Post by Deleted on Mar 13, 2018 21:37:36 GMT -5
Reward Type: Upgrade
Cost 100
Location: Pearl
Reward: I need the charge to only be 1 for Pearl and I'd like the duration to disappear. Things die way too quick for all that noise XD. Add in the description that it deals heavy damage.
---Pearl: Similar to a fire spell, but much larger, and much much brighter. A manifestation of Mickey's own inner light hurled at the attacker for heavy damage.
[Charge: 1 | Duration: 1 | Cool Down: 3]
Reward Type: Upgrade
Cost 100
Location: Healing Light
Reward:---Healing Light: A powerful healing spell that can heal up to three allies (not himself) for medium damage and stagger enemies as it goes off in a flash of blinding light. The damage to enemies is light. To HEARTLESS enemies only it is medium.
[Charge: 1 | Duration: 1 | Cool Down: 3]
Reward Type: Upgrade
Cost 100
Location: Intermittent Dual Weilding
Reward: I'm honestly pretty sure I didn't understand the 'charging' when I made Mickey. I'd like to spend the munny to ditch the charging on this too and update what this actually means for him. I'm willing to knock the duration down to 3 if that is necessary. I'd also like to add in the description: "Equates to doubled light attacks. Several can be dealt in succession. In a raid this would allow Mickey to deal six instances of light damage with only three available actions. Each of those six attacks would be considered 'an attack' making it much more difficult to dodge the entire instance. This is the pivotal over powered holy crap it's the king attack and I'm willing to pony up an extra 100 munny if need be. With him being a good character it isn't often he'd go after someone in a blind fury like this. I lowered the duration to make it a bit more fair.
---Intermittent Dual Wielding Combo: Mickey is chosen master of the Kingdom Key - D and gifted master of the Star Seeker. As a result, he is able to wield one blade and bring forth sudden strikes from the other and quite effectively at that. Each attack while 'dual weilding' equates to two light attacks in rapid succession making only one of them dodgeable if a dodge or a block is declared on the attack. In a raid or instance where Mickey is afforded a certain number of actions, he may continue to strike in this manner for the entirety of those actions. (ex: 3 actions allowed comes out to 6 light damage strikes with only three of them being dodgeable.) Because the two blades remain in his hands, there is no needed cool down. He can continue to administer rapid attacks in succession until the duration is up.
[Charge 1 | Duration: 3 (or until knocked out) | [Usable only once per thread]
Reward Type: New Ability
Cost 150
Location: Below Aerial Sweep
Reward: ---Lunge: Once a Mousketeer, always a Mousketeer, Mickey's skilled fencing abilities do occasionally show in his combat style. The lunge is a fairly finite attack and it deals a more moderate blow than the usual slash or swipe would.
[Cooldown 2]
Reward Type: New Ability
Cost 150
Location: Beneath Lunge
Reward: ---Cicular Parry: Another effective maneuver from his days as a Mousketeer, with a circular motion of his blade, he can not only avoid the damage from a light to a moderate physical attack by predicting and capturing the opponents attack in motion, but he can also administer light damage back to them with a flick of his blade when he knocks their attempt away.
[Cooldown 3]
Reward Type: New ability
Cost 150
Location: Top of the list beneath master sorcerer
Reward: ---Blizzard: A shard of ice is sent toward the target for light damage. [Cooldown 1]
Reward Type: Upgrade
Cost 100
Location: Top of the list beneath master sorcerer
Reward: ---Blizzara: A shard of ice is sent toward the target for moderate damage.
[Cooldown 2]
Reward Type: New Ability
Cost 150
Location: beneath Circular Parry
Reward: ---Wild Swing: Typically used while airborne when falling or about to land from an acrobatic motion. Mickey can twist bringing his own momentum into the swing of his blade dealing heavy damage to an opponent behind him.
[Cooldown 3]
Total: 1000/1100 (if that extra is required for dual wielding)
Cost 100
Location: Pearl
Reward: I need the charge to only be 1 for Pearl and I'd like the duration to disappear. Things die way too quick for all that noise XD. Add in the description that it deals heavy damage.
---Pearl: Similar to a fire spell, but much larger, and much much brighter. A manifestation of Mickey's own inner light hurled at the attacker for heavy damage.
[Charge: 1 | Duration: 1 | Cool Down: 3]
Reward Type: Upgrade
Cost 100
Location: Healing Light
Reward:---Healing Light: A powerful healing spell that can heal up to three allies (not himself) for medium damage and stagger enemies as it goes off in a flash of blinding light. The damage to enemies is light. To HEARTLESS enemies only it is medium.
[Charge: 1 | Duration: 1 | Cool Down: 3]
Reward Type: Upgrade
Cost 100
Location: Intermittent Dual Weilding
Reward: I'm honestly pretty sure I didn't understand the 'charging' when I made Mickey. I'd like to spend the munny to ditch the charging on this too and update what this actually means for him. I'm willing to knock the duration down to 3 if that is necessary. I'd also like to add in the description: "Equates to doubled light attacks. Several can be dealt in succession. In a raid this would allow Mickey to deal six instances of light damage with only three available actions. Each of those six attacks would be considered 'an attack' making it much more difficult to dodge the entire instance. This is the pivotal over powered holy crap it's the king attack and I'm willing to pony up an extra 100 munny if need be. With him being a good character it isn't often he'd go after someone in a blind fury like this. I lowered the duration to make it a bit more fair.
---Intermittent Dual Wielding Combo: Mickey is chosen master of the Kingdom Key - D and gifted master of the Star Seeker. As a result, he is able to wield one blade and bring forth sudden strikes from the other and quite effectively at that. Each attack while 'dual weilding' equates to two light attacks in rapid succession making only one of them dodgeable if a dodge or a block is declared on the attack. In a raid or instance where Mickey is afforded a certain number of actions, he may continue to strike in this manner for the entirety of those actions. (ex: 3 actions allowed comes out to 6 light damage strikes with only three of them being dodgeable.) Because the two blades remain in his hands, there is no needed cool down. He can continue to administer rapid attacks in succession until the duration is up.
[Charge 1 | Duration: 3 (or until knocked out) | [Usable only once per thread]
Reward Type: New Ability
Cost 150
Location: Below Aerial Sweep
Reward: ---Lunge: Once a Mousketeer, always a Mousketeer, Mickey's skilled fencing abilities do occasionally show in his combat style. The lunge is a fairly finite attack and it deals a more moderate blow than the usual slash or swipe would.
[Cooldown 2]
Reward Type: New Ability
Cost 150
Location: Beneath Lunge
Reward: ---Cicular Parry: Another effective maneuver from his days as a Mousketeer, with a circular motion of his blade, he can not only avoid the damage from a light to a moderate physical attack by predicting and capturing the opponents attack in motion, but he can also administer light damage back to them with a flick of his blade when he knocks their attempt away.
[Cooldown 3]
Reward Type: New ability
Cost 150
Location: Top of the list beneath master sorcerer
Reward: ---Blizzard: A shard of ice is sent toward the target for light damage. [Cooldown 1]
Reward Type: Upgrade
Cost 100
Location: Top of the list beneath master sorcerer
Reward: ---Blizzara: A shard of ice is sent toward the target for moderate damage.
[Cooldown 2]
Reward Type: New Ability
Cost 150
Location: beneath Circular Parry
Reward: ---Wild Swing: Typically used while airborne when falling or about to land from an acrobatic motion. Mickey can twist bringing his own momentum into the swing of his blade dealing heavy damage to an opponent behind him.
[Cooldown 3]
Total: 1000/1100 (if that extra is required for dual wielding)