Trapper “Tarr Zandei”
Primary Weapon: Multifire Crossbow (Shot can be arked over some walls depending on distance and angle of shot)
Secondary: Bola gun (Firing this weapon and landing a successfull hit on the monster slows the monster down until he stops completely unless the monster swipes the rope off fast enough)
Tertiary: Ropewire launcher (Shoots a rope from one platform to another which the hunters can use to travel from one side of the rope to the other without losing jetpack, the maximum distance of a rope is 45m and the rope can be cut by a monster. Depending on which side of the rope you move from you get more speed for the duration of trip ie: You come from the top platform downwards and you get a big boost to speed)
Trapper Dome: What sets this particular trapper apart is that the dome is not only thrown but can be planted to one location where if the monster runs/Jumps/warps/Flies/Rolls over it then it will be set off and trap the monster within the dome.
The hunters have a maximum of 20 Seconds to get to the dome before it drops down. If they reach it in time then the dome remains for the full duration if not then the dome drops and the normal cooldown is applied to the dome.
The dome functions the same as any other once activated, if you manage to trigger it after jumping across from it and you jump again you can escape it depending on terrain.
If the trapper decides to throw the dome then the trap dome vanishes meaning you cannot get domed twice in a row ever.
Medic “Michael los Archer”:
Primary Weapon: The spear Eidolon: Fires a laser from the tip of the spear at the target that deals damage consistantly over time without a need for reload. This ability charges Michaels shield ability.
The laser is a consistant beam that needs to be targeted and fired.
Secondary Ability: Passive Health Regeneration field: Michaels suit is a experimental weapon designed to combat wars of attrition. Michael and any ally within a certain radius of Michael regenerate health at a advanced rate regardless of damage being dealt. This ability short-circuits when he gets downed and only his allies end up getting the benefit of the field for the duration of the down.
Third Ability: Shield Globe: When activated it creates a immovable shield around Michael and his allies which stops monster skills melee and abilities for the length of the shield. The shield lasts 4 seconds and can be destroyed by the monster if he uses strong enough abilities to drain Michaels shield dry.
The ability can only be charged through the use of the spear and for the duration of the shield Michael himself cannot move. His suit gets overcharged by the energy and locked in place stopping him from moving.
Allies may freely move in and out of the shield and can fire out from the shield.
Note that the shield is like a DOME around Michael himself meaning that if another party member wants to get shielded then they better be near Michael for the effect.
Also the Shield does not recharge through normal means. It has to be charged using the Spear in specific.
Class Ability: Heal Burst. Michael possesses the standard healburst of all medics.