The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on Feb 11, 2014 22:47:50 GMT
You may suggest class skill ideas here that we may or may not comment on. Skills that seem to go well with the Log Horizon universe may be considered and added at a future date. Though, note the following:
Skill Name: (Enter the skill's name.) Class: (What class is the skill available for?) Tier: (What tier is the skill? Level 1-30 skills are Tier I. 31-60 are Tier II, 61-90 are Tier III.) Description: (Describe how the skill would work in an RP setting. Feel free to also list technical stuff like relative damage / casting time / cooldowns, but don't let this be the major part of the description.)
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Werecat
Inactive Player
Gold:
Scribe
Fortune Teller
Guild:
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Post by DiCi on Feb 11, 2014 23:24:36 GMT
Skill Name: Four Winds Barrier Class: Shaman Tier: Tier 2 Description: The shaman creates a stationary linear barrier comprised of rising winds that lasts only a few precious seconds. During that time, all projectile attacks (offensive magic, ranged weapon attacks, etc) will not be able to pass through the barrier and are deflected, resulting in the attack being harmless. This includes allied attacks. The skill, like most shaman skills, is low in initial mana cost, but the energy runs out quickly. Barrier Channel will extend the length of the skill, but drains mana quickly. It also has a lengthy cooldown, around forty-five seconds by default.
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❝You know the Chinese curse. May you live in interesting times.❞
Ritual
Inactive Player
Gold:
Artisan
Fortune Teller
Guild:
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Post by Adler on Feb 12, 2014 1:24:15 GMT
Skill Name: Favor the Brave! Class: Cleric/Druid/Casters Tier: Multiple Description: The caster sacrifices all but one of his health points for double the amount in mana and/or the opportunity to use a skill currently on cooldown. Casting time of ten seconds, the user generates a bright and distinctive aura during casting, and significant hate afterward, making it useless for soloers. The more health was sacrificed, the more aggro is gained. Tiers/skill levels could dictate the amount of mana generated (half for tier I, triple for tier III, full for 91+?) and the casting time, and health sacrificed could affect the amount of cool-down time shaved off (sacrificing 1 HP isn't going to magically let a 30 minute CD skill be available for use). Another variation could involve a relative cast time. While channeling/casting, a fixed amount/percentage of health gets converted to mana every second. Cool down times are also (temporarily) shaved for the next skill use, depending on how long the cast time is. If the spell is interrupted/cancelled, health is automatically drained to "1" and cool down times start rising again; to prevent abuse. Hover for simulation [attr="class","favorthebrave"] [attr="class","hp bar"] HEALTH POINTS [attr="class","mp bar"] MANA POINTS [attr="class","cd bar"] SKILL 1 COOL DOWN [attr="class","cd bar"] SKILL 2 COOL DOWN [attr="class","cd bar"] SKILL 3 COOL DOWN Favor the Brave's cool down time... five minutes, but only when out of combat, meaning the skill will not be usable again until the user achieves 5 minutes... not in combat. Probably cumulative; 1 minute between first battles, 3 after that, 1 more minute somewhere else... etc. Clearly Adler likes addling people's minds with overcomplicating things. Peace! [newclass=.favorthebrave *] white-space: nowrap; -webkit-transition: width linear 2.5s; -moz-transition: width linear 2.5s; transition: width linear 2.5s;[/newclass] [newclass=.favorthebrave .bar]height: 20px; width: 200px; margin: 0 auto 5px 0;[/newclass] [newclass=.favorthebrave .bar div]height: 100%; width: 100%; margin: 0 auto 0 0; font: 15px/20px Arial Narrow, sans-serif; text-transform: uppercase; letter-spacing: 1px; vertical-align: middle;[/newclass] [newclass=.favorthebrave .hp, .favorthebrave .hp div]background: rgba(255,0,0,0.5)[/newclass] [newclass=.favorthebrave .hp div]width: 35%; -webkit-transition: width linear 0.1s 2.9s; -moz-transition: width linear 0.1s 2.9s; transition: width linear 0.1s 2.9s;[/newclass] [newclass=.favorthebrave:hover .hp div]width: 1%; -webkit-transition: width linear 2.5s; -moz-transition: width linear 2.5s; transition: width linear 2.5s;[/newclass] [newclass=.favorthebrave .mp, .favorthebrave .mp div]background: rgba(0,150,200,0.5)[/newclass] [newclass=.favorthebrave .mp div]width: 1%;[/newclass] [newclass=.favorthebrave:hover .mp div]width: 69%;[/newclass] [newclass=.favorthebrave .cd, .favorthebrave .cd div]background: rgba(255,200,0,0.5)[/newclass] [newclass=.favorthebrave .cd.bar:nth-of-type(3n) div]width: 48%; -webkit-transition: width linear 2.5s; -moz-transition: width linear 2.5s; transition: width linear 2.5s;[/newclass] [newclass=.favorthebrave:hover .cd.bar:nth-of-type(3n) div]width: 0%; -webkit-transition: width linear 2.5s; -moz-transition: width linear 2.5s; transition: width linear 2.5s;[/newclass] [newclass=.favorthebrave .cd.bar:nth-of-type(3n+1) div]width: 100%;[/newclass] [newclass=.favorthebrave:hover .cd.bar:nth-of-type(3n+1) div]width: 0%;[/newclass] [newclass=.favorthebrave .cd.bar:nth-of-type(3n+2) div]width: 100%;[/newclass] [newclass=.favorthebrave:hover .cd.bar:nth-of-type(3n+2) div]width: 51%;[/newclass]
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Ritual
Inactive Player
Gold:
Scribe
Sigilmaker
Guild:
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Post by Hecatombe on Feb 14, 2014 21:04:27 GMT
Skill Name: Transformation : Custom Title Class: Shop Skill Tier: Tier I Description: The user transforms into a battle form. Upon activation the user receives a stat boost to a single stat or a change in element and maybe even aesthetic changes to certain skills. The form, stat and aesthetic changes are determined upon purchase. Upon ranking up, the transformation becomes more impressive and more effective, as well as more draining. However the user may still access their lesser forms. Must post in market sub-forum.
