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Officer Base Class Ideas. (BIG WARNING) |
Posted by: Musicka - 05-19-2023, 02:56 AM - Forum: Class/Race Ideas
- Replies (4)
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I thought maybe we can have a more gun friendly starting class and went back to SL1 Days. Let me know what you think, The idea of the Officer and Promoted classes is to be heavy utility based.
Officer Class: Guile, Skill, Faith
INNATE:
- Officer Training: All officers must have apptitude and mental forititude. Gain Rank*2 Resist to Fear, and Hesistation. Passively increases APT and SKI by Rank.(3 RANKS)
- Firearm Drilling: All officers must train with a gun or rifle. Recuding durability cost by 0.5 and Increasing Hit with Rifles by +3
- Law Enforcement: You uphold the law. Increase Grapple chance by Rank in addition your escort ability acts a the protect skill. If you have the protect skill gain +5 Defense.
- Good Cop Bad Cop: You can only be one way or the other. Using certain officer skills grants Karma up to Rank*2. Good Karma increases Faith and Hesitation infliction chance. Bad Karma increases Luck and chance to inflict fear. When you gain a point of karma you lose one on the opposite scale
OFFENSIVE
- Open Fire: Gun Skill. Reduce weapon durability by 3 and fire a shots dealing 30% Weapon Damage +Rank*2 for each shot the amount of rounds fired based on Rank. Excess Force adds an shot *Rank
- Mace: Spray a vile spray in the air that stuns foes and deals Acid DMG based on Rank in a small range. If you have +3 Bad Karma preform a basic attack with your bare hands on all enemies in 1 range. If you have +3 Good Karma gain immunity to blind, and stun.
- Split Shot: Gun Skill Target Two enemies or the same one twice for a basic attack dealing 25% of damage + 15%APT *Rank
PASSIVE
- Behind Cover: When next to a solid field object gain rank*chance for evade and glancing against non melee skills and attacks.
- Everyone Get Down: When you dodge a ranger attack or skill grant the same amount of dodge as the behind cover bonus to all your Allie’s for 1 turn. If you have an escorted ally increase the duration by 2 turns and gain 2 Good Karma.
- Protection Against Bullets: gain evade against guns based on rank.
- Excess Force: increase crit,hit by rank* based on Bad Karma Level.
DEFENSIVE
- Barricade: Create a Barricade in front of you dealing APT+Rank blunt damage if an enemy is in that location pushing them back. Enemy Projectiles can not pass but deal DMG to the Barricade.
- Caution Tape: Create a square zone here te crime scene is going down or has been. Allies gain +5 Regen/Evade+Rank and Enemies who pass are inflicted with hestitation.
- Escort: Target an ally granting them +10 Evade and +10 Armor. When you move next to the ally recover HP based on Rank+Good Karma Level*3
SUPPORT
- Get to Cover: Pull an escorted ally to a battlefield object applying the behind cover passive to them. If you have +3 Good Karma the movement becomes teleport. At +3 Bad Karma preform a basic attack with a gun on a random enemy in +2 Range of the target.
- Pep Talk: In a range of 2+Rank increase ally’s Fp Regen by Rank for 2 turns. If the ally is escorted or an officer class increase their GUI and FAI by rank. If you have at least 3 Good Karma apply these too yourself as well and +5 Luck. If you have +3 Bad Karma increase ally crit damage and your own by +5%
UTILITY
- Cop Shop: A small device holding your officer gear. Change utility skill cost to 1M as long as you are in 3 range.
- Stop Resisting: Target an enemy and throw your good cop away increasing your Bad Karma meter by Rank+3
- Officer Handcuffs: whenever you grapple an enemy, place handcuffs on them with an increased chance by detainment level. When handcuffed, enemies can’t use their main weapon as long as they are grappled. You also are no longer immobilized after a successful grapple. If you have +3 Good Cop increase the duration by +1 if you have +3 Bad Karama inflict Karma*4 damage to the enemy.
