Post by Saskia on Jan 3, 2015 13:17:33 GMT
Main Class: Guardian
Main Class Claims:
1.) Stand by Me - 578 = 578
2.) The Foxy lady and the Fox tail - 719 - 716 - 1741 = 3,176
3.) The Londiminium Catastrophe - The Beginning - 1065 - 900 - 1010 = 2,975
4.) Special Request - 1055 - 1615 = 2,670
6.) Newbs and an experience player in the forest - 1034 - 617 = 1,651
7.) The Sword Saint - 931 - 1386 x 1.2 (Guild Bonus) = 2,780
8.) Training Troubles - 655 - 683 - 911 - 1265 = 3,464
9.) [Guild VA] Operation C.L.A.S.S.; Come Late And Start Sleeping - 1304 x 1.3 (Guild Bonus)= 1,695
10.) Blood runs deeper than water - 901 - 1543 -1250 - 816 = 4,510
11.) [Guild VA] Murderous Hearts - 1006 - 1936 x 1.3 (Guild Bonus) = 3,824
12.) [Guild VA] Gobbos, Gobbos everywhere - 1267 - 1375 - 1016 - 1131 x 1.3 (Guild Bonus) = 6,225
13.) The Astral Aegis - 914 - 1346 = 2,260
Total Word Count: 35,808
Main Class AP Claimed: 143
RP Subclass: Cavalier
RP Subclass Claims:
1.) Many things to learn - 4300 - 1335 = 5,635
2.) Special Request - 1152 = 1,152
Total Word Count: 6,787
RP Class AP Claimed: 27 AP
Total Claim:
Link to Previous Claim: AP Claim #3 [Saskia]
Pre-Claim AP:
Main Class: - 66
Craft Subclass: - 0
RP Subclass: - 20
Post-Claim AP:
Main Class: - 209
Craft Subclass: - 0
RP Subclass: - 47
Final Levels:
Main Class Level: - 50
Craft Subclass Level: - 1
RP Subclass Level: - 21
Requested Skill(s):
Anchor Howl
Tier I Skill
A loud soundwave is generated from the Guardian's position, encompassing the surrounding 5 meters in radius. This causes movement speed away from the Guardian to lower the farther away a target is. As a result, some might attempt to make a run for it by either dashing or jumping. These two actions trigger the second part of this skill, which delivers a heavy counter to punish a retreating foe. It effectively serves as a way to maintain the enemy's attention on the Guardian. This skill has an animation time of 3 seconds, maximum duration of 10 seconds, and a cooldown of 30 seconds. If the Guardian moves from their initial position, this skill is canceled.
Covering
Tier I Skill
Despite a Warrior class's bulky appearance, their agility in the midst of battle can sometimes be very surprising. When an ally is about to be targeted by an attack, this skill allows the character to switch places with the target and take the force of the attack. It can also be activated in response to an area of effect attack, taking all the damage from affected party members onto oneself. Obviously, as good as the character's reflexes may be, this requires that the ally be in very close proximity. This skill has a maximum range of 3 meters, an animation time of 1 second, and a cooldown of 15 seconds. If used by a character other than a Warrior-based class or Warden, the cooldown is doubled to 30 seconds.
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Holy Grail
Tier II Skill
The Holy Grail, a legendary and coveted artifact of Western lore. Some desire it for its rumors of granting immortality, while others desire it as part of a holy quest. A truly dedicated Guardian whose wish is to protect and save their teammates will be able to do so by casting this skill. The activation of this ability creates a golden goblet animation to flash above the target's head for the next 5 seconds. Within this duration, if any attack should otherwise lower the target's HP to 0, they stay at 1 HP for the duration of this skill. All negative effects that deal damage over time to the target also have their damage negated while this skill is in effect. As a result, a teammate in mortal danger can be saved or the Guardian themselves may be able to deliver an unstoppable last stand. This skill is often compared to Castle of Stone for their similar effects, but ultimately this skill is much more situational and support-oriented. Holy Grail has a casting time of 4 seconds and a cooldown of 45 seconds.