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If you think yourself the hero, then beware the villains.
Human
Inactive Player
Gold:
Alchemist
Courtesan
Guild:
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Post by Scoria on Feb 15, 2014 0:51:41 GMT
Skill Name: Void Swap Class: Enchanter (maybe Shaman?) Tier: Probably TII Description: In the world of Elder Tale, there are a large number of self-casted skills and abilities. The Enchanter that uses this skill chooses a caster and a target and, provided both agree to the skill, changes the 'owner' of the skill or buff from the caster to the target. In the simplest case, one could change the owner of the 'Magic Light' skill such that it mimicked the target instead. In a more advanced usage, it is possible to cause the Cleric's Miracle Missile ability to be sourced from another player instead or cause the Swashbuckler's Pocket Aces skill to affect the weapons of a Samurai. The targeted player is considered the new order, in the case of buffs continually being passed around. Associated costs may be paid by the Enchanter, original caster, or target. The cooldown and cost are relatively low.
Skill Name: Perfect Freeze Class: Druid (maybe Sorc? Would require a bit of description alteration) Tier: TII Description: A surprisingly solo-based skill for a healer class, Perfect Freeze takes the moisture found in the ground and freezes it, creating a large ice field in the area. Because the skill's range and the strength and durability of the ice increase based on the moisture found in the air and pure water available, it is best used near sources of water. Many Druids prefer to use 'Call Storm' before this skill in order to guarantee a higher level effect. Due to how smooth the ice is, all players and monsters will have their balance completely destroyed, strongly decreasing their movement speed and making even normal attacks of any kind difficult due to the very low friction. It might be possible to go out across normally impassable waters with this, but some players have found that it's a lot more fun to create an impromptu skating rink in the warmer summer months and enjoy some winter sports.
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Retired due to blindness nerfs.
Ritual
Inactive Player
Gold:
Woodcrafter
Pathfinder
Guild:
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Post by tehm on Feb 15, 2014 1:40:03 GMT
Skill Name: Rising Sweep Class: Monk Tier: I'd imagine T1 Description: Usable while knocked down, grounded. The monk may quickly rise to their feet while grounded via making a sweep attack, rotating their body 360 degrees and kicking up while pushing off of the ground with one or both hands. If used unarmed the attack will be performed first by the off foot, then the dominant foot. If the monk is equipped with a weapon then they may choose instead to make a 360 degree sweep with the weapon while rising. If this attack is used from a standing position then the monk will first attempt to evade an attack by dropping to the ground before using the sweep--if the opponent uses a high or normal attack if will be evaded, if they use a low attack it will counter this skill. This skill can not hit airborne targets.
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Ritual
Inactive Player
Gold:
Tailor
Berserker
Guild:
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Post by Aeon on Feb 17, 2014 22:39:38 GMT
Spell 1:
Skill Name: Lightning/Fire/Earth/Ice/ Field Class: Sorcerer Tier: Tier Upgrading start at 1 Description: This ability uses a moderate amount of mana to produce balls of a specific element depending on which variant is picked only one may be active at once and while active it has a constant small drain on mana, when hit or impacting something they explode have varying size explosions and can be used offensively by willing them to move towards foes close by or to stay close to you to intercept attacks, while active they reduce the mana required and increase the damage for spells of that element type. Tier 1: 2---Distance: 2ft-----explosion: 1ft Tier 2: 4 3ft 1.5ft Tier 3: 8 4ft 2ft 91-100 drop: 20 6ft 3ft
Skill Name: 10,000 Volt Pulse Class: Sorcerer Tier: Tier 2 Description:Short Knock with stuns back type, Direct Close Quarters Touch Attack. The Sorcerer produces a high voltage of electricity in there hand this is used to knockback a foe away from the sorcerer, it has a extremely long recharge and a small mana cost and is a spell used to buy time to escape. With bosses it can be used to deflect an attack as the effects don't work or don't work as well as they do on normal class mobs Other Element type: Fire: Infernal Pulse, Ignites Enemy, high initial damge and dazzles Earth: Large Knockback and Stun, Moderate damage Ice: Freezes and Parlayzes with a slow
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Retired due to blindness nerfs.
