Post by Zyrune on Jan 14, 2015 22:34:01 GMT
Main Class: Druid
Words Counted using writtenkitten
Main Class Claims:
ENTRY TO A NEW WORLD
Post 1 (1025) Post 2 (841) Post 3 (1964) Post 4 (3178)
(Total Wc: 7,008)
COUNTING CROWS
Post 1 (1218) Post 2 (444)
( Total Wc: 1,662 )
GOLDEN FLOWERS
Post 1(1258) Post 2 (1290) Post 3 (787)
(Total Wc: 3,335 )
[OPEN] BUNDLE UP! A SNOWY DAY OF FUN
Post 1 (507) Post 2 (477) Post 3 (750)
(Total Wc:1,734) Guild Bonus Ap Applied as Three Active Members. 1,734*1.2 (2,080)
[OPEN] COMING OUT OF THE SHADOWS
Post 1 (732) Post 2 (879) Post 3 (825) Post 4 (945)
(total Wc:3,308)
[SOLO] A NAP WITHIN THE TREES
Post 1 (876)
NOT MY CUP OF TEA [OPEN]
Post 1 (1607)
SKATE AWAY TO ANOTHER DAY [OPEN]
Post 1 (937)
Total Word Count: 20,976
Main Class AP Claimed: 20,630 % 250 = 83.9
Total Claim:
Link to Previous Claim: First Claim
Post-Claim AP: (Enter the amount of AP you will have distributed among your three classes if your claim is approved.)
Main Class: - 80 AP
Craft Subclass: - AP
RP Subclass: - AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: - 26 (80)
Craft Subclass Level: - 1
RP Subclass Level: - 1
Requested Skill(s): (If you would gain a skill via level progression (every 3 levels for main class, every 10 levels for subclass), list your desired skill here. Otherwise leave blank. If you do claim skills, please include the skill's description to help save time for the mod adding it to your profile.)
Arbor Phalanx
Tier I Skill
For defensive purposes, the Druid uses earth magic to quickly sprout a tree from the ground which grows up to about the height of an adult man. Protruding from this tree are a number of sharp branches which can injure anyone who gets close enough. After 2 minutes, if the plant was not destroyed within that time, this spell is canceled and the tree is desummoned. Only one Arbor Phalanx tree can be active at one time. This skill has a casting time of 2 seconds and a cooldown of 30 seconds.
Nature Revive
Tier I Skill
A revival skill on par with the Cleric's Resurrection skills. It can only be used if the target has only been incapacitated within the last 10 seconds. This skill will bathe the target in blue light and resurrect them with low HP. There is also a slow HP regeneration effect upon revive. The only downside to this ability is that a target cannot be revived again by this skill for 2 minutes, so the party should quickly support them back up to a safe state as soon as possible. This skill has a casting time of 5 seconds and a cooldown of 90 seconds.
Heartbeat Healing
Tier I Skill
One of the Druid's signature healing spells, Heartbeat Healing is a spell that covers the target in a sparkling green light and delivers gradual HP regeneration to the target every few seconds. It is the primary and most potent spell of the healing core, with many other healing spells rotated in between. This skill has a casting time of 2 seconds, a duration of 20 seconds, and a cooldown of 30 seconds.
Familiar: Alraune
Tier I Skill
A summoning ability usable by the Druid class. This summons an Alraune, a toddler-sized sprite resembling a girl made from flower petals. Alraunes usually perform a passive support role by placing pollen and powder onto targets to slow down their movement speed. However, they can also use this trait for an offensive support use by attacking the opponent and manually placing these spores on them. If enough spores are placed on a target, they may even be stunned for a few moments. The Alraune's offensive powers are very lacking, though, so a tank will usually be necessary if one were to go this route. The Alraune's abilities and appearance becomes more impressive as the skill ranks up, transforming into a beautiful flower-bodied girl. When a Familiar summoning skill is used, any Familiars currently active are canceled.
