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Konyo's Bored Build Broject

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#1Konyo 

Konyo's Bored Build Broject Empty on Sat Jan 02, 2021 2:52 pm

Konyo






 

The Ranger



The Types


  • Superior: None
  • Normal: None
  • Inferior: None


The Items


  • Weapon: Bow, Quiver, Dagger
  • Armor: Medium


The Feats






Weapon Mastery: Rangers receive a 25% discount on training Weapon Mastery for Bows and Daggers.
Starter Equipment: Rangers may select one common Bow upon start for their Weapon slot. In addition, they may select a rare Quiver or common Dagger for their off-hand slot. Furthermore, they may select one common Medium headpiece and armor as well. These items will be given freely to the user.
Equipment Discount: Rangers receive a 20% discount on purchasing Bows and Daggers. In addition, they also receive the discount when purchasing Medium-type equipment or equipment specifically for Rangers.
Off-Hand Slot: Rangers can equip a Quiver or Dagger in their off-hand slot.
Sharp Shooter: Rangers receive an additional 10 meters range, 10 m/s in spell speed and a 1 post cooldown reduction to all their Bow spells.
Minor Magic Resistance: Rangers receive a Minor Magic Resistance. This means that they suffer one rank less damage from Magical-type attacks.


 

Wood Elf
 



The Perks




  • Elemental Resistance: Wood Elves receive a Minor Resistance to Nature.

  • Elemental Weakness: Wood Elves receive a Minor Weakness to Darkness.

  • Enhanced Speed: Wood Elves receive a 20% increase in their base Speed.

  • Weapon Mastery: Wood Elves receive 20% wordcount reduction when training Dagger or Bow.

  • Soft Step: Used to moving through woodland and hunting animals, they make minimal sounds in their movements. They are Half-Soundless.

  • Au Natural:  Adapted to living in Woodlands and places with wild animals, Wood Elves have an inherently earth aroma which masks their olfactory presence, making them naturally Scentless.

  • Tree Run:  Naturally graceful and adapted to moving through tricky woodland terrain without issue, Wood Elves have inherently perfect balance and acrobatic skill, being able to perform acrobatic stunts, including dives, rolls, somersaults, and flips.

  • Wood Elven Essence: Wood Elves can only utilize the following elements for their magic: Nature, Light, Wind, and Water. However, because of this specialization they receive a one post cooldown reduction on their magic.



 

Recommended "Cheap" Items & Other Side Benefits



Weapon: Ruehnar's Twin-Bow


  • Twin Shot: Whenever casting any of the Arrow Shot spells, the user can choose to spend double the mana to materialize two arrows of the same rank.



Quiver: Quick Quiver


  • Increased Speed: The speed of the shots are increased by 10 m/s.



Swap into:

Pyonim's Chase


  • Pyonim's Chase: The arrows follow the target.



Helm: Robin's Hood


  • Extended Ranged Range: All Ranged spells associated with Ranged Weapons receive an additional 5 meters range.
    Ranged Weapon Cooldown Reduction: All Ranged spells associated with Ranged Weapons receive a 1 post cooldown reduction.



Armor: User's Preference

Necklace: Headhunter's Keepsake


  • Headshot: All ranged attacks to the head deal double the damage.



Ring: User's Preference

Relic: User's Preference

Earring: User's Preference

Tarot: The Star: 2 Post Cool-down.

Weapon Mastery: + 1x D- to + 1x S-Rank per high based on tier.

 

Outcome



Range: Base + 10 m (Ranger) + 5 m (Robin's Hood) = 25-~40 meters
Speed: Base (20m/s) + 10 m/s (Ranger) + 10 m/s (Quick Quiver) = ~40 m/s
Cool-down: +1 Post (Ranger) + 1 Post (Robin's Hood) + 1 Post (Weapon Mastery) + 2 post (The Star)
Damage Potential (D-Rank Spell Equivalent): 1x D-Rank = 1x D-Rank + 1x S-Rank at 40 m/s from ~35 meters away.
Damage Potential Overall: 4x D-, 4x C-, 4x B-, 4A- + 10x S- Rank.
Overall damage: 1x C-, 1x B-, 1x A-, 23x S-
Mana Spent: 1750



Last edited by Konyo on Fri Jan 08, 2021 9:36 pm; edited 2 times in total



Konyo's Bored Build Broject DkwJGxo
#2Konyo 

Konyo's Bored Build Broject Empty on Sat Jan 02, 2021 3:21 pm

Konyo




 

Mirror Magic
 



Element: Arcane

Category: Magic

Quantity: Limited

Description: Mirror Magic that allows the caster to summon and control the properties of mirrors reflecting an opponent's physical and magical attacks. These mirrors can be sustained and moved via hand gestures.

Advantage:

  • Defensive Spells reflect Physical and Magical Damage without their modifiers i.e Damage over Time, Debuff on hit, this damage impacts armor and shield first.
  • Defensive spells are considered Normal-Type removing the 1 post cool-down and 20% Mana Increase Penalties.

Disadvantage:

  • The user can only cast Supplementary- and Defensive-type spells.

Requirements:

  • The user must possess an Arcane-type magic.
  • The user must be of a class capable of performing defensive spells.


 

Vampire
 



The Perks



  • Elemental Resistance: Vampires receive Minor Resistance to Darkness.

  • Vampiric Drain: Vampires automatically heal two ranks lower of the Physical Damage and Magical Damage that they inflict to another user. This affects the healing in their weakest limb through Endurance and an overall heal through Constitution.

  • Elemental Weakness: Vampires receive Minor Weakness to Light.

  • Soundless: Vampires make absolutely no sound when moving. They are Full-Soundless.