- Bulletproof Vest: for Rank turns reduce damage taken from guns Rank*5
- Walkie Talkie: Target an enemy facing them. Upon second use all Allie’s move in the enemies direction by 1 Space. If the ally is an Officer they turn to face the enemy as well. If the ally is escorted they move 2 spaces away from the enemy. If you have +4 Bad Karma every ally in 1 range of the target will perform a basic attack, if you have +4 Good Karma all allies will be cured of confusion and the target will suffer -5 Evade for each ally in 2 range.
- Police Pistol: A backup pistol locked on your hip. Increase hit by 5, and allows you to use gun skills with this weapon. If you already have a gun equipped, basic attacks and handgun skills inflict bleed and increase bleed damage. While under this effect you lose one karma rank every skill used.
I also tried some ideas for what promoted classes would look like below starting with detective.
Detective Class: Gui, Skill, Cel, Luck
INNATE
- Critical Thinking: All good detectives must have critical thinking skills increase Gui and Apt by Rank. At Max Rank increase APT by an additional 3.
- Trigganometry: Increase Hit by 10% of Gui
- Calculated Evasion: Increase Evade by 10% of Gui.
- Detective Training: Being a detective you have to understand the criminal and follow the clues. You gain the ability to gather clues with a keen eye and problem solving. If you have a tome off hand its weight instead counts for 2h bonus for handguns.
OFFENSIVE- Run and Gun: Handgun Skill: What says rogue detective like running and shooting up the place. Dash forward in a selected line firing a single shot at each enemy with a -30 to hit +Rank*2. Gain +2 Bad Karma
- Surelock: A pseudo magical shot named after a famous agent. Incantation/Handgun Skill: Prepare Clues gaining +3 Clues. Increase Damage by Clues if you have +20 Clues ignore evasion. If you have +6 Good Karma Deal a bonus 50% of your wind damage. If you have +6 Bad Karma deal a bonus 50% of your Acid damage.
- Throwing The Book: The Detective is the the who brings you to the judge, and with his big book of clues and information he can put you away. Consume all Clues and deal damage based on Clues consumed*2+Will. If you have a tome equipped and special attack trait deal bonus damage based on weight. And gain a +Clue% Chance for the book to bounce back triggering FP Regen.
- The Magic Bullet: Handgun Skill: Fire a basic attack that has a chance based on Fai+Rank to bounce at hit the next nearest enemy in 5 Range. If the shot hits the same enemy they instead take a % of Wind/Light Damage based on Rank. Grants +1 Good Karma each time an enemy is hit with light damage. Each time an enemy is hit they take 50% less damage.
PASSIVE- Crooked Detective, Heroic Investigator: Increase the Good and Bad Karma Threshold +6
- Eagle Eyed: When you dodge an enemy skill or basic attack gain +1 Clue. If you have Keen Eyes gain bonus Clues based on Rank/2
- Master of Puzzles: When you land a basic hit or detective skill on an enemy gain +1 Clue. If you have problem solving recover FP based on its Rank*2, if you have critical thinking you gain a bonus +2 FP on criticals.
- Know your Enemy: You gain critical resistance and evade based on Clues*4
- Under Cover: While under the effects of Behind Cover gain sneak. While you have sneak gain +2 Clues.
- Detective Revolver: Transform Police Pistol into a stronger version. If you have a tome in hand your handgun deals magical pierce damage instead of physical. You also gain the effects of Police Pistol as if you had a gun if you do not and have a tome instead.
DEFENSIVE- Snapshot: Set Up around the Caution Tape if and if an enemy passes the line you fire a quick shot at them with a minus to hit. If +4 Good Karma deal a bonus +50% Light Damage with a chance to blind. If +4 Bad Karma deal a bonus +50% Acid Damage.
- Read your Enemy: Target an enemy to read, they gain the reading debuff which increases your critical evade against them by Rank*3. You also gain +2 Clues every time they use a non basic attack. If you are attacked, gain a chance by GUI/2 chance to trigger glancing.
SUPPORT- Sharing Clues: Remove Half of your clues to increase all allies critical evade by rank +10. If your allies are Officer or Officer promoted classes increase their Clues and Karma by 3. If they cannot take clues increase their Hit by 3*Rank for 2 turns.
