Apr 29, 2017 3:10:52 GMT -5
Post by ghost on Apr 29, 2017 3:10:52 GMT -5
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GHOST
GHOST
[attr="class","a-basicinfo"]
ATTICUS SCHIRES
[break]23 YEARS OLD
[break]MALE
ATTICUS SCHIRES
[break]23 YEARS OLD
[break]MALE
[attr="class","a-classname"]
PHANTOM
PHANTOM
[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"] • cheeky[break] • charming[break] • mischievous[break] • chivalrous[break] • lighthearted[break] | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] • thrill[break] • people[break] • luxuries[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"] • dramatic[break] • deceitful[break] • self indulgent[break] • condescending[break] • narcissistic | [attr="class","a-bio-w"] [attr="class","a-bio-wt"] • filth[break] • violence[break] • complications[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"] rods[break] guns[break] daggers[break] swords[break] whips[break] | [attr="class","a-c-info"] [attr="class","a-classdesc"] Smooth criminal is synonymous with this class as their skills consists of distracting parlor tricks designed to throw off enemies. They are infamous for their slippery nature making it difficult to keep track of them in battles, much less land attacks on them. All for a good reason as the Phantom class has one of the lowest base stats in the game. As a result, they rely on their wit and good luck to keep them going along with a few underhanded tricks up their sleeves. Just when you think you've seen it all, they'll keep you coming back for more. |
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[attr="class","a-attacker-divider"]class abilities
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[attr="class","a-cskill"]
[attr="class","a-cs-title"]LUCK OF THE DEVIL
[attr="class","a-cs-ap"]PASSIVE
[attr="class","a-cs-desc"]
With luck on their side, the Phantom is gifted with a higher chance of landing critical hits. Their damage done with critical hits scale up with their level, though the base damage is calculated with their current weapon's stats. If a critical hit is achieved, the Phantom gains a short burst of movement speed with an added after-image visual effect. The aesthetics wear off as soon as the movement speed decays over the next three seconds.
With luck on their side, the Phantom is gifted with a higher chance of landing critical hits. Their damage done with critical hits scale up with their level, though the base damage is calculated with their current weapon's stats. If a critical hit is achieved, the Phantom gains a short burst of movement speed with an added after-image visual effect. The aesthetics wear off as soon as the movement speed decays over the next three seconds.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]FIRST ACT: MAGIC TOUCH
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
true to their name, the phantom class makes use of their ability to become intangible in order to assassinate their chosen targets. however, this only applies to their hands! the phantom is only able to make their hands intangible as a means to deal damage to enemies. during the duration of this ability, the phantom can reduce what he touches to pixels triggering damage over time for five seconds. there is no base damage rather, the damage dealt is from the bleeding effect. the appearance of what he touches resets after his attack, leaving behind a small trail of pixels to signify the bleed. when used on barriers or other obstructions, the phantom is able to destroy it. when used on skills, the phantom receives the full damage regardless.
true to their name, the phantom class makes use of their ability to become intangible in order to assassinate their chosen targets. however, this only applies to their hands! the phantom is only able to make their hands intangible as a means to deal damage to enemies. during the duration of this ability, the phantom can reduce what he touches to pixels triggering damage over time for five seconds. there is no base damage rather, the damage dealt is from the bleeding effect. the appearance of what he touches resets after his attack, leaving behind a small trail of pixels to signify the bleed. when used on barriers or other obstructions, the phantom is able to destroy it. when used on skills, the phantom receives the full damage regardless.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]SECOND ACT: DOWN THE RABBIT HOLE
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
No Phantom would be complete without a clever disappearing act of their own. This sly class makes use of portals both offensively and defensively. They are able to manipulate the shape, size, and distance of the portals. The portals are two-way and can pass things through them or pass things out of them depending on what the Phantom wills. This gives the class a slick escape and also, a method for attacking an opponent's blind spot. Visually, the portals are black holes suspended in the air with nothing visible connecting the two openings. [break][break]
As a cost, the skill eats at the Phantom's energy depending on how long the portals remain open with the amount taxed being neglible at first. Each second is crucial to the Phantom as the cost multiplies over the span of three minutes. It also takes into account how many portals are open at the time placing immense strain on the Phantom if used recklessly. After the three minutes, the costs are then refreshed to a clean state.
