Post by Steel on Jan 6, 2015 19:34:50 GMT
Main Class: Swashbuckler
Main Class Claims:
Meeting Someone through music: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] (5347 words)
Meeting Someone New in the Forest: [1] [2] [3] [4] [5] [6] (2143 words)
Queen of the newbs: [2] [3] [4] (1823 words) words
(mentor thread) Teaching a fellow Swashbuckler: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] (3523 words) x 1.25 = 4404 words
(mentor thread) Teaching the basics: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] (4026 words) x 1.25 = 5032.5 words
The Princess and the Dual Wielding Swordsman: [1] [2] [3] [4] (1031 words)
Black Haired Swordsman, Pink Haired Princess: [4] (1311 words)
Step Two: Grinding: [1] [2] [3] [4] (1111 words)
Magic and Swords: [1] [2] [3] (866 words)
(mentor thread) Newbs and an Experienced Player in the Forest: [1] [2] [3] (1974 words) x 1.25 = 2467.5 words
Total Word Count: 25,536
Main Class AP Claimed: 102
Crafting Subclass: Scribe
Crafting Subclass Claims:
A Scribe's first day of Crafting (link): 758 words
Total Word Count: 758
Crafting Subclass AP claimed: 3
Subclass: Courtesan
Subclass Claims:
Black Haired Swordsman, Pink Haired Princess: [1] [2] [3]
Queen of the newbs: [1]
Total Word Count: 525 + 502 + 400 + 620 = 2047
Subclass AP Claimed: 8 AP
Total Claim:
Link to Previous Claim: log-horizon.proboards.com/thread/3744/ap-claim-steel-1?page=1&scrollTo=16119
Pre-Claim AP:
Main Class: 9
Craft Subclass: 0
RP Subclass: 0
Post-Claim AP:
Main Class: 102
Craft Subclass: 3
RP Subclass: 8
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 32
Craft Subclass Level: 2
RP Subclass Level: 5
Requested Skill(s):
Fencer Style: A passive skill that activates when the swashbuckler is only equipping a single one-handed weapon and nothing in their off hand, increasing the attack damage of their one-handed weapon. Dual wielding has its merits in granting the swashbuckler with an opportunity to apply two different effects to the opponent upon a successful hit, while fighting with the Fencing Style sacrifices this versatility for a greater form of fighting stability.
Fold Step: Using this skill, the user's body suddenly is propelled and accelerates in a desired direction. It is often used as a surprise burst of momentum when delivering an attack or used as a last-ditch dodging maneuver. The only downside to this technique is that once activated, the swashbuckler cannot stop or adjust their trajectory. It should be noted that if this skill is used for an attack, the momentum from initiating the attack will not increase damage in any way. It merely allows the Swashbuckler to quickly close in on the opponent for a possible surprise attack. This skill has an animation time of 1 second and a cooldown time of 6 seconds.
High Roller: The swashbuckler attempts to bridge defense with offense by dodging an incoming attack and curling the body together to make multiple mid-air rolls as they land over to a new position. At the same time, their weapons are pointed outward, cutting at any opponent that tries to reach at them. This skill has an animation time of 2 seconds and a cooldown of 15 seconds.
Ante Up: The swashbuckler summons additional weapons from their inventory and claps their hands together to perform this spell. The weapons will then be levitated into the air and controlled by an AI to fight alongside them. Depending on vocal commands, the AI can be designated to either focus on all-out attacking, defensive play, or balance fighting. Maintaining this skill results in a constant drain on the swashbuckler's MP. From Level 1-30, only one weapon can be controlled by this skill. From Level 31-60, two weapons can be controlled. From Level 61-90, three weapons can be controlled. After Level 90, four weapons can be controlled. Ante Up has a casting time of 5 seconds and an effective controllable range of 1 meters. It drains MP at the rate of about 10% of the Swashbuckler's MP each turn, provided the maximum number of weapons is being controlled per tier. Shields cannot be controlled by this skill. Ranged weapons such as a bow or gun that is controlled by this skill cannot fire their projectiles.