- Covering Tracks: Remove 2 Clues clearing you and allies in 4 range of Hunted, Analyze Weakness and skills alike. If the ally is a rogue or being escorted they gain sneak.
- Further Investigation: If an enemy is under investigation remove 1 Clue per ally and increase their move by +4. If you have +6 Good Karma Increase a random Ally Momentum by +2. If you have +6 Bad Karma remove one buff from the enemy per 6 karma.
UTILITY- Detective Handbook: Reduce Karma by 1-6 and gain that many Clues. If you removed +3 Good Karma gain +8 Skill, if you Removed +3 Bad Karma Gain +5 FP Regen.
- Investigate: Target an area for investigation, while in this area enemies are in this area they suffer from -5 Evade *Rank. At the start of a new round gain +3 Clues for each enemy in the area of investigation and are inflicted with under investigation. If enemies cross the caution tape with this effect increase its duration by 2 Turns.
- Detective Goggles: Cure and Gain Immunity to blind for 1+Rank turns but suffer a weakness to light damage.
- Bullets with Names: Sometimes bullets do have names on them. Increase Weapon damage and Karma based on enemies under investigation +Rank*2 for the same amount of turns.
Lastly I have Retainer and Judge, though I never finished the Judge concept will do sometime. I figure they will set rules like no fire dmg and if a player use it in a zone they lose FP or are fined which stacks up Judge Damage.
Retainer: Gui, Def, Faith, Cel
INNATE- Oath to Protect: Increase Def and Gui by Rank. At Max rank increase HP by 35
- Honor Guard: Good and Bad Karma doesn't matter when it comes to protecting the honey bee. Generating Karma Generates Honor Points as well.
OFFENSIVE- Snipe: Rifle Skill: Gain +1 Range for each Honor Point. If an Escorted ally is in xRank range of the target deal bonus crit damage.
- Moving The Line: If you are behind cover push it forward in a line equal to rank pushing enemies back and stunning them. If you have Bash you move right behind the cover as well. If an escorted ally is in 2 range when you active this they gain +3 Move.
- Stun Grenade: Toss a grenade that unleashes a wave of electric energy shocking and stunning enemies in a small area.
- Iseki: Sword Skill: A powerful attack on an enemy who is in range of an ally. If you have a katana and honor points this skill becomes a star like Aoe instead.
PASSIVE- Security Vest: Increases the effects of the bulletproof vest and grants +10 slash and peirce resistance.
- Flash Grenade: Transform the Stun Grenade into a flash Bang dealing damage based on faith instead and blinding enemies.
- Leap of Faith: When an escorted ally in 2+Honor Points Range is targeted by a ranged attack leap into action using faith as a damage reduction. If protection is triggered you generate +2 Honor points.
- Retainer Box: Upgrades the Cop Shop to Retainer Kit which effects retainer utilities. Also decrease utility cost by preparation rank.
DEFENSIVE- Shunen: Target an escorted ally when they move for 2 turns you move in the same direction. While under this effect if the targeted ally is attacked and you trigger protect you attack back dealing 30% of damage +Honor Points.
- Riot Shield: Conjure a shield of focus in front of you acting as a barricade. This grants you behind cover without the field object but reduces movement.
- Bunker Down: If you have a shield or if you are behind cover slam down into the ground creating a more durable cover increasing Def and Resistance while behind it. If you are in two range of an ally create cover for them also. An Escorted ally will recover both HP and FP.
- Drag To Cover: Target a place for cover and an escorted ally pulling both you and them to the object. If the escorted ally is downed revive them with HP based on your Honor Points.+1 Good Karma
SUPPORT- Aggro: Fire shots in the area hitting one random enemy. Afterwards if they are npcs you become targeted removing targeting effects from allies. An escorted ally will gain sneak.+2 Bad Karma
- Reckless Rescue: Target an ally who is damaged rush recklessly towards them. Once in range generate a healing discharge. If the ally is escorted they gain a bonus amount of health based on Honor Points. If you have the Reckless Rescuer trait reduce this from 5M to 3M and also gain health.
