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Everything posted by CMP
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Yeah...another one. Trapper These crafty woodsman snare their opponents in many different traps. Additional Health: +8 Weapons: Trappers use fleet or sturdy weapons like bows, crossbows, throwing weapons, daggers, staves, and whips. Job Traits: Flee: See Rogue, Track Down: See Assassin/Hunter, Scavenging: Trappers may gather materials from the environment around them to whip up traps outside of battle with ease. Battle Style: Immobilizing: Trappers manage to trip up their opponents at every turn. 1. SHIELD: Mercutio's Snare: The Trapper takes their turn to craft a truly deadly trap. 3 random negative effects are chosen for the Snare. For the Snare to activate, it must be placed in the battle order and receive a free hit, resulting in the enemy being dealt the Snare's effects for the next 3 rounds. Any new random effects in the Snare can now be set as basic traps. 2. CRITICAL HIT/SET GREATER TRAP: If attacking, the Trapper deals damage equal to their level plus twice their WP. If trapping, the Trapper lays the intended Trap. For the Trap to activate, it must be placed in the battle order and receive a free hit, resulting in the enemy being dealt the Trap's effect for the duration of the battle, along with the same amount of damage as the Trapper’s attack. (Level 30 + WP: 15 x 2 = 60 damage to opponent, or, sets a trap dealing an effect for the duration of the battle and 60 damage.) 3. HIT/SET TRAP: If attacking, the Trapper deals damage equal to their level plus their WP. If trapping, the Trapper lays the intended Trap. For the Trap to activate, it must be placed in the battle order and receive a free hit, resulting in the enemy being dealt the Trap's effect for the next 3 rounds, along with the same amount of damage as the Trapper’s attack. (Level 30 + WP: 15 = 45 damage to opponent, or, sets a trap dealing an effect for 3 rounds and 45 damage.) 4. HIDE/SET LESSER TRAP: If attacking, the Trapper hides for the remainder of the round, avoiding any action that may come their way. If trapping, the Trapper lays the intended Trap. For the Trap to activate, it must be placed in the battle order and receive a free hit, resulting in the enemy being dealt the Trap's effect for the next round. 5. DAMAGE/TRAP BACKFIRE: If attacking, the target attacks the Trapper. If setting a Trap, the Trapper is dealt with the intended Trap's effect for the next round. 6. SPECIAL DAMAGE/SERIOUS TRAP BACKFIRE: If attacking, the Trapper is hit with the opponent's special skill. If setting a Trap, the Trapper is dealt with the intended Trap's effect for 3 rounds or until remedied. With the obtainable traps being Blinding, Sealing, Confusing, Badly Poisoning, Sleeping, Afraid...ing, Weakening, Fragile...ing, and Slowing. The Trapper must keep note of their available Traps' effects in their stats, like Summons. More Traps become available as they are random received via rolling Shields, but new Trap effects are not guaranteed, the random effects could just as well be ones that the Trapper already has available. Tried to differentiate it from Minstrel as much as I could. My goal was make to a status-effect dealing class, like an inverse to Minstrel, which is based on buffing allies. It looks complicated, but if traps are recorded in battle, again, like an Evoker's Summons... (Trappers)'s Blinding Trap Type: Blinding Damage: 45 Duration: 3 rounds ….Until triggered, then I don't think it'd be too hard to keep track of. Thoughts?
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Hey, I'm not that far behind...I just don't bump it because there's no point.
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I should probably update that.
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The similarities between De'kra and Hybros are scary. Short, shadowy, cloaked in mystery, Rogues-turned-Assassins-to-turn-Chi-Monks, adverse to human traditions, struggle to perfectly recall their past...
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I still can't believe how badly we screwed up there. You've got the Bonaparte leader right in front you! Hit him or something!
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Death by invincibility.
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Whoa, whoa. Let's not get crazy. Ideally, Atramor would probably get betrayed by his party members. I can already picture the party that would do that. Althior, Thothwick, De'kra... But if there ever actually does comes a time when I get sick of him, assuming I create the second character I'm currently thinking of, that character would probably kill him.
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Let's see...corrupted Druid, Black Knight, crazed Raider, and Nur. I'm sure respect for the dead is the first thought to pop into their heads.
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Cronk's more suited to bash than heal, though. While a few are probably going to have healing abilities, there should be a dedicated healer, and again, Shields that heal are a big plus. Paladins are more like self-sustaining tanks.
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Don't go Raider, I'm nearly done figuring out a Fields of Glory team and we need a real healer. Shamans are especially good, considering their Shield actually heals and they can fight quite well if they need to.
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Why would you want to break it?
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Alright, thanks. The issue in Quest 40 is whether or not the hero the Hexed enemy would've targeted counts as being targeted by that enemy, even though the attack hit a random opponent.
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No, now I'm just excited. Also, how does the Hexed effect work for free hits?
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Scuba, how long do you expect Quest 40 to run? I'm not impatient to be off of it, I'm just curious for future plans. Same question to Sandy to Quest 44. And just to be sure, same question to Zepher about 38.
