Zealot of War - Hero Trait /6
Divineshot|Carino

Carino's combat style revolves around switching shooting modes and managing heat. Carino can change modes on the fly to adapt to various situations and gain a high damage bonus by consuming ammo. However, he'll also be forced to reload when his muzzle overheats.
Zealot of War
Require lv 1
No longer reload when switching shooting modes
Projectile Skills consume ammo
+8 initial Magazine Capacity
Base reloading time is 1 s
Projectile Quantity +2
For every +1 Projectile Quantity or +1 Split(s), +3 Magazine Capacity (excludes the Projectile Quantity and Splits provided by the skill itself and linked Support Skills)
Click the Trait Skill to switch between Mobile Mode and Annihilator Mode
Mobile Mode:
+20% Movement Speed
Standard Projectile mode, where the Projectile Quantity and Splits of Projectile Skills receive bonuses normally
Annihilator Mode:
+20% additional Attack and Cast Speed
The Projectile Quantity and Splits of Projectile Skills are only affected by the skill itself and linked Support Skills
Incinerated Glory
Require lv 45
Allows Blank Firing
While having ammo, for every ammo consumed, gains 1 stack of Heat Up
During Blank Firing, gains 1 stack of Overheated when casting a Projectile Skill
Forced to Reload when having more Overheated stacks than Heat Up for 10 s
Loses all stacks of Heat Up and Overheated after reloading
Heat Up:
During Mobile Mode, for every stack of Heat Up, Projectiles eliminate non-Elite enemies under 1% Life on hit, eliminating non-Elite enemies with less than 75% Life
During Annihilator Mode, 1.2% additional damage dealt by Projectile Skills for every stack of Heat Up
Overheated:
During Mobile Mode, 0.2 Projectile Spreading Angle for every stack of Overheated
During Annihilator Mode, 0.1 Projectile Max Deviation Angle for every stack of Overheated
Allows Blank Firing
While having ammo, for every ammo consumed, gains 1 stack of Heat Up
During Blank Firing, gains 1 stack of Overheated when casting a Projectile Skill
Forced to Reload when having more Overheated stacks than Heat Up for 10 s
Loses all stacks of Heat Up and Overheated after reloading
Heat Up:
During Mobile Mode, for every stack of Heat Up, Projectiles eliminate non-Elite enemies under 1.2% Life on hit, eliminating non-Elite enemies with less than 75% Life
During Annihilator Mode, 1.4% additional damage dealt by Projectile Skills for every stack of Heat Up
Overheated:
During Mobile Mode, 0.2 Projectile Spreading Angle for every stack of Overheated
During Annihilator Mode, 0.1 Projectile Max Deviation Angle for every stack of Overheated
Allows Blank Firing
While having ammo, for every ammo consumed, gains 1 stack of Heat Up
During Blank Firing, gains 1 stack of Overheated when casting a Projectile Skill
Forced to Reload when having more Overheated stacks than Heat Up for 10 s
Loses all stacks of Heat Up and Overheated after reloading
Heat Up:
During Mobile Mode, for every stack of Heat Up, Projectiles eliminate non-Elite enemies under 1.5% Life on hit, eliminating non-Elite enemies with less than 75% Life
During Annihilator Mode, 1.7% additional damage dealt by Projectile Skills for every stack of Heat Up
Overheated:
During Mobile Mode, 0.2 Projectile Spreading Angle for every stack of Overheated
During Annihilator Mode, 0.1 Projectile Max Deviation Angle for every stack of Overheated
Allows Blank Firing
While having ammo, for every ammo consumed, gains 1 stack of Heat Up
During Blank Firing, gains 1 stack of Overheated when casting a Projectile Skill
Forced to Reload when having more Overheated stacks than Heat Up for 10 s
Loses all stacks of Heat Up and Overheated after reloading
Heat Up:
During Mobile Mode, for every stack of Heat Up, Projectiles eliminate non-Elite enemies under 1.7% Life on hit, eliminating non-Elite enemies with less than 75% Life
During Annihilator Mode, 2.1% additional damage dealt by Projectile Skills for every stack of Heat Up
Overheated:
During Mobile Mode, 0.2 Projectile Spreading Angle for every stack of Overheated
During Annihilator Mode, 0.1 Projectile Max Deviation Angle for every stack of Overheated
Allows Blank Firing
While having ammo, for every ammo consumed, gains 1 stack of Heat Up
During Blank Firing, gains 1 stack of Overheated when casting a Projectile Skill
Forced to Reload when having more Overheated stacks than Heat Up for 10 s
Loses all stacks of Heat Up and Overheated after reloading
Heat Up:
During Mobile Mode, for every stack of Heat Up, Projectiles eliminate non-Elite enemies under 2% Life on hit, eliminating non-Elite enemies with less than 75% Life
During Annihilator Mode, 2.5% additional damage dealt by Projectile Skills for every stack of Heat Up
Overheated:
During Mobile Mode, 0.2 Projectile Spreading Angle for every stack of Overheated
During Annihilator Mode, 0.1 Projectile Max Deviation Angle for every stack of Overheated
Ceasefire
Require lv 60
Starts with max stacks of Heat Up but does not reload ammo at the beginning
When having more Overheated stacks than Heat Up stacks, for every 1 m of movement made, loses 1 stack(s) of Overheated
