「No more... Please... I'm sorry...!」
Half-Alv
Inactive Player
Gold:
Woodcrafter
Hitman
Guild:
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Post by Chain on Jun 18, 2014 9:34:58 GMT
「ROLEPLAY THREADS」» [STATUS] [url/=linkhere]Thread Title[/url] | Post Count(Posts Claimed) | Participants Summary » [COMPLETE] Death of Mind, Birth of Girl, Welcome to Elder Tale | 10(10) | None Chain arrived in Elder Tale and started losing her mind. After being chased into the forest by male players, she loses it and kills them. Following this, her mind is restructured. » [DEAD] Child Rearing? | 4(4) | Mab Summary » [COMPLETE] From Shadows | 7(7) | Tobin While wandering the forest, Chain meets the dwarf Tobin. After a confusing meeting, they enter battle. Chain's ferocity and murderous side are revealed, but manages to suppress it. » [COMPLETE] Warped Mirror | 12(12) | Valerie During her usual wandering around, Chain encountered the adventurer Valerie. After having food and separating for the night, they met up the next day by chance and partied up. Although fearful of how she loses herself in combat, Chain comes to understand that Valerie isn't afraid of her change. 「ROLEPLAY PARTNERS」» Character Name/Tag [url/=CharacterProfile](Class)[/url] | Relationship with 「Thoughts on character」» Mab (Druid) | ??? 「Introduction Ongoing」» Tobin (Monk) | Acquaintances 「Tobin! Tobin is funny. He talks weird! But he is nice. Treats Chain nice! Chain not afraid of him, not like other men.」» Valerie (Swashbuckler) | Friends 「Val! Val! Val is nice to Chain, not afraid. Even when Chain becomes scary, Val doesn't run or look scary at me.」「AP CLAIMS」[url/=Thread]Thread[/url] | Class AP | Sub Class AP | Crafting AP | Total AP Chain AP Claim [1] | 12 AP | 21 AP | 0 AP | 33 AP Chain AP Claim [2] | 24 AP | 0 AP | 0 AP | 24 AP Chain AP Claim [3] | 5 AP | 0 AP | 0 AP | 5 AP Chain AP Claim [4] | 32 AP | 0 AP | 0 AP | 32 AP
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「No more... Please... I'm sorry...!」
Half-Alv
Inactive Player
Gold:
Woodcrafter
Hitman
Guild:
|
Post by Chain on Jun 22, 2014 7:18:17 GMT
Posting Template
We'll chase the dawn that waits for us beyond the darkest sky
never forget that the promise of tomorrow lies in your heart
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[/font][/font] WORD COUNT; --- | PARTY; Chain, | NOTES; --- | made by lafayel ♡ btn[/ul][/td][/tr][/tbody][/table][/div]
Class Idea: Maverick
「Maverick」「Equipment」 | One-Handed Swords, One-Handed Spears/Polearms, One-Handed Axes, One-Handed Blunt Weapons, Bows/Crossbows, Cloth Armor, Leather Armor 「Role」 | Survivalist/Vanguard/Rear Guard. The Maverick focuses on defending themselves and defeating their opponents without help, be it a single enemy or a group. A fight or flight class, you could say. In this respect, the 'fighters' can become Vanguards and Rear Guards for their parties by rushing in, taking down the weaker mobs and drawing the attention of others. 「Lore」 | The Maverick is a class typically undertaken by those who spend their days out in the field endlessly by themselves without teams or support. Because of the necessity of teamwork in Elder Tale, the Maverick was not a very popular role due to its PvP implications and individualistic characteristics which impeded teamwork. Those that Master how to use the Class have become vital players in their own way, able to undertake multiple roles depending on their build. Its freedom of options contributes to its diversity in roles, giving a wider range of playability. Whereas most Classes require team play at higher levels, Maverick is one of the few that can still solo at high levels. 「Balance」 | With a stat distribution focusing on an even spread, the Maverick sacrifices specialization for variety. Main disadvantages are the lack of armor rating due to the limited armor choices, inability to use two-handed weapons (besides bows) to deal high damage, unable to use shields or dual-wielding one-handed weapons without penalty and the lack of magic attacks. In return, they are nimble and very capable of looking after themselves. Skills have short cooldowns and range from single-target, multi-target, distance attacks and AoE spells. In return for the range and quick use of the skills, they have negative effects on team-members or reduced efficiency when in a party. 「Skills」 | | Offensive | {Standoff}With a ranged weapon equipped, the Maverick Readies the first shot. With a cast time of 1.5 seconds, it doesn't appear very different from a normal attack except that the weapon glows in response. When the first short is released, the maverick reloads as if there were already a second shot loaded and fires. While the first shot will be accurate, the second shot loses some accuracy in exchange for dealing extra damage. Has a cooldown of 20 seconds. {Double-Up}With a melee weapon equipped and a second one at the ready, the Maverick tosses the secondary melee weapon five meters away in their choice of direction. As the weapon reaches its apex, the user does a single dash, single slash towards where the weapon lands. Upon arriving at the landing spot, they will sheathe their primary weapon, catch their secondary, and then repeat the dash to their beginning position. The animation time is 