GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:...have we rendezvoused yet? I was under the impression that myself and Brick Wall were at Dis City, and the main party was still traveling back to it?
Edit: Whenever I get the staff, I will use it to craft a Fire Cloak for myself and a Strike Cloak for Brick, since we're the squishy ones who need protection at this point. Any objections?
Ah that works too. I figured that the appearance of Brick and myself was slightly retconned so that we would have walked/ridden to Dis City in time to meet you all. The Balrug works just as well of course, whatever Marbit says.Werebiscuit wrote:As far as I'm aware we've still to send the Balrug (its a flying carpet - not a fire demon) to our capital with the crown. I was assuming you were still there and that you can get on it for the return journey.
Werebiscuit wrote:I'd suggest though that you think about a Hiya/Hoboken negating cloak. though
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:...have we rendezvoused yet? I was under the impression that myself and Brick Wall were at Dis City, and the main party was still traveling back to it? Edit: Whenever I get the staff, I will use it to craft a Fire Cloak for myself and a Strike Cloak for Brick, since we're the squishy ones who need protection at this point. Any objections?
0beron wrote:Really? Is it that common to encounter enemy casters? I thought I would be more concerned about enemy Archers.
Swodaems wrote:Are there any other units I know about that the capital can pop and Dis city can't?


MarbitChow wrote: You can have crafted a total of 4 cloaks during that time. I'll assume two of the four are a fire and an attack/strike. Let me know what the other 2 are.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


The Colonel wrote:I can, I think, I am a leader of the dead. Can someone explain to me the more elegant way of saving casters from arrow fire?

The Colonel wrote:Ah, I think I'll be getting a lot of mounts shot out from under me. Does anyone here have any ideas about what field should I expand into?


ETheBoyce wrote:Well if you go into dollamancy you can maintain a cloak for yourself with all the juice you have on turns we don't want to raise corpses

MarbitChow wrote:ETheBoyce wrote:Well if you go into dollamancy you can maintain a cloak for yourself with all the juice you have on turns we don't want to raise corpses
I'd actually advise against that. There would be no difference between a cloak that Bill made for himself and a cloak that Vinny made for him. If Bill takes Create Cloak, he doesn't get the special feature that Dollamancers get where he can use Juice instead of a charge, so his cloak is only good for one shot. You'd be wasting an AP, when you can just ask Vinny to hand you a cloak whenever you lose one.
Hiya might be a good choice, since the ability to do guaranteed damage is always nice.
I realize that the Croakamancy ladder is still weak. I'll be adding a Mass Uncroak that behaves like Pall Raiser for regular uncroaked units, and probably removing the level restriction from Uncroak and Pall Raiser, and change Thriller and Bone Warlord to require Uncroak. I'll still need decent spells to put into the 5th and 7th level slots, though.


WaterMonkey314 wrote:My current new level progression:
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Lvl 1: 3 Com / 1 Def / 4 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize), 8 Juice
Lvl 2: 3 Com / 1 Def / 8 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize; Renew), 16 Juice + 3 CS
Lvl 3: 3 Com / 1 Def / 12 Hits / 8 SM; 8 OHM / Fire / Special: Healomancer (Revitalize; Renew; Minor Ward), 24 Juice + 6 CS
Lvl 4: 3 Com / 1 Def / 16 Hits / 8 SM; 8 OHM / Fire; Quick-shot / Special: Healomancer (Revitalize; Renew; Minor Ward; Ward), 32 Juice + 9 CS
The big issue for me is how best to spend the combat stats. I could, for example, spend it all on Hits, giving me a whopping 43 Hits, but only 1 Def. Alternatively I could take all Combat and be a quick-acting quick-firing Healomancer... or I could put it all in Def. The issue is I'm not really sure what the context for stats will be (will Com 12 still be rather early? Will Def 9 be very tankish?) or what the best use would be (do I really NEED Com 12 as a healer?)
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