Ritual
Inactive Player
Gold:
Woodcrafter
Pathfinder
Guild:
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Post by tehm on Feb 26, 2014 20:51:58 GMT
Skill Name: Aggressive Style: <NAMED STYLE> Class: Monk Tier: I'd imagine T2 Description: When selecting this skill you must name a fighting style--this skill is only active while fighting using the named style. Passive: While using <NAMED STYLE> the monk sacrifices a large amount of evasion and a little defense in order to increase attack power, attack speed, and strength.
Skill Name: Defensive Style: <NAMED STYLE> Class: Monk Tier: I'd imagine T2 Description: When selecting this skill you must name a fighting style--this skill is only active while fighting using the named style. Passive: While using <NAMED STYLE> the monk sacrifices a large amount of attack power and a little evasion in order to increase defense, magical resistance, and parry rate.
Skill Name: Evasive Style: <NAMED STYLE> Class: Monk Tier: I'd imagine T2 Description: When selecting this skill you must name a fighting style--this skill is only active while fighting using the named style. Passive: While using <NAMED STYLE> the monk sacrifices a large amount of defense and a little attack power in order to increase evasion, movement speed, and agility.
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If you think yourself the hero, then beware the villains.
Human
Inactive Player
Gold:
Alchemist
Courtesan
Guild:
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Post by Scoria on Apr 23, 2014 1:51:22 GMT
Oh hey I found the thread again.
Skill Name: Avatar of Nature Class: Druid Tier: 3 Description: Upon casting this skill, the druid becomes an avatar of their chosen nature element (Earth, Wind, or Water). They passively gain Drain [Nature Element] and this attribute cannot be lowered or nullified and all nature element attacks of that type greatly increase in potency. In return, they passively drop 1 tier in resistance for the other two nature elements and cannot cast spells using the other nature elements for the duration of this skill and a full minute afterwards. The user gains effects that match their chosen element, as they approach the state of being an elemental or aspect of that element. Expect earth aspects to be durable and wind aspects to be flighty.
And then the flipside version for sorcerer:
Skill Name: Harbringer of Elements Class: Druid Tier: 3 Description: Upon casting this skill, the sorc becomes an avatar of their chosen classic element (Fire, Ice, Lightning). They passively gain Drain [Classic Element] and this attribute cannot be lowered or nullified and all classic element attacks of that type greatly increase in potency. In return, they passively drop 1 tier in resistance for the other two classic elements and cannot cast spells using the other classic elements for the duration of this skill and a full minute afterwards. The user gains aesthetic effects that match their chosen element, as they approach the state of being an elemental or aspect of that element. Expect lightning users to be volatile and ice users to be frosty.
Fire and Water get no love, clearly. idk about cooldowns or mp usage, but that's the basic idea I had, adapt as you please~
Skill Name: Song of the Winds Class: Druids Tier: T II/T III Description: A passive toggle skill of Druids, this allows Druids to be able to communicate with creatures of nature. This is mostly helpful in taming animals or gaining a better relationship with familiars, and far less useful in trying to gain information on the events that occur. After all, much like Landers, the creatures of the world don't take kindly to rude strangers. There's very little you can find out from the forest. (This doesn't work on Artificial Life and Machine monsters, unless they have some sort of 'soul'. (Optional addition?))
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Human
Inactive Player
Gold:
Scribe
Farmer
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Post by Tsukuyomi on May 27, 2014 6:04:11 GMT
I meant: Skill: Healing Prayer(Shaman), Heal(Cleric), and Heal(Druid) Class: Shaman, Cleric, and Druid Tier: Tier I Description:The fundamental healing magic skill of all healing classes. Its effects are the same as of the Heal skill of the Cleric. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. The Cleric class here doesn't have a Heal Skill, so I copied the Info and changed some of it. Credit goes to the' contributors of the Fan-Wiki: The most fundamental HP recovery magic of all healing classes and the root of all restorative skills of the healing classes. Although it grants a very high amount of HP, it is known for its long casting time and poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at Healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most healers are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. I think that the healing capabilities of the Shaman Class is very limited, yeah we have damage interception, but in the long run when some one need a bigger heal than a mini-heal. Got the skill from a pretty decent fan-wiki, they have a lot of other skills for other classes as well. Some of them aren't as complete yet, but it is very useful for other classes that need some skills. The Link: lh.oksub.me/wiki/Main_PageOh I never noticed the adventure skill page sorry! Thanks though!
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The Apocryphal Strategist
Milesian
System
Gold:
Narrator
Tactician
Guild:
Apocrypha
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Post by Murasaki on May 27, 2014 7:30:57 GMT
We actually use that wiki for many of the skills in the list.
That said, Prayer of Recovery is already available as a Tier I Shaman skill and Heal is available for all classes as a General Adventurer Tier I skill.
