Post by Kenshou Ine on Dec 24, 2013 2:11:27 GMT -5
So we are going to make a kind of example build guide and by we I mean those who want to. We are going to have a competition and those who make the best explanations of a build will get to see theirs in the guide! Exciting I know, you could see your work posted as an example and explanation.
"But my build sucks because I'm new and only have 200 GP. I only have one skill and 10 SP, it's not fair to me!"
Well little Timmy here's the thing, you don't have to explain your build. You can explain anyone who lets you use their build. We will include a list of people who let their builds be free game below. Name not on the list, PM them and get their permission!
You must use a current mechanical build of someone and not a theoretical build. So let's get down to what you must cover in your explanation.
Stats
Skills
It's a short list, but feel free to go deeper. Maybe you want to expand on their releases that are public and explain how that factors in, maybe you want to explain some of their techs and how it augments their arsenal. Whatever you want to do beyond our first bit is up to you.
So we are going to give you ample time to do this. We are going to make this a little over a month meaning you have until the clock strikes midnight on Jan. 31st PST to turn it in. (PM to any interpersonals staff member.)
Alright get out there and hammer out some awesome examples.
Build Type: Multi-Purpose Fighter Primary Attack Means: Melee and Strength Secondary Attack Means: Spirit and Ranged. Stat Spread: Balanced Skill Spread: Balanced, slight lean towards Melee usage. Technique Reliance: Heavy Skill/Power Reliance: Heavy
Advantages: Stamina usage is very light, and can perform many feats of multiple roles, ranging from Tank, Melee Damage, Ranged attacks using both Spirit and Strength, AoE Capability, and even Healing to a very sustainable degree.
Disadvantages: Immense reliance on Skills and Techniques, thus massive GP Investments must be ventured to fully make use of this archetype. In addition, this build heavily relies on passives from said skills and all three powers being Directs in order to maintain a status quo of basic things, as to make them cheaper, a.k.a Boosts and Buffs for the discounted price. Also difficult to pull this off as the theme for one’s power then becomes narrow, which in turn narrows the quality and capability of the Custom Skills one needs to perform.
In Depth(?): Adimus is built specifically for one thing; All the things. What would normally be received as a joke is actually deathly serious for the Iron Knight. You see, when I built Adimus, I had in mind the ability to survive literally every possible encounter I could think of or bear witness to. Thankfully, I did indeed survive my encounters and I learned immensely from them, and started to piece together a wealth of skills and techniques that served me to the best of my writing ability and would allow me to literally perform in every single role possible.
That said, this build works for literally any playstyle; Mage, Warrior, Rogue, Healer, whatever archetype you want it to be, it can be done. I personally went with the Paladin Monicker up top there in the title because for Adimus I gave him Holy-Esque Magic, a load of melee weapons with the main focus being a sword and shield, and heavy but maneuverable armor. He can heal, throw bladed objects at you, swing on you with chains from up to thirty meters away, blast you with both holy fire and god like lightning, and even uses technology to get an edge on you in terms of information. Thus, the powers and skills are all mostly passive buffs and active boosts, with the stats build being very evened out (everything’s within 30 points of each other, and will hopefully soon be less than that) and I can manage to hit caps with any particular one, minus speed. I purposefully shun speed for Adimus, not overly necessary for him. Others however can put a leaning focus towards it if they want to using this particular build if they so desire.
As noted however, this all requires immense amounts of GP and Investments in skills and techniques, as well a a narrow focus for powers, i.e All three of your little abilities are probably going to be Direct, and Casting Skills will be your close friend. In light of this, starting out as an even balanced multi-role build is not a good idea since many other players tend to pick min-maxed, heavily specialized versions of killjoy methods, mainly because early on you’re at a major disadvantaged due to your lack of skills and stats as compared to theirs; They will always be, at base, higher than what you have, thus easier to bypass your defenses and swipe away your retalition.
To combat this, I advise that you fight dirty and always play to your strengths: Have small weapons? Get indoors, their longer weapons will get caught on stuff and you can easily have the upper hand in close quarters.
A melee fighting a Caster? Run around, no really, run around and maybe take a hit or two, because they’ll burn stamina way faster than you will burn out your life, and after a moment, they’ll either run away like a smart kitten, or be killed by you when you claim their passed out head.
