: look at Incadescent milk
Earth: Close combat dpt/ off tank
4 out of the 5 spells can be cast without the barrel.
Carrying the barrel will apply dizzy, and activate AoE when attacking
Blitz or bash barrel: Will work with light my fire. For every 1 lvl of dizzy -2 earth dmg. Consumes after attack dizzy and destroys the barrel.
Karch: same as the pdfs
Barrel: 10 charges at lvl 9, cost 2 ap. [ 3 ap if it has the auto recast hinted at in the pdf]
Barrel hop: 1 wp at lvl 9.
Ether: Stabilized panda ( WP free). Cast on Aliies and enemy it will cost WP
Bamboozle: One use per fight. Inverts target AP and MP
Incandescent milk: 35 % chance to activate fire effect when target is dizzy. + 20 % final dmg
When thirsty loses effects above and heals 10 hp ( water) per fire hit cast on a dizzy target.
Master of merriment: +40 lock +10 res. Heals 5 % of hp when ending turn carrying the barrel
Master of merryment( option 2): +40 lock, per 1 lvl or merry gain 1 % resist. No longer falls asleep.. At 100 gets worn out.
Bottomless barrel: Just like the pdf. + 40 % water/earth dmg. 40 % chance to drop 2 puddles with the same ( randomly) within 3 spaces of the barrel. Puddle heals 55 at (lvl 100).
Puddles wont drop if panda is thirsty.[ Feel kinda op getting heal 10 hp per hit then getting another 55]
[ Reason for two puddles: the puddle could spawn at the opposite side of the barrel to increase chances of getting on a puddle a second one spawns]
Iron Belly ( just a lil name change,but same as the pdfs:
+ 2 range to allied carried
+ 20 resist to panda carrying ally To enemy:
-1 mp (100%)
Milky instinct: The problem with it was the fact that it could completely cancel out dmg. Panda's love it, and other classes hate it. So 25 % chance to proc:
When milking instinct procs, it reduces dmg by 60 % and heals 40 % of the dmg on the first block. After each block milky instict loses 10 % on the heals. So after 4 hits, if milking instict procs it will only reduce dmg by 60 %.
All branches can heal themselves, and can heal other through passive. Water will have to sacrifice some dmg to toss barrel into ally range for heal. Fire will sacrifice secondary effect for heals ( which should max at 40 cause pandas can only hit 4 times with fire moves on a 12 ap build). Earth panda loses most of its reliance of the barrel, but you need to hold the barrel for more power. All branches are link. For heals fire needs water, earth needs fire for pyro, and water for blitz
This post has been edited by Beezle - December 31, 2013, 02:34:56.