Post by Deleted on Sept 19, 2015 14:40:34 GMT
Sorry if I'm being a little to premature with posting this, considering I haven't posted a massive amount, but I need to bump myself up a level or two for skill purposes, so... yeah.
Main Class: Cleric
Main Class Claims:
Dream or Reality?
694
792
578
389
694 + 792 + 578 + 389 = 2453
Cowboys and Sorcerers
649
649 = 649
Total Word Count: 3102
Main Class AP Claimed: 12
Total Claim:
Link to Previous Claim: Katarina's First AP Claim
Pre-Claim AP:
Main Class: 10 AP
Main Class: Cleric
Main Class Claims:
Dream or Reality?
694
792
578
389
694 + 792 + 578 + 389 = 2453
Cowboys and Sorcerers
649
649 = 649
Total Word Count: 3102
Main Class AP Claimed: 12
Total Claim:
Link to Previous Claim: Katarina's First AP Claim
Pre-Claim AP:
Main Class: 10 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Post-Claim AP:
Main Class: 22 AP
Craft Subclass: 0 AP
RP Subclass: 0AP
Final Levels:
Main Class: 11
Craft Sublass: 1
RP Subclass: 1
Requested Skill(s):
Reactive Heal: The Cleric's starting restorative skill and regarded as the Cleric's signature skill. Unlike Heal that immediately restores hit points at once, Reactive Heal requires the target to receive damage to trigger this skill's effect. Reactive Heal's effectiveness in combat relies on the caster's level and the level of the skill itself, but it does not require the Cleric to focus on a single ally like in Heal, allowing the "Heal Walk" tactic to be employed. When activated, the ally becomes wrapped with a warm orange light as a visual effect. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds.
Martyr Spear: One of the cleric's few offensive options. This spell causes a spear of light to appear in the air above the cleric. After the spear is ready, the cleric points at a target. The spear will promptly head towards the target's position at a high velocity and strike the opponent with light-elemental damage. While this skill has a decently long range, it becomes naturally easier to dodge the farther away the opponent is. This skill has a casting time of 3 seconds and a cooldown time of 20 seconds.
RP Subclass: 0 AP
Post-Claim AP:
Main Class: 22 AP
Craft Subclass: 0 AP
RP Subclass: 0AP
Final Levels:
Main Class: 11
Craft Sublass: 1
RP Subclass: 1
Requested Skill(s):
Reactive Heal: The Cleric's starting restorative skill and regarded as the Cleric's signature skill. Unlike Heal that immediately restores hit points at once, Reactive Heal requires the target to receive damage to trigger this skill's effect. Reactive Heal's effectiveness in combat relies on the caster's level and the level of the skill itself, but it does not require the Cleric to focus on a single ally like in Heal, allowing the "Heal Walk" tactic to be employed. When activated, the ally becomes wrapped with a warm orange light as a visual effect. This skill has a casting time of 2 seconds and a cooldown time of 15 seconds.
Martyr Spear: One of the cleric's few offensive options. This spell causes a spear of light to appear in the air above the cleric. After the spear is ready, the cleric points at a target. The spear will promptly head towards the target's position at a high velocity and strike the opponent with light-elemental damage. While this skill has a decently long range, it becomes naturally easier to dodge the farther away the opponent is. This skill has a casting time of 3 seconds and a cooldown time of 20 seconds.