+1% additional damage and -0.1 Projectile Max Deviation Angle for every stack of Overheated lost for 10 s. Stacks up to 20 time(s)
Starts with max stacks of Heat Up but does not reload ammo at the beginning
When having more Overheated stacks than Heat Up stacks, for every 1 m of movement made, loses 1 stack(s) of Overheated
1.3% additional damage and -0.1 Projectile Max Deviation Angle for every stack of Overheated lost for 10 s. Stacks up to 20 time(s)
Starts with max stacks of Heat Up but does not reload ammo at the beginning
When having more Overheated stacks than Heat Up stacks, for every 1 m of movement made, loses 1 stack(s) of Overheated
1.6% additional damage and -0.1 Projectile Max Deviation Angle for every stack of Overheated lost for 10 s. Stacks up to 20 time(s)
Starts with max stacks of Heat Up but does not reload ammo at the beginning
When having more Overheated stacks than Heat Up stacks, for every 1 m of movement made, loses 1 stack(s) of Overheated
1.9% additional damage and -0.1 Projectile Max Deviation Angle for every stack of Overheated lost for 10 s. Stacks up to 20 time(s)
Starts with max stacks of Heat Up but does not reload ammo at the beginning
When having more Overheated stacks than Heat Up stacks, for every 1 m of movement made, loses 1 stack(s) of Overheated
2.3% additional damage and -0.1 Projectile Max Deviation Angle for every stack of Overheated lost for 10 s. Stacks up to 20 time(s)
Extreme Heat
Require lv 60
When having more Overheated stacks than Heat Up stacks for more than 10 s, gains Burning Red instead for 10 s
Immediately reloads when Burning Red ends. For every 10 stack(s) of Overheated, 0.1 s reloading time, up to +2 s
Click the Trait Skill twice within 0.3 s to immediately activate Burning Red
When having more Overheated stacks than Heat Up stacks for more than 10 s, gains Burning Red instead for 12 s
Immediately reloads when Burning Red ends. For every 10 stack(s) of Overheated, 0.08 s reloading time, up to 1.5 s
Click the Trait Skill twice within 0.3 s to immediately activate Burning Red
When having more Overheated stacks than Heat Up stacks for more than 10 s, gains Burning Red instead for 14 s
Immediately reloads when Burning Red ends. For every 10 stack(s) of Overheated, 0.06 s reloading time, up to 1.5 s
Click the Trait Skill twice within 0.3 s to immediately activate Burning Red
When having more Overheated stacks than Heat Up stacks for more than 10 s, gains Burning Red instead for 16 s
Immediately reloads when Burning Red ends. For every 10 stack(s) of Overheated, 0.04 s reloading time, up to 1.5 s
Click the Trait Skill twice within 0.3 s to immediately activate Burning Red
When having more Overheated stacks than Heat Up stacks for more than 10 s, gains Burning Red instead for 18 s
Immediately reloads when Burning Red ends. For every 10 stack(s) of Overheated, 0.02 s reloading time, up to +1 s
Click the Trait Skill twice within 0.3 s to immediately activate Burning Red
Endless Frenzy
Require lv 75
For every +2% Knockback distance, +1% additional damage and -0.1 Projectile Max Deviation Angle. Stacks up to 40 time(s)
For every +2% Knockback distance, 1.2% additional damage and -0.1 Projectile Max Deviation Angle. Stacks up to 40 time(s)
For every +2% Knockback distance, 1.6% additional damage and -0.1 Projectile Max Deviation Angle. Stacks up to 40 time(s)
For every +2% Knockback distance, 1.8% additional damage and -0.1 Projectile Max Deviation Angle. Stacks up to 40 time(s)
For every +2% Knockback distance, 2.1% additional damage and -0.1 Projectile Max Deviation Angle. Stacks up to 40 time(s)
Eternal Flames
Require lv 75
When having max stacks of Heat Up, Heat Up will not be lost and ammo will not be reloaded after reloading
During Blank Firing, each time a Projectile Skill is cast, +40% chance to gain 1 additional stack of Overheated and +25% additional Skill Damage for the Projectile Skill
When having max stacks of Heat Up, Heat Up will not be lost and ammo will not be reloaded after reloading
During Blank Firing, each time a Projectile Skill is cast, +40% chance to gain 1 additional stack of Overheated and +39% additional Skill Damage for the Projectile Skill
When having max stacks of Heat Up, Heat Up will not be lost and ammo will not be reloaded after reloading
During Blank Firing, each time a Projectile Skill is cast, +40% chance to gain 1 additional stack of Overheated and +54% additional Skill Damage for the Projectile Skill
When having max stacks of Heat Up, Heat Up will not be lost and ammo will not be reloaded after reloading
During Blank Firing, each time a Projectile Skill is cast, +40% chance to gain 1 additional stack of Overheated and +68% additional Skill Damage for the Projectile Skill
When having max stacks of Heat Up, Heat Up will not be lost and ammo will not be reloaded after reloading
During Blank Firing, each time a Projectile Skill is cast, +40% chance to gain 1 additional stack of Overheated and +84% additional Skill Damage for the Projectile Skill
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