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Move Creation Workshop
(02-15-2018, 09:53 PM)Hecate Rothchild Wrote: Freeze: (600) OM  Ranged Proficiancy/Debuf Proficiancy.
Shantotto channels her magical powers for 6 seconds creating a small 5 foot wide maelstrom at target location. After 2 seconds the maelstrom flash freezes dealing moderate damage.

This attack applies a debuff to target on hit that increases the damage dealt by fire based spells. This debuff lasts 10 seconds.

Shantotto is slightly strained using this spell. As it drains about 1/10th of her mana reserves.
Freeze has a 60 foot range.


(starting move for my second chara)

This will require Ranged Materialize Proficiency.

It does not need to be 600 OM.

You don't need to mention how much of your "mana reserves" the Move taxes, but I'd say 1/10 would be a bit more than slightly strained. A powerful punch would slightly strain someone, but they wouldn't collapse from exhaustion on the tenth punch. Just leave it at slightly strain. You don't need to measure exact numbers on when you'll run out of stamina or "mana". Just gotta mention a general idea of the strain.

We don't usually do the "fire hurts more, but ice doesn't" type dealie, so I'd just go with a "Applies a Debuff which slightly increases the damage of the next attack against the target" and leave it like that. 

If someone moves outside that 5 foot area before those 2 seconds are up, I assume your attack will miss. Can you direct it to follow an opponent? If so, you'll also need Remote Control Proficiency. As is, a step or two to the side (easily doable in 2 seconds) causes the attack to fail.
PvP Flag: GREEN
I won't mind if you attack my character or base with little to no warning!
Mass Inverter (300) (Requires Physical Proficiency, Ranged Proficiency, Debuff)

This weapon is quite unique as Jak can shoot one rectangle anti-gravity field around an enemy for a short time. It takes Jak about 5 seconds to prepare the next shot. The enemy will float up in the air in a anti-gravity field until a minute is over. However, the anti-gravity field expands over time. While the enemy is stuck in anti-grav field, they are rendered helpless in that anti-gravity field until that minute is over. Jak can shoot other guns in conjunction with this attack while moving but this gun is a fire-and forget gun. The rate of fire on this gun is low but it forces Jak to reload every 20 shots in one magazine.

Eco Constructs- T2 Super Utility( 600 OM)

Jak can use his own ability to absorb OM to make a eco crystal that is able to jut out of the ground, either causing the enemy to gain damage by being thrown up in the air or damaged by the crystals themselves.
He can use this as a way to get to higher places.
[Image: oNAS6Nu.png]


[Image: Darkdata.png]Jak/Mar- Dynamite Kid/ DA 2018" (Translated text)[Image: hVDTXBF.gif](Thanks Ezzy!)

@Jak:
Mass:
>One minute is too long
Perhaps consider something like:
Quote:Jak pulls out a special gun. [Insert description of gun here]. This takes five seconds to calibrate and charge before each shot, during which Jak can move and dodge as usual but cannot attack. When fired, it shoots a purple-blue bullet sized blast of energy. Should this hit a person, it will surround them with a hollow translucent blue-purple frame of a cuboid matching their size. This removes all effect of gravity on them, often causing them to float upwards slowly if they don't have flight or are unable to grab something to stay grounded. This lasts for around 20 seconds, decreasing by one second for every point the targets DEF+TEC is higher than Jak's ATK+TEC.

Eco Constructs: This seems fairly useless for a T2. Also, you can jump yourself with super jumping, a T2 isn't needed for that. What do you actually want from this move?
Just a little (very) pre-emptive planning and sorting out of a few moves and such, for...down the line. Way, way down the line, but I wanted to get things sorted while it was on my mind.

Cobra Strike -- 300 OM (Requires: Physical Strength)
A deceptively simple martial arts strike, consisting of an open-palmed blow to a target's chest. It takes about a second to wind up and deliver, making it fairly quick, but requires Wesker being quite close to the target and a decent hit can interrupt his balance. When executed, the strike does moderate damage, but its primary purpose is the sheer force it delivers, capable of completely flooring a foe and sending them flying several feet to crash into the ground. It only requires one arm to perform, and with its relatively quick windup can even be thrown into a sequence of regular melee to serve as a surprise for an unwary foe, and can be fairly reliably used without significant fatigue.

