Post by Administrator on Sept 24, 2009 14:48:37 GMT -5
[/center]Dragoon
A Class that uses strange techniques with bladed staves of all kinds to attack foes with unique strategies combined with abilities that inflict many status effects, they have the greatest physical defense, though they are severely lacking with magical defence.
Jump: A two-part ability. After using, the user is invulnerable to short-range physical attacks during the opponent’s next post, thanks to the user being airborne. On the first post the user makes after using Jump, they fly down upon their enemy, attacking them with their weapon. [Cooldown: 1 post] AP Cost: 40 AP
Lancet: The user absorbs a small bit of the target’s energy, weakening the target and healing themselves by a tiny amount. Some people say that this ability has a hidden power, but not many people know it. [Cooldown: 1 post] AP Cost: 30 AP
Dark Attack: Strikes at the opponent and usually inflicts Darkness on them. [Cooldown: 2 posts] AP Cost: 40 AP
Silence Attack: Strikes at the opponent and usually inflicts Silence on them. [Cooldown: 2 posts] AP Cost: 40 AP
Sleep Attack: Strikes at the opponent and usually inflicts Sleep on them. [Cooldown: 2 posts] AP Cost: 40 AP
Dragon Claw: An extremely powerful attack that strikes at the target, inflicting heavy damage as well as Darkness, Silence, and Sleep unless the target is immune. (Requires Dark Attack, Silence Attack, and Sleep Attack) [Cooldown: 5 posts] AP Cost: 75 AP
Thrust Kick: The user kicks at the foe dealing heavy damage, sending them flying with the force of the kick. In the case of light, minor NPC foes, it can sometimes send them so far that they are essentially “ejected” from the battle. [Cooldown: 2 posts] AP Cost: 45 AP
Gravity: Causes a foe’s weight to increase, slowing them and taking away the power of flight for 2 posts. [Cooldown: 1 post] AP Cost: 35 AP
Graviga: Causes all foe’s weights to increase, slowing them and taking away the power of flight for 3 posts. (Requires Gravity) [Cooldown: 2 posts] AP Cost: 45 AP
Quake: Cause a roughly 50-foot-diameter area around the target to shake and rupture, unbalancing and damaging enemies. [Cooldown: 2 posts] AP Cost: 45 AP
Aero: Casts a gust of damaging air towards a foe. [Cooldown: 1 post] AP Cost: 35 AP
Aeroga: Casts a massive storm of damaging air towards all enemies. Fortunately, Aeroga does not affect allies. (Requires Aero) [Cooldown: 2 posts] AP Cost: 45 AP
White Wind: The user summons up a gust of healing wind which, obviously enough, is white in colour. It heals about as much as a Cura spell to all allies, and removes any negative status effects. (Requires Aeroga) [Cooldown: 4 posts] AP Cost: 50 AP
Mighty Guard: Casts Protect and Shell on the party. (Requires Quake) [Cooldown: 4 posts] AP Cost: 50 AP
Dragon Rage: Summoning up the power of dragons, the user gains the Berserk, Haste, Protect, and Reflect effects. (Requires Dragon Claw and Lancet) [Cooldown: 5 posts] AP Cost: 75 AP
Warp: Teleports the user almost anywhere in a flurry of wind. The user cannot, however, "re-appear" within ten feet of an opponent. (Requires Graviga and Aeroga) [Cooldown: 1 posts] AP Cost: 50 AP
MASTERY BONUS: Automatically upon Mastering the Dragoon class, the Dragoon receives a passive, constant boost to their Physical Strength and Agility.
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