Sand Curtain
Tier I Skill
The Druid uses the power of earth to collect dust and sand from the surrounding area into a small orb of light and releases it into the surrounding air. This is then followed up with an attack that summons a localized cyclone to swirl around the user and dealing wind-based damage to nearby enemies. This skill provides a temporary reduction in sight for all players and monsters within a ten meter radius for about 5 seconds. This skill has a casting time of 1 second and a cooldown of 10 seconds.
Earthbeat Healing
Tier I Skill
Heartbeat Healing, in the form of a full party regeneration ability. It covers the target in a sparkling blue light. Understandably, it has a longer cooldown and a slightly lower efficiency than its single-target counterpart. However, it can be stacked with Heartbeat Healing to create a steady rate of healing over time. Be careful, as this skill attracts a high amount of aggro from opponents. This skill has a casting time of 4 seconds, a duration of 20 seconds, and a cooldown of 45 seconds.
Bubble Respiration
Tier I Skill
A skill generally used for noncombative scouting purposes in areas where one must dive in the water. The Druid summons a large number of bubbles that cover the target's body. Upon entry into the water, the bubbles move toward the target's face and act as a temporary air source. This allows the target to breathe for two minutes underwater before having to hold their breath. Unfortunately, while this skill has a fairly low cooldown, no additional bubbles can be attached to the target once they are affected by this skill. While this skill is most effective in the water, it can be used for distractive purposes as well. If the target is hit with any attack while they are not in the water, all of the bubbles attached to the target will scatter everywhere and create a slight distraction. This skill has a casting time of 5 seconds, a maximum duration of 3 minutes, and a cooldown of 20 seconds.
Flameburst
Tier I Skill
This skill involves the Druid thrusting forward the tip of their weapon toward the target. Then after 2 seconds of casting time, an attack resembling a flamethrower is fired forward in a cone-shaped pattern. Enemies in the flame radius are scorched, causing their HP to gradually decrease every 3 seconds for 9 seconds. This skill has a maximum duration of 10 seconds and a cooldown of 10 seconds from the moment it is canceled.
Words Counted using writtenkitten
Main Class Claims:
ENTRY TO A NEW WORLD
Post 1 (1025) Post 2 (841) Post 3 (1964) Post 4 (3178)
(Total Wc: 7,008)
COUNTING CROWS
Post 1 (1218) Post 2 (444)
( Total Wc: 1,662 )
GOLDEN FLOWERS
Post 1(1258) Post 2 (1290) Post 3 (787)
(Total Wc: 3,335 )
[OPEN] BUNDLE UP! A SNOWY DAY OF FUN
Post 1 (507) Post 2 (477) Post 3 (750)
(Total Wc:1,734) Guild Bonus Ap Applied as Three Active Members. 1,734*1.2 (2,080)
[OPEN] COMING OUT OF THE SHADOWS
Post 1 (732) Post 2 (879) Post 3 (825) Post 4 (945)
(total Wc:3,308)
[SOLO] A NAP WITHIN THE TREES
Post 1 (876)
NOT MY CUP OF TEA [OPEN]
Post 1 (1607)
SKATE AWAY TO ANOTHER DAY [OPEN]
Post 1 (937)
Total Word Count: 20,976
Main Class AP Claimed: 20,630 % 250 = 83.9
Total Claim:
Link to Previous Claim: First Claim
Post-Claim AP: (Enter the amount of AP you will have distributed among your three classes if your claim is approved.)
Main Class: - 80 AP
Craft Subclass: - AP
RP Subclass: - AP
Final Levels: (List your character's levels upon successful claim.)
Main Class Level: - 26 (80)
Craft Subclass Level: - 1
RP Subclass Level: - 1
Requested Skill(s): (If you would gain a skill via level progression (every 3 levels for main class, every 10 levels for subclass), list your desired skill here. Otherwise leave blank. If you do claim skills, please include the skill's description to help save time for the mod adding it to your profile.)
