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Posted (edited)

QMs just have to have lots of spear-wielding enemies, then. :laugh:

But yeah, it might be overpowered. Maybe I'll make the existing horses better versions, and use weaker versions for later drops. (if there are any)

I suppose it is fine, just as long as it has an element of realism and can't be used in small spaces. :classic:

And roll on Pikemen! I'd laugh if K-Nut got really into using his horse just to find everyone had long poles to combat him! And his magic suddenly gets better when horse riding. :grin:

Edited by Scorpiox
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Posted

Yes. And I think I've changed my mind; you can go ahead and use them in this Quest if you want - provided you use them outside the fort.

We couldn't use them in this quest? Since when? :tongue:

And his magic suddenly gets better when horse riding. :grin:

With all the misses I get, Mystic Knight may be a good choice for me. :tongue::wub: I did figure out a pretty good combo for him, though.

Posted

We couldn't use them in this quest? Since when? :tongue:

With all the misses I get, Mystic Knight may be a good choice for me. :tongue::wub: I did figure out a pretty good combo for him, though.

Actually, Evoker is best in that regard. You get the Ranger Aim instead of a Miss, and if you summon a creature, they automatically attack and do damage, no attack roll required.

And yaaay, 500 posts!

Posted

Actually, Evoker is best in that regard. You get the Ranger Aim instead of a Miss, and if you summon a creature, they automatically attack and do damage, no attack roll required.

Yes, but a miss with the Mystic Knight gives you a WP or SP upgrade. Sure it takes 10 ether, but that's what Tonics are for! :tongue:

Posted

It was changed because sometimes Mages attack physically and thus do not choose an element. It felt more fair that the selection was random instead of the QM having to choose the element in those cases. The mages are already the most useful class if they have most of the gems, so they needed at least a minor hindrance to their power...

That makes sense. What about the Sages? They can't attack physically.

Posted

Yes, but a miss with the Mystic Knight gives you a WP or SP upgrade. Sure it takes 10 ether, but that's what Tonics are for! :tongue:

So, you end up with a WP: 50 weapon and a SP: 29 shield, but still don't hit anything? :wacko::laugh: :laugh:

Posted

Sandy, out of curisosity, how does the 1/6 instand kill work out exactly for the assasins?

Probably a roll of the die, if I had to guess. Something like if you roll anything but a certain number, let's say 1, then you wouldn't get the IK. If I'm wrong, sorry, but I didn't really pay attention to any of the Advanced Classes that couldn't be made with a Barbarian when I looked over the Training Room. But, if I'm right, I'll ask for you; Does the Loaded Die affect the Instant Kill roll, or just the regular roll?

Posted

C'mon c'mon c'monnnnn!

Could we go any slower in Q14? I feel like we're walking around in (semi-)circles here! :grin:

Just to be safe, I'm only kidding. Life's nice and busy on my end, what with a decent courseload and all this semester, so I certainly don't mean to rush anyone else, heh.

Speaking of schoolwork, I procrastinated a bit tonight and did some photoshopping instead.

6833948959_86e2fdfc22.jpg

Posted (edited)

:blush:

The ninja headdress is a dead giveaway.

... ... I'm impressed.

And you did say so before. :tongue:

Did I? Huh, well color me embarrassed (and forgetful, apparently)! Heh

Edit, while I've still got the floor:

You throw a bunch of various things together into a cauldron.

The mixture promptly explodes in your face. Your carelessness results in your taking 1 Damage.

Should have specified sugar and spice!

*I'm very intent on avoiding this Thermo homework tonight. Haha

Edited by swils
Posted

C'mon c'mon c'monnnnn!

Could we go any slower in Q14? I feel like we're walking around in (semi-)circles here! :grin:

Just to be safe, I'm only kidding. Life's nice and busy on my end, what with a decent courseload and all this semester, so I certainly don't mean to rush anyone else, heh.

Speaking of schoolwork, I procrastinated a bit tonight and did some photoshopping instead.

6833948959_86e2fdfc22.jpg

Hmmm Guts and Thormanil both have headdresses, and both are becoming raiders... :hmpf_bad:

Posted

Oh, I want my frenzy back. The stat boosts and the shield are nice, but I would be so much better and more useful with a multi hit attack, I don't want to step back to barbarian but I miss that attack.

Posted

Oh, I want my frenzy back. The stat boosts and the shield are nice, but I would be so much better and more useful with a multi hit attack, I don't want to step back to barbarian but I miss that attack.

Yeah, some classes gain things by adding other classes to make Advanced Classes. Clerics gain a LOT from becoming Sages, but Mages wind up being a little less flexible, since they can't count on just doing normal damage if their elements are ineffective. (Althior would be the exception to that rule with the portable jewelery store he carries around. :tongue: ) Likewise, Mages gain quite a lot by adding Knight to become Mystic Knights, while Barbarians tend to lose out a bit by becoming Berserkers.

Personally, if I were playing Knight I would really hesitate to change class at Level 15. Sure, there are numerical stat boosts, but really if you have access to Sentinel, and then lose it to go to a new class, you WILL be hurting for it later on, it's just such a useful ability.