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"Gentle Moon" Yuzuki (優月)
Fox Tail
Inactive Player
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Blacksmith
Courtesan
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Post by Pwyll on May 27, 2014 8:34:13 GMT
{Gate Circuit - Click here to view}「Gate Circuit」 | Summoner / Tier I - This skill allows a summoner to bring forth two summons at the same time. The cost of sustaining two summons plus the circuit make it highly impractical at lower levels. By using this Circuit, the user is hindered by what feels like their own body, in a sense that they weigh more. At Summoner Tier I, this hindering is at 3x but lowers to 2x at Tier II to reflect their growth. Furthermore, it goes down to 1.5x at Tier III. The second summon can only be a Tier I summon. No more than one circuit can be active at a single time, and there is a 1 minute cooldown before being able to use the same circuit again. Best used in a pinch to either finish something off, or protect oneself from death. The graphical effects of Gate Circuit show the limbs turning into what would look like a circuit as golden electronic patterned lines stretching from the hands and feet towards the chest. At level 1, the feet or hands will show this pattern. At level 30, up to the elbows or knees will be circuitry. At Level 60, two limbs should be fully engulfed in it. By level 90, two limbs and up to the elbows/knees of other limbs will be cloaked in this. Extra familiar will also show some of this circuit on their body, particularly the torso.
Positives: + Summon extra Tier I familiar
Negatives: - Hindered. Tier I = 3x. Tier II = 2x. Tier III = 1.5x - Only Tier I Familiars available - 1 Minute cooldown - Mana cost of both familiars plus the circuit - One circuit active at a time
{Summon Circuit - Click here to view}「Summon Circuit」 | Summoner / Tier I - This skill allows a summoner to heighten the stats of their currently summoned familiar by 1.5x as long as it is active. Mana cost over time for the familiar is also increased by 1.5x on top of the upkeep for the circuit itself. At Summoner Tier I, this hindering is at 3x but lowers to 2x at Tier II to reflect their growth. Furthermore, it goes down to 1.5x at Tier III. This does not alter the summon's behavior patterns, only their stats. No more than one circuit can be active at a single time, and there is a 1 minute cooldown before being able to use the same circuit again. Most useful when taking on opponents stronger than the Summoner to give that edge, but still rather impractical at lower levels. The graphical effects of Summon Circuit show the limbs turning into what would look like a circuit as Azure colored electronic patterned lines stretching from the hands and feet towards the chest. At level 1, the feet or hands will show this pattern. At level 30, up to the elbows or knees will be circuitry. At Level 60, two limbs should be fully engulfed in it. By level 90, two limbs and up to the elbows/knees of other limbs will be cloaked in this. Familiar will also show some signs of this circuit on their body, particularly on their limbs.
Positives: + Familiar Stats increased by 1.5x
Negatives: - Mana upkeep of familiar increased by 1.5x - Hindering/Immobilizing. Tier I = 3x. Tier II = 2x. Tier III = 1.5x - 1 minute cooldown - One circuit active at a single time
{Link Circuit - Click here to view}「Link Circuit」 | Summoner / Tier I - This skill allows a summoner to link their mind and body with their summoned familiar to increase their intelligence/wisdom, awareness/instinct and individuality/realism. In essence, this gives the familiar access to the adventurer's personality, knowledge and thought processes, allowing them to act as if they were an adventurer themselves with a mind just as good as the adventurer they are linked to. This alter's the summon's behavior patterns, not their stats. At Summoner Tier I, this hindering is at 3x but lowers to 2x at Tier II to reflect their growth. Furthermore, it goes down to 1.5x at Tier III. Because of this link, on top of being hindered, the Summoner is also subject to the pain and damage that their familiar takes, absorbing 1/5 of the damage themselves, sparing the summon some of their agony. No more than one circuit can be active at a single time, and there is a 1 minute cooldown before being able to use the same circuit again. Useful when in a party with a healer as it allows the summon to act like a proper party member. The graphical effects of Link Circuit show the limbs turning into what would look like a circuit as ruby colored electronic patterned lines stretching from the hands and feet towards the chest. At level 1, the feet or hands will show this pattern. At level 30, up to the elbows or knees will be circuitry. At Level 60, two limbs should be fully engulfed in it. By level 90, two limbs and up to the elbows/knees of other limbs will be cloaked in this. Familiar will also show some signs of this circuit on their body, particularly around the neck and spine.
Positives: + Increases familiar intelligence/wisdom + Increases familiar awareness/instinct + Increases familiar individuality/realism + Scapegoat damage (damage reduced by 1/5)
Negatives: - Scapegoat damage (user receives 1/5 damage inflicted on familiar) - Hindering/Immobilizing. Tier I = 3x. Tier II = 2x. Tier III = 1.5x - 1 minute cooldown. - One circuit active at a single time.