- Junp: Target an ally they become escorted and remove escorted inflicted by you on all other allies. The ally receives the call security command which summons all allies who have inflicted them with escort. If used generate +2 Honor Points
- Rendevo: Allies inside of a caution zone will recover FP based on Rank.
UTILITY- Lunch Box: A good retainer prepares food for both them and their lord. If your escorted ally is in 3 range share a meal together generating a random buff and boosting stat boosting effects from food for a set duration. Increase Regen based on Honor Points in battle. If you have the cooking talent increase this effects duration in and outside of battle based on SR.+3 Good Karma
- Ointment Box: A great retainer prepares medicines for them and their lord. If your escorted ally is in 1 Range + Deliver Rank remove a negative status effect from you both. Grant the ally 1 random potion based on Alchemy rank. If you have +5 honor points remove both potion sickness from you and the escorted ally.
- Earthen Shell: Reset the duration of riot shield by slamming it into the ground generating an earthen case. Also increasing Def and Res by +5. If you are enchanted with an element gain resistance to it. If you have the magical shield skill equipped apply it to yourself regardless of badge.
- Heirloom Case:Requires +8 Honor Points You are entitled to keep your lords heirloom with you. If you are in 1 Range of an escorted ally equip them with their family heirloom based on their main classes' base class generate a buff at random and providing +20 Crit Damage and Crit Chance.
Judge Class: Def, Str, Fai
INNATE- Grandeur Gaval: Increase Power and Hit with axes by rank. Grant Access to Laws.
- Be the Law: Recover Rank FP and HP based on enemies who are fined
- Strong Hammer of Justice: Grant Bonus Weapon Power based on enemies who have broken the law.
OFFENSIVE- Bann Hammer: Slam the ground with your hammer dealing damage in a large AOE and also to enemies with Fines. With a chance to stun them.
- Swift Justice: Target an enemy in 3+Rank Range who has a fine. Dealing Bonus Damage based on the Fine Rank.
- Overruled: Deal bonus damage to enemies with active buffs. With a chance to one .
- Heavy Sentence:
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Char App Regarding Extra Limbs - Traits/Body Parts |
Posted by: NoirHatter - 05-19-2023, 01:24 AM - Forum: Character Applications
- No Replies
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(Understanding and valuing the ideas that're set for Chimera, I set this as my request in regards for the character.)
Applicable Beyond Key: NoirHatterAlt
Character Name: Kusuamota
Request Type: Extras (Limbs, appendages, etc)
Request Details: The Chimera in question has extra arms and other bug-like features such as but not limited to; Antennae, small moth-like abdomen protruding from lower back, black sclera, but no wings of course. At least none that function. (Ie. She has wing-like growths that've grown from the sides of her head, but they are hardly functional aside from being moveable.) Insect-like Carapace even around the forearms and calves.
All arms and accessory appendages are functional and harbor respective traits. -- Such as antennae allowing a greater sense for vibrations, arms, etc.
Reasons for making this request(if applicable): I took some time in reading the wiki and getting information from others about the likes of Chimera, but I've never played as one before. Personally, this was just my attempt at making something unique and adding some variety despite knowing I perhaps could be treated unfairly or with hostility ICly. I am also aware that Chimera are made from magic mud, black beast corpses(which isn't really present I don't believe within Korvara. Correct me if wrong, but it's probably within the lines of just magic mud.), and other various things. And with monster parts, my reasoning that some parts were conglomerated from the Killer Wasps with a papilion. (or any other applicable race works. Just thought papilion because booterfly.)
However a lot comes from evolution with being fed upon creation, mostly insectoids. Though assuming what I read in the wiki is fairly within this ability to create something a bit more inhuman, and more of a 'beast'. It would be completely acceptable for debate on if what presented above would be allowed, but I'd love to make something within reasonable limits of being more of a monstrosity. And I see that having extra limbs or arms might present some physical advantage, but I purely seek to have fluff if able. Not to make some super being that's untouchable, but more to have the character for instance multi-task or carry out simple things that normally wouldn't allow with just two arms. No advantage, but pure IC fluffiness. (Or for the aforementioned appendages like antennae, we can just talk about them via discord. D'Joey#2669)
Lore & Roleplay supporting this request: I have read the wiki and will send it here just in case (https://neus-projects.net/wiki/index.php/Chimera), but I planned to have it roleplayed as she's eaten a lot from the sunken forest or been fed a lot of bugs from her creator firstly upon creation with the intent to deliver the same elusiveness and speed as those beasts. A Hope those traits will evolve for maximum effectiveness. I'll have a friend for the most part help me set up some interactions to further have the evolution fully set in or just keep it within the character's origin.
