May 25, 2017 2:33:09 GMT -5
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May 16, 2017 2:40:01 GMT -5
mark likes this
Post by seneca on May 16, 2017 2:40:01 GMT -5
SKILL NAME: insignia ACTIVE/ PASSIVE: passive DESCRIPTION: 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.
[blockquote][b]SKILL NAME:[/b] insignia [b]ACTIVE/ PASSIVE:[/b] passive [b]DESCRIPTION:[/b] all [i]enemies within the slayer's attack range are marked[/i] on one random place on their bodies. the slayer is able to [font color="ffffff"]dash[/font] to a marked target, empowering their next attack to [font color="ffffff"]deal damage based on the % of life taken[/font]. the mark disappears if struck by the slayer and will reappear on a different area on the body after three seconds. she becomes [font color="ffffff"]untargetable during the dash animation[/font] and [font color="ffffff"]disrupts cast times[/font] of her targets if her attack hits. [/blockquote]
SKILL NAME: convalesce - extra skill ACTIVE/ PASSIVE: passive DESCRIPTION: 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.
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.
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%.
[blockquote][b]SKILL NAME:[/b] convalesce [b]ACTIVE/ PASSIVE:[/b] passive [b]DESCRIPTION:[/b] once the slayer's health drops to [i]15% or lower[/i], this passive will remain active until she returns to [i]50% health or higher[/i]. 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.
[i]allies[/i]: they [font color="ffffff"][b]cannot be targeted[/b][/font] if their health is [font color="ffffff"]lower than 25%[/font] and the drain [b][font color="ffffff"]cannot take more than 25%[/font][/b] of their health. the slayer [i]heals the full amount[/i] of health they have taken.
[i]enemies[/i]: they can be drained [b][font color="ffffff"]at any health level[/font][/b] and the slayer is [font color="ffffff"][b]not capped[/b][/font] to how much health they may take. if allowed, the slayer can potentially [i]drain enemies to death[/i] if they are not removed. the slayer only heals up [font color="ffffff"]5%[/font] health for [font color="ffffff"]each second[/font] they are connected, even if the health they've taken per second exceeds 5%. [/blockquote]
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May 28, 2017 0:05:52 GMT -5
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May 16, 2017 2:41:04 GMT -5
toast likes this
Post by seneca on May 16, 2017 2:41:04 GMT -5
SKILL NAME: purgation ACTIVE/ PASSIVE: passive DESCRIPTION: 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.
[blockquote][b]SKILL NAME:[/b] purgation [b]ACTIVE/ PASSIVE:[/b] passive [b]DESCRIPTION:[/b] [i]excess health[/i] is converted into an [font color="ffffff"]increase in attack range[/font] for the slayer, enchanting their weapon with magical properties. the slayer is able to [font color="ffffff"]launch slashes[/font] 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. [/blockquote] SKILL NAME: synergy ACTIVE/ PASSIVE: passive DESCRIPTION: 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. this passive cannot switch the slayer in or out of battle if they are in a 'frenzy' or if they're 'berserk'. for each switch, the slayer loses 5% of their health.
[blockquote][b]SKILL NAME:[/b] synergy [b]ACTIVE/ PASSIVE:[/b] passive [b]DESCRIPTION:[/b] [i]allies can swap places with the slayer[/i] 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 [i]ally switches the slayer into combat[/i], the slayer [font color="ffffff"]can counter the first move used by the opponent[/font]. if an [i]ally switches into battle[/i], they get a [font color="ffffff"]buff that increases their evasion and dodge rate[/font] for one second. this passive cannot switch the slayer in or out of battle if they are in a 'frenzy' or if they're 'berserk'. [font color="ffffff"][u]for each switch, the slayer loses 5% of their health.[/u][/font] [/blockquote]
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Jun 6, 2017 2:55:28 GMT -5
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May 16, 2017 2:41:18 GMT -5
toast likes this
Post by seneca on May 16, 2017 2:41:18 GMT -5
SKILL NAME: relinquish ACTIVE/PASSIVE: ACTIVE DESCRIPTION: 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).
[blockquote][b]SKILL NAME:[/b] relinquish [b]ACTIVE/PASSIVE:[/b] ACTIVE [b]DESCRIPTION:[/b] when the slayer is plagued with a [i]status ailment[/i], they [font color="ffffff"]can choose to remove it[/font] 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 [i]takes 25% of their own health[/i] in the process for each use. they become [b][font color="ffffff"]immune to the status effect for three minutes[/font][/b]. at [i]25% health or lower[/i], the slayer becomes [font color="ffffff"]immune to status ailments[/font] (does not apply to debuffs and movement impairments).[/blockquote] SKILL NAME: transcendence ACTIVE/PASSIVE: PASSIVE DESCRIPTION: 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.