{Guardian Circuit - Click here to view}「Guardian Circuit」 | Summoner / Tier III - This skill allows a summoner to summon a maximum of three familiars, one from each tier, with 1.5x stats. These familiars are summoned instantly (or re-summoned if it was already out) and appears coming out of a thin, dark portal around the user to provide instant support. On top of this, they use the "Adventurer Mode" as seen in Link Circuit, giving them a heightened awareness, personality, wisdom, individuality, instinct and realism. The final, and probably the most beneficial during a pinch, is the scapegoating of damage. Any damage dealt to the summoner is divided among all three familiars instead, though the summoner still feels the pain. In return for these positives, the summoner is completely immobilized by translucent black chains which anchor them to the spot, regardless of where they were (unless they were falling in midair, in which case they will be chained to the ground). The cost of using this is also extremely taxing on the mana. The upkeep of all familiars are added on top of the circuit upkeep and increased by 1.5x. If that wasn't enough the summoner has all of their senses numbed until the end of the skill, rendering them useless and immovable. Hence why the familiars have their own awareness. When the skill reaches its end, the user is reduced to 5% of their total mana, regardless of how much they had before it ended. The summoner is also inflicted with a 1 minute sleep debuff which cannot be removed. At this point, a 10 minute cooldown begins. This circuit cannot be used at the same time as any other circuit, and cannot be chosen if the adventurer already has the Curse Circuit. The graphical effects of Guardian Circuit show the limbs turning into what would look like a circuit as pure white colored electronic patterned lines stretching from the hands and feet towards the chest. At level 1, the feet or hands will show this pattern. At level 30, up to the elbows or knees will be circuitry. At Level 60, two limbs should be fully engulfed in it. By level 90, two limbs and up to the elbows/knees of other limbs will be cloaked in this. Familiars will have the circuit pulsating across their bodies, and the user's circuit areas will also be turned into a translucent black like showing inside the skin to be dark with the white circuitry running through them.
Positives: + Instant Cast + Three summons (One per Tier) + 1.5x familiar stats + Familiars absorb damage dealt to Summoner + Familiars enter "Adventurer Mode" similar to Link Circuit
Negatives: - Immobilized by translucent black chains which anchor the user where they are - 10 minute cool down - Massive mana upkeep (All upkeep 1.5x) - Regardless of how much mana one has left over, mana is reduced to 5% at the end - Summoner is inflicted with sleep for 1 minute after skill ends - Summoner has all five senses numbed throughout the use of the spell in order to provide such bonuses - Single circuit active at any one time
{Curse Circuit - Click here to view}「Curse Circuit」 | Summoner / Tier III - This skill allows the summoner to absorb their currently summoned familiar for a range of benefits. Sporting a low mana upkeep compared to other circuits, Curse Circuit increases the familiar's base stats by 1.5x and adds that total to their own stats. Of note, the familiar doesn't get increased stats. In addition, to use these stats to their best, weapons and armor are materialized on them as they step forward through a distorted circular screen. These equips typically reflect the absorbed familiar. For example, a skeleton would supply the user with the same quality armor and weapon/s, whereas an Undine would provide a cloth outfit and spell book which would overflow with water and spells to be used. If the familiar has nothing like that, such as a unicorn, weapons and armor will be fashioned such as a lance in the shape of a unicorn horn coupled with plate armor. Due to the nature of this circuit, the equipment will look rather demonic. On the flip side, the familiar will be immobilized by translucent white chains which anchor it where it stands, or drags it to the ground if it is not earthbound. Normally this would be fine, but the defeat of the familiar will end the skill abruptly. Instead of a mana cost, there is a hit point upkeep of 1% every 5 seconds. The time limit is 5 minutes. It may not seem like much of a drain, but over five minutes, plus the damage taken by opponents, it may very well mean death. To make it worse, the summoner and familiar cannot be healed. At the end of the skill, the 10 minute cooldown starts and the familiar is dismissed. The summoner is then chained in place with the translucent white chains for one minute with their remaining health and mana. This circuit cannot be used at the same time as any other circuit, and cannot be chosen if the adventurer already has the Guardian Circuit. The graphical effects of Curse Circuit show the limbs turning into what would look like a circuit as blackish purple colored electronic patterned lines stretching from the hands and feet towards the chest. At level 1, the feet or hands will show this pattern. At level 30, up to the elbows or knees will be circuitry. At Level 60, two limbs should be fully engulfed in it. By level 90, two limbs and up to the elbows/knees of other limbs will be cloaked in this. Familiar will have the circuit pulsating across its body, and the user's circuit areas will also be turned into a translucent white like showing inside the skin to be light with the black circuitry running through them.
Positives: + Low mana upkeep (Circuit cost + Summon cost) + All stats of familiar is increased by 1.5x + Familiar's stats are added to summoner's + Inherits weapons and armor according to the absorbed familiar (eg: Skeleton = whatever it has equipped, Undine = Cloth outfit and water spellbook, Unicorn = Lance that looks like unicorn horn with plate armor)
Negatives: - Familiar is immobilized by translucent white chains which anchor it in place - 10 minute cool down (starts after skill ends) - HP Drain over time, 1% every 5 seconds - Time limit, 5 minutes - Cannot be healed - Defeat of familiar ends circuit - End of skill, user is chained in place with translucent white chains for 1 minute - Single circuit active at any one time
While working on Link Circuit, it made me think that maybe there can be something like a Familiar's relationship level? It seems complicated and over the top, but still an idea. I can expand on it and how it could work if you want, but will leave it out for now. Sorry for the amount of detail in them. I think that is the most amount of detail needed to explain them, and can be cut down from there if needed.
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If you think yourself the hero, then beware the villains.
Human
Inactive Player
Gold:
Alchemist
Courtesan
Guild:
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Post by Scoria on May 29, 2014 1:04:16 GMT
It occurs to me we have no magic weapon proficiency so:
Skill Name: Equipment Mastery: Magic Tools Class: Adventurer Tier: Tier I Description: Passive. An Adventurer skill that provides weapon proficiency of magitech and grimoires. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. In the case of magitech, lacking proficiency in range and using a ranged magitech weapon may be ill-advised. If the character's class is already able to use one of these weapon types normally, that weapon type does not gain any additional effects through taking this skill.
