RE: Power-ups
03-25-2013, 04:42 AM
So I never got a chance to try this on mspa. Let's see if I can do this thing here.
mp + 10
Link
Hit all
Link
Heal
The links would create the abilities:
mana channel
For this turn, nearby allies may transfer their mp to this character, and vice-versa. Usable in the same turn as another action. Two turn cooldown, four if used with a second action.
Heal all:
It heals all. All nearby allies, that is. 10 mp.
Name: Kellander
Okay so, Kellander here is the party support essentially. He can do well teamed up with a mage to provide a bit of extra juice when needed, or teamed up with a tank in order to put their unused mp to good use, or a bit of both. I'd probably be looking to get him some offensive spells later on, as well as a wider variety of support spells, but at the very start we'll probably need healing and support more than anything, so this is what I'd go with for my first five. I might switch the locations of hit all and the mp + 10 in order to get villis heal instead of heal all, but that would probably be more of a thing I'd mess with until the abilities lock in at a level up, and at that point I'd decide based on whether we were going with big teams or small teams.
Also, you never said no multiple entries, but in case that was implied and just not outright stated, please feel free to ignore this spoiler, which is more creative but also possibly just outright loony:
Whether I get in or not, I plan to watch this with great interest. Your games on mspa were always awesome, I expect this one will be too, even as just a spectator.
mp + 10
Link
Hit all
Link
Heal
The links would create the abilities:
mana channel
For this turn, nearby allies may transfer their mp to this character, and vice-versa. Usable in the same turn as another action. Two turn cooldown, four if used with a second action.
Heal all:
It heals all. All nearby allies, that is. 10 mp.
Name: Kellander
Okay so, Kellander here is the party support essentially. He can do well teamed up with a mage to provide a bit of extra juice when needed, or teamed up with a tank in order to put their unused mp to good use, or a bit of both. I'd probably be looking to get him some offensive spells later on, as well as a wider variety of support spells, but at the very start we'll probably need healing and support more than anything, so this is what I'd go with for my first five. I might switch the locations of hit all and the mp + 10 in order to get villis heal instead of heal all, but that would probably be more of a thing I'd mess with until the abilities lock in at a level up, and at that point I'd decide based on whether we were going with big teams or small teams.
Also, you never said no multiple entries, but in case that was implied and just not outright stated, please feel free to ignore this spoiler, which is more creative but also possibly just outright loony:
Whether I get in or not, I plan to watch this with great interest. Your games on mspa were always awesome, I expect this one will be too, even as just a spectator.