Post by Deleted on Aug 5, 2015 21:52:05 GMT
Main Class: Swashbuckler
Crafting Subclass: Blacksmith
Main Class Claims:
1). Walk Around Town (MENTOR): 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 {TWC: 11927x1.25=14908}
2). Eager To Do Battle (MENTOR): 1 , 2 {TWC: 737x1.25=921}
3). Adventure On Coast: 1 , 2 , 3 , 4 , 5 {TWC=1800}
4). An Adventurers Return: 1 , 2 {TWC=1121}
Crafting Subclass Claims:
1). Warden Armor: 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 , 20 , 21 , 22 , 23 , 24 , 25 {TWC: 13112}
2). Getting Equipped Scribe (MENTOR): 1 , 2 , 3 , 4 , 5 , 6 {TWC=2886x1.25=3607}
TWC Main: 18750
TWC Crafting: 13112
Word Counter Used: writtenkitten.net/
Main Class AP Claimed:75
Adventure Subclass AP Claimed:0
Crafting Subclass AP Claimed:52.4
Previous Claim
Pre-Claim: 180 AP
Main Class: 180 AP
RP Subclass: 0 AP
Crafting Subclass: 0 AP
Post-Claim: 307 AP
Main Class: 255 AP
RP Subclass: 0 AP
Crafting Subclass: 52 AP
Pre-Claim Levels:
Main Class: 46
RP subclass: 0
Crafting Subclass: 0
Post-Claim Levels:
Main Class: 55
RP Subclass: 0
Crafting Subclass: 22
Requested Skills: (Note: 3 Tier I skill slots, and 6 Tier II slots have been saved up allready, added to the 3 Tier II slots gained from this Claim)
Main Class Skills:
1). Equipment Mastery: Ranged
Tier I Skill: Passive. An Adventurer skill that provides weapon proficiency of bows, crossbows, throwing weapons, and firearms. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. If the character's class is already able to use one of these weapon types normally, that weapon type does not gain any additional effects through taking this skill.
2). Equipment Mastery: Unarmed Combat
Tier I Skill: A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
3). Aura Saber
Tier I Skill: Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
4). Fireball Pitch
Tier I Skill: A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class.
5). Wind Bullet
Tier I Skill: Toggle skill. A skill that is usually performed with a free hand, making it a useful technique for Monks and characters who wield only a single one-handed weapon. It can also be used with an actual firearm, causing wind bullets to be fired whenever the gun is not loaded with any form of ammunition. Its bare handed version is performed by extending the thumb and index finger while curling the other three fingers, as though a gun gesture is being made. Thanks to the toggle function of this skill acting as a safety, it can be turned off for those times where you don't want to accidentally shoot people because of your careless gestures. By pressing down the thumb or trigger, a concentrated shot of air is expelled forward from the index finger or barrel, causing a minor recoil from the shot. Wind bullets shot from this attack are fairly weak and are used more often to subdue or stall an opponent. This skill has a range of 10 meters, an animation time of 0.5 seconds, and a cooldown time of 1 second.
6). Pocket Aces
Tier II Skill: A support magic skill that causes the user's weapon(s) to glow a faint blue color as they become semi-transparent. It has a cooldown of 1 minute. For the next 30 seconds, the Swashbuckler's equipped weapons are able to phase through characters in their party. One such implication of this skill is that the Swashbuckler can stab right through an ally to strike at an enemy, all without dealing any harm to their teammate. Naturally, this skill also unlocks a wide flexibility for the Swashbuckler's attacking style, as one can perform multiple intricate chaining combos without worrying about one's own body to get in the way.
7). Insurance Bet
Tier II Skill: An emergency defensive technique that utilizes the Swashbuckler's reflexes and weapon expertise to perform a last-second parry. By intercepting the opponent's attack with one's own weapon and then moving the body in the flow of the attack, much of the offensive potential of the opponent's attack is nullified. This skill may be used in response to an opponent's melee or physical ranged attack. Any damage taken by the attack is reduced by about 80%. However, the attack is still considered to have been successful, and any secondary effects or debuffs caused by the attack will affect the Swashbuckler immediately. This skill has an animation time of 0.5 seconds and a cooldown of 60 seconds.
8). Terra Orbital Kick
Tier II Skill: 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.
9). Missile Strike
Tier II Skill: 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.
10). 3 Tier II Skill Slots
Crafting Class Skills:
1). Level 11 Skill
Speed Forge: The blacksmith's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, ore, or even rocks, they quickly melt it down and fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Defense debuff effects are halved when this skill is used on a target.
2). Level 21 Skill
Armament Appraisal: A Blacksmith's knowledge of weapons is limited not by their ability to craft them, but to know the hidden qualities of the weapon that only the weapon itself would otherwise know. When Armament Apprisal is used and a weapon is held in their hand, the Blacksmith will be told the following about the weapon: a mental image of the last person to touch the weapon, the name of the weapon's crafter, the weapon's flavor text, and the names and effects of any enchants or reforges placed upon the weapon. This skill has a casting time of 5 seconds and no cooldown.
