May 22, 2017 2:59:23 GMT -5
Post by MAGICMAN on May 22, 2017 2:59:23 GMT -5
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MAGICMAN
MAGICMAN
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TAKESHI KIMURA
[break]28 YEARS OLD
[break]MALE
TAKESHI KIMURA
[break]28 YEARS OLD
[break]MALE
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HERETIC
HERETIC
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[attr="class","a-defender-divider"]user biography
[attr="class","a-bio"]
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] one must be +calm, analytical and curious | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] pleasures can be the occult, reading and writing, gemstones |
[attr="class","a-bio-divider"]positive & negative | [attr="class","a-bio-divider"]likes & dislikes |
[attr="class","a-bio-w"] [attr="class","a-bio-wt"] one cannot be -reckless, obsessive and nihilistic | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] displeasures must be traitors, amorality and arrogance |
[attr="class","a-defender-divider"]class information
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[attr="class","a-c-weapon"] [attr="class","a-c-wtitle"]weapon [attr="class","a-c-wlist"] foci[break] cantrip[break] sword[break] sword & foci | [attr="class","a-c-info"] [attr="class","a-classdesc"] forsaken by every deity, the path of a heretic lies in unyielding will. the heretic is a most unfortunate class. they are barred from enjoying the touch of divinity, due to how they have broken the structures that keeps their faith in check. they go above and beyond, dipping themselves into the very fabric of magic, binding themselves to a higher power then a mere deity. heretics are blasphemous to most faiths because magic itself is a sin. heretics come in all shapes and sizes. however the defender role heretic is hard to distinguish from it's utility role version. [break][break] the defender oriented heretic is, simply put, a master of shielding, redirection, and crowd control. their abilities lie in shielding themselves, redirecting damage from their teammates, and mire their enemies in effects to draw aggro. as such, the class itself isn't bulky in either armor or hp. rather, their defensive ratings are off the chart, with a high amount of agility to them as well. all of their skills are magic based however, so they're particularly vulnerable to bloody silences. (pox on users of that dumb debuff they say) |
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[attr="class","a-defender-divider"]class abilities
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[attr="class","a-cs-title"]AETHER NEXUS
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
Magic runs through the blood of the heretic - for they turned from the grace of the deities. The defender class is one that is often in the thick of things - as such they need to be able to defend themselves and others. This passive makes that task much more simple. There are two parts to the passive: first, abilities cast in succession receive a lowered cooldown. Simply put, the more spells that the Heretic spams, the less time it takes for it to refresh. the second part of the passive is that all spells have the option to 'bounce'. this 'bouncing' means that it goes from one target to another. An example would be a shield, and it being able to 'bounce' to another ally. each bounce costs a moment longer of cooldown. As such the abilities work pretty much in tandem - bouncing increases cooldowns, chain casting decreases it. That is the basis of the heretic.
Magic runs through the blood of the heretic - for they turned from the grace of the deities. The defender class is one that is often in the thick of things - as such they need to be able to defend themselves and others. This passive makes that task much more simple. There are two parts to the passive: first, abilities cast in succession receive a lowered cooldown. Simply put, the more spells that the Heretic spams, the less time it takes for it to refresh. the second part of the passive is that all spells have the option to 'bounce'. this 'bouncing' means that it goes from one target to another. An example would be a shield, and it being able to 'bounce' to another ally. each bounce costs a moment longer of cooldown. As such the abilities work pretty much in tandem - bouncing increases cooldowns, chain casting decreases it. That is the basis of the heretic.
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[attr="class","a-cs-title"]PRANA COMPLEX
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
it is not necessary to simply believe, if one gives their lives for the faith. the heretic has a rather unique skill - a shield that protects the chosen person from damage. however, this comes at a cost: the caster's vitality. in a simple form, using the payment of blood, an ally is shielded, redirecting the damage to the caster. it also transfers any and all aggro from the attacks to the caster as well. also, for each ally put under this kind of shield, the caster gains a defensive shield to help them mitigate the on-coming damage. this spell's natural cooldown is moderately long.
it is not necessary to simply believe, if one gives their lives for the faith. the heretic has a rather unique skill - a shield that protects the chosen person from damage. however, this comes at a cost: the caster's vitality. in a simple form, using the payment of blood, an ally is shielded, redirecting the damage to the caster. it also transfers any and all aggro from the attacks to the caster as well. also, for each ally put under this kind of shield, the caster gains a defensive shield to help them mitigate the on-coming damage. this spell's natural cooldown is moderately long.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]EXPECTO PATRONUM
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
magic is often steeped in the art of summoning and protection. heretics are those that call upon forces other then the associated divine ones - and this skill might not seem like such, but it is not an exception. simply put, the heretic summons a guardian companion. this skill however, can not only summon a guardian for the caster, but for their allies too. it provides protection, a steady defensive buff, and it can sacrifice itself to protect the one it's summoned for, giving them a shield. generally, the guardian takes shape as an animal - however there have been... interesting versions of guardians before. the guardian's form is said to be always the same, but the truth is that it changes depending on what the caster wants or needs for their allies. this spell's natural cooldown is rather short.
magic is often steeped in the art of summoning and protection. heretics are those that call upon forces other then the associated divine ones - and this skill might not seem like such, but it is not an exception. simply put, the heretic summons a guardian companion. this skill however, can not only summon a guardian for the caster, but for their allies too. it provides protection, a steady defensive buff, and it can sacrifice itself to protect the one it's summoned for, giving them a shield. generally, the guardian takes shape as an animal - however there have been... interesting versions of guardians before. the guardian's form is said to be always the same, but the truth is that it changes depending on what the caster wants or needs for their allies. this spell's natural cooldown is rather short.
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[attr="class","a-cs-title"]MANA FORCE
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
magic itself is a unique force, bleeding it's own type of power into life itself. the heretic, bound to magic itself, is also tied to this concept. as such, this skill, with a relatively short cooldown, is one of the most used ones on the defender heretic's kit - and even the utility heretic. basically, the skill is a regeneration shield. when placed on a target, this shield can effectively heal the next attack that happens on the target. however this works only so long as the target can survive the hit, as it regenerates after the hit has taken it's chunk of flesh. this is generally well used with prana complex as it allows the heretic to recover any health lost by redirected damage.
magic itself is a unique force, bleeding it's own type of power into life itself. the heretic, bound to magic itself, is also tied to this concept. as such, this skill, with a relatively short cooldown, is one of the most used ones on the defender heretic's kit - and even the utility heretic. basically, the skill is a regeneration shield. when placed on a target, this shield can effectively heal the next attack that happens on the target. however this works only so long as the target can survive the hit, as it regenerates after the hit has taken it's chunk of flesh. this is generally well used with prana complex as it allows the heretic to recover any health lost by redirected damage.
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played by IMMORTAL
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UMINEKO NO NAKU KORO NI, USHIROMIYA BATTLER - MAGICMAN
played by IMMORTAL
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UMINEKO NO NAKU KORO NI, USHIROMIYA BATTLER - MAGICMAN