Caster fighting a speedster? Believe it or not, don’t bomb the area with AoE’s, instead, let them come in close and shield yourself in a barrier that explodes outward when broken. That’ll get their damned attention, and maybe their legs in the process.
Fighting a tank? Laugh as you simply run around them a few times and scrape the same spot over and over again with 1 Stamina Base Attacks until the wound stacks and they bleed out miserably.
All in all, hope this gives newer players some advice and current ones an idea as to why you don’t fuck with an angry mortal what to do with their current and future builds!
Primary Attack Means: Ranged Spells and Spirit based attack methods
Secondary Attack Means: Utility via Bakudo like techniques, lacking in secondary offensive means other than Shunko.
Stat Spread: Strong leniency towards Spirit and Speed, with good Defense but poor Strength.
Skill Spread: Heavy Reliance on Mobility Skills and Resonance and Casting Skills
Technique Reliance: VeryHeavy
Skill/Power Reliance: Medium-Light
Advantages: Uses few skills to royally fuck your day up, each technique is unique in the sense that it can make your life a living hell while allowing her to skirt away from an enemy and/or run, literally now, in circles around said enemy while pelting them in the face with dangerous magic attacks. Additionally, as a Shinigami she has access to Shunko, thus her Spirit Stat just became her Melee Stat as well, with a decent rank in Hakuda. Ouch.
Disadvantages: Over reliance on Resonance Skills leaves her lacking against a fast hitting or status debuffing melee character in close quarters, or someone who is fast enough to outrun her attacks, i.e Stamina Usage is heavy, also, has very little actual defensive abilities short of simply shooting stuff at other stuff, which isn’t always the best way to protect one’s hide. Also to note, while she may have a high stat to attack in melee and range with, her Hakuda Skill falls short as compared to a real melee user’s chosen combat skill, which to a character at her level is usually Mastered.
In Depth(?): The Dancing Mancer means two things for Ms. Sakamoto Miki; The first is that she likes to go using that Master Rank HoHo quite a bit. The second being that she relies HEAVILY on Kido and her Zanpakuto, which isn’t exactly a bad thing. The fun part for her is that this is pretty cut and dry; She’s a mage guys, not much else to it. Sure she can cover a few of her bases in close, but she’s mostly screwed if that melee guy is a real hardcore melee user, more so to the point that whereas the melee guy can expend one stamina for a relatively devastating attack, Miki has to expend a slightly larger to much larger amount of stamina in comparison to compete.
That said, like I mentioned before, she can probably outrun you and do it a hell of a lot faster then you can close the distance, ao that said, she will cripple you mercilessly with the multitude of techniques she has developed, all based on her Resonance Skill, and all flying at you for a whopping Grandmaster skill level. To make sure that she isn’t completely out of ways to nuke you she also holds a mastery in Hado, which is used to a very nice extent from what I’ve seen thus far.
Her only real weaknesses come from the lack of Stamina Saving she has (she burns it like a jet engine burns fuel), the lack of true defensive abilities, and a lack of advanced melee capabilities which can in turn screw her over pretty badly if a melee user is smart about fighting her.
Post by Sakamoto Miki on Dec 24, 2013 8:44:19 GMT -5
Quick Suggestions, I'll expand more later No Explanations:
Ine: Speedster, Non-Release based Deathmachine. Ai: Caster Style Magical Girl(Woman) Tova: Burst Play based Spirit attacker. Garra/Umi: Resident Tank Sakamoto Miki: Spirit based Resonance User Adimus: Mortal God Relatively Balanced build
Amaya's Build: Have Tova take your ideas and make it into a broken tech.
Advantages: Little effort, generally pops up techs that can be used a lot. Can make a few techs yourself that actually work, but the stamina pricing will probably be off.
Disadvantage: Every mechanic who looks at your techs will instantly get a migraine and we\ill refuse to help you. You'll never learn how to make your techs. People who know mechanics will probably refuse to fight you. If you start out like this, everything you ever know about mechanics is wrong.
Is this still a thing, because I'd love to see someone explain my build for Dew, skills, powers, stats and all. Because I sure as heck don't know what I'm doing with him.