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I wonder if the Scarecrow will ever realize Docken's the one who stole his hat like a year ago. Would make for interesting battle conversation.
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Heroica RPG - Quest #40: The Strivvian Job
CMP replied to Scubacarrot's topic in The Heroica Archive
Atramor surprises himself by tearing a large plank out of the ship's floorboards, and starts drumming out a tune on it, Skrall and Ellaria at his side. "Huh. Ya'know, most of the time I spent on a ship I was tryin' to nail these back in, not use them as shields, hah...but I'm not complaining. Anyway...Booming'ham, put me first, then Skrall, that's 3 free hits nullified. I'm gonna see if I can get a hit in on that Buggerer, if we both manage hits, Skrall, he'll be out by the end of the round." Atramor starts up the flail's swinging again, but less wildly so, not intent on hitting either of his teammates. With his other arm, he advances the wooden board towards Blackpeg and Buggerer, aiming a swipe at both from the front row on either side of the makeshift shield. The Orcish tune he seems to be playing gets faster in the heat of the battle. Distantly snickering at the Witch's mirroring, McCafferey lands on Skrall's hat, both comfortable and with a good view of the fight. "At the very least, you're adaptable." He shrugged off her comment to his mind. Meanwhile, Jacob was reeling from Bumboo's staff strike, but his Capitano stepped in just in time to finish the Ratmancer. He panted, bleeding heavily, and instinctively moved his hand over the gash on his ribcage - only to remember he was no longer able to heal himself. With a mumble, he dragged himself out of the fight temporarily, devouring his Naga Sushi from the back row. -
We're facing a level 60 enemy in Quest 40, where a single hit would instantly knock out any one of us. I can't imagine what we'll all be up against in the future. In any case, I don't think battles shouldn't be re-balanced just because someone's using a consumable. If people want to shell out cash for consumables, then they should have an advantage. Just think of it as a way to reduce the risks you take in your attacks, and a way to keep in the fight until a healer can actually get to you. If Thormanil took it, that'd be 74 health, and it would take 2 successful heals for him to get to full health (from low health). There's still a good chance he could fail, and I doubt he'd be wanting to waste his time healing himself with so much of a health reserve. It's, for the most part, a temporary boost, which is what positive effects are meant to be.
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Well, it's designed for survivability, it's difficult for really high health to be completely overpowered. I mean, basically what it does is let you hold out longer without needing healing - and even when you are healed, it takes quite a bit to get you back to full health. If there was a consumable, it'd likely be around 50 gold. High health can only get you so far.
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So, I was thinking about screwed Thormana almost was, and it occurred to me that most positive effects pretty much deal with doing as much as you can to defeat the enemy. Somas are helpful, but at higher levels, enemies do quit a bit of damage, and 3 health per round isn't much. My idea stems partially from Warden, but it's both more useful, and in some ways less so. Inspired: The hero's current and maximum health is doubled for the duration of one battle. Whatever consumable it might have would likely be on the higher end of price, but considering how much health one could have I think it'd be balanced. And it's not a healing item, if a hero had only 10/30 health, you'd be boosted to 20/60, only gaining 10, so it's not just a glorified Potion. Thoughts?
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Where do Rare/HTF Parts come from?
CMP replied to Turaga of Force's topic in General LEGO Discussion
What about this? Was browsing castle torsos the other day and came across this. It's labelled 'Knight's Kingdom', but it doesn't seem to appear in any sets. It was supposedly released in 2003, but this was the only castle released that year, and I don't think it appears in any of those. -
Agh. You really need to expand the party to like 12 people.
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I know, he's an interesting character. Elegant in his simplicity. It's still amusing to me as tow how he cut Lyons' dying words short. Atramor just doesn't find any fault in running when it's needed and using whatever's around him to win. Even if it's a portable nuke. I try to make Atramor's outfit match his artifacts too, but I don't have any blue gloves and the crown looks silly on top of his hair. Zepher's done a good job with Boomingham, and Galen looks a lot better with his new look, in my mind, I wouldn't change it much. I desperately hope that in the Lone Ranger sets, Tonto's hair will be black. I can think of no greater way to scream to the world 'I'm a voodoo-esque Necromancer and I'm friggin' proud of it' then a dead crow on your head...
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Could've been worse. You could've had Phil come along. "But I must regain my honor, my blood the ultimate repayment for Constance's death! For Dastan!!" ...And by Round 5 between the 3 of us we have twenty Brunts running around.
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Yeah, the roleplaying with Atramor/Tarn is fun, they're near-opposites yet they're still good friends. On another note, I can't imagine having to go through that battle without having a Witch, or at least some Deadly Venom.
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Did he manage to swipe a jar of Beard-Be-Gone from the alchemists too? Because I'm pretty sure with all the magic daggers floating around, trying to shave in Heroica is probably lethal. It explains all the ragged stubble heroes have.