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*You gain increased minion damage for unused minion slots
*Dex increases ranged & melee attack speed, and minion/sentry damage and slots as though it were spirit
*Increased life regen while not in combat
*Hotkey for changing the weather. Turn a desert into a sandstorm, a tundra into a blizzard, or any other biome into rain. When doing so, gain a 5 minute buff that increases ranged/melee damage by 20%. 10 minute cooldown.
*Bloodborne (Upgrade to Vampire): You have 1/5th max health, but if you would die, your life is extended for 15 seconds, and if you manage to heal 1000hp in that time, you're revived at full health. Hits while your life is extended half the remaining time. Requires at least 2000 max hp.
*Manaheart (Upgrade to Vampire): Removes the perks from Vampire, and instead grants +200 max mana, and converts 25% of magic damage dealt into mana, and 15% of all other types of damage. Hitting enemies also has a 20% chance to cause them to drop mana stars. If you would get hit, you instead dodge the attack at the cost of 4x the attack's damage in mana. Dodging attacks prevents mana regeneration from sources other than this role for 2 seconds. Requires at least 500 int.
*SuperCritter (Upgrade to Crit God): When you crit, instead of gaining 1% crit damage for crit chance past 100%, you lose a third of your crit chance and roll to crit again. This repeats until you fail a crit roll. Requires at least 200 Luck.
*Frenzied (Upgrade to Crit God): Attack speed halved. When you crit, you gain attack speed proportional to the damage dealt for 3 seconds. If you get hit, this bonus is lost. Requires at least 500 Strength.
I was wondering if you're planning on adding Roles for certain mods or maybe a Custom Role template because I'd love a Role or Roles that work with Verveine's Spear and Flail rework mods.
For example:
1) Dragoon: STR/AGI focused, Melee Crit Chance is converted into Weakpoint size (with hard cap), Weakpoint damage increases with air time, and hitting Weakpoints restores Wing Time.
2) Dreadnought: STR/END focused, Damage Reduction from END increases Flail Charge Speed (with soft cap), Defense increases based on how much the Flail has charged (up to 50% increase at full charge) which lingers for three seconds after you stop building charge, and Defense grants bonus damage when you through the flail (with lower bonus damage while you let the flail linger on the ground).