Basically adapted the other equipment mastery things into a new skill and added in a line about magitech, since magitech can also be considered augmented weaponry in some cases. And it'd kinda be silly for someone who can't use bows at all to suddenly be absolutely proficient with a magitech-augmented bow. Yupyup~ (ofc if there's any magic type thing I missed, add it in~)
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Half-Alv
Inactive Player
Gold:
Pharmacist
Pathfinder
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Post by Mab on Jun 15, 2014 18:50:19 GMT
Hey hey.
Just thought of some skills I would like to share. Maybe they are useful. I hope so.
Skill Name: Natures blessing Class: Druid Tier: Tier II Description: A heal skill that calls upon nature to temporary increase fast healing. This skill gives all within range for the duration of 45 seconds a fast healing of +10 hp per 2 seconds. If one already has a natural fast healing this adds to this ability. At level 60 the duration is 1 minute and at level 90 this skill lasts for 1 minute and 30 seconds. However the skill has high aggro.
Skill Name: Healing wind Class: druid Tier: Tier I Description: This skills summons a soothing wind that with it's caress tends to a single targets wounds. This is a healing over time spell that heals a character to a maximum of a characters half hitpoints but remains active until this is reached. Even when damage is taken just before this point is reached.
Skill Name: White wind Class: Druid Tier: Tier II Description: This skill calls forth a wind much like healing wind. This skill is different as it affects multiple targets. This skill is expensive and raises Aggro.
Skill Name: Remove poison Class: Druid, Cleric Tier: II Discription: This skill removes 1 poison condition from a single target.
Let me know what you think?
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Fox Tail
Inactive Player
Gold:
Mechanic
Pathfinder
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Post by Reynard on Aug 9, 2014 15:46:31 GMT
Would like these physical skills be available for Battle Clerics:
Skill Name: Divine Might Class: Cleric Tier: Tier II Description: A self-buff that converts healing power into destructive might. Instantaneously increases one's attack power depending on the amount of healing power of the restorative skill used at the moment of casting. The user's weapon and palms glow with the same color as of the restorative skill they used.
Skill Name: Faithful Blade Class: Cleric Tier: Tier III Description: Unleashes a slashing attack empowered by the words of the Scriptures. In the original game, when this skill is used, the user assumes a stance as if accumulating one's energy, and one's weapon is covered by a silver aura depending on the user's charge time. When released, it deals damage and consumes MP depending on the amount of charge time. At its highest level, it can kill enemies in one hit using a maximum charge, but due to the varying aspects of real combat, this is a rare feat, so it is important to judge well the usage of this skill. To most people, knowing how to regulate the damage of this skill is a commendable feat in itself. On the other hand, there are some romantic players who take risks to pull off that impossible one-hit kill. Requires at least one post for charging animation and can only be used during the next post
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Post by lukavminaev on Aug 11, 2014 10:28:00 GMT
^^)/ small bulk of skill (non-canon) dunno for the tier. Hope some of them help
Guardian
Samurai
Monk
Assassin
Swashbuckler
Bard
Cleric
Druid
Shaman
Sorcerer
Summoners
Enchanter
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Post by Caligula on Aug 11, 2014 23:23:17 GMT
Skill Name: Ace Move - Ken no Tougoku Class: Samurai Tier: Tier 1 Description: Chain X, usable any time. A move used best before a big battle. Highly dependent on the Samurai's inventory size. The user will have a weapon from their inventory appear, or they may select a weapon already in hand. This weapon will be stuck into their surroundings and receives bonuses. The weapon becomes temporarily indestructible and immovable to anyone besides the user. These two effects persisting until the weapon returns to the users inventory or the skill is canceled. Finally any nearby weapon can be drawn or swapped with another in hand as a free action, combining this with the skill Iaido is desirable. Obviously weapons can also just be stuck nearby for free as well. Up to 4 of these free actions may be used in a turn and this skill has no upkeep once used. The intention of this skill is to eliminate fear of surprise due destroyed equipment, disarmament and to allow access to a variety of weapons near-seamlessly. On the Japanese server it allowed seven Samurai, to take on a horde of lower leveled players, by overlapping their territories. Since this skill only places one weapon at a time, if used mid-battle it takes a while for the user to gain "territory." Second the user must remain within a certain distance of at least one weapon placed, they will be physically unable to do otherwise unless they cancel this skill, this even restricts jumping etc. If they are moved by a skill or brute force, the Samurai receives medium damage and this skill will undo itself unless they return within 2 turns, doing damage every turn the user is outside. Many players have used Call of Home to only spawn twice, first in a regular location just to die and then the Cathedral. What makes this skill most dangerous to use is not what it does, but what it doesn't allow you to do. If an ally is brought outside of the Samurai's area of movement they will be unable to protect them. If the enemy force is mainly a ranged one then placing weapons to expand ones territory becomes difficult. Also it costs a decent amount of mana to undo this skill. So those without the mana to undo this skill can become trapped in it until battle ends and the users mana regenerates. Another way to trap yourself is to remove and place a weapon in the wrong spot, leaving you just out of range of the rest of the weapons. When undone the swords vanish with a special effect and then appear in the users inventory. This skill was conceived by a young Samurai from a Fuhrer lead state and named by his sensei Hanero-ze. It's name being very fitting meaning "Imprisonment with swords," as everyone involved becomes jailed by it, even the user. From levels 1-30 the user must be within 3 feet of a sword, from 31-60 within 4ft and 61-90 within 6ft. This skill was inspired by this and an old idea: www.youtube.com/watch?v=xfBmKZVPPHc
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Post by Deleted on Aug 16, 2014 8:12:10 GMT
These are a few summons that I thought up. There are more to come. Also, I was wondering if the following Summoner skills from Elder Tale would be implemented: Elemental Ray, Elemental Blast, Phantasmal Ride, Soul Possession, Clew Rat, Brownie, Siren, Deadly Swarm, and Sword Princess (and her family of summons). If not, I was going to work on descriptions for them and post them here. Unless, there is a reason why some of these weren't included yet.
