Jul 2, 2017 3:59:43 GMT -5
Post by SPARKY on Jul 2, 2017 3:59:43 GMT -5
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SPARKY
SPARKY
[attr="class","a-basicinfo"]
ANDREA SPRING
[break]17 YEARS OLD
[break]FEMALE
ANDREA SPRING
[break]17 YEARS OLD
[break]FEMALE
[attr="class","a-classname"]
THEREMIN
THEREMIN
[attr="class","a-fader"]
[attr="class","a-DEFENDER-divider"]user biography
[attr="class","a-bio"]
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] energetic, positive, fun-loving, curious, confident | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] music, strawberries, facing down mobs, battle cries, girls |
[attr="class","a-bio-divider"]positive & negative | [attr="class","a-bio-divider"]likes & dislikes |
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] mischievous, secretive, nosy, violent, spiteful | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] boys, smelly things, dead silence, sleeping, the backlines |
[attr="class","a-DEFENDER-divider"]class information
[attr="class","a-cbg"]
[attr="class","a-c-weapon"] [attr="class","a-c-wtitle"]weapon [attr="class","a-c-wlist"] gauntlets [break]tech sword [break]boots [break]electric guitars | [attr="class","a-c-info"] [attr="class","a-classdesc"] sound the death knell for the bells of hell are ringing under her touch. the theremin is one that doesn't seem to have trouble adapting. they are like sound waves, having no trouble going where they want to go. they tend to fight tooth and nail, relishing the challenge of a hard fight. they love being in the melee, and well they are the type of class that likes one vs fifty or something ridiculous like that. [break][break] the theremin's skills are two fold - first is the skills to keep them alive when dashing into the midst of enemy lines. these are generally self buffs to defense, aggro, healing and speed. the other half is their party mechanics. they tend to 'connect' and combine everyone's stats to make themselves stronger, or to protect their teammates. in fact, the theremin tends to be the cavalry, showing up out of nowhere to help their teammates out of a pickle. and beat up stuff whilst they're at it. |
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[attr="class","a-DEFENDER-divider"]class abilities
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[attr="class","a-cs-title"]BLITZ
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
The Theremin's primary passive, and it's their aggro ticket. Each attack that the Theremin makes is laced with piercing electric damage. this damage goes through any resistance, as it does not count it in the damage step. this means that the Theremin is constantly charged up, giving off static at the least. the more enemies they fight, the stronger the passive gets. the extra damage from the passive is also an instant aggro combo, increasing the defender's aggro meter with each strike. the more strikes, the more aggro they collect, even getting bonuses to collected aggro after a certain point.
[break][break]
basically, hit it till it wants to eat you or something.
The Theremin's primary passive, and it's their aggro ticket. Each attack that the Theremin makes is laced with piercing electric damage. this damage goes through any resistance, as it does not count it in the damage step. this means that the Theremin is constantly charged up, giving off static at the least. the more enemies they fight, the stronger the passive gets. the extra damage from the passive is also an instant aggro combo, increasing the defender's aggro meter with each strike. the more strikes, the more aggro they collect, even getting bonuses to collected aggro after a certain point.
[break][break]
basically, hit it till it wants to eat you or something.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]CROWDS
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
another passive for the theremin, this one has two functions. first, when the theremin has party or guild members in the vicinity, the class gains buffs to their defence. they gain a buff per person, so the more people in their party or guild, the more defensive bonuses they get. let's just say raid bosses do not like this class, because raids are really bloody big.
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second, the more aggro that the theremin is currently holding, the better they heal. basically, for every mob they hold aggro over, the class gains a buff to regeneration and a boost to any incoming healing. basically, because they're getting wailed on like no tomorrow, they get the healing factor to withstand said wailing.
another passive for the theremin, this one has two functions. first, when the theremin has party or guild members in the vicinity, the class gains buffs to their defence. they gain a buff per person, so the more people in their party or guild, the more defensive bonuses they get. let's just say raid bosses do not like this class, because raids are really bloody big.
[break][break]
second, the more aggro that the theremin is currently holding, the better they heal. basically, for every mob they hold aggro over, the class gains a buff to regeneration and a boost to any incoming healing. basically, because they're getting wailed on like no tomorrow, they get the healing factor to withstand said wailing.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]FLASH STEP
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
this ability can be used even when silenced! basically, should an ally's health drop in the red, the theremin has the option to instantly appear at their side, no matter the distance. this part of the ability has no cooldown. otherwise, the theremin can teleport to any friendly unit's side within their direct line of sight or simply to a location within said line of sight. however, this has two costs - first, a single flash step of this manner has a decent cooldown - to avoid teleport spamming. however, it has the ability to be used up to five times in a row - and each extra time used, the longer the cooldown is.
this ability can be used even when silenced! basically, should an ally's health drop in the red, the theremin has the option to instantly appear at their side, no matter the distance. this part of the ability has no cooldown. otherwise, the theremin can teleport to any friendly unit's side within their direct line of sight or simply to a location within said line of sight. however, this has two costs - first, a single flash step of this manner has a decent cooldown - to avoid teleport spamming. however, it has the ability to be used up to five times in a row - and each extra time used, the longer the cooldown is.