Apr 16, 2017 13:18:35 GMT -5
Post by Drazhakuda on Apr 16, 2017 13:18:35 GMT -5
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DRAZHAKUDA
DRAZHAKUDA
[attr="class","a-basicinfo"]
JARED ALDERS
[break]25 YEARS OLD
[break]MALE
JARED ALDERS
[break]25 YEARS OLD
[break]MALE
[attr="class","a-classname"]
SHAMAN
SHAMAN
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[attr="class","a-attacker-divider"]user biography
[attr="class","a-bio"]
[attr="class","a-bio-w"] [attr="class","a-bio-wt"]
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[attr="class","a-bio-divider"]positive & negative | [attr="class","a-bio-divider"]likes & dislikes |
[attr="class","a-bio-w"] [attr="class","a-bio-wt"]
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[attr="class","a-attacker-divider"]class information
[attr="class","a-cbg"]
[attr="class","a-c-weapon"] [attr="class","a-c-wtitle"]weapon [attr="class","a-c-wlist"] Fist Weapons [break]Axes [break]Bows [break]Wands [break]Staves | [attr="class","a-c-info"] [attr="class","a-classdesc"] The Shaman is ostensibly seen in most settings as the class of elemental sorcerers who sling spells of cataclysmic proportions. This stigma even carries over to the world of Gargantua, but that is only the tip of the iceberg. These spell-warriors bring balance to the spiritual elements of Fire, Water, Air, Earth, and Soul to not only destroy their enemies, but to bring peace to the spiritual and material worlds. Acting as mediators between two existences, shamans tend to either be treated with great admiration or great suspicion, for the spirits don't exactly show themselves to the masses.[break] [break]Shamans favor a balance in all things over hyper specialization, and thus utilize medium armor and weapons, combined with spells to augment their own abilities, hinder enemies, or utterly demolish foes. Adaptable to most situations, the Shaman is a threat to anyone they deem unworthy to the life their ancestors gave them. |
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[attr="class","a-attacker-divider"]class abilities
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[attr="class","a-cs-title"]SPIRITUAL TATTOO
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
an arcane tattoo denotes the Shaman; a symbol of his dedication to mastery over the elements, and the oath made to keep the peace. This mark is what gives the Shaman his power, though attempts to remove it only cause it to grow back even larger. The benefits of the mark come with the ability to communicate with spirits, and contain Phantasms, the spiritual energy of an enemy uncorrupted, though not the soul of the dead itself.
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Phantasms are gained by landing the killing blow on an enemy, and are distinct for each type of enemy. Containing one causes the tattoo to change shape and reflect the Phantasm's nature. Phantasms are consumed by the Shaman when using most Shaman abilities. Thus, a Phantasm is only as strong as the being it was, and usually may only be retained for a day before expiring. Exceptionally strong enemies (i.e. Mini-Bosses and the like) may persist for as long as the Shaman still has not consumed it. A Shaman may only retain up to 5 Phantasms max. With each Phantasm a Shaman has stored, they gain a 15% Base Damage boost.
an arcane tattoo denotes the Shaman; a symbol of his dedication to mastery over the elements, and the oath made to keep the peace. This mark is what gives the Shaman his power, though attempts to remove it only cause it to grow back even larger. The benefits of the mark come with the ability to communicate with spirits, and contain Phantasms, the spiritual energy of an enemy uncorrupted, though not the soul of the dead itself.
[break]
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Phantasms are gained by landing the killing blow on an enemy, and are distinct for each type of enemy. Containing one causes the tattoo to change shape and reflect the Phantasm's nature. Phantasms are consumed by the Shaman when using most Shaman abilities. Thus, a Phantasm is only as strong as the being it was, and usually may only be retained for a day before expiring. Exceptionally strong enemies (i.e. Mini-Bosses and the like) may persist for as long as the Shaman still has not consumed it. A Shaman may only retain up to 5 Phantasms max. With each Phantasm a Shaman has stored, they gain a 15% Base Damage boost.
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[attr="class","a-cs-title"]EMBLEM OF THE ELEMENTS
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
Through focusing the energies of the five elemental spirits into themselves, a Shaman may gain great benefits. A Shaman only gains the benefit of one chosen element at a time. A Shaman must consume a Phantasm to change them, but only out of combat. The bonuses include: [break][break]
At level 2, all allies within five meters of the Shaman also gain this benefit, and the range increases by 5 meters for each level after 2.
Through focusing the energies of the five elemental spirits into themselves, a Shaman may gain great benefits. A Shaman only gains the benefit of one chosen element at a time. A Shaman must consume a Phantasm to change them, but only out of combat. The bonuses include: [break][break]
- Fire: Attack Speed is boosted by 20%. Attacks deal additional Fire damage.
- Water: Agility is boosted by 25%. Attacks deal additional Water damage.
- Air: Movement Speed is increased by 40%. Attacks deal additional Air damage.
- Earth: Damage taken is reduced by 15%. Attacks deal additional Earth damage.
- Life: Weapon Attacks restore 15% of the damage dealt as health to the Shaman.
At level 2, all allies within five meters of the Shaman also gain this benefit, and the range increases by 5 meters for each level after 2.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]ECTOPLASMIC BOLT
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
A Shaman's magical ability is closely tied to that of nature, and therefore his abilities can vary a great deal based on geography and spiritual assistance. A Shaman can fire a magical beam of pure elemental energy at a foe. The Bolt deals elemental damage that reflects the Emblem a Shaman is under, and may cause an additional affliction based on the surroundings. If the Emblem is Life, the Bolt instead heals. A Shaman can choose to consume a Phantasm to alter the Bolt even further, powering up both the damage and the affliction, or changing those traits altogether.
A Shaman's magical ability is closely tied to that of nature, and therefore his abilities can vary a great deal based on geography and spiritual assistance. A Shaman can fire a magical beam of pure elemental energy at a foe. The Bolt deals elemental damage that reflects the Emblem a Shaman is under, and may cause an additional affliction based on the surroundings. If the Emblem is Life, the Bolt instead heals. A Shaman can choose to consume a Phantasm to alter the Bolt even further, powering up both the damage and the affliction, or changing those traits altogether.