Akrites ~ Border Prince RDPS
“While Hochland may be known for its long rifle, a true marksman knows the way of the bow. Any man, or even a boy, can fire a rifle with a day’s worth of training, but it takes years to master the bow. When my son was convicted of poaching, the elector count would hear nothing of his skill with the bow and chance at redemption in the name of the Emperor, so my son fled. The Borderlands offers men facing death another chance at life. I heard he joined the elite company of bowmen known as the Akritai, a band of men patrolling the most treacherous frontiers and forest facing the darkest of foes including beastmen and strigoi. I pray that Taal bless him and his companions, and give them courage to face the darkness before them.” – Erich Kaitel, Hochland Huntsmaster
Akrites
Archetype – Range DPS
Armor – Light
Weapon – Bow and Javelins
Mechanic – Frontier Watch
- The only way to survive on the fringes of the Borderlands is to have an ever-alert eye, capable of noticing the slightest movement on the horizon and felling it as if your life depends on it – for it may be your dinner, or what intended to have you for dinner. In the Borderlands there is no in-between. Your keen gaze tracks every movement making it harder for them to elude you. You mark your targets and every second you accrue an additional point applying to this mark, for a maximum of 30 points. You may only have one mark active at a time.
Mastery Trees
- Varenka Hills – A focus on bringing down heavily armored targets, with an emphasis on your javelins.
- Mad Dog Pass – A focus on mobility and anti-melee attacks with a mix of bow and javelin attacks.
- Howling River – A focus on anti-range attacks with an emphasis on your bowman-ship.
R1. Arched Shot <Varenka Hills> A calculated shot from your bow, dealing ‘x’ damage. 40AP, 2s Cast, No CD, 100ft Range
R1. Javelin Thrust <Core Ability> Melee is not your forte, but you fight to survive, striking your enemy dealing ‘x’ damage. 20AP, Instant Cast, No CD, 5ft Range
R1. Eye of the Falcon <Core Ability> A hunter knows how to pick his target and track their movements so that when they strike they do not miss, and like a falcon your arrows find their mark. You mark your target lowering their chance to dodge your attacks 1% for every point accrued of your Frontier Watch, for a maximum of a 30% lower chance to dodge your attacks. 15AP, Instant Cast, No CD
R2. Touch of the Pass <Mad Dog Pass> Madness has a rabid sting that is hard to miss. You coat your arrow had with the taint of Mad Dog Pass, causing your enemy to suffer ‘x’ corporeal damage every second for 14 seconds. 30AP, Instant Cast, No CD, 100ft Range
R3. Shocking Impact <Howling River> You hurl your javelin at your target’s feet causing such an impact that you deal ‘x’ damage to your target and interrupt any ability they were building up. 35AP, 1.5s Cast, No CD, 60ft Range
R4. Between the Legs <Mad Dog Pass> You hurl your javelin between your enemy’s legs causing them to stumble and lose their momentum. You deal ‘x’ damage to your target and reduce their movement speed by 50% for 10 seconds. This ability will continue to build while moving. 35AP, 1.5s Cast, 15s CD, 60ft Range
R5. Faithless Cur <Howling River> Only the strong of faith can keep their head held high in the Borderlands, the weak must perish. You fire an arrow that causes your target to question their faith, dealing ‘x’ damage to your enemy and lowering their willpower by ‘x’ for 10 seconds. 40AP, 1.5s Cast, 5s CD, 100ft Range
R6. Plate-Piercing Pilum <Varenka Hills> You throw a special javelin designed to penetrate thick armor plate at your enemy. You deal ‘x’ damage to your enemy and reduce their armor by ‘x’ for 10 seconds. 40AP, 1.5s Cast, 5s CD, 60ft Range
R7. Whizzing Arrow <Detaunt> You detaunt your target, making them to hate you and your pet less and causing them to deal 50% less damage to you and your pet for 15 seconds. If you attack anyone you have detaunted, the effect will immediately end. 20AP, Instant Cast, 15s CD, 100ft Range
R8. First Responders <Core Ability> Your group’s auto-attack speed is increased 100% for 10 seconds. 40AP, Instant Cast, 60s CD.