  • Vampiric Vision: Vampires can see through invisibility and disguise spells. They can also sense anyone who is bleeding within a 25 meter range. This does not allow them to see through walls but detect that there is someone present within 25 meters that is bleeding.

  • Night Vision: Vampires are able to see in the dark as though it is day. This also allows them see through magical darkness.


The Hidden Perks

  • Forbidden Lore: Long must one study to gain knowledge of the netherworld, let alone several paths of magical teaching, but time is no worry to an undying scholar. The Vampire receives a 20% increase in their base Intelligence.

  • Slaughterfest Massacre: The Vampire enters the melee as he has always done in centuries past with a savage and unstoppable bloodlust. He won't stop until all his enemies lie dead on the ground. The Vampire receives a 20% increase in their base Constitution.

Transformations

  • Name: Flying Horror
    Mana Cost: 5% of Total Base Mana
    Requirements: 50 RP Posts as Vampire
    Type: Transformation
    Range: Self
    Cooldown: 3 Posts
    Duration: Sustain
    Effect: The Vampire materializes a pair of 2 meters long blood-red bat-like wings that allows them to fly up to 10 meters above ground. The user heals one rank lower of the Physical Damage and Magical Damage that they inflict to another user. This affects the healing in their weakest limb through Endurance and an overall heal through Constitution. This is not a spell but a biological capability. Therefore it cannot be cancelled by artifacts or magics that can cancel spells.


  • Name: Full-Transformation: Vampire
    Mana Cost: 10% of Total Base Mana
    Requirements: 100 RP Posts as Vampire
    Type: Transformation
    Range: Self
    Cooldown: 3 Posts
    Duration: Sustain
    Effect: Driven by bloodlust beyond mortal comparison, the Vampire metamorphoses into a bat-like form and fights with an intensity that gives them a 20% increase in both their base Strength and Speed. The Vampire also materializes a pair of 2 meters long bat-like wings that allows them to fly up to 15 meters above ground. The user heals equal to the Physical Damage and Magical Damage that they inflict to another user. This affects the healing in their weakest limb through Endurance and an overall heal through Constitution. This is not a spell but a biological capability. Therefore it cannot be cancelled by artefacts or magics that can cancel spells.


 

The Paladin



The Types

  • Superior: Healing
  • Normal: Other-Buff, Supplementary
  • Inferior: Defensive, Debuff

The Items

  • Weapon: Staff, Books, Axes, Swords
  • Armor: Light, Heavy

The Feats
Superior Healing: Paladins may use their Healing spells to heal their own injuries which is always equal to one rank lower than the rank of the healing spell.
Devastating Healing: When using a Healing-type spell on a person the paladin views as a foe, the Healing-type spell will cause damage. This does not stack with other modifiers nor does it get affected by the elemental weakness of the target due to their race. The damage output will always be equal to the rank of the Healing-type spell.

 

Recommended Items & Enhancements



Weapon: Aegir's Hand

  • Dehydrate: Every time Aegir's Hand comes into direct contact with a target, it steals 10% of the targets Base Mana from the target and gives it to the user. The stolen mana remains with the user only until the end of the topic, after which it is returned to the target.


Ring: Tempo Ring
+1 Cool-down to spells

Necklace: Hesiod's Amulet
+1 Cool-down to spells

Other: Elemental Prosthetic
+1 Cool-down to spells and 20% mana reduction

Enhancements:  61: Body defensive 251: Spell Overcharge 501: Lifesteal

Tarot: The Fool Card: Earlier access to enhancement slot to start build.

Alternative Build: Spellsword for access to Shields requires either the Fool card or 251 intelligence to achieve the same goal however.



Last edited by Konyo on Fri Jan 08, 2021 9:53 pm; edited 1 time in total



Konyo's Bored Build Broject DkwJGxo
#3Konyo 

Konyo's Bored Build Broject Empty on Fri Jan 08, 2021 9:31 pm

Konyo




 

Avatar Magic
 



Element: Wind, Water, Earth, Fire

Category: Magic

Quantity: Limited

Description: Avatar Magic is a magic which allows its user to utilize spells from four different elemental trees. The user is capable of using Wind-type, Water-type, Earth-type, and Fire-type spells.

Advantage:

  • The user can cast Wind-, Water-, Earth-, and Fire-type spells.

Disadvantage:

  • None

Requirements:

  • The user must possess a Wind-type, Water-type, Earth-type or Fire-type magic. spells.


The Summoner



The Types

  • Superior: Supplementary
  • Normal: Other-buff, Offensive
  • Inferior: Defensive

The Items

  • Weapon: Staff, Book
  • Armor: Light, Medium

The Feats


Summoning: Summoners can use Summoning-type magic. This type of Magic falls under the more known Supplementary-type.
Battle Through Summons: Summoners cannot use Offensive-type spells themselves except for the spells attached to items. Their summons, however, may use Offensive-types.
Utilize Summons: Summoners suffer a passive physical Debuff of 10% to their Strength, Speed, Constitution and Endurance.

 

Recommended Items & Enhancements



Headpiece: Anthares' Guardian Circlet

  • Woodland Synergy: The user receives a 1 post cooldown reduction on Nature-type spells.
  • Woodland Guardian: The user can use their Nature-type spells while using the Woodland Guardian transformation.


Ring: Tempo Ring
+1 Cool-down to spells

Necklace: Hesiod's Amulet
+1 Cool-down to spells

Enhancements:  61: Spell Overcharge: Offensive 251: Spell Overcharge: Other-buff 501: Body Defense 1001+: Increased AoE

Tarot: The Fool Card: Earlier access to enhancement slot to start build.

Outcome: Spellsword for access to Shields requires either the Fool card or 251 intelligence to achieve the same goal however.



Konyo's Bored Build Broject DkwJGxo

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