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Post by Just14 on Nov 30, 2017 19:05:25 GMT -5
So two of the classes I am going to do is Fawful knight and Medic. Which would go with those 2 plus my leader? Would Dancer and or support be better or someone who's better at debuffing/aliments be better? Take a Hexer and Dragoon. Shogun plays the same role as Dancer, so you probably don't want two when you can fill ither roles. Fafnir Knight will provide your elemental and physical damage. Medic is all healing. Hexer is the ailment and bind master. They use a variety of both. If you really want both binds and ailments, I highly suggest it. If it's not as important to you and you just want ailments, damage, and debuffs, pick Harbinger. Dragoon is a really good damager tank. I have one and she kicks ass.
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Post by Vitsheep on Nov 30, 2017 19:23:33 GMT -5
To-do list
- Add Blood/Mal to the status list - Skills for Blood/X/Mal's leaders
- Stats for all characters
- Edit class skill lists to include available equipment
- Initial equipment
- Skill lists for Zodiac, Hexer, Dragoon
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Deleted
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Post by Deleted on Nov 30, 2017 19:32:12 GMT -5
Wait how many people am i allowed in a party. I thought it was 4 total leader plus 3 other. I am allowed 5 people in a party?
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Post by Vitsheep on Nov 30, 2017 19:39:24 GMT -5
So, Blood, X, and Mal. All ya'll need to pick your starting skill. You've got 5 points, and I did all your starting class skill lists. You can just search them. So... advice.
X/Terry. Therians get some good class skills. For an attacker, Wide Swing's a good option. Hunting Skill and Mine are good picks for when you start exploring the labyrinth proper, but not great options for the tutorialogue. Shogun need to invest to get to their better stuff. So starting with that sort of thing's a good idea, Hilt Strike especially. Endure'd be an OK choice, or Katana Mastery. You won't have any use for Morale Boost for a while, and you won't need the two buff skills it unlocks right off the bat, but don't wait too long to get them.
Blood/DEAD. Yggdroid strong. Binding Force is a great skill, but it can stand to wait if you really want some other things. Stance skills are important for Ronin, but they're useless without the activating skill tied to them. So... basically, whatever you do, don't only invest in stances.
Mal/thilda. Again, Therians good skills. Wide Swing's not stellar for a Farmer - but once Mathilda buys it, anyone in her guild can use it. See what I said before about Hunting. Uh... About the only useful skill directly useful in the tutorial is Lullaby and the skills tied to it... Waste Not will get you a slight lead in money when things first start. Strange Seeds is your other good combat skill, and you'll want that and Harvestry soon-ish.
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Post by Vitsheep on Nov 30, 2017 19:41:02 GMT -5
Wait how many people am i allowed in a party. I thought it was 4 total leader plus 3 other. I am allowed 5 people in a party? Yep. And also one blank slot. Rarely (well, rarely after the tutorial) you'll get an NPC to fill it. Also some classes like Yggdroid or Wildling plop stuff in it. But 5 guild members. Hey, Just. Remind me. Do bunkers go in the party slot or the forward slots...?
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Post by Just14 on Nov 30, 2017 20:06:45 GMT -5
Bunkers go to the forward slots.
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Post by Deleted on Nov 30, 2017 20:12:50 GMT -5
Oh so I will do front line Terry, Fawful Knight, and Dragon.
Back line: Medic and Hexor as my party
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Post by Deleted on Nov 30, 2017 20:18:52 GMT -5
Terry
+3 Blade Mastery +1 Second Sword
+1 Wide swing
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Post by Vitsheep on Nov 30, 2017 21:03:42 GMT -5
Character appearances have been edited to include their outfits. Check them out on the Status list if you want to check it. Let me know if you want to make any tweaks (color, decorations, shoes/gloves, etc).
Added list of weapons and armor to characters. If a class can wear light armor, they can also wear clothing. If they can wear heavy, they can also wear light (but not clothing). All characters can use daggers.