R8. Point Blank <Archetype Morale 1> A mid-range attack that deals 600 damage and knocks targeted player away. Monsters will be knocked down.
R9. Frontier Madness <Howling River> Whether it is the roar of the river or a horde of greenskins descending upon you, the Borderlands echo with sounds fit to drive one insane. You tap into this madness as you fire an arrow at your target dealing ‘x’ damage and causing them to suffer ‘x’ spirit damage every second they are using a magic ability. 35AP, 1s Cast, 5s CD, 100ft Range
R10. Frontiersman <Core Ability> You harden yourself for the worst the elements can throw at you. For the next 15 seconds your resists are increased by ‘x’. 30AP, Instant Cast, 60s CD
R11. Martial Training <Racial Tactic> Your weapon skill is increased by ‘x’.
R12. Unshakable Focus <Archetype Morale 2> A cold unyielding focus causes all of your attacks to deal 100% more damage for 7 seconds.
R12. Borderbounder <Core Ability> All enemies within 30 feet become Rooted, making them unable to move for 10 seconds, and you knock yourself backwards a medium range. Rooted targets have a 50% chance to break free when they suffer damage. 30AP, Instant Cast, 30s CD
R13. Expert Skirmisher <Archetype Tactic> Your abilities will cast 50% faster if you are under 20 feet from your target.
R14. A Coward’s Back <Varenka Hills> You know that the back plate of armor tends to be weaker than the front and seek to exploit an opportunity to strike. You throw your javelin at your enemy ‘s exposed back ignoring 50% of their armor and dealing ‘x’ damage. 45AP, 1s Cast, 10s CD, 60ft Range
R15. Irregular Practice <Tactic> Javelin Thrust will increase your weapon skill by ‘x’ for 10 seconds.
R15. Eye of the Wolf <Core Ability> Like a wolf, you know that you must eye your prey and learn how to get past your foe’s defenses. You mark your target lowering their chance to block your attacks 1% for every point accrued of your Frontier Watch, for a maximum of a 30% lower chance to block your attacks. 15AP, Instant Cast, No CD
R16. Hound’s Pursuit <Mad Dog Pass> Sometimes you are chased, and sometimes you chase. You have learned to throw with good aim while on the move. You throw your javelin at your enemy dealing ‘x’ damage. This ability will continue to build while moving. 35AP, 2s Cast, No CD, 60ft Range
R16. Concealment <Archetype Morale 1> With luck and experience you are able to Dodge all range attacks and Disrupt all magic attacks against you for 7 seconds.
R17. A Tough People In A Tough Land <Racial Tactic> Your corporeal resistance is increased by 252.
R18. Temple Shot <Howling River> Nothing quite like an arrow aimed at the head to knock some sense into your target. You fire an arrow at your enemy dealing ‘x’ damage and reducing their ballistics skill and intelligence by ‘x’ for 10 seconds. 40AP, 1.5s Cast, 10s CD, 100ft Range
R18. Scent of Fear <Eyebiter> Your sabertusk senses the fear of those you have wounded. Your sabertusk consumes all of its Bloodscent points and attacks your target draining its morale, based on how many Bloodscent points were consumed. If a morale ability is used by your target 10 seconds after being hit by the Scent of Fear, the cooldown on their morale abilities will be increased by 50%. Instant Cast, 30s CD
R19. Masterful Aim <Archetype Tactic> Increases your Ballistic Skill by 160
R20. Focused Mind <Archetype Morale 2> For the next 10 seconds you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.
R20. Seasoned Scout <Core Ability> Your group’s cast times are reduced by .5 seconds for the next 8 seconds. 50AP, Instant Cast, 45s CD
R21. Death to the Dishonored <Tactic> Faithless Cur and A Coward’s Back have their cool-downs decreased by 5 seconds and will also decrease your target’s toughness by ‘x’ for 5 seconds.
R23. Scion of War <Racial Tactic> Your auto-attacks are un-defendable and deal 100% more damage.
