Striking Asp Stance: Difference between revisions
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(Roundtime: Special -> 0. While Asp affects roundtime, actually assuming the stance/using a charge takes no RT.) |
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|available=[[Monk]]s, [[Rogue]]s, [[Warrior]]s |
|available=[[Monk]]s, [[Rogue]]s, [[Warrior]]s |
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|mnemonic=ASP |
|mnemonic=ASP |
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|roundtime = |
|roundtime = 0 |
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|cost=20 [[Stamina]] |
|cost=20 [[Stamina]] |
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|requirements=None |
|requirements=None |
Revision as of 18:57, 17 April 2016
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Striking Asp Stance is a Martial Stance combat maneuver available to monks, rogues, and warriors. Unless the cooldown is active, one will be able to automatically perform one single target QUICKSTRIKE at a discounted stamina cost. The stamina cost is reduced to 2/3, 1/2, and 1/3 at ranks 1, 2, and 3, respectively. The cooldown lasts 60 seconds, and begins immediately when a discounted QUICKSTRIKE is performed. At rank 3, if 60 seconds pass without an active cooldown, up to 1 charge will be stored and automatically used if a QUICKSTRIKE is performed during a cooldown.
Messaging
Starting:
>cman asp You assume the Striking Asp Stance, ready to find the right position for a quick strike. Square assumes the Striking Asp Stance.
Stopping:
>stop stance You relax from the Striking Asp Stance. Square relaxes and no longer maintains the Striking Asp Stance.
Recovery Messaging:
You feel light on your feet, and ready to find an opening for a quick strike.
Extra Charge Messaging:
You feel like you have an extra reserve of quickness to use should the need arise.
Activating:
>quickstrike 1 tackle troll [Roll result: 203 (open d100: 20) Penalties: 35] You hurl yourself at an ice troll and connect! You hammer an ice troll to the ground. 4 hits! You jump to your feet. Your superior positioning makes your quick strike much less taxing. Roundtime: 7 sec. Roundtime changed to 1 second.