Crafting Subclass: Blacksmith
Main Class Claims:
1). Walk Around Town (MENTOR): 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 {TWC: 11927x1.25=14908}
2). Eager To Do Battle (MENTOR): 1 , 2 {TWC: 737x1.25=921}
3). Adventure On Coast: 1 , 2 , 3 , 4 , 5 {TWC=1800}
4). An Adventurers Return: 1 , 2 {TWC=1121}
Crafting Subclass Claims:
1). Warden Armor: 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 , 15 , 16 , 17 , 18 , 19 , 20 , 21 , 22 , 23 , 24 , 25 {TWC: 13112}
2). Getting Equipped Scribe (MENTOR): 1 , 2 , 3 , 4 , 5 , 6 {TWC=2886x1.25=3607}
TWC Main: 18750
TWC Crafting: 13112
Word Counter Used: writtenkitten.net/
Main Class AP Claimed:75
Adventure Subclass AP Claimed:0
Crafting Subclass AP Claimed:52.4
Previous Claim
Pre-Claim: 180 AP
Main Class: 180 AP
RP Subclass: 0 AP
Crafting Subclass: 0 AP
Post-Claim: 307 AP
Main Class: 255 AP
RP Subclass: 0 AP
Crafting Subclass: 52 AP
Pre-Claim Levels:
Main Class: 46
RP subclass: 0
Crafting Subclass: 0
Post-Claim Levels:
Main Class: 55
RP Subclass: 0
Crafting Subclass: 22
Requested Skills: (Note: 3 Tier I skill slots, and 6 Tier II slots have been saved up allready, added to the 3 Tier II slots gained from this Claim)
Main Class Skills:
1). Equipment Mastery: Ranged
Tier I Skill: Passive. An Adventurer skill that provides weapon proficiency of bows, crossbows, throwing weapons, and firearms. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. If the character's class is already able to use one of these weapon types normally, that weapon type does not gain any additional effects through taking this skill.
2). Equipment Mastery: Unarmed Combat
Tier I Skill: A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
3). Aura Saber
Tier I Skill: Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
4). Fireball Pitch
Tier I Skill: A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 second and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class.
5). Wind Bullet
Tier I Skill: Toggle skill. A skill that is usually performed with a free hand, making it a useful technique for Monks and characters who wield only a single one-handed weapon. It can also be used with an actual firearm, causing wind bullets to be fired whenever the gun is not loaded with any form of ammunition. Its bare handed version is performed by extending the thumb and index finger while curling the other three fingers, as though a gun gesture is being made. Thanks to the toggle function of this skill acting as a safety, it can be turned off for those times where you don't want to accidentally shoot people because of your careless gestures. By pressing down the thumb or trigger, a concentrated shot of air is expelled forward from the index finger or barrel, causing a minor recoil from the shot. Wind bullets shot from this attack are fairly weak and are used more often to subdue or stall an opponent. This skill has a range of 10 meters, an animation time of 0.5 seconds, and a cooldown time of 1 second.
6). Pocket Aces
Tier II Skill: A support magic skill that causes the user's weapon(s) to glow a faint blue color as they become semi-transparent. It has a cooldown of 1 minute. For the next 30 seconds, the Swashbuckler's equipped weapons are able to phase through characters in their party. One such implication of this skill is that the Swashbuckler can stab right through an ally to strike at an enemy, all without dealing any harm to their teammate. Naturally, this skill also unlocks a wide flexibility for the Swashbuckler's attacking style, as one can perform multiple intricate chaining combos without worrying about one's own body to get in the way.
7). Insurance Bet
Tier II Skill: An emergency defensive technique that utilizes the Swashbuckler's reflexes and weapon expertise to perform a last-second parry. By intercepting the opponent's attack with one's own weapon and then moving the body in the flow of the attack, much of the offensive potential of the opponent's attack is nullified. This skill may be used in response to an opponent's melee or physical ranged attack. Any damage taken by the attack is reduced by about 80%. However, the attack is still considered to have been successful, and any secondary effects or debuffs caused by the attack will affect the Swashbuckler immediately. This skill has an animation time of 0.5 seconds and a cooldown of 60 seconds.
8). Terra Orbital Kick
Tier II Skill: 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.
9). Missile Strike
Tier II Skill: 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.
10). 3 Tier II Skill Slots
Crafting Class Skills:
1). Level 11 Skill
Speed Forge: The blacksmith's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, ore, or even rocks, they quickly melt it down and fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Defense debuff effects are halved when this skill is used on a target.
2). Level 21 Skill
Armament Appraisal: A Blacksmith's knowledge of weapons is limited not by their ability to craft them, but to know the hidden qualities of the weapon that only the weapon itself would otherwise know. When Armament Apprisal is used and a weapon is held in their hand, the Blacksmith will be told the following about the weapon: a mental image of the last person to touch the weapon, the name of the weapon's crafter, the weapon's flavor text, and the names and effects of any enchants or reforges placed upon the weapon. This skill has a casting time of 5 seconds and no cooldown.