Thank you for reading.
Edit: Made a few corrections. Black Beast corpses, not blood. I meant to add monster blood and mixed the two.
In short; I just want to make sure my chimera can have four arms. -- And look monstrous kind of.
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V2.73C Roundtrip Does Double Damage |
Posted by: caliaca - 05-18-2023, 09:07 AM - Forum: Bug Reports
- Replies (2)
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Reposting this in the right place...
As far as I can tell right now, Roundtrip does double damage. There seems to be nothing needed to replicate this bug except use roundtrip. Instead of halfing it over two hits, it does the full damage twice.
The only thing needed to reproduce is to use round trip on an enemy. Seems to work in pve and pvp both.
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Orc Race |
Posted by: Poruku - 05-17-2023, 10:23 PM - Forum: Suggestions
- Replies (8)
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So, every other race in this game is very similar to the others, allowing most playbys to be usable for most races... But I would like to see a bit more diversity in what we can see in the world. To be honest, races feel like they don't matter in roleplay 99% of the time, and it's a shame in my eyes. Usually simply "anime girl with different ears". I think races should be more different especially visually and in their origins, and it's really sad that we lost dullahan and lich for that reason. What's the difference between a phenex and a corbie in every day roleplay? Almost nothing. But I digress.
I suggest we add a green-skin race that originates from the earth. We have elves, but no orcs? Come on! It would be a fun addition that allows for plenty of playbys and would also make sense with the lore of the world. I believe a strong racial identity is a natural part of what makes roleplay enjoyable. The idea is to make them a race that has a primal feel, and abilities that focus on war, anger, and shamanic magic, especially isespian. I didn't want them to feel like lupines in the way that they get stronger on lower hp, instead drawing inspiration from dnd barbarians with the rage skill. I want the race to feel like you have this choice between shaman or warrior, to draw connection with the in-game mobs, and generally is very inspired by the in-game goblins and their abilities. They are a race focused on offense only, due to their aggressive nature, but I also wanted them to be fine to use with virtually any build while still having a few small specific synergies.
Also, it is my personal design philosophy that having simple but unique racials with plenty of traits to modify them is a great way to make a race iconic and impactful while also allowing a lot of build variety.
Orcs AKA Earth Children
Racial stats, vaguely:
High DEF (earth focused race)
High VIT & STR
Medium SKI, CEL, SAN
Low WIL, GUI
Zero LUC, FAI
Racial Skills:
Earth Child: -30% fire resistance, +15% earth and water resistance. Counts as GOBLIN race.
Rage: Active, 3m. Enter a rage that increases your SWA by 1 per 4 SAN +5 (minimum 8) and your vitality by 1 per 2 SAN +5 (minimum 15). When the rage ends, you lose the health you gained and become worn out lvl 5 for 3 rounds. Can't be dispelled or stolen. Lasts 3 rounds. 8 round cooldown.
Goblin Warrior: Gain +5 hit with polearm weapons. +1 power to polearm weapons for every 10 SAN.
Racial Traits:
Shaman: Req. 10 will, 20 SAN. Your rage increases your spell power by 10
Berserker: Req. 20 SAN. Your rage also grants you +15 critical (these rage traits are mutually exclusive)
Mud Mage: Req. 20 def, 20 vit. Deal 10% more earth and water damage to enemies affected by the Muddy debuff.
Tribalism: When you cast Rage and an orc ally is also already affected by Rage, you extend the duration of all allied Rage buffs by 1 round.
Warleader: Req. charismatic or exaggerator. When you use charismatic, exaggerate, or a tactician order while raging, allies also gain +1 to movement speed and +1 to their SWA for every 10 SAN you have until your next turn. These bonuses are doubled for orc allies.
