Post by kittygrey on Sept 9, 2014 22:59:34 GMT
Main Class: Cleric
Main Class Claims:
Opening Her Eyes for the First Time [1] [2] [3] [4]
A Hunting We will Go! [1] [2] [3] [4] [5] [6] [7] [8]
Total Word Count: 1960 + 5895 = 7855
Main Class AP Claimed: 31
Pre-Claim AP: AP Claim [1]
Main Class: - 14 AP
AP Craft Subclass: -
RP Subclass: -
Post-Claim AP: 45
Main Class: - 45 AP
Craft Subclass: -
RP Subclass: -
Final Levels:
Main Class Level: - 17
Craft Subclass Level: -
RP Subclass Level: -
Requested Skill(s):
Healing Light: Heals injuries by shooting a white light with a hexagram shape from one's fingertips. The amount of HP it heals is small compared to Heal, but it generates minimal Hate and only consumes a small amount of MP, as well as having short casting and cooldown times. It can be used to heal minor wounds and emergency healing, and is often used alongside primary restoration spells to supplement one's healing capabilities. In large-scale battles where many Clerics are organized, Healing Light can be "showered" on a single tank. Because of its utility, players regardless of level are dependent on the use of this skill. Among its popular nicknames are "Do Your Best Heal" and "Crossroad Heal". This skill has a casting time of 2 seconds and a cooldown time of 8 seconds.
Holy Rampage: By charging their body with holy energy, the cleric violently releases a wave of mana. This creates a split-second barrier that pushes away all enemies and physical projectiles within three meters. In return, the cleric's mana is pushed into imbalance and requires a moment to recover; as a result, they cannot cast a healing spell for the next 10 seconds. This skill has an animation time of 1 second and a cooldown time of 10 seconds.
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.
Main Class Claims:
Opening Her Eyes for the First Time [1] [2] [3] [4]
A Hunting We will Go! [1] [2] [3] [4] [5] [6] [7] [8]
Total Word Count: 1960 + 5895 = 7855
Main Class AP Claimed: 31
Pre-Claim AP: AP Claim [1]
Main Class: - 14 AP
AP Craft Subclass: -
RP Subclass: -
Post-Claim AP: 45
Main Class: - 45 AP
Craft Subclass: -
RP Subclass: -
Final Levels:
Main Class Level: - 17
Craft Subclass Level: -
RP Subclass Level: -
Requested Skill(s):
Healing Light: Heals injuries by shooting a white light with a hexagram shape from one's fingertips. The amount of HP it heals is small compared to Heal, but it generates minimal Hate and only consumes a small amount of MP, as well as having short casting and cooldown times. It can be used to heal minor wounds and emergency healing, and is often used alongside primary restoration spells to supplement one's healing capabilities. In large-scale battles where many Clerics are organized, Healing Light can be "showered" on a single tank. Because of its utility, players regardless of level are dependent on the use of this skill. Among its popular nicknames are "Do Your Best Heal" and "Crossroad Heal". This skill has a casting time of 2 seconds and a cooldown time of 8 seconds.
Holy Rampage: By charging their body with holy energy, the cleric violently releases a wave of mana. This creates a split-second barrier that pushes away all enemies and physical projectiles within three meters. In return, the cleric's mana is pushed into imbalance and requires a moment to recover; as a result, they cannot cast a healing spell for the next 10 seconds. This skill has an animation time of 1 second and a cooldown time of 10 seconds.
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.