May 13, 2017 23:05:08 GMT -5
Post by seneca on May 13, 2017 23:05:08 GMT -5
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SENECA
SENECA
[attr="class","a-basicinfo"]
ANASTASIA PETROVSKY
[break]24 YEARS OLD
[break]FEMALE
ANASTASIA PETROVSKY
[break]24 YEARS OLD
[break]FEMALE
[attr="class","a-classname"]
SLAYER
SLAYER
[attr="class","a-fader"]
[attr="class","a-attacker-divider"]user biography
[attr="class","a-bio"]
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] fearless[break] straightforward[break] independent[break] tenacious[break] humorous[break] | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] freedom[break] challenges[break] nostalgia[break] |
[attr="class","a-bio-divider"]positive & negative | [attr="class","a-bio-divider"]likes & dislikes |
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] callous[break] sardonic[break] ruthless[break] hedonistic[break] prideful[break] | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] sweets[break] orders[break] passive-aggression[break] |
[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"] one-handed sword[break] single gauntlet[break] | [attr="class","a-c-info"] [attr="class","a-classdesc"] The Slayer class is a powerful melee class that focuses on dominating their opponents with unrelenting pressure. They will stop at nothing to achieve victory and will not yield to anything or anyone in their path. They are highly mobile and wield the ability to deal true damage to enemies. They are heavily dependent on the amount of life they've taken and as a result, they have trouble dealing with bursts of damage that render their life steal useless. This class lives by the motto of 'give and take' as they need to take hits in order to life steal it back up. |
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[attr="class","a-attacker-divider"]class abilities
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[attr="class","a-cskill"]
[attr="class","a-cs-title"]LIFE STEAL
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
The Slayer class drains the 'life' (health, mana, energy, and etc) from their enemies and converts it into health. If the enemy has multiple life sources, they will drain them simultaneously. Their basic attacks drain 3% of the enemies' life, ranking up 3% for each level (Max. 15% at level 5). The Slayer regains the same amount of 'life' as they've taken from enemies.
The Slayer class drains the 'life' (health, mana, energy, and etc) from their enemies and converts it into health. If the enemy has multiple life sources, they will drain them simultaneously. Their basic attacks drain 3% of the enemies' life, ranking up 3% for each level (Max. 15% at level 5). The Slayer regains the same amount of 'life' as they've taken from enemies.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]HEARTLESS
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
the slayer's basic attacks will always deal true damage against their enemies. they gain stat boosts to their attack power, attack speed, and speed for each enemy they've slain. the stats will stack, however, will decay rapidly if the player is unable to destroy an enemy every minute. if they fail, their stats will be reset to their default.
the slayer's basic attacks will always deal true damage against their enemies. they gain stat boosts to their attack power, attack speed, and speed for each enemy they've slain. the stats will stack, however, will decay rapidly if the player is unable to destroy an enemy every minute. if they fail, their stats will be reset to their default.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]RESILIENCE
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
the longer the slayer remains in battle, the more survivability they gain over time. these gains will stack with one another. at the start of the battle, they gain resistances and these resistances will ramp up in effectiveness the longer they are engaged. these resistances affect the potency of critical damage, duration of statuses, and elemental based abilities. the slayer's resistance stacks will reset the moment they are out of battle. if they are engaged in battle for at least three seconds, they remain unflinching against attacks and abilities used consecutively against the slayer will have their damage halved for each time it is used in succession.
the longer the slayer remains in battle, the more survivability they gain over time. these gains will stack with one another. at the start of the battle, they gain resistances and these resistances will ramp up in effectiveness the longer they are engaged. these resistances affect the potency of critical damage, duration of statuses, and elemental based abilities. the slayer's resistance stacks will reset the moment they are out of battle. if they are engaged in battle for at least three seconds, they remain unflinching against attacks and abilities used consecutively against the slayer will have their damage halved for each time it is used in succession.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]insignia
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
all enemies within the slayer's attack range are marked on one random place on their bodies. the slayer is able to dash to a marked target, empowering their next attack to deal damage based on the % of life taken. the mark disappears if struck by the slayer and will reappear on a different area on the body after three seconds. she becomes untargetable during the dash animation and disrupts cast times of her targets if her attack hits.
all enemies within the slayer's attack range are marked on one random place on their bodies. the slayer is able to dash to a marked target, empowering their next attack to deal damage based on the % of life taken. the mark disappears if struck by the slayer and will reappear on a different area on the body after three seconds. she becomes untargetable during the dash animation and disrupts cast times of her targets if her attack hits.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]convalesce
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
once the slayer's health drops to 15% or lower, this passive will remain active until she returns to 50% health or higher. once this passive's conditions have been met, the slayer gains the ability to drain 'life' from both allies and enemies upon touch. they start the process through touching their victims and if that connection is severed, this ability will be placed on a long cooldown. this ability has two different variations that apply depending on the target's alliance.