Panther Fang -- 300 OM (Requires: Physical Strength, Debuff)
Another deceptively simple maneuver, involving an open-handed hook strike delivered directly to an opponent's head. It necessitates only a half second of windup, and inflicts only minor damage, but can stagger and disorient a foe severely, leaving their balance off-kilter and senses blurred. The debilitating effects only last approximately three seconds before wearing off over the course of another second, but are quite severe in their duration. The strike does require great precision and focus to land in an optimal place, and so despite its short windup it is easy to interrupt or miss altogether if a foe strikes him even with a fairly weak attack.

Jaguar Kick -- 300 OM (Requires: Physical Strength, Burst Movement, Debuff)
A lunging kick, delivered to his target's stomach. The maneuver requires a full second of windup, and he can cover up to ten feet with the initial lunge behind the kick. Upon impact, the strike propels the target backward as well as driving all the fight out of their body, leaving them gasping for air (or equivalent, for those who do not breathe, at the writer's discretion) and in great pain, unable to fight effectively until they manage to collect themselves. The effects last for roughly five seconds before fading away over another second. The windup requires a bit of distance, and the strike itself is fairly telegraphed for an observant foe, relying more on its speed to catch foes than anything, and the sudden lunge makes its fatigue cost a little on the high side for such a simple attack.

Tiger Uppercut -- 300 OM (Requires: Physical Strength)
A fierce uppercut, with Wesker's hand open in the fashion of claws. The blow takes roughly half a second to wind up and deliver, and should it hit sends the target flying several meters into the air. The blow inflicts little in the way of any real damage, but rather relies on the impact with the ground when the target lands again for the majority of its damage. Its real purpose is to simply break a foe's guard and leave them open as they fall back to earth; though, obviously, flying foes can disregard this risk entirely. It is a quick maneuver, and given its rough nature and reliance on brute force over precision it is difficult to interrupt, though a sturdy enough blow can still knock him off balance. The sheer brutality of it makes the fatigue cost relatively high for the simple attack it is.

Mustang Kick -- 300 OM (Requires: Physical Strength)
An extremely powerful side kick, that strikes like a piledriver and tends to throw its target flying several meters through the air. It does require nearly two full seconds to wind up, and has only his melee reach as far as range goes, however. Difficult to use on its own, and rather straining to perform in anything resembling rapid succession, but not overly fatiguing with proper management in a prolonged fight.

Phantom Move -- 300 OM (Requires: Enhanced Senses, Foresight, Burst Movement)
Wesker's keen senses give him an almost supernatural awareness and let him respond to, counter and dodge attacks easily, even those he cannot actually see coming normally. When doing so, he reacts with a blur of motion, moving so quickly he leaves behind blurred clouds of mist and black smoke. Often he only performs simple dodges; twisting, ducking, spinning, flips and cartwheels, staying relatively in the same place. At need, he can perform such a dodge and immediately burst into movement toward his foe to close distance quickly, capitalizing on a perceived opportunity or simply surprising them by erupting from his own smokescreen so suddenly. The chief aspect of this move is both the brief cover it creates from the blurred smokescreens left behind, as well as the capability to react to multiple attacks or opponents easily and simultaneously. It does, however, require intense focus, requiring Wesker to move at no more than a slow walk, and keep his senses alert to his surroundings. Under a rapid assault, such quick movements and reactions can quickly exhaust him, making it an ill-advised method to use in prolonged fights, but providing a stalwart defense for brief moments.

Phantom Trap -- 300 OM (Requires: Burst Movement, Area Attack)
When engaged with a foe in melee combat, Wesker can opt to evade their attack in a similar vein to his Phantom Move technique, leaving behind a similar shroud of obscuring smoke. In this brief window, he puts distance between himself and his foe, using the cover to drop a powerful mine in his wake. The explosive will go off after a one second delay, producing a blast with a three meter radius. It is fairly powerful, though Wesker only carries two of the explosives on his person at any time. When depleted, they each take fifteen seconds to summon more. The attack is more of a surprise for unwary foes, as despite how quickly it comes out it is still a counter option rather than a true offensive tool.
"Hold on a second, I have a call..."
[Image: blog-Wesker.jpg]
"Yes, this is Wesker. Go ahead."
@Emps... I'm not sure if you were waiting on me making another alteration or if you were just too busy with other stuff to deal with the Move Workshop at the moment, but I've put this together for now:

