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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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PostPosted: Tue Aug 21, 2007 8:04 pm


((Sorry for the double post, but this thread is getting necro-ed.))

Well, due to the relative inactivity, I decided to ask this crucial build question here in hopes of an answer.

Okay... So I'm gonna max out my summon's stats someday... And I was wondering, should I do a defensive build, or an offensive build.

The two I have in mine are. ((Note these are when it's maxed))


Attk-3, Def-0, C.D-0, life-2 (10), Special Abillities- Healingx2 (6), Resistance (attack) (3), magic shield (2), Resistance (magic) (2), Resistance (Special) (1)

Attk-3, Def-0, C.D-0, life-2 (10), Special Abillities- Healingx2 (6), Resistance (attack) (1), Corpse-fire (Special attack) (4)
PostPosted: Wed Sep 26, 2007 9:29 pm


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((Sorry for the double post, but this thread is getting necro-ed.))

Well, due to the relative inactivity, I decided to ask this crucial build question here in hopes of an answer.

Okay... So I'm gonna max out my summon's stats someday... And I was wondering, should I do a defensive build, or an offensive build.

The two I have in mine are. ((Note these are when it's maxed))


Attk-3, Def-0, C.D-0, life-2 (10), Special Abillities- Healingx2 (6), Resistance (attack) (3), magic shield (2), Resistance (magic) (2), Resistance (Special) (1)

Attk-3, Def-0, C.D-0, life-2 (10), Special Abillities- Healingx2 (6), Resistance (attack) (1), Corpse-fire (Special attack) (4)
I think the question you need to ask yourself is; what do you think you need more? Is your balanced character over-balanced? If so, go with the idea that plays to your weakness.

Wedry


DarksunMonk

PostPosted: Thu Jan 10, 2008 1:34 pm


So now that I'm a support based character, since I can nullify attacks with my council badge and do 2 stun's a round, I would like to try and get the more experianced players to go ahead and voice there opinions on what I'm doing and give me some feedback.

My first build idea is the super stunner.

I would need two Improved Stuns (6CP total) and pounce.

Any thoughts or additional ideas for my character?
PostPosted: Thu Jan 10, 2008 7:05 pm


I think possibly get two more fast actors then get another speedy actor. That will cost 14 CP, though. But once you do that, you can use 3 pounces and/or stunning blows in one turn.

Or you could just do your idea.

OR! New idea! Get an AP Fighter Mage and raise your magic level to 2. From there, get the spell Stun Bolt and get a skilled caster (4 CP). Each turn you'll be able to use two stunning blows and/or pounces and you'll be able to use one Stun Bolt.

It's only my strange ideas I have. I'm not sure if they're too good or not, so it's your choice if you listen to them or not. Good luck on making your super stunner!

Perrian
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PostPosted: Sat Jan 12, 2008 9:01 pm


One thing I'd advise you to do is get a ring of foresight. That'll allow you to smash in heads and use defensive hold at the same time...

For stunning, remember that if you invest heavily in this build... One enemy stun and alot of your strength is gone.
PostPosted: Sat Jan 12, 2008 9:21 pm


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One thing I'd advise you to do is get a ring of foresight. That'll allow you to smash in heads and use defensive hold at the same time...

For stunning, remember that if you invest heavily in this build... One enemy stun and alot of your strength is gone.
But only one of his stuns are gone. The only way he's truely weakened is if he's stunned multiple times.

Perrian
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PostPosted: Tue Jan 15, 2008 3:44 pm


Umm Deathy?

You do know that for your tourney, people with 0 attack ((Such as mages)) would be generally avoided as team members...

Oh and Gerbo? Could I borrow that priest staff later? I'll tell you in afew days...
PostPosted: Tue Jan 15, 2008 4:02 pm


Why is that Bellamin?

Could you please delve further into this?

DM of Death


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PostPosted: Tue Jan 15, 2008 4:20 pm


Well full knowing that I am a poor damage dealer... I have designed a team friendly loadout for the tourney... And where's that thing you promised me?