Guard Shift
Tier II Skill
A toggle skill that tenses up the Guardian's body when activated. While this skill is in effect, the Guardian's body will be assisted by an defensive AI which automatically controls their body in order to auto-defend against oncoming attacks. This skill is particularly effective for guarding against attacks even when the Guardian themselves hasn't realized that an attack was launched, for the AI will detect any attack within 10 meters that targeted the Guardian and respond accordingly. This effect can be exploited by enemies aiming to perform simultaneous attacks, so be careful. Another downside is that the activation of this skill prevents the Guardian from moving or performing attacks of their own until it is called off. It is an excellent defensive skill that can provide a patient warrior a window of opportunity if used in battles of attrition.
Gravity Aura
Tier II Skill
The antithesis to Nightmare Sphere, the Guardian class possesses the ability to generate a force field around themselves to bind everything to the ground. Tasks such as jumping and flight become difficult, if not impossible. Furthermore, characters with heavier equipment may suffer additional effects. The Guardian generates mana into a radius of 5 meters, creating a temporary field of high gravity and causing all enemies within the vicinity to feel weighed down, reducing their attack and movement speed by 10%. Skills that can only be activated in midair cannot be used within this field. The Flight skill is canceled and cannot be activated within this field. Characters wielding two-handed weapons (except ranged weapons) suffer an additional -10% attack speed, characters wearing light armor receive an additional 10% penalty to their movement speed, and characters wearing heavy armor receive an additional 25% penalty to their movement speed. Gravity Aura may be maintained indefinitely as long as the Guardian stands in one spot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds from the moment it is canceled.
Converging Saber
Tier II Skill
A skill that aims to bridge crowd control with damage potential. The Guardian swings their weapon or shield in a 180 degree arc, causing an aura projectile to shoot 3 meters forward. Enemies struck by the attack experience a sharp pain as the aura diffuses through their body, dealing moderate damage and attracting a high amount of aggro. The aura also has the additional effect of pushing enemies toward the center of the arc, setting up for other area of effect attacks. This skill has an animation time of 3 seconds and a cooldown of 15 seconds.
Castle of Stone
Tier II Skill
The Guardian projects a powerful aura that nullifies all incoming damage or knockback to themselves for 10 seconds. Despite the amazing implications of this skill, it makes the Guardian immobile for the full duration and can only be used once per 10 minutes at base level. It's said that cooldown-reducing equipment effects for this skill exist to massively reduce the time per use, but it would require a great amount of funding to make this skill anything but a powerful emergency defense.
Armor Crash
Tier II Skill
Ultrasonic vibrations wrap around the Guardian's weapon, causing it to appear blurred as a result. The result of this attack is that the vibrations will naturally assist the weapon in making clean cuts. This effect is made more amplified when the vibroweapon makes contact with any hard surface, slicing through rock and metal with great ease. While this skill is in effect, the Guardian deals 25% extra physical damage to enemies wearing Light Armor and 50% extra physical damage to enemies wearing Heavy Armor. Monsters struck by the weapon have their Physical resistance reduced by 1 stage for the duration of the attack. Due to the increased difficulty in handling the weapon, the Guardian may not perform any offensive skills using an affected weapon unless they manually cancel the skill. This skill has a casting time of 4 seconds, a maximum duration of 20 seconds, and a cooldown of 40 seconds. This skill's maximum duration increases to 25 seconds at Guardian Level 60 and 30 seconds at Guardian Level 90.
Onslaught
Tier II Skill
A skill that transforms the Guardian into a powerful juggernaut for a brief moment. This skill is used along with a two-handed weapon, where the Guardian swings or thrusts the weapon forward with great momentum. If a target was successfully hit by this initial blow, the Guardian's body will automatically proceed into an additional three-hit combo, ending with the Guardian swinging the weapon upward and aiming to knock the enemy into the air. All defense buffs applied to the Guardian during the performance of this skill are instead treated as attack buffs for the duration of the skill. This skill has an animation time of 5 seconds and a cooldown time of 30 seconds.
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Cavalier
Level 21 Skill
Squire Training: Passive. When mounted, the Cavalier may use any of the following skills as though it were in their skill list: Guardian's Shield Smash, Swashbuckler's Fold Step, Shaman's Barrier Crash. Cooldowns and animation times for each of these skills are applied normally. If the Cavalier has already learned one of the forenamed skills, then the skill's cooldown is reduced by 1 second when not mounted.