Cool-headed: Rage is removed. You gain +2 FP regeneration, 30% status resistance against charm, hesitation and fear, and you gain +2 skill slots. When another orc uses rage, this trait is disabled for the rest of battle (you can use rage yourself).
Savage Warrior: Applies the racial to axes instead of polearms.
Bomber: You have a 50% chance to not consume a bomb item when used in battle.
Lore:
The goblin are a race of humanoids who live in primitive tribal societies. Not born from the blessing of a god, they are instead children of the earth who have existed for a very long time. It is said that the first goblins were literally born from the mud of the deepest abyss of the world, from the sheer power of the elemental force of earth. The wild goblins that exist in the world are far too violent and savage to blend in with society, but occasionally, a goblin is born with higher intelligence and a more powerful body. These so-called orcs are usually seen by the tribes as a symbol of change and war to come. They expect the orcs to lead them to conquest, where they sometimes become the fabled goblin giants. But if they are not sufficiently savage and vicious, they are rapidly cast out of goblin society. These orcs often end up joining civilization and learn to live in society over time, though they still retain their roots as an aggressive and primal race. Some orcs are born of orc parents and live just fine as part of society, though some of them return to goblin tribes and choose to live a life of war like their ancestors.
Leave a like for orc wife.
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Nihilist Buff |
Posted by: Autumn - 05-15-2023, 11:38 AM - Forum: Balance Fu
- Replies (2)
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I believe that Nihilist is deserving of a buff of some kind, not even a terribly strong one, but one that allows it to fulfill it's niche far more effectively, in sacrificing damage for the ability to play to your element correctly.
In PvP, both Red Letter and Circle Ring got nerfed, which diminishes the usefulness of Nihilist almost nearly entirely. As for PvE purposes it hasn't seen the best of use either given that modern monster design often has monsters either heavily resisting their element or outright reflecting it, both of these things Nihilist cannot target.
While I think that Indignant Idol does a great job at targeting resistances, I think that Nihilist should instead target Immunities/absorbs and reflects, giving an option to mages who simply do not have good ways of targeting certain monsters to actually deal with those monsters, for heaven's sake earth mages absolutely cannot deal with Minotaurs, its actually impossible by using Earth Magic, and there's not enough skill points to throw around in Evoker or Mage to use anything else effectively. So these mage types often just avoid the dungeon all together.
The tl;dr is that Nihilist's value decreased recently, so I think it should fulfill a mostly PvE niche by being able to ignore Immunities and Reflects alongside ignoring Absorbs, it doesn't need to target Resistances as that's something Idol already does. I am 99% confident that this change would have very little bearing on PvP, especially if Summoner was planned to have it's immunities slated in the future anyway.
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Ghost - Fencer ? I hardly know'er ! |
Posted by: Ray2064 - 05-15-2023, 08:19 AM - Forum: Balance Fu
- Replies (7)
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This thread will essentially be discussing Ghost's current balance - not that the class needs to be nerfed or buffed in any significant way, simply....adjusted.
See, there usually are two types of characters picking Ghost as a class :
A- Basic attackers who wish for a class to make better use of that archetype, usually only making use of Ghost for the passives and utility it and Duelist grant. (Fleur, Poise, Wraithguard, Claret Call, free RES/HP...)
There is nothing quite inherently wrong with that, and is quite the popular choice given the many combo of classes like Ghost/MG, Ghost/Monk , Ghost/Ranger , Ghost/Boxer , Ghost/VA or VA/Ghost, use the class for little more than the reasons aforementioned for good results, most of the time simply turning their class into Initial Class +. Good for'em.
B - Duelists with no real other choice.
Here's where the problem lies. Duelist's promotional structure makes it so Ghost will be the option by default if you dare picking something as odious as a REGULAR sword, or god forbid, an AXE.
A fencer character who doesn't quite use a katana will often be shoved into the class by default, due to being unable to make use of Duelist's two other promotions efficiently.
Let us look at Duelist's sword options.
- Sanguine Star : Costs 4 Momentum and therefore cannot fit into the structure of Fleur combos if you want to act thrice this turn. Next.