Quote:Psykana Discipline (1800) (Ranged Proficiency, Ranged Materialise Proficiency, Telepathy, Area Defence Proficiency, Buff Proficiency, Debuff Proficiency, Area Attack Proficiency, Homing Proficiency)
The Emperor uses his psychic mastery to attack his enemies; though its effects can differ, Psykana Discipline's cooldown, charge-time, fatigue cost and range are the same regardles. Charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Delayed Choice: The Emperor does not need to choose which of its effects he wants to use until after he has finished charging Psykana Discipline.
Cooldown: Each separate aspect of Psykana Discipline can be used only once per 10 minutes, with no more than 5 uses total of Psykana Discipline in that time.
Charge Time: Psykana Discipline must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Psykana Discipline tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Psykana Discipline has a maximum range of 50 metres.

Terrifying Visions: The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for the duration. The minimum duration is 10 seconds and the maximum is 30 seconds. The duration increases by 2 seconds for each second Psykana Discipline has been charged and 5 seconds for each point of TEC the Emperor has above his target. Suppression will make the hallucinations transparent and Enhanced Senses will not detect them, letting the target know that they don't exist.

Gaze of the Emperor: The Emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will appear to pierce the target regardless of their DEF, but will only deal the amount of damage it should based on their Stats. He cannot move his head while using this effect. The lasers travel as fast as a bullet and continue travelling until hitting Psykana Discipline's maximum range, piercing everything along the way. The laser will last 1 second after being fired.

Psychic Barrier: The Emperor forms a psychic barrier that covers an ally's body, which will give them a clear blue, intangible (except when attacked) shield that will shatter after the duration or after taking enough damage. The duration is equal to the charge time multiplied by 5, and the amount of damage that can be taken is based on the amount of time and energy the Emperor spent preparing it, varying based on his foe's ATK vs his DEF.

Nightshroud: The Emperor summons a shadow out of the warp, covering an area within range in a bubble with a 6 metre diameter. From outside, it will look like a section of the world is now in absolute darkness and people inside will be unable to see out. The Emperor and any Characters with Enhanced Senses will be able to completely ignore the bubble. The duration is equal to the charge time multiplied by 5.

Psychic Maelstrom: The Emperor summons the full force of the warp to defeat his foes, releasing a barrage of psychic attacks against all enemies within a 20 metre diameter circle inside Psykana Discipline's range. The attack takes the form of a swirling green vortex (a large, green storm cloud with a whirlpool-like shape) in the sky above the target area, which fires out as many small bursts of lightning as the number of seconds Psykana Discipline has been charged. To an average person (1 DEF), each bolt delivers a painful electric shock, but will deal very little actual damage. Even so, if charged long enough, the sheer number of blasts can make this a powerful attack. The bolts move at lightning-speed and will strike enemies at random, but home in with extreme accuracy and so will rarely miss. 5 bolts are fired per second and the vortex lasts until all bolts have been fired; if no enemies are within range, the bolts will hit the ground or random objects.

Like I said before, I'd recommend against making the effect of charge time linked to all the moves equally... but if you really want it done that way, I'll change the moves to suit it better... though this will mean some pretty big changes.

If you don't want it like that, you might as well try putting it in Move Approval as it is here (unless you spot anything else you'd like changed, of course) I'd recommend pricing it at 1800 to begin with, if a mod does think that it should cost more, they'll be sure to let you know.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
I should perhaps cover this because it's pretty essential for Ainz, but I'm not sure if the balancing is okay...
Is the 1,5x damage increase too little? Are the advantages offered too strong?

Skeletal Undead (300 - requires Survival)
As an undead skeleton, Ainz functions not like living beings. Though his powers and weaknesses have considerably shifted around since his arrival in the Omniverse, it remains a fact that one should switch their tactics when engaging him.