R24. Explosive Shots <Archetype Morale 3> All of your range attacks will explode for the next 10 seconds, dealing 300 damage to all enemies within 20 feet of your target. This effect will not trigger more than once every second.
R25. Clever Recovery <Archetype Tactic> If an enemy dodges any of your attacks, you will regain 75 Action Points. This effect will not trigger more than once every three seconds.
R25. Weigh ‘Em Down <Varenka Hills> It is hard to wield a shield with a javelin sticking out of it. You specifically aim your javelin at your enemy’s shield and with such a large target it is nearly impossible to miss. You deal ‘x’ damage to your target as the javelin punches through and you lower their chance to block by ‘x’% for 10 seconds. This ability cannot be blocked. 40AP, 2s Cast, 10s CD, 60ft Range
R27. Scout Master <Tactic> First Responders and Seasoned Scout last 3 times longer and cost 50% fewer action points.
R28. Frontier Gale <Akrites Morale 1> For the next 7 seconds your range is increased 50% and you cannot be setback when casting abilities.
R29. Piercing Defenses <Archetype Tactic> If an enemy blocks, dodges, or parries any of your attacks, their chances to block, dodge, and parry will be reduced by 15% for 10 seconds.
R30. Mad Dog Shakes <Mad Dog Pass> It is easy to tell a mad dog apart from the pack, he’s always the one shivering with his tongue lolling. You dip your arrowhead in the blood of a mad dog and fire it at your enemy, dealing ‘x’ damage and reducing their weapon skill by ‘x’ for 10 seconds. 40AP, 1.5s Cast, 10s CD, 100ft Range
R30. Eye of the Hare <Core Ability> To stay alive in the Borderlands means to be alert and constantly darting away from danger beyond your ability to face. You mark your target lowering their effective range against you by 1ft for every point accrued of your Frontier Watch, for a maximum of a 30ft lower range. 15AP, Instant Cast, No CD
R31. This Isn’t What I Signed Up For <Tactic> On being hit with a melee ability, you have a 10% chance to increase your speed by 10% for 10 seconds.
R32. Hyperombria <Akrites Morale 2> The heavens upon up at your plea, knocking down all enemies for 2 seconds in a 30 foot diameter area up to 100 feet away.
R33. A Grip that Bleeds <Tactic> Mad Dog Shakes will also cause your target to take ‘x’ damage every second they are using a melee ability.
R35. The Heart Aches for Home <Tactic> On being critically hit, your initiative and toughness are increased by ‘x’ for 5 seconds.
R35. Vulture’s Perch <Varenka Hills> Like a vulture eying his prey from afar and swooping in for the corpse, you see the weak ones that need to be culled. You measure the wind and fire a powerful arrow at your enemy dealing ‘x’ damage. 50AP, 3s Cast, No CD, 120ft Range.
R36. Flight of the Akritai <Akrites Morale 3> Your speed is increased by 20% and you gain root and snare immunity for 10 seconds.
R37. Long Eye of Death <Tactic> The range of Vulture’s Perch is increased to 150 feet and on critical hits it increases your group’s chance to critically hit by 15% for 7 seconds.
R39. Veteran of the Watch <Tactic> Frontier Watch points are gained at a rate of 2 per second and the cost of Eye of the Falcon, Eye of the Wolf, and Eye of the Hare is reduced to 10 action points.
R40. Fate of Strykssen <Howling River> You know the poisonous lure of magic and know when it needs to be stopped. You fire an arrow at your target dealing ‘x’ damage to them and silencing them for 4 seconds. 45AP, 1.5s Cast, 30s CD, 100ft Range
R40. Hail of Doom <Archetype Morale 4> You focus on a spot on the ground, shooting arrows at that spot every 0.5 seconds for 5 seconds, hitting all enemies within 20 feet of that area for 300 damage as long as you maintain your concentration.
Mastery Trees
Varenka Hills
R3. Falcon’s Flight <Tactic> Arched Shot will now increase your ballistics skill by ‘x’ for 6 seconds, or double the amount if you critically hit.
