Fluid
Tactics
The Fluid class relies on mobility and forced movement to engage enemies and maintain advantageous positioning. Water Whip lets the cryture engage an enemy in melee from a distance, and Raging Vortex can shuffle nearby enemies around to your advantage. Glob off can give fluids an extra mobility, letting them flank with allies and move into preferred terrain without worrying about opportunity attacks. The paragon power, Splash Blast, lets the cryture blast enemies with its own body, then reform at any point in range.
Benefits
Level 1 (100 exp)
Fluid Novice - The cryture gains the Water Whip and Glob Off power.
Level 2 (150 exp)
Opportunist - The cryture gets a +1 roll modifier with opportunity attacks.
Level 3 (250 exp)
Fluid Adept - The cryture gains the Raging Vortex power.
Level 4 (400 exp)
Mobile - Opportunity attacks against the cryture get a -1 roll modifier.
Level 5 (600 exp)
Fluid Paragon - The cryture gains the Splash Blast power.
Powers
Water Whip
Type: Water
Major Action
Melee 3
Attack: Strength + Fluid vs. Deflection
Hit: 3 damage per hit and you pull the target 2 spaces.
Crit: +1 Hit.
Glob Off
Cost: 1 Stamina
Type: Water
Minor Action
Personal
Effect: Shift 3 spaces.
Raging Vortex
Cost: 2 Stamina
Type: Water
Major Action
Personal Blast 2
Attack: Strength + Fluid vs. Evasion
Hit: 3 damage per hit and you slide the target up to 1 space per hit to another space within the blast area.
Crit: +1 Hit.
Splash Blast
Cost: 2 Stamina
Type: Water
Major Action
Personal Blast 3
Attack: Strength + Fluid vs. Deflection
Hit: 3 damage per hit.
Crit: +1 Hit.
Effect: You teleport to a space within the blast.
Type
Water
Role
Drifter/Guardian