[blockquote][b]SKILL NAME:[/b] transcendence [b]ACTIVE/PASSIVE:[/b] PASSIVE [b]DESCRIPTION:[/b] The Slayer can now surpass her limits and [i]life steal past her health cap[/i] 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 [i]10%[/i] and a half-filled orb being [i]5%[/i]. The Slayer can [font color="ffffff"]retain the health for five seconds before it decays[/font]. If the Slayer should be damaged, the accumulated health is first used instead. The moment the [font color="ffffff"]extra health is used up to mitigate damage[/font], the Slayer becomes [font color="ffffff"]untargetable for the next ability[/font] used against them.[/blockquote]
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Jun 4, 2017 18:41:18 GMT -5
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May 16, 2017 2:41:58 GMT -5
Post by seneca on May 16, 2017 2:41:58 GMT -5
SKILL NAME: decadence ACTIVE/ PASSIVE: passive DESCRIPTION: succumbing to the fever of battle, if the slayer is at 25% health or lower, they unlock a massive boost to their attack speed, doubling the amount of hits they can do with basic attacks. basic attacks are enhanced with additional physical damage and a piercing effect, dealing damage through enemies. in exchange for the enhancements, the slayer can only heal half the amount of life stolen. in addition to that, enemies who are within attack range are inflicted with intimidation. if their health is lower than the slayer's, they are stunned temporarily. if their health is equal to or more than the slayer's, their potential damage output is cut down by 25%.
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Jun 4, 2017 18:54:17 GMT -5
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May 18, 2017 22:22:17 GMT -5
toast likes this
Post by seneca on May 18, 2017 22:22:17 GMT -5
SKILL NAME: HEARTLESS - RESET #1 (INSATIABLE) ACTIVE/PASSIVE: PASSIVE DESCRIPTION: 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. [blockquote][b]SKILL NAME:[/b] HEARTLESS [b]ACTIVE/PASSIVE:[/b] PASSIVE [b]DESCRIPTION:[/b] the slayer's [i]basic attacks will always deal true damage[/i] against their enemies. they gain [font color="ffffff"]stat boosts[/font] to their [font color="ffffff"][b]attack power[/b][/font], [font color="ffffff"][b]attack speed[/b][/font], and [font color="ffffff"][b]speed[/b][/font] for [i]each enemy they've slain[/i]. 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.[/blockquote] SKILL NAME: RESILIENCE - RESET #2 (DECADENCE) ACTIVE/PASSIVE: PASSIVE DESCRIPTION: 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.
[blockquote][b]SKILL NAME:[/b] RESILIENCE [b]ACTIVE/PASSIVE:[/b] PASSIVE [b]DESCRIPTION:[/b] 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 [i]resistances[/i] and these resistances will ramp up in effectiveness the longer they are engaged. these [i]resistances affect the potency of critical damage, duration of statuses, and elemental based abilities[/i]. the slayer's resistance stacks will reset the moment they are out of battle. if they are [i]engaged in battle for at least three seconds[/i], they remain [font color="ffffff"]unflinching[/font] against attacks and [font color="ffffff"]abilities used consecutively[/font] against the slayer will have their [font color="ffffff"]damage halved[/font] for each time it is used in succession. [/blockquote]
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Jun 4, 2017 18:41:44 GMT -5
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Jun 4, 2017 1:34:28 GMT -5
Post by seneca on Jun 4, 2017 1:34:28 GMT -5
SKILL NAME: blood oath - extra ACTIVE/ PASSIVE: passive DESCRIPTION: if a party member drops to 25% health they are prompted to make a pact with the slayer. the slayer's health drops to match the 25% health upon confirmation. for the duration of this ability, the player's health will not drop no matter what damage they take from attacks. instead, their health will rise and fall according to the slayer's own health. secondary effects can still apply however, status ailments relating to health will not. only one person may form a pact with the slayer at a time and the pact can be broken by the chosen player if they are healed through other means. it can also be broken under two other conditions: if the slayer's health drops to 10% or if their health is at 50% or more.
the slayer cannot be healed by any items or abilities other than their own when they are bonded with a player.
SKILL NAME: coveted ACTIVE/ PASSIVE: passive DESCRIPTION: the player can detect allies and non-allies with 25% health or lower and will bypass abilities that stealth, cloak, or grant invisibility. if the slayer engages with an opponent with less than 25% health, they are subjected to fear, silencing all enemies within their attack range for three seconds and slowing them down to 50% of their original speed.
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