Of course, all of this is my own opinion from my own perspective, your results may vary. :tongue:

Posted

Hmmm Guts and Thormanil both have headdresses, and both are becoming raiders... :hmpf_bad:

Well, since it has yet to be said... Dibs! :tongue:

And don't worry. Guts will be approaching the profession with the calculated precision of a nimble rogue. Thormanil, on the other hand, will have all the grace and tact of a bull in a china shop. And, hey, at least Guts was rocking the headwrap before it was cool! Haha

Posted

Well, since it has yet to be said... Dibs! :tongue:

And don't worry. Guts will be approaching the profession with the calculated precision of a nimble rogue. Thormanil, on the other hand, will have all the grace and tact of a bull in a china shop. And, hey, at least Guts was rocking the headwrap before it was cool! Haha

If you have been following Guts for a bit you know that grace is not one of his traits hehe.

And Guts is hipster :laugh::look:

Posted

:blush: I haven't, actually. I've fallen behind on most of the other quests, and the Hall, especially. Between having limited internet for most of January, and school getting back in session, well, priorities.. you know how that goes :laugh: And yes, he's just so ahead of the curve! Heh

while Barbarians tend to lose out a bit by becoming Berserkers.

I *do* remember commenting on this when Sandy first unveiled the Advanced Classes, but while looking over them again while considering which path I'd definitely take Thormanil down (first, at least), I had a thought: Berserkers are hindered by being stuck on their target til it dies. What if they gained power for every turn they were stuck on that same target, and attacked it?

Example (very dumbed down):

Turn 1 - Berserker(Lv15, WP10) attacks Enemy A, rolls 3, hits for 25 (15+10)

Turn 2 - Berserker(Lv15, WP10+1) attacks Enemy A, rolls 3, hits for 26 (15+11)

Turn 3 - Berserker(Lv15, WP10+2) attacks Enemy A, rolls 3, hits for 27 (15+12)

Turn 4 - Berserker(Lv15, WP10+3) attacks Enemy A, rolls 2, hits for 54 (15+13x3)

Turn 5 - Berserker(Lv15, WP10+4) attacks Enemy A, rolls 5, takes X damage

Turn 6 - Berserker(Lv15, WP10) attacks Enemy A, rolls 3, hits for 25 (15+10)

Would balance the fact that the Berserker is stuck on a single target, by increasing its WP against that target for every turn that it deals damage to that target (Rolls of 2, 3, and 4 would continue the streak, whereas rolls of 1, 5, or 6 would break the combo.)

Numbers could be toyed with. For the average fight, the benefit wouldn't be seen that much. It's unlikely that a single target would last long enough for the Berserker to reach a bonus of +3 or more. Definitely a niche role, would have its use in longer boss fights, or at least larger health pools. Might need to be +2/"charge" rather than +1, but again, numbers could be toyed with. And with a 50/50 chance of making-or-breaking your streak, it's got some nice balance to it, still.

Then again, we haven't seen how Berserkers play out yet. So we should see some trial runs. But that's my suggestion, let me throw it out there now. haha

Posted

I disagree with Flipz that mages becoming less flexible after the transition to sage. A mage doesn't need more than about 2 gems to be able to damage all enemy types. That would make them sort of like a ranger, with the ability to do normal damage from the back row. Clerics, I think lose much more, Mages are able to get their first gem free and have been focused on getting more from the start. I cleric on the other hand would probably have far fewer, if any gems.

eg. Althior at level 15 had all gems whilst Thomas only has one.

I think that mage to sage is a huge boost, I don't think that I have ever attacked with my weapon anyway. Mages are useful because the cast spells, they might be a little less flexible but that flexibility was never really used much in the first place.

So there. default_tong.gif

Posted

I am doing the maths on a return to a basic class, which would be a shame, but these battles we have been fighting, I just had two shields in two battles. If I had been a basic Barbarian I would have decimated the field instead of just doubling my allies attack, I am sure they are greatful but I think Skrall et al would prefer I kill all the enemies :laugh: I would have done a lot more useful damage on basic, the added health is useful but Nature Child and my level makes it a moot so far. However to be level 18+ at only a basic class is a serious stat hit...

Urgh, where is a munchkin when you need one?

If I stick to my original plan: I hit things, they fall down. Both classes have pros and cons. :wacko:

So confused.

Posted

I do wish we had a normal barbarian in this war :cry_sad: but your boosted stats are helping a lot, I'm thinking that if it comes down to you and Felton, he throws you the smoke, and you just attack from the back row for the rest of the battle. None of the level 6's will be able to hurt you, and as long as you focus on the captains first, you'll have a pretty good chance of holding your own for quite a while.

Posted

Personally, if I were playing Knight I would really hesitate to change class at Level 15. Sure, there are numerical stat boosts, but really if you have access to Sentinel, and then lose it to go to a new class, you WILL be hurting for it later on, it's just such a useful ability.

Paladins have a better version of Sentinel and they get the added bonus of being able to heal others. Personally, I think all of the advanced classes have their usefulness. If I had a character other than Cronk, I would have had a hard time deciding which new class to become.

I think part of Peppy's frustration comes from the fact that the battles she's been in would really benefit from her old special. But I also think there will be plenty of battles in the future where she'll be thankful to have had her new one. Next Boss battle she'll probably be glad she has the new ability.

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