Passively, Ainz's skeletal body offers both an advantage and a disadvantage when in battle: the lack of vital organs, blood vessels as well as mucle tissue and flesh in general means that attacking these places after getting around his defenses is rather pointless. The lighter nature of his body also means that there is less stamina drain involved in him moving around.
On the flipside that very same lack of tissue and flesh to protect his skeleton makes him more vulnerable. Additionally the reduced area of his body over which an attack's force could be spreaded out means that he passively takes more damage than other creatures of his size and build - numerically speaking, about 1,5x as much. Similarly, his light nature makes him easier to push/throw around whether physically or through something like Telekinesis.
I dunno if you really need a move for that, to be honest. The default weight of your character is entirely up to you, and the first bit is basically just ordinary Survival; the Power description references undead specifically, and they aren't generally bothered by things like disembowelment.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
The main difference that I want to emphasize with the move is that Ainz as a skeleton doesn't have attackable organs, which would be especially important for things like eye-gouging. A zombie would probably not be bothered by it in terms of pain, but he would still be blinded, whereas Ainz doesn't have gougable eyes in the first place so stabbing his sockets won't blind him.
Ahhh, right, I see. Like in the anime/manga with Clementine.

I dunno about eye-gouging specifically, but for the rest of it, I'd say everything else is just fodder. I've been using Survival with one of my characters (China) and since he also has Hive Mind, the Survival caveat about not being able to move properly after having tendons/limbs severed doesn't affect him.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
Due to omnyphysics a move which would 'gouge someone's eye and temporarily blind them', while it may not actually hit an eye, would still work on your character and temp blind you.
You mean a move with a debuff or some such? I agree on that, it would be different. I meant more that if someone has say, a gun move, and goes for the eyes.
In any case, it probably should be added... how's this sound?

Skeletal Undead (300 - requires Survival)
As an undead skeleton, Ainz functions not like living beings. Though his powers and weaknesses have considerably shifted around since his arrival in the Omniverse, it remains a fact that one should switch their tactics when engaging him.

Passively, Ainz's skeletal body offers both an advantage and a disadvantage when in battle: the lack of vital organs, blood vessels as well as mucle tissue and flesh in general means that attacking these places after getting around his defenses is rather pointless. The lighter nature of his body also means that there is less stamina drain involved in him moving around.
On the flipside that very same lack of tissue and flesh to protect his skeleton makes him more vulnerable. Additionally the reduced area of his body over which an attack's force could be spreaded out means that he passively takes more damage than other creatures of his size and build - numerically speaking, about 1,5x as much. Similarly, his light nature makes him easier to push/throw around whether physically or through something like Telekinesis.
Debuffs that function only with a living creature's body (e.g. darts injecting poison that's transported through blood, tear gas that temporarily blinds a victim, gas clouds that cause coughing when inhaled) still affect Ainz as normal.
@reece looks good, It's been sent to move approval so let's see if your format works

in the meantime;
Smite (600) (Ranged Proficiency)
The Emperor uses his psychic mastery to attack his enemies, charging this move cannot be interrupted by taking damage, except from a Super Move, however the Emperor must remain stationary whilst charging and cannot use any other moves or powers at the same time.
Charge Time: Smite must be charged for at least 5 seconds before use, but can be charged for up to 30 seconds if the Emperor wishes.
Fatigue: Smite tires the Emperor quickly whilst charging, so it can be risky to try and build up his attacks to their maximum power too often.
Range: Smite has a maximum range of 50 metres.

The Emperor charges from 5 to 30 seconds, small lightning orbs appearing in the place of his pupils, after it's charged a lightning bolt will come out and strike the enemy, passing any shields or walls that may normally stop it. Smite can only hit the closest enemy and every time it gets used (up to a maximum 5 per 10 minutes which is when it will reset) it will get harder to use, taking more energy and another second of charging needd to achieve to the minimum and maximum power each time. A longer charge will create a larger and brighter bolt that will deal additional damage to the enemy, with small bolts of lightning arcing off the target to hit a target within 2 metres (roughly 1 additional target per every 5 seconds past the minimum charge time).
Working on a T1 Super for Shantotto,


Looking for something

Chainspell: (600) OM Basically this would allow Shantotto to chain together 6 spells (and thire effects ) into a full combo attack with a reduced cast time, 1 second per spell.
any ideas on how to write this up as a super?
@Ainz: I personally think that's basically all fodder. You can just *be* a skeleton. You've got survival, that's good enough. I guess you could get a (probably fodder) move saying his glowy-eyes are fancy and they can only be destroyed by a specialised move (and not by someone happening to shoot them).