Main Class Claims:
1.) Stand by Me - 578 = 578
2.) The Foxy lady and the Fox tail - 719 - 716 - 1741 = 3,176
3.) The Londiminium Catastrophe - The Beginning - 1065 - 900 - 1010 = 2,975
4.) Special Request - 1055 - 1615 = 2,670
6.) Newbs and an experience player in the forest - 1034 - 617 = 1,651
7.) The Sword Saint - 931 - 1386 x 1.2 (Guild Bonus) = 2,780
8.) Training Troubles - 655 - 683 - 911 - 1265 = 3,464
9.) [Guild VA] Operation C.L.A.S.S.; Come Late And Start Sleeping - 1304 x 1.3 (Guild Bonus)= 1,695
10.) Blood runs deeper than water - 901 - 1543 -1250 - 816 = 4,510
11.) [Guild VA] Murderous Hearts - 1006 - 1936 x 1.3 (Guild Bonus) = 3,824
12.) [Guild VA] Gobbos, Gobbos everywhere - 1267 - 1375 - 1016 - 1131 x 1.3 (Guild Bonus) = 6,225
13.) The Astral Aegis - 914 - 1346 = 2,260
Total Word Count: 35,808
Main Class AP Claimed: 143
RP Subclass: Cavalier
RP Subclass Claims:
1.) Many things to learn - 4300 - 1335 = 5,635
2.) Special Request - 1152 = 1,152
Total Word Count: 6,787
RP Class AP Claimed: 27 AP
Total Claim:
Link to Previous Claim: AP Claim #3 [Saskia]
Pre-Claim AP:
Main Class: - 66
Craft Subclass: - 0
RP Subclass: - 20
Post-Claim AP:
Main Class: - 209
Craft Subclass: - 0
RP Subclass: - 47
Final Levels:
Main Class Level: - 50
Craft Subclass Level: - 1
RP Subclass Level: - 21
Requested Skill(s):
Anchor Howl
Tier I Skill
A loud soundwave is generated from the Guardian's position, encompassing the surrounding 5 meters in radius. This causes movement speed away from the Guardian to lower the farther away a target is. As a result, some might attempt to make a run for it by either dashing or jumping. These two actions trigger the second part of this skill, which delivers a heavy counter to punish a retreating foe. It effectively serves as a way to maintain the enemy's attention on the Guardian. This skill has an animation time of 3 seconds, maximum duration of 10 seconds, and a cooldown of 30 seconds. If the Guardian moves from their initial position, this skill is canceled.
Covering
Tier I Skill
Despite a Warrior class's bulky appearance, their agility in the midst of battle can sometimes be very surprising. When an ally is about to be targeted by an attack, this skill allows the character to switch places with the target and take the force of the attack. It can also be activated in response to an area of effect attack, taking all the damage from affected party members onto oneself. Obviously, as good as the character's reflexes may be, this requires that the ally be in very close proximity. This skill has a maximum range of 3 meters, an animation time of 1 second, and a cooldown of 15 seconds. If used by a character other than a Warrior-based class or Warden, the cooldown is doubled to 30 seconds.
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Holy Grail
Tier II Skill
The Holy Grail, a legendary and coveted artifact of Western lore. Some desire it for its rumors of granting immortality, while others desire it as part of a holy quest. A truly dedicated Guardian whose wish is to protect and save their teammates will be able to do so by casting this skill. The activation of this ability creates a golden goblet animation to flash above the target's head for the next 5 seconds. Within this duration, if any attack should otherwise lower the target's HP to 0, they stay at 1 HP for the duration of this skill. All negative effects that deal damage over time to the target also have their damage negated while this skill is in effect. As a result, a teammate in mortal danger can be saved or the Guardian themselves may be able to deliver an unstoppable last stand. This skill is often compared to Castle of Stone for their similar effects, but ultimately this skill is much more situational and support-oriented. Holy Grail has a casting time of 4 seconds and a cooldown of 45 seconds.
