Post by Deleted on Oct 8, 2015 4:40:17 GMT
Main Class: Cleric
Main Class Claims:
An Evening Stroll
288
234
240
667
493
1275
571
389
617
1005
613
690
442
641
(for reference, that's every one of my posts in the thread)
228 + 234 + 240 + 667 + 493 + 1275 + 571 + 389 + 617 + 1005 + 613 + 690 + 442 + 641 = 8165
Total Word Count: 8165
Main Class AP Claimed: 32
Total Claim:
Link to Previous Claim: Right here
Pre-Claim AP:
Main Class: 22 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Post-Claim AP:
Main Class: 54 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Final Levels:
Main Class: 19
Craft Subclass: 1
RP Subclass: 1
Requested Skill(s):
Spellwalk: A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90.
Miracle Mine: A light-elemental spell. After performing this spell, the ground beneath the player's current position will light up with a white glow. If an opponent were to step on this aura, it immediately reacts and strikes the target with a bright small-scale explosion. Alternately, the user can trigger a manual activation by snapping their fingers. If multiple mines are present, they will be triggered based on the order they were set. After about five minutes, the mine will naturally dissipate on its own, however. This skill has a casting time of 1 second and a cooldown time of 5 seconds after placing a mine.
Saint Channeling: The cleric becomes immobile while performing this skill and cannot perform any other skills while this skill is in effect. Every few seconds, all party members within the immediate vicinity will gradually regenerate their HP as long as the cleric continues to cast this spell. It is interrupted as soon as an opponent lands a direct hit on the cleric, so party members should be ready to defend and interpret hits meant for their teammate. This skill has a minimal casting time of 2 seconds and a cooldown time of 10 seconds the moment it is interrupted.
Main Class Claims:
An Evening Stroll
288
234
240
667
493
1275
571
389
617
1005
613
690
442
641
(for reference, that's every one of my posts in the thread)
228 + 234 + 240 + 667 + 493 + 1275 + 571 + 389 + 617 + 1005 + 613 + 690 + 442 + 641 = 8165
Total Word Count: 8165
Main Class AP Claimed: 32
Total Claim:
Link to Previous Claim: Right here
Pre-Claim AP:
Main Class: 22 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Post-Claim AP:
Main Class: 54 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
Final Levels:
Main Class: 19
Craft Subclass: 1
RP Subclass: 1
Requested Skill(s):
Spellwalk: A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90.
Miracle Mine: A light-elemental spell. After performing this spell, the ground beneath the player's current position will light up with a white glow. If an opponent were to step on this aura, it immediately reacts and strikes the target with a bright small-scale explosion. Alternately, the user can trigger a manual activation by snapping their fingers. If multiple mines are present, they will be triggered based on the order they were set. After about five minutes, the mine will naturally dissipate on its own, however. This skill has a casting time of 1 second and a cooldown time of 5 seconds after placing a mine.
Saint Channeling: The cleric becomes immobile while performing this skill and cannot perform any other skills while this skill is in effect. Every few seconds, all party members within the immediate vicinity will gradually regenerate their HP as long as the cleric continues to cast this spell. It is interrupted as soon as an opponent lands a direct hit on the cleric, so party members should be ready to defend and interpret hits meant for their teammate. This skill has a minimal casting time of 2 seconds and a cooldown time of 10 seconds the moment it is interrupted.