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allies: they cannot be targeted if their health is lower than 25% and the drain cannot take more than 25% of their health. the slayer heals the full amount of health they have taken.
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enemies: they can be drained at any health level and the slayer is not capped to how much health they may take. if allowed, the slayer can potentially drain enemies to death if they are not removed. the slayer only heals up 5% health for each second they are connected, even if the health they've taken per second exceeds 5%.
once the slayer's health drops to 15% or lower, this passive will remain active until she returns to 50% health or higher. once this passive's conditions have been met, the slayer gains the ability to drain 'life' from both allies and enemies upon touch. they start the process through touching their victims and if that connection is severed, this ability will be placed on a long cooldown. this ability has two different variations that apply depending on the target's alliance.
[break][break]
allies: they cannot be targeted if their health is lower than 25% and the drain cannot take more than 25% of their health. the slayer heals the full amount of health they have taken.
[break][break]
enemies: they can be drained at any health level and the slayer is not capped to how much health they may take. if allowed, the slayer can potentially drain enemies to death if they are not removed. the slayer only heals up 5% health for each second they are connected, even if the health they've taken per second exceeds 5%.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]purgation
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
excess health is converted into an increase in attack range for the slayer, enchanting their weapon with magical properties. the slayer is able to launch slashes the same length as their blade with their basic attacks. these slashes do not cut through anything rather, they go through them, dealing true damage. the travel distance of these slashes depends on the the strength of the user's swing and will travel the full distance, dealing damage through all enemies in it's path.
excess health is converted into an increase in attack range for the slayer, enchanting their weapon with magical properties. the slayer is able to launch slashes the same length as their blade with their basic attacks. these slashes do not cut through anything rather, they go through them, dealing true damage. the travel distance of these slashes depends on the the strength of the user's swing and will travel the full distance, dealing damage through all enemies in it's path.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]synergy
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
allies can swap places with the slayer if they initiate the switch through touching their hand to the player's palm. the swap is immediate and will not work if either player is afflicted with movement impairment effects. if the ally switches the slayer into combat, the slayer can counter the first move used by the opponent. if an ally switches into battle, they get a buff that increases their evasion and dodge rate for one second. for each switch, the slayer loses 5% of their health.
allies can swap places with the slayer if they initiate the switch through touching their hand to the player's palm. the swap is immediate and will not work if either player is afflicted with movement impairment effects. if the ally switches the slayer into combat, the slayer can counter the first move used by the opponent. if an ally switches into battle, they get a buff that increases their evasion and dodge rate for one second. for each switch, the slayer loses 5% of their health.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]RELINQUISH
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
when the slayer is plagued with a status ailment, they can choose to remove it through driving an equipped sword into their body and rending it out. the status affliction will then become absorbed by the weapon, enchanting it with the same properties and effectively removing the effects. the player takes 25% of their own health in the process for each use. they become immune to the status effect for three minutes. at 25% health or lower, the slayer becomes immune to status ailments (does not apply to debuffs and movement impairments).
when the slayer is plagued with a status ailment, they can choose to remove it through driving an equipped sword into their body and rending it out. the status affliction will then become absorbed by the weapon, enchanting it with the same properties and effectively removing the effects. the player takes 25% of their own health in the process for each use. they become immune to the status effect for three minutes. at 25% health or lower, the slayer becomes immune to status ailments (does not apply to debuffs and movement impairments).
[attr="class","a-cskill"]
[attr="class","a-cs-title"]transcendence
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
The Slayer can now surpass her limits and life steal past her health cap with the extra health appearing as small red orbs under her health bar. Each orb represents the amount of extra health she has taken with one full orb equating to 10% and a half-filled orb being 5%. The Slayer can retain the health for five seconds before it decays. If the Slayer should be damaged, the accumulated health is first used instead. The moment the extra health is used up to mitigate damage, the Slayer becomes untargetable for the next ability used against them.
The Slayer can now surpass her limits and life steal past her health cap with the extra health appearing as small red orbs under her health bar. Each orb represents the amount of extra health she has taken with one full orb equating to 10% and a half-filled orb being 5%. The Slayer can retain the health for five seconds before it decays. If the Slayer should be damaged, the accumulated health is first used instead. The moment the extra health is used up to mitigate damage, the Slayer becomes untargetable for the next ability used against them.