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Flipz

Eurobricks Archdukes
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Everything posted by Flipz

  1. My stats are still off--I hadn't updated my Hero Stats yet, so you've duped a few items and deleted the ones I was wearing. I'll fix that in the morning when I do my Marketplace shopping.
  2. The Unlimited Quest generally opens sign-ups just as soon as the party already in the Fields is finished, and usually a new party departs when enough active players have expressed interest. That said, a new party has just recently entered the Fields, and probably won't be leaving for a while. Unfortunately, you've arrived amidst a particularly sparse dry spell, but things should pick up soon.
  3. Question for the Necromancers out there: why don't you use Ether to revive downed party members--is it a matter of not remembering you can do so, or is there some mechanical reason I'm missing that you wouldn't want to?
  4. The Q90-ers are officially my favorite RP-ers of Baltarok.
  5. As opposed to being uniformed, which seems to be a death sentence. ...okay, I'll stop now.
  6. Could pare it down to one and add lots of NPCs. And hey, then there's more cannon fodder for the finale, Zepher. Oops, did I say Zepher? I meant Endgame. EDIT: Welp. There goes the old continent.
  7. Masked is in Baltarok. Also, we haven't seen Jebs in a LONG time... Hybros is probably more interested in Pie's quest, since it fits him well lore-wise.
  8. Endgame, could we get a reminder of who's signed up for 99?
  9. "Yes...spellcasting's had some...negative consequences for me, you might say. Hopefully my new career will help guide me to make better choices."
  10. Check my inventory, I have one, should list all the relevant effects.
  11. Garnet: open a hole in the floor beneath them; alternatively, just blast a hole in the wall so large it's physically impossible for them to block it. Emerald: Vine Wrap. 'nuff said. Opal: ice the floor, push out of way Sapphire: whirlwind Aquamarine: "Azumarill, use Aqua Jet!" (or for a more probable solution, water spout) Admittedly, the better general attack elements (fire, lightning, Light, Darkness) have somewhat limited capabilities for non-combat use, but I'm sure there could be some creative solutions (i.e. use weak jolt of Lightning to paralyze, etc.). And of course, narrative causality applies, so if the plot says you don't get in, you don't get in.
  12. See, Scuba, this is what you need Mages for.
  13. Arthur notices a brooding dwarven Mage sitting across the Hall. Another one? After the last two, I don't know if Heroica can survive a third...still, maybe this one won't turn out to be a massive jerk. He nudges Em gently. "Who's the new guy?" he queries, somewhat disinterestedly. OOC: I miss Amma.
  14. I normally put higher emphasis on story and QM, but reward does play a factor. It depends, really, though in the end QM is the biggest one for me. Someone like Sandy can get away with hosting Quests with no monetary reward (44 and the Guild of Invision one), because we know that a.) the loot will be really good, and b.) they're just plain Worth It, whereas I'd need to see a pretty hefty reward to be interested in certain QMs' Quests, simply because I'm not a fan of their style. That said, offering an Expert Class is a surefire way to pique my interest.
  15. Just as long as it doesn't rely on gyroscope controls.
  16. Returning to the Hall after his two-and-a-half week absence, Arthur looks to the Quest Board and at last sees a pitch to his liking. Simple, defending people, very reasonable reward...just what I need. The Skirmisher plants his shield, takes out a pen, and signs up for Quest 99. Afterward, he looks for a seat in a dark corner, away from the others. As much as he needed them--and as they'd need him--he wasn't really in the mood for company. Unfortunately for him, the dark corners all seemed to be occupied today, so he settles for a seat by the usually quiet Em, acknowledging the Warden with a nod.
  17. For some strange reason, I actually seem to recall an enemy in Heroica having marshmallows as a drop, or at least they were mentioned... That said, someone needs to get 16 ice creams, the result would be hilarious! (Warning: has been playing Mario and Luigi: Dream Team. )
  18. Erm...sorry to (possibly) ruin your day, Zeph, but...what's the interaction between Regulators and Healing Staffs? I was just working out ideas for Fields teams when the possibility sprung up, and now I can't stop thinking about it. Somehow I doubt that halving the heal target's health fits with the intended purpose of the Healing Staff--not to mention, should it or should it not deal Light-elemental damage in Orderly mode (and similarly Darkness in Chaotic)? (On the one hand: undead enemies; on the other, allies, with or without elemental immunities.)
  19. Oh god. >_< Well, time to abandon the site for a week, see you (outside of PMs) in five days...
  20. I'd like to get in on that, actually--imagine Docken, Hoke, and Skirmisher Arthur, maybe with Thormanil thrown in for good measure.
  21. So he's crossing the streams?
  22. Light's been previously ruled to be 1x effective on Undead/Ethereal--it was a conversation I remember starting while the Fields party was fighting an Aquatic/Ancient enemy and I ran the numbers and brought it up. Mathematically speaking, the "ineffectiveness" of elements on Etherial foes is the same as the "ineffectiveness" of a Fiery foe being attacked by a Ruby-imbued weapon or spell. A Fiery/Beast foe hit by a Fire-elemental attack, however, takes 1x damage--the "super-effectiveness" of Fire vs. Beast cancels out the "ineffectiveness" of Fire vs Fiery. Thus, in this case, the "Super-effectiveness" of Light vs Undead counters the "ineffectiveness" of Light vs. Ethereal.
  23. In the past, Undead enemies have still been affected by the effects dealt by weapons even if no elements were imbued, so long as they weren't specifically immune. I imagine the same goes true for Ethereal foes.
  24. As far as re-using items/Artifacts, I'd actually like to see more re-use--we have a LOT of unique stuff as it is, but a lot of them barely come into play because the players who have them either went inactive or else found something else that worked better for them, and haven't found said item a new home. From my perspective, it's polite to ask, but not 100% necessary--and of course, be willing to make changes if another QM respectfully asks you to do so. The big key, for me, is Sandy approval. Sandy's repeatedly said that he wants all new Artifacts run through him first, and I'd imagine that would apply to particularly controversial ones like the Lucky Die and Duplovian Helmet as well. (Weapons, on the other hand...I don't mind seeing expys (i.e. weapons with similar stats but different names/appearances), but depending on the weapon I could see true duplicates being poor form...case in point, the staves from the last battle of 44, or any of Brickdoctor's weapons, all of which have a certain flavor that goes beyond just their stats--for example, a WP:12 Ice-elemental longsword is one thing, but a weapon called a "Mopagsaber" seems in poor taste.)
  25. Erm...hate to mention it, Pie, since it means running another Round, but technically speaking the War Dogs should still be alive since they don't take damage from AoE, and therefore aren't affected by Clippard's Poison (and come to think of it, isn't that poison useless against non-humanoids?).
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