2 seconds per dash, 4 seconds all up and a cooldown of 20 seconds. Damage is increased by x1.2 which may appear insignificant, but the strength is in the versatility. Will strike allies along the way. {Duality}Similar to Double-Up, the user equips a secondary melee weapon which they toss in their choice of direction and then dash after it, attacking opponents along the way. Putting away the primary and grabbing the secondary weapon, the Maverick instead dashes in another direction of their choice, but cannot go to their rear. Animation time is 4 seconds altogether with a cooldown of 40 seconds and a damage increase of x1.5. Attack also strikes any allies in the path. {Tempest Strike}With an animation time of 3 seconds, the Maverick attacks rapidly with a melee weapon equipped, striking any opponent in 180 degrees in front of them up to a range of 5 meters, dealing a single chunk of damage with a modifier of x1.5. Any allies in the attack zone will be hurt. Has a cooldown of 40 seconds. {Mad Dash}For those large mobs that are hard to take down without a spellcaster or AoE spells, the Maverick instead has the Mad Dash. With a melee weapon equipped, the user begins dashing across the entire battlefield, striking everyone in their path. With the increased movement speed, they become hard to dodge. Although the attacks only deal 3/4 their original damage, the quantity of attacks that can be made during the skill can be much more beneficial, especially against multiple enemies. Has an animation time of 5 seconds and a cooldown of 2 minutes. The maximum amount of dashes that can be made are 15, three per second, and a distance of 5 meters per dash. The Maverick will be unable to move from their spot for five seconds following the end of the skill. Can also be used to escape. {Frenzy Fire}Using a ranged weapon, the Maverick activates this first skill which sends a shockwave arrow in a chosen direction. This arrow can travel a distance of 15m and doesn't stop until it reaches the end, striking anyone who is in its path or shockwave radius which has the width of a sword slash. This skill does normal damage but increases the aggro towards the user and can hurt allies as well. The primary advantage is that it can be used a maximum of five times in succession before the cooldown comes into effect. Cooldown is 45 seconds. {Celestial Storm}Using a melee weapon, the Maverick targets a single enemy and unleashes a fury of strikes, numbering up to 15, on the opponent. It has an animation time of 5 seconds with which the opponent can attempt to guard or interrupt the skill, either from internal or external interference. The damage dealt per strike is x1.5 the standard attack, making it a powerful single-target attack. Should the opponent survive, they will be stunned for two seconds, whereas the Maverick will be immobile for five. If not prepared for retaliation, or fighting without support and surrounded by enemies, the Maverick will quickly die. Cooldown of 2 minutes. | Defensive | {Misguided}Using a Melee or Ranged weapon, the Maverick attacks any target and deals half of their normal damage. In return, all current aggro is passed on to the target. If the target is an opponent (Not in a party with him/her), they will attack the nearest opponent aside from the caster. That target could be their ally or the caster's ally. If used on an ally, those whose aggro was directed at the Maverick will instead attack the new target. In both cases, the target cannot change battle opponents for 20 seconds. Has a 60 second cooldown. {Backtrack}In order to avoid an attack, the Maverick can activate this skill to quickly dash backwards. They can only move in a direction their back is facing, so they cannot move forwards. Likewise, if they aren't careful, they may dash into a wall or off a cliff. Maximum distance of 5m, 15 second cooldown. {Slacken}This skill causes everyone, meaning opponents, allies and the Maverick themselves to drop everything in their hands. That is to say, their grips 'slacken', causing them to let go of their equipment. Has a 3 minute cooldown. Everyone is disarmed for five seconds, after which they can grab their weapons off the ground (assuming they didn't drop them down a cavern). {Over-Assist}Defensive Skill which, when activated, moves the user's current weapon into the path of an oncoming attack at inhuman to block it. Most effective against an oncoming skill. If used well enough, it can break the opponent's skill mid-strike, otherwise it simply reduces the amount of damage taken. Has a 2 minute cooldown. {Vanguard}Skill which, when activated, raises the movement speed by x1.5 and defense by x1.5 in exchange for reduced damage to x0.75 normal and aggro is doubled towards the Maverick. Best used when rushing in to battle and setting up a large attack. Lasts for 30 seconds and has a cooldown of 2 minutes. | Counters | {Reversal}Dodges a melee attack and slides around the opponent into a blind spot. The Maverick has to use this at the right time in order to avoid the attack as activating early allows the opponent to react to your movements, and using too late will cause you to be hit by their attack and render yourself vulnerable. The highest advantage of this skill is that it can be used