Space Pirate

M-R L

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About
  • Intro: Space Pirate
  • Mid-range, mid-damage, burst-fire weapon
    • Damage: 20
    • RoF: 900rpm, 3-round burst, 0.15s interval
    • Mag size: 36
    • Falloff start/end: 12m/24m
  • Base Health: 600
  • Base Health Regen: 3/s
  • Base MS: 7.5m/s
  • Base Stamina: 3 pips

[1] Space Raid
  • Active: Target a direction that has no visible units in it, no ally nor foe, after a 0.5s delay, rush there at great speed whilst being untargetable. Upon arrival, gain Space Raid buff that grants bonus weapon ammo and bullet lifesteal, and removes the burst-fire interval on your weapon. Space Raid rush can be ended early by dashing.
    • Rush speed: 12m/s
    • Range: 12m; Width: 1.3m
    • No-unit clearance: 6m
    • Buff duration: 4s
    • Bonus wep ammo: +20%
    • Bullet lifesteal: 15%
    • Cooldown: 25s
  • LVL2: Increase Space Raid buff duration by 1.5s.
  • LVL3: Reduce rush delay by 0.35s. Space Raid also secures contestable Souls along the path.
  • LVL4: Store 2 Space Raid cast charges for readily use.

[2] Meteor Shower
  • Active: Target an area, damaging enemies in the radius and reducing their bullet resistance. Whenever an enemy within double-jumps or climbs or leaps upward, they immediately take an extra instance of damage.
    • Range: 12m
    • Shower Radius: 6m
    • Shower Duration: 8s
    • Shower DPS: 25 (blt dmg type)
    • Extra Damage: 50 (blt dmg type)
    • Enemy blt.resis reduction: 15%
    • Cooldown: 35s
  • LVL2: Alt-cast Meteor Shower to make it follow caster.
  • LVL3: Meteor Shower increases ally bullet resistance by 20%.
  • LVL4: Increase Meteor Shower duration by 7s.

[3] Space Pirate
  • Passive: Gain improved midair movement control. While jumpging/midair, also gains movement speed, weapon damage, and weapon reload speed. Potencies are doubled while double-jumping and for 0.2s afterwards.
    • Weapon damage: +5%
    • MS bonus: +5%
    • Reload speed: +15%
  • LVL2: The next double-jump or dash-jump has -50% stamina cost. Cooldown: 13s.
  • LVL3: While jumping/midair, yield 50% more Souls from kills and contestable sources (lingering Souls), or 100% more while double-jumping.
  • LVL4: You can double-jump for up to 3 times per normal jump.

[4] Gravity Beam
  • Active: Call down a gravity beam at the target area, dealing spirit damage per second to all enemies within, and reduce their climb speed, jump height as well as leap height by 35%. Deals more damage based on their missing stamina. Enemies within gradually lose 10% stamina per 0.2s.
    • Range: 11m
    • Beam Radius: 9m
    • Beam Duration: 7s
    • Base DPS: 40 (spt dmg type)
    • Bonus DPS per 10% stam: 5
    • Max bonus DPS: 80
    • Cooldown: 100s
    • 10% stamina = 10% of a pip, 100% = a full pip, 200% = 2 pips, so on so forth.
  • LVL2: Enemies within take 50% more damage from melee.
  • LVL3: Increase beam duration by 3s. Increase enemy stamina drain per second by 10%.
  • LVL4: Alt-cast to cast via mini-map globally.
 
An alternative for ability 2.

[2] Space Stop
  • Active: Has multiple charges for readily use. Place a barricade that begins to block traffic after a prep delay. Barricade stops enemies nearby from sprinting, and zaps them if they mantle it, slide or dash near it, or hit it with melee. Each barricade has 400 health and a limited number of zaps (expires when depleted).
  • Troppers would mantle over it when approached, or melee it if stuck.
    • Ability charge: 2
    • Range: 6m
    • Cooldown: 30s
    • Prep delay: 0.75s
    • Zap radius: 3m
    • Zap damage: 100
    • Zap count: 2
    • Lifetime: 35s
  • LVL2: Steals 200 Souls per zap and deals 100% insufficient Soul as bonus (Spirit) damage.
  • LVL3: Increase zap count by 2. Increase barricade health by 200 and lifetime by 35s.
  • LVL4: Increase ability charge by 4. Increase barricade zap damage by 100. Reduce barricade prep delay by 0.5s.
 

Not sure about what it should look like exactly, but probably something that rhymes with Treasure Planet.
 
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