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Log Horizon - Swashbucker Skills

Aug 6th, 2014
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  1. I decided to separate them from the one big mess that was the other Skills TL set.
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  3. Raws: http://ncode.syosetu.com/n5313bu/17/
  4. Eng Wiki: http://lh.oksub.me/wiki/Swashbuckler
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  8. **Attack**
  9. Viper's Trash (ヴァイパーストラッシュ) -- Debuff Skill; By attacking the arm tendons and causing bleeding, it causes DOT by bleeding for tens of seconds and a decrease in accuracy. The enemy will see a hit effect like a snake's teeth stabbing in and an icon indicating blood loss. Ever since the "Catastrophe" it has been confirmed that this skill will cause quite a bit of blood to flow but to date there has not been any "Death by blood loss" cases confirmed.
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  11. Early Thrust (アーリースラスト) -- Attack Support, Special Skill; Perform a preemptive strike using your equipped weapon. It is noted not only for its sheer speed, but also for giving its target a special marker that amplifies the damage inflicted by allies on the marked target. After the Catastrophe, the debuff comes in the appearance that resembles a playing card at the point designated by the attack. The marker disappears when attacked, dealing additional damage to the marked target. Swashbucklers are known for this "bonus damage marker", although its damage potential is lower compared to an Assassin's. However, combining Early Thrust with the Assassin's special skill Assassinate allows for a greater burst of damage. Also, the possibility of stacking many markers on enemies allows for the battle to end when desired, making Swashbucklers a barometer of sorts in battle.
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  13. Break Trigger (ブレイクトリガー) -- Special Skill; A finishing move that detonates all markers set on enemies at once. When activated, it triggers a chain reaction of explosions, dealing a great amount of damage. Although its cooldown makes it inconvenient to use in rapid succession, it depends on a longer set-up time due to its dependence on the amount of markers on an enemy. For this reason, perfect timing is essential to maximize the effects of this skill in the thick of battle. In boss fights or in encounters with high-HP mobs, the chances of setting up markers for Break Trigger increase a lot, so high-end parties often rely on this skill. Because of its "exploding" effect, this skill is often called "bomb" or "fireworks" ("setting up the bomb/fireworks" in a sense) and is a mesmerizing moment for allies to watch when triggered.
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  15. Whirlwind (ワールウィンド) -- Swipes away enemies surrounding the user with one's weapon. Its cost and damage is balanced, and is considered as the signature area-of-effect skill of Swashbucklers and a skill often used by most Swashbucklers.
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  17. Quick Assault (クイックアサルト) -- Movement Skill; Performs a quick charge attack. Known for its low damage, quick cast time, and very short freeze time. It is often used after using other offensive skills as a combo filler, allowing for a quick succession of attacks. One thing to consider is that the use of Quick Assault can maintain or interrupt one's momentum in battle due if one flinches.
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  19. Round Windmill (ラウンドウィンドミル) -- Leap into the air and unleash an array of attacks while spinning on mid-air. A rather long freeze time follows after use, but enemies successfully hit by the skill will also be momentarily rendered immobile for a short time. Is often used when the ally party outnumbers the enemy party. On the other hand, using this while solo is a doable, but risky tactic. When performing this skill, there is a short period where the user is invulnerable to attacks, and many veteran players use this short period as an emergency evasion maneuver. However, lag affects this invulnerability effect so much that it is considered a taboo to use this skill for such a purpose. When the skill is used, the path of the user and its weapon glows, creating a shape similar to the wings of a paper pinwheel.
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  21. End of Act (エンドオブアクト) -- Special Skill; A finishing move of Swashbucklers that deals a stylish, quick slash. Because of the skill's wide attack range and probability of dealing instant death that increases with a widening level gap, it is possible to annihilate groups of Minion-type enemies in a blow. Swashbucklers specializing in mopping-up have become synonymous with this skill. When this skill is used, you become a blur, appearing briefly to slash the opponent before returning to your starting position once the attack is complete. Cooldown time is 320 seconds, so it is difficult to use it more than once in a battle.
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  23. Danse Macabre (ダンスマカブル) -- Special Skill; Substantially increase damage dealt for one blow by activating this skill right before you hit your opponent. It deals around 20% less damage in comparison to an Assassin's, but this skill can be called a Swashbuckler's <Assassinate>.
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  25. Thrust Joker (スラストジョーカー) -- Two-Handed Weapons-only; A swinging attack that is only available when using a two-handed weapon. There is a low probability of hitting, but if you do, you land a critical hit while ignoring the DEF of the opponent, and there is a short cooldown time, so you can continuously use this ability (although it still uses up MP, so there is a limit). When you hit, there is a flashier effect than normal and a Joker card is flipped. The critical hit, even at max level, is around 5%. As a result, if you want a build based around <Thrust Joker>, you want CRIT-raising equipment.
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  27. Bloody Piercing (ブラッディピアッシング) -- Movement Inhibition; Slash the target's lower body, especially targeting the feet, to lower its evasion. When you hit, an effect like a piercing fang or ice pick appears. Similar to <Viper's Thrash>, so people consider it weaker because there is no Bleeding debuff; however, overall damage output will rise because all allies' attacks will have a higher chance of landing. Appropriate usage of this skill is a sign of a skilled player. This skill is nicknamed "BloPi" (AKA burapi, since "Blood Piercing" is in kana so it's just shortened in a Japanese fashion).
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  29. Dual Bet (デュアルベット) -- Dual-wielding Skill; A Swashbuckler equipped with a weapon in each hand attacks consecutively. Your ability to break the enemy's defense is high. It's easy to add a lot of hit markers with this attack as well. This skill is a signature move of Swashbucklers.
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  31. Multiple Bets (マルチプルデッツ) -- Debuff Skill, Throwing Weapons-only Skill
  32. Razor Edge (レイザーエッジ) -- Debuff Skill, Movement Inhibition
  33. Flashing Draw (フラッシングドロウ) -- Throwing Weapons-only Skill
  34. Opening Gambit (オープニングギャンビット) -- Attack Support, Special Skill
  35. Lightning Step (ライトニングステップ) -- Attack Support, Movement Skill
  36. Pinpoint (ピンポイント) -- Attack Support
  37. Sharp Blade (シャープブレイド) -- Attack Support, Toggle-type, Advanced Skill
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  40. **Other**
  41. Fencer Style (フェンサー・スタイル) -- Self-reinforcement, Passive; When one hand is not equipped with anything, the attack of the weapon in the other hand is boosted by 160+% to 220% (depending on skill level). At higher levels increases attack speed, critical chance and other attributes. There is no need to trigger it as it will automatically activate when the condition is met. If trained enough, it will not lose to dual-wielders or two-hand wielders in terms of attack power and even surpass them if the situation is right. Other classes such as assassins, bards or the warriors have similar skills.
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  43. The merits of the one-hand style as compared to dual-wielding or two-handed is that it is less of a burden financially to acquire and maintain only one weapon. However, to leave the slot of one hand empty would mean losing the boost in attributes and/or other effects that could have been used so it is not a clear-cut decision on which style to adopt.
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  45. Tomahawk Boomerang (トマホークブーメラン) -- Heavy Weapons-only Skill
  46. Turkey Target (ターキーターゲット) -- Hate Control Skill
  47. Wired Action (ワイアードアクション) -- Movement Skill, Whip-only Skill
  48. Swell Buckler (スウェルバックラー) -- Hate Control Skill, Defense Skill, Shield-only Skill
  49. Discard (ディスカード) -- Hate Control Skill
  50. Unicorn Jump (ユニコーンジャンプ) -- Movement Skill
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