Post by Charuen on Jan 27, 2015 19:05:29 GMT
Legend: (G = Guild thread, M = Mentor Thread, A = Alliance Thread, E= Event)
Bonus reference sheet found here: Click!
Main Class: Cleric
Main Class Claims
A Newbie's Request: 662
An Accidental Visit: 879
A Shocking Experience 692
(E) Snowdonia Winter Ball 934 + 769 + 1897.5 = 3600.5
(E) Londinum Coconia Lunar Festival 1414 + 50% event bonus = 2121
(E) Stratford Coconia Lunar Festival 1211 + 1002 = 2213, + 50% event bonus = 3319.5
(M) Black haired Swordsman, Pink Haired Princess*: 410 x1.25 mentor bonus = 512.5
(M) Clerical Combat*: 647 x1.25 mentor bonus = 808.75
(M) A Walk on the Wild Side*: 782 + x1.25 mentor bonus = 977.5
(M)More Training Trouble 599 x1.25 mentor bonus =748.75
(A) Help is On the Way 765 x1.3 alliance bonus = 994.5
(A) Who Hung the Mistletoe?! 941 x1.3 alliance bonus = 1223.3
(G) Breakfast for Champions: 1119 x1.3 guild bonus = 1454.7
(G) Music in the Abbey: 513 x1.3 guild bonus = 615.6
* These threads were started when Char was still under level 15, thus mentor bonuses still apply
Total Word Count: 662 + 879 + 692 + 3600.5 +2121 + 3319.5 + 512.5 + 808.75 + 977.5 + 748.75 + 994.5 + 1223.3 + 1454.7 +615.6 = 18609
Crafting Class Claim
927 x1.25 mentor bonus = 1158.75
Total Word Count: 1158.75
Main Class AP Claimed:74.44 74
Crafting Class AP Claimed: 4.635 4
Total AP: 78
Link to Previous Claim: click!
---------------------------
Pre-Claim AP: 56
Main Class: 56 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
---------------------------
Post-Claim AP: 56 + 78 = 134
Main Class: 130 AP
Craft Subclass: 4 AP
RP Subclass: 0 AP
------------------------
Final Levels:
Main Class Level: 36
Craft Subclass Level: 3
RP Subclass Level: 1
------------------------
Requested Skill(s): (3 Tier One Skills + 2 Tier Two Skills = 5 skills )
(Tier 1)
Anima-Siphoning Sphere
The Cleric harnesses healing energy in the form of a faint white vapor which swirls around in the shape of an orb. This skill magnetizes anima from the nearby atmosphere until it is fully generated, after which it will flash several times and heal the nearest ally. If a healing skill is performed by any character between the moment this skill is performed and the Cleric's next turn, halve the healing effect of that skill. The orb is then fully charged and will immediately heal a target. Otherwise, the orb will fully charge at the beginning of the Cleric's 2nd turn from the moment it is casted. Anima Siphoning is therefore often used in the presence of an enemy healer, allowing the Cleric to leech off the rival healer's hard work. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. If Anima-Siphoning Sphere is currently active, it cannot be recasted.
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.
(Tier 2)
Healing Aurora
A healing spell that bathes the battlefield in a brilliant seven-colored light for a few seconds. When this skill is activated, the Cleric and all party members within 10 meters have a high amount of their HP restored. Because of this skill's high efficiency and large area of effect, it is often considered their secret weapon. However, it generates an extremely high amount of aggro and has a long cooldown, so dedicated support Clerics should be careful. This skill has a casting time of 2 seconds and a cooldown of 90 seconds.
Healing Forge
An offensively-based Cleric's toggle skill that depends upon an aggressive battle style. It is one of the key skills that make up the Battle Cleric archetype. Upon striking the opponent with a weapon or shield, the Cleric's body will generate a small ring of life energy that appears and floats somewhere on the battlefield within 5 meters of the Cleric's current position. If the Cleric or a party member makes contact with one of these rings, it will heal them by a small amount. Naturally, the rate at which healing rings can be generated is largely dependent on the Cleric's attack speed.