Skill Name: Summon Follower - Harpy Class: Summoner Tier: Tier One Description: Summons a creature that has the features of a bird and woman. She attacks targets with cutting blast of wind and sharp talons. She can also stun enemies by emitting an ear splitting shriek. This stun last for 3 seconds. Harpy’s personality is Friendly toward its Summoner and Predatory toward all enemies.
Skill Name: Summon Follower - Sylph Class: Summoner Tier: Tier One Description: Sylph is a small fairy-like creature that looks like a jolly girl. She is able to attack with a magical wind that knocks back enemies. She can summon a healing breeze that heals allies for a minor amount and removes a debuff. She is friendly to her Summoner and Wary toward all enemies.
Skill Name: Summon Follower - Ardana Class: Summoner Tier: Tier One Description: Summons a brilliantly colored bird that glows with a magical aura. It has the ability to heal an ally or lull enemies to sleep by singing. It can temporarily turn enemies to stone by flying over it, leaving behind a feather that falls upon them. It is Docile toward its summoner and Curious toward all enemies.
Skill Name: Summon Follower - Galatea Class: Summoner Tier: Tier One Description: Summons beautiful woman made of pale marble. She lacks much in physical prowess, but she can charm one enemy to do her bidding or give an ally a defense buff. She is Haughty toward its Summoner and Wary toward all enemies.
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Post by Tobin on Aug 22, 2014 19:53:49 GMT
All these skill names are exclusively for monks
Skill Name: Rising Spring Teir 1: The user delivers a firm upper cut or kick to the target, knocking into the air. While the attack deals light damage it's often used as a disorientating attack or setup for aerial moves. Animation 1 second, cooldown 5 seconds.
Skill Name: Summers Luster Teir 1: The user delivers an aerial kick, punch to the target's face, sending it spiralling upwards, named for the disorientation it induces in the target. Animation 0.5 seconds, cooldown 5 seconds.
Skill Name: Auturms Breeze Teir 2: Used while airborne, the user kicks the extremity of the target, sending them into a disorientating spin. It is often used to precede winters fall, though it is often adeptly named simply because it can be used in a variety of situations to knock a target off his feet like a falling leaf. Animation: 0.5 seconds, Cooldown 10 seconds
Skill Name: Winters Fall Teir 2: An Arial Finisher, the trigger is both the user should be airborne. With a high raised leg or Fist above the target, the user twists in mid-air to bring the limb forcefully in contact with the target before forcefully slamming the target into the ground, providing immense crushing damage from both the kick and the earth focused in the target area. Highly damaging, but conditional. The main limitation is that it needs a solid surface for the target to fall on, as a lack of firm earth greatly reduces the effectiveness of this technique. In contrast, a greater fall inflicts greater damage, though with greater risk. A kick to the chest from high height has been known to drive the wind and blood out of the targets lungs leavings them on the verge of death, and the impact also takes it's ravaging toll on the user, thus how it came to be named after the last season. Animation 2 seconds, though ultimately dependant on the height, cooldown 10 seconds
Skill Name: Phantom Step Teir 2: The masters of evasive combat, the monk learnt to cover distances quicker than the eye can travel by concentrating mana into the leg muscles, allowing for what is effective teleportation. A user of phantom step can use this move to immediately travel up to two meters in any direction faster than the eye can follow, leaving an afterimage that lingers briefly after. Every use of this move costs 5% of total mana. Animation time: 0.2 seconds Cool down: 10 seconds.
Skill Name Gulf Stream: The Formless Sword Style Tier 2: Stance The technique is unusual in that it's named after a weapon monks rarely use, the technique focus's the charka on a single point that creates dense air pressure at the tip of the foot or finger, creating dense winds of blades that slices at the target a couple of inches away from the sweeping limb, creating a wind cutting blade that slices slivers out of the target. This inflicted light bleeding damage and enhances damage by 20% of all physical attacks.
However, as the wind is constantly flowing, so must the users attacks. Hence the stance isn't compatible with grapples, bullet punch or Incarnated assault. In addition, due to the extra effort to maintain the stance, moves used during this stance imposes a 50% extra mana cost on attacks, meaning practitioners of this style must use it sparingly or used in a decisive combat.