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Post by Vitsheep on Nov 30, 2017 23:11:51 GMT -5
DRAGOON SKILLS
Weapons: Cannon Armor: Heavy, Shield Basic Skills Shield Mastery - Raises physical defense when a shield is equipped Cannon Mastery - Raises physical attack with fire arms Line Guard - Reduce physical damage to an ally line for one turn Mana Guard - Reduce elemental damage to an ally for one turn Healing Guard - For one turn, user takes less physical damage and recovers HP when hit Gunmount - Continues the last turn's guard skill and unleashes a ranged bash attack to 1 enemy Barrage Wall - Ranged bash attack to all enemies; reduces enemy physical attack for 3 turns Level 5: 4 turns Level 10: 5 turns Dragon Roar - Raise one ally's defense and odds of being targeted for 3 turns Level 5: 4 turns Level 10: 5 turns Decoy Bunker - Set a bunker that can draw attacks; bunker shares slots with Wraiths/Hounds/Birds Defense Form - Raise party's physical defense for 3 turns; requires a bunker to be set Level 5: 4 turns Level 10: 5 turns Master Classes: Shield Bearer - Specializes in guard skills and gains extra HP and defense Cannon Bearer - Specialize in powerful cannon attacks including shells that inflict ailments
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Post by Vitsheep on Dec 1, 2017 1:38:26 GMT -5
ZODIAC SKILLS
Weapons: Book Armor: Clothing Basic Skills Ether Mastery - Increase damage of elemental attacks Fire/Ice/Volt Star - Deal ranged elemental damage to 1 enemy Binary Fire/Ice/Volt - Deal elemental damage to all enemies Singularity - Increases damage when attacking enemy's elemental weakness Etheric Return - Restore TP when defeating an enemy Horoscope - Field skill: Predict movements of FOEs for a limited time; leveling increases duration and range Master Classes: Star Caller - Specialize in skills to support your allies and block your enemies Constellation Weaver - Specialize in skills to attack enemies
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Post by Vitsheep on Dec 1, 2017 2:06:17 GMT -5
HEXER SKILLS
Weapons: Stave Armor: Clothing Basic Skills Curse Mastery - Increase success rates of binds and ailments Sapping Curse - Reduce the attack of all enemies for 3 turns Level 5: 4 turns Level 10: 5 turns Frailty Curse - Reduce the defense of all enemies for 3 turns Level 5: 4 turns Level 10: 5 turns Revenge Curse - Ranged untyped attack to 1 enemy; power increases as HP decreases Cranial Curse - May bind 1 enemy's head Absomen Curse - May bind 1 enemy's arms Immobile Curse - May bind 1 enemy's legs Blinding Curse - May blind one line of enemies Venom Curse - May poison one line of enemies Chained Benefit - Bind own arms and legs; increase bind/ailment success next turn Master Classes: Vengeful Spirit - Learn a wide variety of curses to inflict various ailments and debuffs in enemies and heal allies Fear Incarnate - Specialize in skills to attack enemies, revive allies, induce fear, and manipulate afraid enemies
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Post by Vitsheep on Dec 1, 2017 2:08:26 GMT -5
And that's all the classes people requested! For now. ...I think. Which means we're good to start as soon as Blood and Mal pick their starting skills! So hopefully by the time I finish my work.
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Post by Malefio on Dec 1, 2017 6:19:48 GMT -5
Wide Swing +1 Lullaby +1 Harvestry +2 Waste Not +1
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Post by mrfuzz111 on Dec 1, 2017 12:49:53 GMT -5
So would this make a decent party? Gunner Necromancer Hoplite, Protector, or Beast Botanist Troubadour It's got physical damage, elemental damage (although it looks like those Rounds skills are treated as physical elemental damage specifically), binds, tanking, debuffs, buffs, healing, and the all-around abilities that Necromancer provides. Also just in case he hasn't noticed yet that he's ready to invest skill points, Bloodmancer
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