R5. Arrow of Krephas – Darkness descends along with your arrow as it plummets into your target, dealing ‘x’ damage and reducing the effectiveness of healing abilities used on the target by 50% for 10 seconds. 35AP, 1s Cast, No CD, 100ft Range
R7. Follow the Curve of the Hills <Tactic> Javelin abilities have their range increased to 80 feet.
R9. Xipharion Javelin – You take a special javelin prepared to damage the frontlines of enemy ranks. You hurl this javelin at your target damaging them for ‘x’, and if your target blocks this attack then an enemy within 25 feet of your target suffers ‘x’ damage. 40AP, 1s Cast, No CD, 60ft Range
R11. He Split it in Twain <Tactic> When Xipharion Javelin is blocked, it will now damage up to two enemies 30 feet away from your target, and deal an additional ‘x’ damage over 5 seconds.
R13. Thread Splitter – Some bonds are as fragile as a thread, and the sharpest eye can sever them. You fire your arrow at your target dealing ‘x’ damage and reducing the effectiveness of their guard for 10 seconds, so they take 50% less damage from their guarded target. 50AP, 1.5s Cast, 30s CD, 100ft Range
R15. Ton Teicheon <Morale 4> For the next 8 seconds your attacks ignore armor and have a 25% lower chance to be blocked.
Mad Dog Pass
R3. Tallyman’s Drive <Tactic> Thin the Ranks costs 5 actions points fewer, and on critically hitting your next ability will cost 50% fewer action points.
R5. Dart of Kopos – A well placed sting in the most tender of spots can do much to weaken a warrior. You fire your bow dealing ‘x’ damage to your target and lowering their auto-attack damage by 50% for 10 seconds. 35AP, 1.5s Cast, 10s CD, 100ft Range
R7. Thrill of the Chase <Tactic> Hounding Pursuit will increase your chance to critically hit with range abilities by 10%, or 15% if you critically hit, for 10 seconds.
R9. Skyllos Shot – All beasts must tire, so too will your foe. You fire an arrow at your target dealing ‘x’ damage and increasing the cost of abilities used for the next 7 seconds by 5 action points. 40AP, 2s Cast, 10s CD, 100ft Range
R11. Rabid Touch <Tactic> Skyllos Shot will now increase the cost of your target’s abilities by 10 action points for the next 7 seconds.
R13. Groundpin – You throw a well-aimed javelin catching your target’s armor and pinning it to the ground. Your target is rooted for 4 seconds, and if the root is broken their movement speed is reduced by 40% for 7 seconds as they drag the javelin tangled in their armor. 45AP, 1.5s Cast, 20s CD, 60ft Range
R15. Digenes Akritai <Morale 4> For the next 7 seconds the target you hit is not protected by their guard.
Howling River
R3. Reverberating Impact <Tactic> Shocking Impact will now interrupt all enemies within 30 feet of your target.
R5. Splintering Javelin – You throw a javelin with an intentionally weakened shaft so that when it impacts it explodes showring your enemies in a hail of thick splinters. Your target and all enemies within 30 feet of them suffer ‘x’ damage over 7 seconds. 40AP, 1.5s Cast, 5s CD, 60ft Range
R7. Ankle Biter <Tactic> Splintering Javelin will now additionally reduce the movement speed of all targets affected by 20%, but its cooldown is increased to 10 seconds.
R9. Stream of Arrows – You fire a stream of arrows in quick succession hitting your target every .5 seconds for ‘x’ damage. This ability will end if you are interrupted. 15AP/s, 3s Cast, 8s CD, 100ft Range
R11. Icy Headwaters <Tactic> Stream of Arrows will deal elemental damage and cause your target to lose 10 action points every time they are hit.
R13. Limitanei Strike – You fire an arrow that guides those of your hidden companions. You deal ‘x’ damage to your target and all enemies within 30 feet of them. 50AP, 2s Cast, 3s CD, 100ft Range
R15. Apelatai Patrol <Morale 4> You call upon an advanced scout patrol to strike ahead of you. All enemies in a 45foot area up to 100 feet away from you struggle with the harassment and have the cast times of their abilities used for the next 7 seconds increased by 1 second.
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