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Neon Cluster
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Neon Cluster
Neon Cluster: In this ability, Xexal simply masks his hands and forearms with a celestial, or spacial, energy that glows a violet hue. This energy will remain upon him until he begins to move, and when he does said energy will engulf his entire body as he does so, or at least specific portions of his body.
Base Ability Cool Down: Differs upon what skill is performed.
Base Ability Cool Down: Differs upon what skill is performed.
- Tier One:
- Tier One
Neon Run: This replaces the basic running that Xexal does. His violet energy floats all around him as he runs. As he does, his body appears to be replaced with a surge of this energy in his bodily form. This cannot prevent him from taking damage, but at the same time the enemy would have to take on a constantly moving target. Depending upon how long he runs for extends the recharge of this technique. The base is 5 posts, however it is capable of increasing by 1 (if Xexal runs 10-20 feet non-stop), 2 (21-45 feet) 3 (46-65 feet) posts to the cool down.
Double Flight: By manifesting the energy beneath him, Xexal uses this technique to reverse the polarity beneath him thus allowing him to temporarily jump higher or longer distances. Unfortunately for Xexal, this requires complete focus and will not be able to attack for the duration of his 'float' if he is traveling extreme distances. This ability shall only be used three times per post, and if done all three times, then the cool down is increased to 10 posts. However, a single usage of this technique will only require a 2 post cool down, and a double will increase it to 5.
Atlasphere: By configuring the celestial energies in a singular point before him then throwing it, Xexal can unleash a pure orb of unbelievable power that, when contact has been made, will erupt and create a small vortex of ravenous power, which if stepped into will continuously perform small amounts of damage. The target that has been hit by the initial orb will take more significant damage plus has a random chance of being afflicted with either the Shoe Glue (target cannot jump and is drastically slowed down for their next post) effect or caused to drift into the air for a singular post. Cool down is a drastic 12 posts. The vortex only stays if a person is caught within it, and if so, then it will remain for the duration of the post those caught within. If nothing is caught within, then this will die down at the end of the post it was forged.
Neon Barrier: Xexal summons forth a small barrier around him forged of the clusters super condensed. He can block various attacks with this, but once is used and parries an attack, that barrier cannot be used for another 10 posts. Xexal can use three of these in total, however if one is recharging, any other that has been used cannot begin recharging until that one is finished.
Payback Rally: After taking a hit that knocks Xexal off his feet, he shall return fire by summoning a small vortex of the clusters around him to blast a very short distance around him that has a small chance to knock enemies that are up to 10 feet around him away taking minor damage. He can use three all together, but each one must recharge after one post to be used again. On top of that, each one cannot recharge at the same time. He must wait until one is returned to use again.
- Tier Two:
- Tier Two
1st Skill:
2nd Skill:
3rd Skill:
4th Skill:
- Tier Three:
- Tier Three
1st Skill:
2nd Skill:
3rd Skill:
- Tier Four:
- Tier Fourth
1st Skill:
2nd Skill:
- Tier Five:
- Tier Five
1st Skill:
Last edited by Xexalandre on Sun Feb 22, 2015 6:44 am; edited 6 times in total
Xexalandre- Posts : 5
Re: Neon Cluster
You need two more skills in the first part.
Also, in cases where the original cooldown is unmodified, you don't need to mention any modifications.
What is the duration on the base ability, or is it reletive to the abilities? Be sure to clearly state all durations.
For Neon Runner, state how long he has to run for those specific cooldown increases. We need to see numbers on it. I assume that skill ends when he stops running?
I need to know how much the Cooldown increases for each additional use of Cluster Flight, as well as if there is a point where he can't use it any more. If he keeps using it, can he keep avoiding the cooldown?
How long does Atlasphere last? Explain the shoe-glue effect in greater detail.
Also, in cases where the original cooldown is unmodified, you don't need to mention any modifications.
What is the duration on the base ability, or is it reletive to the abilities? Be sure to clearly state all durations.
For Neon Runner, state how long he has to run for those specific cooldown increases. We need to see numbers on it. I assume that skill ends when he stops running?
I need to know how much the Cooldown increases for each additional use of Cluster Flight, as well as if there is a point where he can't use it any more. If he keeps using it, can he keep avoiding the cooldown?
How long does Atlasphere last? Explain the shoe-glue effect in greater detail.
Re: Neon Cluster
Added two more skills to complete the Skill Tree.
Edited so each individual skill notes its own cool down.
Neon Runner now has been renamed to Neon Run. Distances have been added in and additions to the original cool down have been included.
Implemented a cool down and a set number for how many times Cluster Flight can be performed. This technique has also been renamed to Double Flight.
Atlasphere now has a stated time, and the Shoe-Glue effect has been explained.
If anything else, please let me know!
Edited so each individual skill notes its own cool down.
Neon Runner now has been renamed to Neon Run. Distances have been added in and additions to the original cool down have been included.
Implemented a cool down and a set number for how many times Cluster Flight can be performed. This technique has also been renamed to Double Flight.
Atlasphere now has a stated time, and the Shoe-Glue effect has been explained.
If anything else, please let me know!
Xexalandre- Posts : 5
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