Skill Name: Air Slash Tier 2: The user sweeps hard with an arm or leg as they fall, creating a wind blade that extends half a meter from the target that inflicts moderate bludgeoning damage. If used with Gulf Stream: The Formless Sword Style, the air blade extends to a meter instead and inflicts moderate bleed damage. Animation Time: 1 Second Cooldown: 10 seconds.
Skill Name: Thunder Fist Tier 3: The user draws his arm back, concentrating charka and tensing the muscles into the limb, before swinging forward with a incredibly fast thrust, creating a dense wave of air pressure that blasts fourth like a shotgun, smashing into and pushing back any targets within 5 meters of the user. If hit directly with the limb the shockwave is likely to fizzle out with light damage, however timing it poorly/correctly within a couple of foot of the point of origin, forces entire shockwave is concentrated into the target, inflicting immense damage and deafening for an extended period of time. However normally, it inflicts moderate damage and leavings a ringing sensation in the ears, preventing one from clearly discerning spoken speech or noise for up to 10 seconds.
Animation: 1.5 seconds. Cooldown: 30 seconds
JJust some ideas I had, names durations and what not can be changed per the requirements.
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Post by Tobin on Aug 22, 2014 20:13:06 GMT
All these skill names are exclusively for monks
Skill Name: Rising Spring Teir 1: The user delivers a firm upper cut or kick to the target, knocking into the air. While the attack deals light damage it's often used as a disorientating attack or setup for aerial moves. Animation 1 second, cooldown 5 seconds.
Skill Name: Summers Luster Teir 1: The user delivers an aerial kick, punch to the target's face, sending it spiralling upwards, named for the disorientation it induces in the target. Animation 0.5 seconds, cooldown 5 seconds.
Skill Name: Auturms Breeze Teir 2: Used while airborne, the user kicks the extremity of the target, sending them into a disorientating spin. It is often used to precede winters fall, though it is often adeptly named simply because it can be used in a variety of situations to knock a target off his feet like a falling leaf. Animation: 0.5 seconds, Cooldown 10 seconds
Skill Name: Winters Fall Teir 2: An Arial Finisher, the trigger is both the user should be airborne. With a high raised leg or Fist above the target, the user twists in mid-air to bring the limb forcefully in contact with the target before forcefully slamming the target into the ground, providing immense crushing damage from both the kick and the earth focused in the target area. Highly damaging, but conditional. The main limitation is that it needs a solid surface for the target to fall on, as a lack of firm earth greatly reduces the effectiveness of this technique. In contrast, a greater fall inflicts greater damage, though with greater risk. A kick to the chest from high height has been known to drive the wind and blood out of the targets lungs leavings them on the verge of death, and the impact also takes it's ravaging toll on the user, thus how it came to be named after the last season. Animation 2 seconds, though ultimately dependant on the height, cooldown 10 seconds
Skill Name: Phantom Step Teir 2: The masters of evasive combat, the monk learnt to cover distances quicker than the eye can travel by concentrating mana into the leg muscles, allowing for what is effective teleportation. A user of phantom step can use this move to immediately travel up to two meters in any direction faster than the eye can follow, leaving an afterimage that lingers briefly after. Every use of this move costs 5% of total mana. Animation time: 0.2 seconds Cool down: 10 seconds.
Skill Name Gulf Stream: The Formless Sword Style Tier 2: Stance The technique is unusual in that it's named after a weapon monks rarely use, the technique focus's the charka on a single point that creates dense air pressure at the tip of the foot or finger, creating dense winds of blades that slices at the target a couple of inches away from the sweeping limb, creating a wind cutting blade that slices slivers out of the target. This inflicted light bleeding damage and enhances damage by 20% of all physical attacks.
However, as the wind is constantly flowing, so must the users attacks. Hence the stance isn't compatible with grapples, bullet punch or Incarnated assault. In addition, due to the extra effort to maintain the stance, moves used during this stance imposes a 50% extra mana cost on attacks, meaning practitioners of this style must use it sparingly or used in a decisive combat.
Skill Name: Air Slash Tier 2: The user sweeps hard with an arm or leg as they fall, creating a wind blade that extends half a meter from the target that inflicts moderate bludgeoning damage. If used with Gulf Stream: The Formless Sword Style, the air blade extends to a meter instead and inflicts moderate bleed damage. Animation Time: 1 Second Cooldown: 10 seconds.
Skill Name: Thunder Fist Tier 3: The user draws his arm back, concentrating charka and tensing the muscles into the limb, before swinging forward with a incredibly fast thrust, creating a dense wave of air pressure that blasts fourth like a shotgun, smashing into and pushing back any targets within 5 meters of the user. If hit directly with the limb the shockwave is likely to fizzle out with light damage, however timing it poorly/correctly within a couple of foot of the point of origin, forces entire shockwave is concentrated into the target, inflicting immense damage and deafening for an extended period of time. However normally, it inflicts moderate damage and leavings a ringing sensation in the ears, preventing one from clearly discerning spoken speech or noise for up to 10 seconds.
Animation: 1.5 seconds. Cooldown: 30 seconds
JJust some ideas I had, names durations and what not can be changed per the requirements.
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