Cardinal 0 Posted 12 hours ago #1 Share Posted 12 hours ago Character Specialization Skills This event will lapse on 11:59pm November 17, 2025 PST Each of the skills below are expensive but stacking final upgrades to your character. The approach for this was to allow a more beneficial expenditure of SP on your character in a way that defines them and reduces the current 'hybrid' meta that is standard given that people simply run out of things to buy. Hopefully these will help allieviate that problem, but we need players help to balance them out. All participants during the event period will be allowed to select ALL SKILLS on their character whenever they begin a topic with the [PT] tag. This extends to the standard skills list as well, to get players to help us test with their entire SP total. However, some players don't have a lot of SP to start with and we know this. We encourage players to attempt to play with their own SP limits, but every now and again it might be fun to play with a possibly higher total if you're a lower level. Each thread you start you can choose one of the two options: Have 185 SP total and no selected skills (essentially a full refund for that thread only), in which you define all the skills you intend to play with on your first post Have your own SP total and no selected skills (essentially a full refund for that thread only), in which you define all the skills you intend to play with on your first post Without further ado, the specialization skill set is outlined below. Feel free to take any combination and any amount of any you choose, but remember to adhere to your SP limit and have fun! Character Specialization Skills: Spoiler ► Biting Cost: 20 SP Passive Effect: Player gains +2 Base Damage ► Resolute Cost: 10 SP Passive Effect: Player gains +3*Tier Mitigation ► Reflective Cost: 10 SP Passive Effect: Enemies take +7*Tier Thorns Damage on successful non-critical attacks made against you. ► Keen Sight Cost: 5 SP Passive Effect: +2 LD to Searching, Gathering, Detection, and Loot Checks ► Discerning Cost: 10 SP Passive Effect: +1 CD to Crafting, Gathering, and Loot Checks ► Inspiring Cost: 20 SP Passive Effect: Party members recover an additional +2 EN per turn, excluding yourself. ► Shadow-Walking Cost: 5 SP Passive Effect: +2 to Stealth Checks ► Focused Cost: 20 SP Passive Effect: Increase Activation Range for all Disable effects by 1 (Paralyze becomes 8-10) ► Letting Cost: 20 SP Passive Effect: Increase Activation Range for all DoT effects by 1 (I.E. Bleed 2 becomes 7-10) ► Volatile Potency Cost: 20 SP Passive Effect: Reduce DoT Ailment (Bleed, Blight, etc.) Activation Range by 1 (Bleed 2 becomes 9-10), Increase DoT ailment Enhancement potency by 1 (A weapon with Bleed 1 becomes Bleed 2) ► Destructive Cost: 30 SP Passive Effect: Increase the Activation Range for Fallen/Holy Enhancements by 1 (Holy would activate on a 8-10, Fallen on a 6-9.) ► Haste Requires Rank 5 <<Leadership>> Cost: 10 SP Action: Post Action Conditional: Only once per combat Energy Cost: 75 EN Effect: All members of your party may attack twice on their given turn after <<Haste>> is cast (Excluding you), but only once per instance cast which fades for each player at the end of each players turn. After the user activates Haste, they cannot recover any energy for the next three turns as they are inflicted with <<Exhaustion>>. ►Tricks of the Trade Requires at least 1 instance of [Focused] Cost: 10 SP Action: Post Action Energy Cost: 20 EN Cooldown: 5 Turns Effect: For the next two turns, any Disable Enhancements (Paralyze, Freeze, etc.) on a Player’s weapon activate on successful hit (not requiring the BD activation threshold to be met). Additionally, for this skill’s duration, Players’ attacks bypass Immunity for determining activation for these effects. All Sword Arts cost 2x their stated Energy for the duration of this skill. Special Consideration for those who choose Volatile Potency: DoTs can and have exceeded 2 slots in the current system, but this is not easily achieved by players given how it is done. If Volatile Potency is taken when you have a DoT 2 weapon (aka Bleed 2) please refer to the standard table to determine how your DoT will function: 1 Slot: 1 x Damage, 9-10 Activation Range 2 Slots: 1 x Damage, 8-10 Activation Range 3 Slots (Volatile Potency 1 or a Consumable from Champions Hall): 2 x Damage, 9-10 Activation Range 4 Slots (Volatile Potency 2 or Volatile Potency 1 & a consumable from Champions Hall): 2 x Damage, 8-10 Activation Range (Much like some field bosses/raid bosses use) 5 Slots (Volatile Potency 3 or Volatile Potency 2 & a consumable from Champions Hall): 3 x Damage, 9-10 Activation Range This continues endlessly. A good example is Bleed 4 [12*Tier*2 = 96 damage per turn for 2 turns] that activates on an 8-10 normally. Then you include the 2 instances of Volatile potency's range reduction and now it can only activate on a 10 ([8+2=10] to 10) so be careful on your selections. Rewards: During the course of the event period you can include PT in any thread you start to incorporate these as part of the thread. Upon thread closure, all participants will earn +1 Mon in addition to standard rewards. Link to post Share on other sites
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