Priest staff+armguard= 9 points of healage. ((11 if GC comes back to finalize the Cp and loot))
with my skilled caster and 4 points in magic, i will be able to use stun bolt or energy burst when needed.
With my 2 in attack, and 2 in CD I can defend myself abit, and also hold off the second opponent.

Therefore making me have the slightest chance of getting a partner and winning that damn AP fighter mage which is so damn coveted. ((Sorry for the swearing... I'm kind of 'stressed' about something you don't want to know))

If a mage does not have CD or attack, they would not be able to hold off an opponent. And no matter how strong a mage is, a nice team attack would wipe the floor.
PostPosted: Tue Jan 15, 2008 4:45 pm


lol, well you are forgetting alot of other stuff that could be done to stop the team attack from happening...

Say, wip out a summon, and no team attack! Got an extra goblin patroller token? Throw it out there and avoid the team up!

What about Darksun? He's got two actions/round, and is working on a deal with me to get pounce! He can then attempt to stop 2 peeps a turn, either with pounce or stun! And he's got no attack!

I mean, yes team up is very effective, and we will see alot of that in the doubles tournament, I'm sure, but there are SO MANY ways to get around it!

I mean, defender! that can't be stunned, and can stop a team up indeffenantly!

I'm actually really excited to see some teams in action! It's gonna be hella fun!

(yes I said hella... I also say dude, and sweet. UI learned how to talk when i lived in so-cal... I can even combine all said terms into "Dude, that was hella sweet!"...)

-A M P-


-A M P-

PostPosted: Tue Jan 15, 2008 4:46 pm


Also 4 Co. has no attack, or combat dice, but can do 30 damage in special attacks with his summon, AND the summon has defender! that could prove to be a leathal combo indeed...
PostPosted: Wed Jan 16, 2008 4:34 pm


Yah, but I'm still pretty useless in PvP.

Remember? My only win was against darksun BEFORE the nerf to my precious last-stand style blood dagger.

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PostPosted: Sat Mar 29, 2008 5:38 pm


With lots of time this spring break, I've also realized this:

10CP in 'damage stat', and skilled/fast caster series. Shows smash, energy-burst, overblast, and flamestrike only.

Warrior- 10 attack= 10 damage, 20 with smash
Mage- 6 magic & 1 caster= 12 energyburst
Hybrid- 3 magic & 3 attack & 1 caster= 6 energyburst, 3 attack. 9 total

14 Cp...

Warrior- 14 attack= 14 damage, 28 with smash
Mage- 10 magic & 1 caster= 20 magic damage
Hybrid- 5 magic & 5 attack & 1 caster= 10 magic, 5 attack. 15 total

18CP

Warrior- 18 attack= 18 damage, 36 with smash
Mage- 10 magic & 2 caster= 30 magic damage
Hybrid- 5 magic & 5 attack & 1 caster & Fightermage= 10 magic, 10 attack/smash. 20 total.

24 CP...

Warrior- 22 attack= 22 damage, 44 with smash
Mage- 14 magic & 2 caster= 42 magic damage
Hybrid- 5 magic & 5 attack & 2 caster & Fightermage= 20 magic, 10 attack/smash. 30 total

28 CP

Warrior- 26 attack= 56 total
Mage- 18 magic= 54 total
Hybrid- 7 magic & 7 attack= 42

36 CP

Warrior= 60 total
Mage= 66 total
Hybrid= 54 total

40 CP

Warrior= 68 total
Mage= 78 total
Hybrid= 66 total

Warriors are good in the begining, but loose ground to both mages and hybrids later on.

Mages have a slow start, but start to get the more powerful mid-game.

Hybrid get a late start, but slowly catch up to warriors near the end. However, they can't seem to catch up to mages:

44 CP
Warrior= 76 total
Mages= 90 total
Hybrid= 78 total

48

Warrior= 84
Mages= 102
Hybrid= 90

56

Warrior= 92
Mages= 114
Hybrid= 102


Infact, it seems the Hybrid is 4 CPs of power BELOW the mage... But does outdamage the warrior in the end.
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