in the air and underwater, having a much more elegant execution to it. Has a cooldown of 1 minute. {Throwdown}Counters a charging opponent using bare hands and throws them to the ground. Cannot be used to counter another skill. When unarmed and up against a single opponent, this counter allows the user to avoid an attack and down an opponent in one movement. Has a cooldown of 1 minute. {Iron Shackle}Avoids an attack and retaliates by wrapping arms and legs around target. Can be used on a downed enemy. Best used in a team. Not advised to be used when surrounded by enemies. Deals damage by restricting opponent's movement and then 'snapping' a limb to cause damage with no Damage over Time. Cooldown of 1 minute. Maximum animation time of 3 seconds. {Pin Cushion}With a ranged weapon equipped, avoids an attack and then stabs current ammunition into the opponent, pulling out and loading it, ready to shoot. Low damage, minor stun. Does not fire ammunition after loading, but merely prepares it to be used. Cooldown of 2 minutes. {Rear-Guard}When activated, raises the armor and damage of the Maverick by x1.5 and forces nearby enemies to attack him. Target cannot be changed for a short duration and affected opponents have reduced damage to party members but increased damage to the Maverick. {Flat Counter}A counter used with a melee weapon that strikes the target with the flat or back of the blade, the blunt side. Deals no damage at all but knocks the target back a few meters. Has a 15 second cooldown. Most effective against a single target. In groups, it takes too long to repeat. {Slap-Shot}A counter used with a melee weapon that smacks the target using the weapon in an unorthodox way. Deals half damage, but causes knockback of up to a few meters. Has a 15 second cooldown. Most effective against a single target. In groups, it takes too long to repeat. Note that Flat Counter and Slap-Shot are ideas based on a real MMORPG I played where there were multiple "counter" skills that could be gained overtime. In that game, counter's had a half-second cast time and then activated once certain attack types were used against you. With 2 of these counters hotkey'd, you could essentially continue rotating between them to slowly defeat an enemy 1 on 1. Sometimes a third would be needed. Each counter had a separate trait to it. eg: Basic did damage, Back of the Sword did no damage, poison counter, almighty counter (more dmg), and all did knockback. | Support | {Reload}Swaps out weapons instantly using a custom quick-slot allotted to the skill. Allows for up to three weapons, four including currently equipped, to be quickly accessed, but only on a set rotation. If a weapon is dropped, that slot defaults to fists. Has a cooldown of 30 seconds. {Shadow Drive}Rushes towards an enemy and dashes around them in the blink of an eye. The maximum dash distance is 5 meters. Requires that there be clearance either to the side or underneath the target. Can activate either way, but obstructions will cause the Maverick to stop right next to the enemy. {Resupply}A gambling skill which is meant to resupply the user. Counter-productive to those that have a lot in their inventory, Resupply randomly equips an armor or weapon, or may even place a random item in their off-hand. Has a 30 second cooldown. {Salting Wounds}Rubbing Salt into a wound. Gathers the aggro of a single target to make it easier to hook them into a trap. Also reduces the target's defense by 15%. Has a cooldown of 30 seconds. Doesn't stack. {Insult to Injury}AoE aggro skill which gathers the aggro of all nearby enemies. Just like taunting an enemy, it also gives the user a movement speed boost in order to run away from them. Has a duration of 10 seconds, at which point aggro can be applied by others again. Has a cooldown of 1 minute. {No Pain, No Game}When under 20% health, can activate skill. All enemies in AoE, and those attacking party members are forced to attack the Maverick. Raises Defense, movement speed, and all tier I and tier II skills have their cooldowns refreshed. Has a 5 minute cooldown and lasts 30 seconds. {No Game, No Life}When under 20% health, can activate skill. Everyone, enemy and allied, within a 15m radius will be forced to attack the person closest to them. Doubles everyone's attack and targets cannot be changed for 30 seconds. The Maverick gains doubled movement speed for the duration. Has a cooldown of 5 minutes. | Passive | {Lone Wolf}Toggle skill. Aura which increases the Mavericks movement speed, attack speed and defense by 10%, but debuffs anyone partied with him for the same stats and percentages. {Overbearing Presence}Toggle skill. Aura which debuffs enemies and allies alike, reducing their attack and movement speed by 10%. Has no bonuses to the Maverick. {Duelist}When fighting a single target only, increases the damage of the Maverick by 10%. {Survivalist}Fighting style. Increases movement speed by 10% for 5 seconds after the use of any active skills. Stacks up to 3 times. {Improvised Act}Personal Buff. User can turn anything they find into a weapon, within reason. eg: A stick. Improvised weapons have a damage boost. Also affects rocks that can be thrown, increasing their damage.
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