Casters for GK

Speculation, discoveries, complaints, accusations, praise, and all other Erfworld discussion.

Re: Casters for GK

Postby Ace » Wed Dec 01, 2010 6:07 pm

Come on, who wasn't having fun reading the updates after Book 1,where GK was just ripping sides apart? Sure, it can't stay that way, but it can be done entertainingly. Plus GK can splinter eventually.
Ace
 

Re: Casters for GK

Postby Foolamancer » Wed Dec 01, 2010 6:12 pm

Ace wrote:don't people read comics like Lucifer or Watchmen? Where the protagonist is uber powerful, yet the story is still awesome? It can be done, especially if it's temporary.


Which of the Watchmen are you referring to? Doctor Manhattan wasn't exactly the protagonist of the series - he spent most of his time avoiding everyone. Rorschach and Nite Owl weren't as powerful as Ozymandias, and Ozy himself was kind of set up as the villain.

Granted, I always thought of Ozymandias as the protagonist. I just don't think many other people do.
"Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
User avatar
Foolamancer
 
Posts: 88
Joined: Fri Nov 26, 2010 2:00 am
Location: From Beale Street to Oblivion

Re: Casters for GK

Postby Ace » Wed Dec 01, 2010 7:08 pm

All 6 of the characters were equally protagonists, they all got almost equal page time too (well, they saved most of Adrian's for the end, but with good reason). Dr M certainly was.
Ace
 

Re: Casters for GK

Postby jabbersocky » Wed Dec 01, 2010 9:46 pm

Will GK even get a shot at a caster? The air group is going from being trapped in the air space to being trapped in the garrison. So what's stopping Stately the casters and Tram just jumping on a unipegatar and getting the hell out of dodge?
My life for Jetstone!
Her vorpal blade went snicker-snack! as she croaked every dwagon in the stack.
jabbersocky
I am a Tool!
I am a Tool!
 
Posts: 72
Joined: Wed Sep 23, 2009 8:56 pm
Location: Manchester, UK

Re: Casters for GK

Postby Foolamancer » Thu Dec 02, 2010 9:51 am

jabbersocky wrote:Will GK even get a shot at a caster? The air group is going from being trapped in the air space to being trapped in the garrison. So what's stopping Stately the casters and Tram just jumping on a unipegatar and getting the hell out of dodge?


An unfounded belief in their own invincibility.
"Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
User avatar
Foolamancer
 
Posts: 88
Joined: Fri Nov 26, 2010 2:00 am
Location: From Beale Street to Oblivion

Re: Casters for GK

Postby falldowngoboom » Thu Dec 02, 2010 10:31 am

ftl wrote:
the_tick_rules wrote:Or they never joined the RCC 2. Or they got wailed so bad they're still rebuilding,


I thought the question was about why there aren't any in Wanda's decrypted army. That's why the question was followed by "GK should have at least a few heal-capable units."

(Another option that I didn't think of was that they WERE decrypted, but have subsequently been dusted in the Unaroyal campaign or the start of the Jetstone campaign.)

Though yours are also quite valid reasons why we haven't seen them among Jetstone's troops.



These are good points, thanks to both of you. Also they (GK) do apparently have some healy type units. Even if they just have scrolls. As I pointed out in the other thread, they have a medic on Jack in this pic. http://www.erfworld.com/book-2-archive/ ... -12-03.jpg

As for the casters, my guess is healamancers can use juice to dust uncroaked.
falldowngoboom
 
Posts: 37
Joined: Wed Nov 24, 2010 4:02 pm

Re: Casters for GK

Postby Selexor » Thu Dec 02, 2010 11:25 am

It's likely that Healomancers can do a whole bunch of nifty things. If all they can do is replenish a unit's health, then they're pretty useless... but every caster we've seen has been able to do a variety of things. Off the top of my head, and picking from a dozen books, comics, games, etc. we could reasonably expect a Healomancer to do any of the following:

- Replenish the health of an injured unit
- Repair a damaged building
- Restore damanged golems / summoned beings / decrypted / etc.
- Replenish the Juice of a unit with casting abilites
- Remove negative status effects such as unconsciousness, insanity, suggestion spells, poison, etc.
- Create shields around a unit to protect it from harm
- Provide temporary boosts to a unit's speed, damage, health, etc.

Plus a dozen other things that "Healers" can do in various media. If a Healomancer is capable of even a bare handful of those things, or others I didn't list, then under the control of a skilled strategist they could be incredibly useful.
But of course that's just my opinion.
User avatar
Selexor
 
Posts: 190
Joined: Sun Nov 21, 2010 8:41 am
Location: Victoria, Australia

Re: Casters for GK

Postby Foolamancer » Thu Dec 02, 2010 11:35 am

Selexor wrote:Plus a dozen other things that "Healers" can do in various media. If a Healomancer is capable of even a bare handful of those things, or others I didn't list, then under the control of a skilled strategist they could be incredibly useful.


I've got a sneaking suspicion that Healomancers are going to turn out to be strikingly similar to AD&D 2e clerics.

Run for the hills!
"Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
User avatar
Foolamancer
 
Posts: 88
Joined: Fri Nov 26, 2010 2:00 am
Location: From Beale Street to Oblivion

Previous

Return to Everything Else Erfworld

Who is online

Users browsing this forum: Beeskee, Exabot [Bot], Google [Bot] and 3 guests