- Ghastly Strike : Outright mediocre, with no real use outside of very specific conditions during teamfights. You usually will have no reason to ever use this over a plain basic attack, or... Anything else, really. Next.
- Blood Spike : Uses two easily resisted elements and drains 8% of your HP, though one of those is at least guaranteed to have decent scaling.
It's at least ranged, magic damage and applies Claret Call, though by the time your Rising Game Level is high enough for the spell to truly be good, using it will likely do more harm than good. Eh. Next.
- Scarlet Twister : Pretty good pulling tool, though suffers the same issue of easily being able to be resisted and therefore potentially breaking a Fleur combo. The fact it drains 1/10th of your HP doesn't help much.
Let's move on to the second weapon that Ghost advertises itself as a class of in theory - Axes.
With base Duelist offering no real offensive skills to Axes and Ghost at a first glance offering such a strong emphasis over those, it gotta make up for it, riiiiiiight ?
Wrong.
- Reaper Scythe : SWA based Skill, in a crescent. Costing moderately heavy FP. Great. Except not so much for a Weapon Type that mostly focuses on BASIC ATTACKING. Furthermore, the fact that you'd actually actively want to avoid using the Skill against a Guarding enemy, lest you wish to waste 20 Claret Call stacks to break a 1M Guard for one turn. Next.
- Cut Down : Stuffers from the same issue as Ghastly Strike where its only truly useful in specific team fights situation. Though in an actual 1v1 , well. Why would you want to actively consume your Claret Call stacks to inflict a reduction of their defenses for 3 rounds when the stacks would've increased your physical damage in the first place if you just kept basic attacking.
Dark Imbue : The dark bonus damage is essentially worthless due to not ignoring armor or DR, and while 15 hit is nice, the ridiculously low duration of 3 rounds essentially means you'll only use this when in an utter pinch.
Spells : Already defined in the Sword section.
Special mention to Ether Invitation also breaking the Fleur combos due to being 4M , though that applies to all weapons and is therefore not exclusively a problem for swords or axes.
Tldr, make Swords and Axes actually good for Ghosts.
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Trait - CQC Mastery |
Posted by: Snake - 05-14-2023, 10:01 PM - Forum: Suggestions
- Replies (2)
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Alright I caved. This is my honest thread about it.
Quote:Trait: CQC Mastery
Req: Mastery of Weapon Arts, 20 SKI.
You've trained for a good while in the arts of Close-Quarters Combat and know all of its basics. Enables two Special Maneuver actions while Grappling an enemy, or being Grappled by an enemy.
Quote:Grapple - Slam
1M, 2 round CD.
Can only be used while grappling. Great Accuracy. Slam the enemy into the tile directly behind you, dealing (Your Character LV/2 + their Battle Weight) as Blunt physical damage that ignores protection.
Additionally, if your Scaled STR is higher than half of their Battle Weight, there is a chance (70% of Status Infliction + Scaled STR/2%) that they will be inflicted with Knockdown.
(TL;DR: This is like Turnover that costs 1M and has a conditional Knockdown tied to it. Great Accuracy should force a glance, if it misses.)
Quote:Grapple - Takedown
3+M, 5 round CD.
Can only be used while grappling. Great Accuracy. Simultaneously sweep the legs (or facsimile) of an enemy while delivering an open palm to their face, dealing (Your Character LV + their Battle Weight) as Blunt physical damage that ignores protection, while knocking them down along their wits.
This will inflict a sub-status to Knockdown, named 'Takedown', which will randomly reduce an extra 1-2 Momentum when you get up from a Knockdown.
(TL;DR: This is like Fegen, but does damage and inflicts a more severe KD. Great Accuracy should force a glance, if it misses.)
Quote:Grapple - Reversal
3M, 5 round CD.
Can only be used while being grappled. You attempt to turn the tides against the one restraining you. On use, you'll be prompted to enter a series of directions. If you enter them all successfully, you will become the owner of the Grapple and extend the duration until your next turn.
(TL;DR: This is like Urazawa, with a different bonus effect that can be funny when used against Ice Giants. "No u!".)
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