Post by Deleted on Apr 4, 2014 10:29:54 GMT
Main Class: Samurai
Main Class Claims:
Thread 1 (Posts: 1) - 225
Thread 2 (Posts: 1, 2, 3, 4) - 408 + 263 + 237 + 181 = 1089
Thread 3 (Posts: 1, 2, 3) - 280 + 334 + 291 = 905
Thread 4 (Posts: 1, 2, 3) - 1079 + 547 + 401 = 2027
Thread 5 (Posts: 1, 2, 3, 4, 5, 6, 7) - 352 + 289 + 472 + 466 + 247 + 430 + 306 = 2562
Thread 6 (Posts: 1, 2, 3, 4, 5, 6) - 305 + 240 + 333 + 325 + 462 + 309 = 1974
Thread 7 (Posts: 1, 2, 3, 4, 5) - 492 + 417 + 351 + 445 + 368 = 2073
Thread 8 (Posts: 1) - 1041
Thread 9 (Posts: 1, 2) - 425 + 441 = 866
Total: 12762 (51 AP)
Main Class AP Claimed: 51 AP
Total Claim: 51 AP
Link to Previous Claim: Claim #4
Pre-Claim AP:
Main Class: 151 AP
Craft Subclass: 20 AP
RP Subclass: 24 AP
Post-Claim AP:
Main Class: 202 AP
Craft Subclass: 20 AP
RP Subclass: 24 AP
Final Levels:
Main Class Level: 50
Craft Subclass Level: 11
RP Subclass Level: 13
Requested Skill(s): Samurai Skills
1) Ace Move - Zantetsuken : Tier I Skill
Chain 1. Starts or resets the current Chain. A Samurai technique that's well-known not for its offensive abilities, but its utility purposes. This skill causes the Samurai's weapon to flash a bright red color as they slash a target. If this target is a living creature or monster, it deals pitifully single-digit damage. However, inanimate objects such as doors and walls will take heavy damage from the blow, and the terrain can be cut up by this technique. Use this skill when you need to cut yourself an alternate route. Its low cooldown makes it more of the more practical skills to take for Samurai who don't care much for combat. This skill has an animation time of 0.5 seconds and a cooldown of 5 seconds.
2) Ace Move - Bishamonkeshin : Tier II Skill
Chain 3. Usable after Chain 2 skills. A powerful aggro-seizing ability that can be used after accumulating enough battle momentum. This skill causes the Samurai's body to glow with a bright light, rapidly regenerating HP over 20 seconds. At the same time, this visual effect induces monsters to aggro the Samurai. Because the sustained HP serves as an offset to an increased aggro, this skill is often favored in party situations for tanking purposes. The cooldown of this skill is 60 seconds.
3) Bushido - Tanshochousho : Tier II Skill
Samurai that have become accustomed with the battlefield need not fear the danger of oncoming attacks. By merely analyzing the situation with combat prowess, the tide can be turned with careful planning. The Parry skill is passively treated as though it is a Chain 1 skill. This skill can be toggled at any time to halve the weapon level of an equipped weapon while increasing the Samurai's defense level by the same amount. There is a one second cooldown that applies whenever this skill is toggled on or off.
Main Class Claims:
Thread 1 (Posts: 1) - 225
Thread 2 (Posts: 1, 2, 3, 4) - 408 + 263 + 237 + 181 = 1089
Thread 3 (Posts: 1, 2, 3) - 280 + 334 + 291 = 905
Thread 4 (Posts: 1, 2, 3) - 1079 + 547 + 401 = 2027
Thread 5 (Posts: 1, 2, 3, 4, 5, 6, 7) - 352 + 289 + 472 + 466 + 247 + 430 + 306 = 2562
Thread 6 (Posts: 1, 2, 3, 4, 5, 6) - 305 + 240 + 333 + 325 + 462 + 309 = 1974
Thread 7 (Posts: 1, 2, 3, 4, 5) - 492 + 417 + 351 + 445 + 368 = 2073
Thread 8 (Posts: 1) - 1041
Thread 9 (Posts: 1, 2) - 425 + 441 = 866
Total: 12762 (51 AP)
Main Class AP Claimed: 51 AP
Total Claim: 51 AP
Link to Previous Claim: Claim #4
Pre-Claim AP:
Main Class: 151 AP
Craft Subclass: 20 AP
RP Subclass: 24 AP
Post-Claim AP:
Main Class: 202 AP
Craft Subclass: 20 AP
RP Subclass: 24 AP
Final Levels:
Main Class Level: 50
Craft Subclass Level: 11
RP Subclass Level: 13
Requested Skill(s): Samurai Skills
1) Ace Move - Zantetsuken : Tier I Skill
Chain 1. Starts or resets the current Chain. A Samurai technique that's well-known not for its offensive abilities, but its utility purposes. This skill causes the Samurai's weapon to flash a bright red color as they slash a target. If this target is a living creature or monster, it deals pitifully single-digit damage. However, inanimate objects such as doors and walls will take heavy damage from the blow, and the terrain can be cut up by this technique. Use this skill when you need to cut yourself an alternate route. Its low cooldown makes it more of the more practical skills to take for Samurai who don't care much for combat. This skill has an animation time of 0.5 seconds and a cooldown of 5 seconds.
2) Ace Move - Bishamonkeshin : Tier II Skill
Chain 3. Usable after Chain 2 skills. A powerful aggro-seizing ability that can be used after accumulating enough battle momentum. This skill causes the Samurai's body to glow with a bright light, rapidly regenerating HP over 20 seconds. At the same time, this visual effect induces monsters to aggro the Samurai. Because the sustained HP serves as an offset to an increased aggro, this skill is often favored in party situations for tanking purposes. The cooldown of this skill is 60 seconds.
3) Bushido - Tanshochousho : Tier II Skill
Samurai that have become accustomed with the battlefield need not fear the danger of oncoming attacks. By merely analyzing the situation with combat prowess, the tide can be turned with careful planning. The Parry skill is passively treated as though it is a Chain 1 skill. This skill can be toggled at any time to halve the weapon level of an equipped weapon while increasing the Samurai's defense level by the same amount. There is a one second cooldown that applies whenever this skill is toggled on or off.