Arbor Phalanx
Tier I Skill
For defensive purposes, the Druid uses earth magic to quickly sprout a tree from the ground which grows up to about the height of an adult man. Protruding from this tree are a number of sharp branches which can injure anyone who gets close enough. After 2 minutes, if the plant was not destroyed within that time, this spell is canceled and the tree is desummoned. Only one Arbor Phalanx tree can be active at one time. This skill has a casting time of 2 seconds and a cooldown of 30 seconds.
Nature Revive
Tier I Skill
A revival skill on par with the Cleric's Resurrection skills. It can only be used if the target has only been incapacitated within the last 10 seconds. This skill will bathe the target in blue light and resurrect them with low HP. There is also a slow HP regeneration effect upon revive. The only downside to this ability is that a target cannot be revived again by this skill for 2 minutes, so the party should quickly support them back up to a safe state as soon as possible. This skill has a casting time of 5 seconds and a cooldown of 90 seconds.
Heartbeat Healing
Tier I Skill
One of the Druid's signature healing spells, Heartbeat Healing is a spell that covers the target in a sparkling green light and delivers gradual HP regeneration to the target every few seconds. It is the primary and most potent spell of the healing core, with many other healing spells rotated in between. This skill has a casting time of 2 seconds, a duration of 20 seconds, and a cooldown of 30 seconds.
Familiar: Alraune
Tier I Skill
A summoning ability usable by the Druid class. This summons an Alraune, a toddler-sized sprite resembling a girl made from flower petals. Alraunes usually perform a passive support role by placing pollen and powder onto targets to slow down their movement speed. However, they can also use this trait for an offensive support use by attacking the opponent and manually placing these spores on them. If enough spores are placed on a target, they may even be stunned for a few moments. The Alraune's offensive powers are very lacking, though, so a tank will usually be necessary if one were to go this route. The Alraune's abilities and appearance becomes more impressive as the skill ranks up, transforming into a beautiful flower-bodied girl. When a Familiar summoning skill is used, any Familiars currently active are canceled.
Sand Curtain
Tier I Skill
The Druid uses the power of earth to collect dust and sand from the surrounding area into a small orb of light and releases it into the surrounding air. This is then followed up with an attack that summons a localized cyclone to swirl around the user and dealing wind-based damage to nearby enemies. This skill provides a temporary reduction in sight for all players and monsters within a ten meter radius for about 5 seconds. This skill has a casting time of 1 second and a cooldown of 10 seconds.
Earthbeat Healing
Tier I Skill
Heartbeat Healing, in the form of a full party regeneration ability. It covers the target in a sparkling blue light. Understandably, it has a longer cooldown and a slightly lower efficiency than its single-target counterpart. However, it can be stacked with Heartbeat Healing to create a steady rate of healing over time. Be careful, as this skill attracts a high amount of aggro from opponents. This skill has a casting time of 4 seconds, a duration of 20 seconds, and a cooldown of 45 seconds.
Bubble Respiration
Tier I Skill
A skill generally used for noncombative scouting purposes in areas where one must dive in the water. The Druid summons a large number of bubbles that cover the target's body. Upon entry into the water, the bubbles move toward the target's face and act as a temporary air source. This allows the target to breathe for two minutes underwater before having to hold their breath. Unfortunately, while this skill has a fairly low cooldown, no additional bubbles can be attached to the target once they are affected by this skill. While this skill is most effective in the water, it can be used for distractive purposes as well. If the target is hit with any attack while they are not in the water, all of the bubbles attached to the target will scatter everywhere and create a slight distraction. This skill has a casting time of 5 seconds, a maximum duration of 3 minutes, and a cooldown of 20 seconds.
Flameburst
Tier I Skill
This skill involves the Druid thrusting forward the tip of their weapon toward the target. Then after 2 seconds of casting time, an attack resembling a flamethrower is fired forward in a cone-shaped pattern. Enemies in the flame radius are scorched, causing their HP to gradually decrease every 3 seconds for 9 seconds. This skill has a maximum duration of 10 seconds and a cooldown of 10 seconds from the moment it is canceled.