Opening Gambit: A Swashbuckler skill that targets a single enemy and visually marks up to five of the target's weak points to the Swashbuckler's party. This skill is best known not only for party DPS support but also as an immediate setup for Trigger Jackpot. Only a maximum of five markers can be placed on a target at any one time. This skill appears as small card-shaped targets that overlap over the enemy's body. Successfully striking the enemy at any of these markers will result in a greatly increased possibility for a critical hit. The weak points indicated by this skill update in real life and might vary depending on changes to the target's stance or equipment. This skill has a casting time of 2 seconds. Markers placed by this skill have a duration of 30 seconds and this skill has a cooldown of 45 seconds.
Trigger Jackpot: One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 90 seconds after it has been used to detonate markers.
Terra Orbital Kick: A skill that is performed by slamming a foot against the ground, aiming to unearth large and solid chunks of rock to rise a few feet in the air. It is coupled with a swinging kick that aims to propel these rocks forward to strike the enemy. Naturally, it is no easy task to kick rock and the user might even injure themselves if not properly connected. It is no surprise that Monks are popularly associated with this skill, but anyone with sufficient physical strength may find themselves a suitable user. This attack is considered an earth elemental skill. It has an animation time of 4 seconds and a cooldown of 20 seconds. If used by a Monk, the cooldown is 10 seconds instead.
Missile Strike: A skill that can only be used with an equipped physical ranged weapon such as a bow, firearm, or throwing weapon. The user takes a moment to whisper a spell onto the weapon, enchanting it for the next shot. When that weapon is used to deliver a ranged attack, the number of projectiles fired is multiplied several times fold so that a literal rain of projectiles will strike the target. Missile Swarm is thus very effective either for hitting a bunch of targets packed close together or poking a poor enemy full of holes. After the duplicated projectiles make contact with anything, they will disappear back into the mana that formed them. This skill has a casting time of 3 seconds and a cooldown of 15 seconds
Heal: The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its 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 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. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Main Class Claims:
Meeting Someone through music: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] (5347 words)
Meeting Someone New in the Forest: [1] [2] [3] [4] [5] [6] (2143 words)
Queen of the newbs: [2] [3] [4] (1823 words) words
(mentor thread) Teaching a fellow Swashbuckler: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] (3523 words) x 1.25 = 4404 words
(mentor thread) Teaching the basics: [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] (4026 words) x 1.25 = 5032.5 words
The Princess and the Dual Wielding Swordsman: [1] [2] [3] [4] (1031 words)
Black Haired Swordsman, Pink Haired Princess: [4] (1311 words)
Step Two: Grinding: [1] [2] [3] [4] (1111 words)
Magic and Swords: [1] [2] [3] (866 words)
(mentor thread) Newbs and an Experienced Player in the Forest: [1] [2] [3] (1974 words) x 1.25 = 2467.5 words
Total Word Count: 25,536
Main Class AP Claimed: 102
Crafting Subclass: Scribe
Crafting Subclass Claims:
A Scribe's first day of Crafting (link): 758 words
Total Word Count: 758
Crafting Subclass AP claimed: 3
Subclass: Courtesan
Subclass Claims:
Black Haired Swordsman, Pink Haired Princess: [1] [2] [3]
Queen of the newbs: [1]
Total Word Count: 525 + 502 + 400 + 620 = 2047
Subclass AP Claimed: 8 AP
Total Claim:
Link to Previous Claim: log-horizon.proboards.com/thread/3744/ap-claim-steel-1?page=1&scrollTo=16119
Pre-Claim AP:
Main Class: 9
Craft Subclass: 0
RP Subclass: 0
Post-Claim AP:
Main Class: 102
Craft Subclass: 3
RP Subclass: 8
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: 32
Craft Subclass Level: 2
RP Subclass Level: 5
Requested Skill(s):
Fencer Style: A passive skill that activates when the swashbuckler is only equipping a single one-handed weapon and nothing in their off hand, increasing the attack damage of their one-handed weapon. Dual wielding has its merits in granting the swashbuckler with an opportunity to apply two different effects to the opponent upon a successful hit, while fighting with the Fencing Style sacrifices this versatility for a greater form of fighting stability.