@Shantotto: Did you want this to be a normal super attack? (Spam 6 spells for damage)

Or were you planning on spamming 6 existing moves? (it'd be a Super Utility)

Tearen has an existing Super Utility similar to this:
(05-15-2015, 12:43 PM)Tearen Wover Wrote: Exponential Sequence Contraction [Tier 1 Utility Super Move] (Requires Time Manipulation) - 600 OM

Tearen reaches into the Time Stream and slows down the ambient flow of events, allowing it to process and summon the energy for moves it uses much faster. It takes Tearen three seconds of concentration to prepare to do this, during which time its three eyes bulge and flare with a white radiance.

After preparing and selecting a sequence of events to accelrate, Tearen is able to execute any three of its normal moves in rapid succession, all within the span of five seconds. All the moves used must obey their usual rules, aside from usage or time constraints. If Tearen chooses to perform this super move, it may not perform any other moves, super or otherwise, in its round as condensing and contracting time in the manner is very fatiguing.

I'm not saying you'll need Time Manip or the same drawbacks. This is just food for thought.
it spams 6 of her existing spells.

What is the difference between a super move and a super utility?
@Shantotto: A super attack has to be used at the end of your post and always does 1-3 damage per SP/Tier.

A super utility can achieve other effects - either a buff to an ally or debuff to a foe or a 'boost' to your own capabilities (e.g. reducing the charge time of teleports, using lots of moves quickly, using multiple moves at the same time). And many, many, more things. Basically stronger effects than can't be achieved with normal moves that aren't just "I do damage".

I'm going to say, you can try spamming 6 spells quickly with one move, but there has to be limits. Otherwise, you could, for example, make 6 spells with 2 minute charge times and then try to spam them all at the same strength.
(02-18-2018, 01:10 PM)Albert Wesker Wrote: Just a little (very) pre-emptive planning and sorting out of a few moves and such, for...down the line. Way, way down the line, but I wanted to get things sorted while it was on my mind.

[spoiler]Cobra Strike -- 300 OM (Requires: Physical Strength)
A deceptively simple martial arts strike, consisting of an open-palmed blow to a target's chest. It takes about a second to wind up and deliver, making it fairly quick, but requires Wesker being quite close to the target and a decent hit can interrupt his balance. When executed, the strike does moderate damage, but its primary purpose is the sheer force it delivers, capable of completely flooring a foe and sending them flying several feet to crash into the ground. It only requires one arm to perform, and with its relatively quick windup can even be thrown into a sequence of regular melee to serve as a surprise for an unwary foe, and can be fairly reliably used without significant fatigue.

Panther Fang -- 300 OM (Requires: Physical Strength, Debuff)
Another deceptively simple maneuver, involving an open-handed hook strike delivered directly to an opponent's head. It necessitates only a half second of windup, and inflicts only minor damage, but can stagger and disorient a foe severely, leaving their balance off-kilter and senses blurred. The debilitating effects only last approximately three seconds before wearing off over the course of another second, but are quite severe in their duration. The strike does require great precision and focus to land in an optimal place, and so despite its short windup it is easy to interrupt or miss altogether if a foe strikes him even with a fairly weak attack.

Jaguar Kick -- 300 OM (Requires: Physical Strength, Burst Movement, Debuff)
A lunging kick, delivered to his target's stomach. The maneuver requires a full second of windup, and he can cover up to ten feet with the initial lunge behind the kick. Upon impact, the strike propels the target backward as well as driving all the fight out of their body, leaving them gasping for air (or equivalent, for those who do not breathe, at the writer's discretion) and in great pain, unable to fight effectively until they manage to collect themselves. The effects last for roughly five seconds before fading away over another second. The windup requires a bit of distance, and the strike itself is fairly telegraphed for an observant foe, relying more on its speed to catch foes than anything, and the sudden lunge makes its fatigue cost a little on the high side for such a simple attack.

