Corepunk - Warmonger Class
Shamans are melee fighters, coming from a kindred of orcs who can talk with animal spirits and command the elements.
They wield different types of fist weapons to devastating effect. Their basic attacks will mark their enemies, and the mark can empower Shamans’ other abilities.
Rip Apart
The shaman quickly leaps towards the target, preparing to deliver a series of destabilizing strikes. The next 4 auto-attacks reduce the target’s armor and magic resistance by 5 units per auto-attack for 6 seconds. With 5 charges of elemental power, the target is immobilized for 2 seconds.
Consumes all charges of the special ability.
Weapon Specialization Bonus +0.2 to dash distance.
Cast time: 0.3 seconds
Range: 5 meters
Cost: 12/17/22/27/32/37 Mana
Cooldown: 14 seconds
Totemic Fury
Passive: Through meditation, the shaman increases both his and the wolf’s 4% Attack Speed and 1% Movement Speed.
Active: With 5 charges of elemental power, the shaman can activate the skill and summon a totem within a 6-meter radius for 8 seconds. The type of totem depends on the chosen element in a special skill:
- Fire element
- Fire Totem. Deals 3 = [(3)+ (7%) Spell Power] magical damage to enemy within a 8-meter radius every 0.75 seconds.
- Water element – Healing Totem. Restores 3 = [(3)+(7%) Spell Power] health to the shaman and his allies within a 8-meter radius every 0.75 seconds.
- Earth element – Wolf Totem. Enhances the shaman’s attacks by 8 = [(5) + (15%) Attack Power] within an 8-meter radius. Allies receive 50% of the enhancements.
The totem consumes all charges of the special ability.
Weapon Specialization Bonus +0.5 seconds to totem duration.
Cost: 12/15/18/21/24/27 Mana
Cooldown: 3 seconds
Increased movement speed: 1/2/3/4/5/6%
Increased attack speed: 4/8/12/16/20/24/27%
Fire totem damage: 3/6/9/12/15/18%
Fire totem damage scale from SP: 7/9/11/13/15/17%
Water totem heal: 3/6/9/12/15/18%
Water totem scale from SP: 7/9/11/13/15/17%
Earth totem AP buff: 5/10/15/20/25/30%
Lightning Strike
The shaman gathers electricity from the atmosphere and releases lightning at the target, dealing 30 magical damage = [30 + (70%) Spell Power]. With 5 charges of elemental power, the cast is instant. Consumes all charges of the special ability.
Weapon Specialization Bonus +0.5 ability range.
Cast time: 1.2 seconds
Range: 8 meters
Damage: 30/50/70/90/110/130
Damage from Spell Power: 70/85/100/115/130/145%
Cost: 10/15/20/25/30/35 Mana
Cooldown: 6 seconds
Call of the Wild
The shaman summons a wolf. There is a strong spiritual connection between the wolf and the shaman. The Attack Power, Attack Speed, Health, Armor, and Resist of the wolf are 50% of the shaman’s stats. If the wolf dies, the shaman loses 30% of his current health.
- Direction to the enemy: The wolf attacks the designated target, and every 5th attack deals additional 40 = [(40) + (40%) Spell Power] magical damage.
- Direction to the shaman: The wolf returns to the shaman.
- Direction to the wolf: The shaman casts a channelling spell and transfers a portion of his health to the wolf during 5 seconds. Every second shaman loses 1% health, and in return, the wolf gains 3% health.
- Direction to the position: The wolf runs to the specified place and stays there. If the shaman moves beyond a 20-meter radius, the wolf returns to the shaman.
Cast time: 0.6 seconds
Range: 2 meters
Cost: 20 Mana
Cooldown: 60 seconds
Special Ability
Every 3rd auto-attack, the shaman increases his Attack Speed by 5% for 7 seconds and gains a charge of the elemental power. When the number of charges reaches 5, the shaman can summon the forces of the elements to his aid and improve his skills. By activating the special ability, the shaman switches between the elements of fire, water, and earth over 1.5 seconds.
Weapon Specialization Bonus +1% to total attack speed.
Cast time: 1.5 seconds
Cost: 10 Mana
Cooldown: 0 seconds