Guard Shift
Tier II Skill
A toggle skill that tenses up the Guardian's body when activated. While this skill is in effect, the Guardian's body will be assisted by an defensive AI which automatically controls their body in order to auto-defend against oncoming attacks. This skill is particularly effective for guarding against attacks even when the Guardian themselves hasn't realized that an attack was launched, for the AI will detect any attack within 10 meters that targeted the Guardian and respond accordingly. This effect can be exploited by enemies aiming to perform simultaneous attacks, so be careful. Another downside is that the activation of this skill prevents the Guardian from moving or performing attacks of their own until it is called off. It is an excellent defensive skill that can provide a patient warrior a window of opportunity if used in battles of attrition.
Gravity Aura
Tier II Skill
The antithesis to Nightmare Sphere, the Guardian class possesses the ability to generate a force field around themselves to bind everything to the ground. Tasks such as jumping and flight become difficult, if not impossible. Furthermore, characters with heavier equipment may suffer additional effects. The Guardian generates mana into a radius of 5 meters, creating a temporary field of high gravity and causing all enemies within the vicinity to feel weighed down, reducing their attack and movement speed by 10%. Skills that can only be activated in midair cannot be used within this field. The Flight skill is canceled and cannot be activated within this field. Characters wielding two-handed weapons (except ranged weapons) suffer an additional -10% attack speed, characters wearing light armor receive an additional 10% penalty to their movement speed, and characters wearing heavy armor receive an additional 25% penalty to their movement speed. Gravity Aura may be maintained indefinitely as long as the Guardian stands in one spot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds from the moment it is canceled.
Converging Saber
Tier II Skill
A skill that aims to bridge crowd control with damage potential. The Guardian swings their weapon or shield in a 180 degree arc, causing an aura projectile to shoot 3 meters forward. Enemies struck by the attack experience a sharp pain as the aura diffuses through their body, dealing moderate damage and attracting a high amount of aggro. The aura also has the additional effect of pushing enemies toward the center of the arc, setting up for other area of effect attacks. This skill has an animation time of 3 seconds and a cooldown of 15 seconds.
Castle of Stone
Tier II Skill
The Guardian projects a powerful aura that nullifies all incoming damage or knockback to themselves for 10 seconds. Despite the amazing implications of this skill, it makes the Guardian immobile for the full duration and can only be used once per 10 minutes at base level. It's said that cooldown-reducing equipment effects for this skill exist to massively reduce the time per use, but it would require a great amount of funding to make this skill anything but a powerful emergency defense.
Armor Crash
Tier II Skill
Ultrasonic vibrations wrap around the Guardian's weapon, causing it to appear blurred as a result. The result of this attack is that the vibrations will naturally assist the weapon in making clean cuts. This effect is made more amplified when the vibroweapon makes contact with any hard surface, slicing through rock and metal with great ease. While this skill is in effect, the Guardian deals 25% extra physical damage to enemies wearing Light Armor and 50% extra physical damage to enemies wearing Heavy Armor. Monsters struck by the weapon have their Physical resistance reduced by 1 stage for the duration of the attack. Due to the increased difficulty in handling the weapon, the Guardian may not perform any offensive skills using an affected weapon unless they manually cancel the skill. This skill has a casting time of 4 seconds, a maximum duration of 20 seconds, and a cooldown of 40 seconds. This skill's maximum duration increases to 25 seconds at Guardian Level 60 and 30 seconds at Guardian Level 90.
Onslaught
Tier II Skill
A skill that transforms the Guardian into a powerful juggernaut for a brief moment. This skill is used along with a two-handed weapon, where the Guardian swings or thrusts the weapon forward with great momentum. If a target was successfully hit by this initial blow, the Guardian's body will automatically proceed into an additional three-hit combo, ending with the Guardian swinging the weapon upward and aiming to knock the enemy into the air. All defense buffs applied to the Guardian during the performance of this skill are instead treated as attack buffs for the duration of the skill. This skill has an animation time of 5 seconds and a cooldown time of 30 seconds.
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Cavalier
Level 21 Skill
Squire Training: Passive. When mounted, the Cavalier may use any of the following skills as though it were in their skill list: Guardian's Shield Smash, Swashbuckler's Fold Step, Shaman's Barrier Crash. Cooldowns and animation times for each of these skills are applied normally. If the Cavalier has already learned one of the forenamed skills, then the skill's cooldown is reduced by 1 second when not mounted.