No Phantom would be complete without a clever disappearing act of their own. This sly class makes use of portals both offensively and defensively. They are able to manipulate the shape, size, and distance of the portals. The portals are two-way and can pass things through them or pass things out of them depending on what the Phantom wills. This gives the class a slick escape and also, a method for attacking an opponent's blind spot. Visually, the portals are black holes suspended in the air with nothing visible connecting the two openings. [break][break]
As a cost, the skill eats at the Phantom's energy depending on how long the portals remain open with the amount taxed being neglible at first. Each second is crucial to the Phantom as the cost multiplies over the span of three minutes. It also takes into account how many portals are open at the time placing immense strain on the Phantom if used recklessly. After the three minutes, the costs are then refreshed to a clean state.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]THIRD ACT: PICK A CARD
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
Every Magician has tricks up their sleeves and in the Phantom's case, he's able to flick his wrists to bring forth five cards in each hand. The Phantom can skillfully throw these cards at enemies. The first set's cost takes up little energy though, if he creates more sets, the cost will multiply over three minutes. Once the three minutes are up, the cost is reset. The cards are known to be so sharp that they will inflict a bleeding status on enemies hit. The bleeding status deals damage over time for five seconds and it can stack damage if multiple cards hit.
Every Magician has tricks up their sleeves and in the Phantom's case, he's able to flick his wrists to bring forth five cards in each hand. The Phantom can skillfully throw these cards at enemies. The first set's cost takes up little energy though, if he creates more sets, the cost will multiply over three minutes. Once the three minutes are up, the cost is reset. The cards are known to be so sharp that they will inflict a bleeding status on enemies hit. The bleeding status deals damage over time for five seconds and it can stack damage if multiple cards hit.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]fourth act: sleight of hand
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
the phantom is able to switch weapons in the middle of a battle through simply calling out his weapon choice by name after returning his previously equipped weapon back into a portal opened through 'down the rabbit hole'. his weapon is returned back into his inventory where it is placed on a three minute cooldown, locking him out of re-equipping it until the cooldown is refreshed. icons depicting weapon type will appear hovered around his wrist with a timer to help him track cooldowns. after all, a skilled performer understands the importance of never squandering time only taking advantage of every presented opportunity.
the phantom is able to switch weapons in the middle of a battle through simply calling out his weapon choice by name after returning his previously equipped weapon back into a portal opened through 'down the rabbit hole'. his weapon is returned back into his inventory where it is placed on a three minute cooldown, locking him out of re-equipping it until the cooldown is refreshed. icons depicting weapon type will appear hovered around his wrist with a timer to help him track cooldowns. after all, a skilled performer understands the importance of never squandering time only taking advantage of every presented opportunity.
[attr="class","a-cskill"]
[attr="class","a-cs-title"]fifth act: presto change-o
[attr="class","a-cs-ap"]ACTIVE
[attr="class","a-cs-desc"]
with a snap of the phantom's fingers, he can magically transform bleeding enemies into harmless white rabbits of varying sizes. they remain in their bunny form until the bleeding duration is up and in this form, they are unable to use any skills. if their health is depleted to zero in this form, they disappear in a cloud of sparkly smoke. this ability cannot affect bosses and requires a great amount of energy to use, limiting the phantom to using this ability once per map. it is also important to note that bunnies cannot be made to bleed while they are already bleeding, therefore the bleed duration is preset. enemies in this form also gain some perks such as immunity to physical damage and increased evasion through buffing their speed.
with a snap of the phantom's fingers, he can magically transform bleeding enemies into harmless white rabbits of varying sizes. they remain in their bunny form until the bleeding duration is up and in this form, they are unable to use any skills. if their health is depleted to zero in this form, they disappear in a cloud of sparkly smoke. this ability cannot affect bosses and requires a great amount of energy to use, limiting the phantom to using this ability once per map. it is also important to note that bunnies cannot be made to bleed while they are already bleeding, therefore the bleed duration is preset. enemies in this form also gain some perks such as immunity to physical damage and increased evasion through buffing their speed.