Bonus reference sheet found here: Click!
Main Class: Cleric
Main Class Claims
A Newbie's Request: 662
An Accidental Visit: 879
A Shocking Experience 692
(E) Snowdonia Winter Ball 934 + 769 + 1897.5 = 3600.5
(E) Londinum Coconia Lunar Festival 1414 + 50% event bonus = 2121
(E) Stratford Coconia Lunar Festival 1211 + 1002 = 2213, + 50% event bonus = 3319.5
(M) Black haired Swordsman, Pink Haired Princess*: 410 x1.25 mentor bonus = 512.5
(M) Clerical Combat*: 647 x1.25 mentor bonus = 808.75
(M) A Walk on the Wild Side*: 782 + x1.25 mentor bonus = 977.5
(M)More Training Trouble 599 x1.25 mentor bonus =748.75
(A) Help is On the Way 765 x1.3 alliance bonus = 994.5
(A) Who Hung the Mistletoe?! 941 x1.3 alliance bonus = 1223.3
(G) Breakfast for Champions: 1119 x1.3 guild bonus = 1454.7
(G) Music in the Abbey: 513 x1.3 guild bonus = 615.6
* These threads were started when Char was still under level 15, thus mentor bonuses still apply
Total Word Count: 662 + 879 + 692 + 3600.5 +2121 + 3319.5 + 512.5 + 808.75 + 977.5 + 748.75 + 994.5 + 1223.3 + 1454.7 +615.6 = 18609
Crafting Class Claim
927 x1.25 mentor bonus = 1158.75
Total Word Count: 1158.75
Main Class AP Claimed:
Crafting Class AP Claimed:
Total AP: 78
Link to Previous Claim: click!
---------------------------
Pre-Claim AP: 56
Main Class: 56 AP
Craft Subclass: 0 AP
RP Subclass: 0 AP
---------------------------
Post-Claim AP: 56 + 78 = 134
Main Class: 130 AP
Craft Subclass: 4 AP
RP Subclass: 0 AP
------------------------
Final Levels:
Main Class Level: 36
Craft Subclass Level: 3
RP Subclass Level: 1
------------------------
Requested Skill(s): (3 Tier One Skills + 2 Tier Two Skills = 5 skills )
(Tier 1)
Anima-Siphoning Sphere
The Cleric harnesses healing energy in the form of a faint white vapor which swirls around in the shape of an orb. This skill magnetizes anima from the nearby atmosphere until it is fully generated, after which it will flash several times and heal the nearest ally. If a healing skill is performed by any character between the moment this skill is performed and the Cleric's next turn, halve the healing effect of that skill. The orb is then fully charged and will immediately heal a target. Otherwise, the orb will fully charge at the beginning of the Cleric's 2nd turn from the moment it is casted. Anima Siphoning is therefore often used in the presence of an enemy healer, allowing the Cleric to leech off the rival healer's hard work. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. If Anima-Siphoning Sphere is currently active, it cannot be recasted.
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.
(Tier 2)
Healing Aurora
A healing spell that bathes the battlefield in a brilliant seven-colored light for a few seconds. When this skill is activated, the Cleric and all party members within 10 meters have a high amount of their HP restored. Because of this skill's high efficiency and large area of effect, it is often considered their secret weapon. However, it generates an extremely high amount of aggro and has a long cooldown, so dedicated support Clerics should be careful. This skill has a casting time of 2 seconds and a cooldown of 90 seconds.
Healing Forge
An offensively-based Cleric's toggle skill that depends upon an aggressive battle style. It is one of the key skills that make up the Battle Cleric archetype. Upon striking the opponent with a weapon or shield, the Cleric's body will generate a small ring of life energy that appears and floats somewhere on the battlefield within 5 meters of the Cleric's current position. If the Cleric or a party member makes contact with one of these rings, it will heal them by a small amount. Naturally, the rate at which healing rings can be generated is largely dependent on the Cleric's attack speed.