Fold Step: Using this skill, the user's body suddenly is propelled and accelerates in a desired direction. It is often used as a surprise burst of momentum when delivering an attack or used as a last-ditch dodging maneuver. The only downside to this technique is that once activated, the swashbuckler cannot stop or adjust their trajectory. It should be noted that if this skill is used for an attack, the momentum from initiating the attack will not increase damage in any way. It merely allows the Swashbuckler to quickly close in on the opponent for a possible surprise attack. This skill has an animation time of 1 second and a cooldown time of 6 seconds.
High Roller: The swashbuckler attempts to bridge defense with offense by dodging an incoming attack and curling the body together to make multiple mid-air rolls as they land over to a new position. At the same time, their weapons are pointed outward, cutting at any opponent that tries to reach at them. This skill has an animation time of 2 seconds and a cooldown of 15 seconds.
Ante Up: The swashbuckler summons additional weapons from their inventory and claps their hands together to perform this spell. The weapons will then be levitated into the air and controlled by an AI to fight alongside them. Depending on vocal commands, the AI can be designated to either focus on all-out attacking, defensive play, or balance fighting. Maintaining this skill results in a constant drain on the swashbuckler's MP. From Level 1-30, only one weapon can be controlled by this skill. From Level 31-60, two weapons can be controlled. From Level 61-90, three weapons can be controlled. After Level 90, four weapons can be controlled. Ante Up has a casting time of 5 seconds and an effective controllable range of 1 meters. It drains MP at the rate of about 10% of the Swashbuckler's MP each turn, provided the maximum number of weapons is being controlled per tier. Shields cannot be controlled by this skill. Ranged weapons such as a bow or gun that is controlled by this skill cannot fire their projectiles.
Opening Gambit: A Swashbuckler skill that targets a single enemy and visually marks up to five of the target's weak points to the Swashbuckler's party. This skill is best known not only for party DPS support but also as an immediate setup for Trigger Jackpot. Only a maximum of five markers can be placed on a target at any one time. This skill appears as small card-shaped targets that overlap over the enemy's body. Successfully striking the enemy at any of these markers will result in a greatly increased possibility for a critical hit. The weak points indicated by this skill update in real life and might vary depending on changes to the target's stance or equipment. This skill has a casting time of 2 seconds. Markers placed by this skill have a duration of 30 seconds and this skill has a cooldown of 45 seconds.
Trigger Jackpot: One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 90 seconds after it has been used to detonate markers.
Terra Orbital Kick: A skill that is performed by slamming a foot against the ground, aiming to unearth large and solid chunks of rock to rise a few feet in the air. It is coupled with a swinging kick that aims to propel these rocks forward to strike the enemy. Naturally, it is no easy task to kick rock and the user might even injure themselves if not properly connected. It is no surprise that Monks are popularly associated with this skill, but anyone with sufficient physical strength may find themselves a suitable user. This attack is considered an earth elemental skill. It has an animation time of 4 seconds and a cooldown of 20 seconds. If used by a Monk, the cooldown is 10 seconds instead.
Missile Strike: A skill that can only be used with an equipped physical ranged weapon such as a bow, firearm, or throwing weapon. The user takes a moment to whisper a spell onto the weapon, enchanting it for the next shot. When that weapon is used to deliver a ranged attack, the number of projectiles fired is multiplied several times fold so that a literal rain of projectiles will strike the target. Missile Swarm is thus very effective either for hitting a bunch of targets packed close together or poking a poor enemy full of holes. After the duplicated projectiles make contact with anything, they will disappear back into the mana that formed them. This skill has a casting time of 3 seconds and a cooldown of 15 seconds
Heal: The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its 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 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. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.