Tiger Uppercut -- 300 OM (Requires: Physical Strength)
A fierce uppercut, with Wesker's hand open in the fashion of claws. The blow takes roughly half a second to wind up and deliver, and should it hit sends the target flying several meters into the air. The blow inflicts little in the way of any real damage, but rather relies on the impact with the ground when the target lands again for the majority of its damage. Its real purpose is to simply break a foe's guard and leave them open as they fall back to earth; though, obviously, flying foes can disregard this risk entirely.  It is a quick maneuver, and given its rough nature and reliance on brute force over precision it is difficult to interrupt, though a sturdy enough blow can still knock him off balance. The sheer brutality of it makes the fatigue cost relatively high for the simple attack it is.

Mustang Kick -- 300 OM (Requires: Physical Strength)
An extremely powerful side kick, that strikes like a piledriver and tends to throw its target flying several meters through the air. It does require nearly two full seconds to wind up, and has only his melee reach as far as range goes, however. Difficult to use on its own, and rather straining to perform in anything resembling rapid succession, but not overly fatiguing with proper management in a prolonged fight.

Phantom Move -- 300 OM (Requires: Enhanced Senses, Foresight, Burst Movement)
Wesker's keen senses give him an almost supernatural awareness and let him respond to, counter and dodge attacks easily, even those he cannot actually see coming normally. When doing so, he reacts with a blur of motion, moving so quickly he leaves behind blurred clouds of mist and black smoke. Often he only performs simple dodges; twisting, ducking, spinning, flips and cartwheels, staying relatively in the same place. At need, he can perform such a dodge and immediately burst into movement toward his foe to close distance quickly, capitalizing on a perceived opportunity or simply surprising them by erupting from his own smokescreen so suddenly. The chief aspect of this move is both the brief cover it creates from the blurred smokescreens left behind, as well as the capability to react to multiple attacks or opponents easily and simultaneously. It does, however, require intense focus, requiring Wesker to move at no more than a slow walk, and keep his senses alert to his surroundings. Under a rapid assault, such quick movements and reactions can quickly exhaust him, making it an ill-advised method to use in prolonged fights, but providing a stalwart defense for brief moments.

Phantom Trap -- 300 OM (Requires: Burst Movement, Area Attack)
When engaged with a foe in melee combat, Wesker can opt to evade their attack in a similar vein to his Phantom Move technique, leaving behind a similar shroud of obscuring smoke. In this brief window, he puts distance between himself and his foe, using the cover to drop a powerful mine in his wake. The explosive will go off after a one second delay, producing a blast with a three meter radius. It is fairly powerful, though Wesker only carries two of the explosives on his person at any time. When depleted, they each take fifteen seconds to summon more. The attack is more of a surprise for unwary foes, as despite how quickly it comes out it is still a counter option rather than a true offensive tool.[/spoiler]

Cobra: Seems good.

Panther: This is fine, but you could easily replicate this without a move if you wanted (and just write Wesker hitting someone in the head with a hook punch and stunning them - because that's something that would normally happen if someone didn't see the punch coming). But if you want an insurance policy, sure.

Jaguar: *Thumbs Up*

Tiger: Awesome Sauce.

Mustang: This looks good.

Phantom Move: "spinning, flips and cartwheels" would need Master Acrobat. As far as I understand, he basically dodges on the spot within a smokescreen for however long he wants (but it's really tiring). And might burst movement out to surprise someone (which isn't part of this move, but a suggestion for something he could do). I reckon it looks fine - you might want to note some potential counters though (like a foes ES can see through the smoke, he can't really use this as well if a foe has suppression and a good TEC, this sucks against AoEs, etc.).

Phantom Trap: Looks cool.
Chainspell: T1 Super Utility. (600) OM (1SP cost) Shantotto channels her focus for ten seconds where she can move at a walk and defend herself with her stardust rod. After completing the channeling she is able to cast the next six spells (that she has purchased) with a one second cast time. (this effect is limited to spells with a 10 second or less cast time) with a slightly higher stamina cost.

This utility move lasts for ten seconds forcing her to fire the spells off one right after another

This effect is draining on shantotto.
@Shanotto: Are they all casted one after another? Or can she wait a minute before casting the next one quick. Your move doesn't specify.
She has to use them one after another


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