After hundreds of failed attempts, the 348th was a perfect success. Zinx (Durable / Attacker / Controller / Seiger) was born. Zinx (Intellect, Growth) utilizes her mana to be extremely durable and deal deadly damage over time to her enemies.
Base Stats
Abilities
Bad Medicine | ||
Zinx charges her gun and creates an AoE field of energy on the ground in front of her, can be discharged early to create a smaller field. | ||
Kitty Claws | ||
Toggle: Empowers her Pistol allowing it to apply a damage over time effect, which can be stacked. | ||
Strings
AttackSpeedRating: 100 BaseAttackTime: 1.2 CleaveRating: 0 LeftClickARC: 0.3 LeftClickBasePower: 53 - 75.4 (+ 1.6 per lvl)
EnergyRegenRate: 1.3 - 5.08 (+ 0.27 per lvl) Health: 500 - 1443.6 (+ 67.4 per lvl) HealthRegenRate: 1.25 - 4.05 (+ 0.2 per lvl) MaxEnergy: 240 - 912 (+ 48 per lvl)
AbilityPenetrationRating: 0 AbilityResistanceRating: 20 - 30.5 (+ 0.75 per lvl) BasicPenetrationRating: 0 BasicResistanceRating: 8 - 22 (+ 1 per lvl)
Alternate ARC: 0.4 ARC.PerTick: 0.05 BasePower: 75 / 125 / 175 / 225 Cooldown: 10 Cost: -80 / -100 / -120 / -140 Damage.PerTick: 9.375 / 15.625 / 21.875 / 28.125 Duration: 4 Heal.Magnitude: 50 / 85 / 120 / 155 Radius: 400 Range: 1300 TickRate: 0.5 Primary ARC: 0.2 ARC.PerTick: 0.0333333 BasePower: 80 / 100 / 120 / 140 Cooldown: 1 Cost: -60 / -80 / -100 / -120 Damage.PerTick: 13.3333 / 16.6667 / 20 / 23.3333 Duration: 3 TickRate: 0.5 Secondary ARC: 0 BasePower: 0 Cooldown: 14 Cost: -80 / -100 / -120 / -140 Duration: 0.2 / 0.4 / 0.6 / 0.8 Ultimate ARC: 0 BasePower: 0 Cooldown: 1 Cost: 0 Health.Reduction: 0.7 ManaMult: 1.5 / 1.25 / 1 ManaRegen.MissingManaMult: 0.04 / 0.06 / 0.08 MaxMana.Bonus: 200 / 400 / 600
GameplayCue.Medic.Primary.Proj
GameplayCue.Medic.Antibiotic.Proj
GameplayCue.Medic.Antibiotic.Reflect
GameplayCue.Medic.Antibiotic.ReflectShield
GameplayCue.Medic.DotShot.Active
GameplayCue.Medic.DotShot.Dot
GameplayCue.Medic.DotShot.Fire
GameplayCue.Medic.DotShot.Load
GameplayCue.Medic.DotShot.Proj
GameplayCue.Medic.HealShot.Active "GameplayCue for Medic Heal Shot Active Effects"
GameplayCue.Medic.HealShot.AOE.Carrier
GameplayCue.Medic.HealShot.AOE.Explode
GameplayCue.Medic.HealShot.AOE.Hit
GameplayCue.Medic.HealShot.Fire
GameplayCue.Medic.HealShot.Load
GameplayCue.Medic.HealShot.Proj
GameplayCue.Medic.PainReliever.EnemyDamage
GameplayCue.Medic.PainReliever.Heal
GameplayCue.Medic.HealShot.PickUp.End
GameplayCue.Medic.PainReliever.Proj
GameplayCue.Medic.PainReliever.SelfDamage
GameplayCue.Medic.Primary.Fire
GameplayCue.Medic.Primary.Proj
GameplayCue.Medic.Sedate.AttackBuff
GameplayCue.Medic.Sedate.AttackSlow
GameplayCue.Medic.Sedate.Cast
GameplayCue.Medic.StunShot.Active
GameplayCue.Medic.StunShot.Fire
GameplayCue.Medic.StunShot.Proj
GameplayCue.Medic.StunShot.StunLoop
GameplayCue.Medic.Ultimate.Activate
GameplayCue.Medic.Ultimate.Active
GameplayCue.Medic.Ultimate.ActiveLoop
GameplayCue.Medic.Ultimate.Heal
Medic.Balance.Ability.Alternate.Range
Medic.Balance.Ability.Alternate.Charge.Max
Medic.Balance.Ability.Alternate.Duration
Medic.Balance.Ability.Alternate.Heal.Base
Medic.Balance.Ability.Alternate.Heal.PerTick
Medic.Balance.Ability.Alternate.TickRate
Medic.Balance.Ability.Primary.Range
Medic.Balance.Ability.Primary.ARC.PerTick
Medic.Balance.Ability.Primary.BasePower.PerTick
Medic.Balance.Ability.Primary.Charge.Max
Medic.Balance.Ability.Primary.Duration
Medic.Balance.Ability.Primary.TickRate
Medic.Balance.Ability.Secondary.Charge.Max
Medic.Balance.Ability.Secondary.Duration
Medic.Balance.Ability.Ultimate.Duration
Ability.Medic.DotShot.Ammo
Ability.Medic.HealShot.Ammo
Ability.Medic.StunShot.Ammo
GameplayEffect.Medic.HealShot.Damage "Tag to track if the player has been taken damage from Medic\'s Healshot"
GameplayEffect.Medic.HealShot.Heal "Tag to check if the player has already been healed by Medic\'s HealShot"
AbilityTriggerEvent.Medic.HealShot.LinePlacement
(Tag="Ability.Medic.HealShot.Active",DevComment="Tag to see if Medic\'s toggle heal is active")
(Tag="Ability.Medic.StunShot.Active",DevComment="Tag to check if Medic\'s StunShot is active")