75% of PATK is added to MATK.
Obtain [Obsession] at the end of action.
[Obsession]: Gain 4%/5%/6%/7% PATK and 4%/5%/6%/7% Critical Chance (stacks up to 4 times).
We are currently re-translating all the skills and also working on creating a new design to showcase them - to make it more in-line with the in-game tree with 3 paths.
Remove 2 buffs from the target and then deal 1.5x PATK damage to him.
Increase Critical Chance by 12%.
Deal 1.4x MATK damage to a single target. The skill has 20% increased critical chance and if you deal critical damage, the skill's cooldown is decreased by 1.
Deal 0.5x PATK damage to all enemies in range and inflict [Bleed] on them that lasts for 2 turns.
[Bleed]: At the end of the turn, receive damage equal to 40% of the caster's PATK.
Grant [Inspired] for 4 turns to all allies within range.
[Inspired]: Increase PATK and MATK by 20%.
Increase PATK and MATK by 12% when own HP is below 50%.
Lose 1 mobility, but gain 15% PATK and MATK.
Rush forward and reach the furthest tile, dealing 0.2x PATK damage to enemies on your path. After reaching the final tile, if there's an enemy within 2 tiles, gain an additional turn (2 tiles limit) and transform the skill into [Wind and Thunder].
[Wind and Thunder]: Deal 0.5x MATK damage to enemies in range (3x3 tiles) and inflict [Confusion] on them.
[Immortal Bones]
+2% PDEF and +2% Critical Chance
[Activates only when worn by Capet]
At the end of action if physical damage was dealt, gain [Trumpet's Roar]. Otherwise, gain [War Song]. Both effects last for 1 turn.
[Trumpet's Roar]: Increase MATK by 4%.
[War Song]: Increase PATK by 4%.
We will add them soon as it is possible!
Capet is a Lightning Warrior that can use both physical and magical skills. Thanks to his passive that converts part of his PATK into MATK, it's possible to build him as a hybrid that charges enemies with a physical skill that bypasses the frontline, and then he nukes a squishier target with a magical Lightning Strike.
Still, while he can easily do this combo in one turn, thanks to Shadow Charge giving him an additional turn once he reaches the backline, the issues start from there. As you just used both your skills, you have no way to escape from the backline and without any defensive skills, you will be easily killed. So Capet works more as a suicide bomber that doesn't care about what happens after he kills his target. And this makes him pretty good in PVP, but not so good in PVE.
While you aren't forced to play him like that as he has other skills - both support and damage ones - when you compare him to other characters, he's much worse than them.
versatile kit,
good in PVP,
can reach the backline with ease and murder an important target.
but what happens then? He has no escape or survival skills, so he will simply die,
the PATK/MATK conversion isn't that good and his Lightning Strike is doing worse damage than non-hybrids do with their skills.
We will add it them soon as it is possible!
We will add it them soon as it is possible!
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