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 FSII - Suggestions... Cont.

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speedycop
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PostSubject: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeThu Dec 17, 2009 11:20 pm

F3 Back after a while...

Since Aran is out and people have suggested it for FSII, I suggesting that the combo system be:
During a battle, every attack performed by your team (including non-Aran characters), increases the combo by 1. If the Aran dies, the combo resets to 0. The combo carries on to the next fight.

Aran Suggestions:
Double Swing: 35 MP - Hits twice with the Polearm (Increases Combo by 2)

Triple Swing: Requires 30 Double Swings: 50 MP - Hits 3 times with the Polearm (Increase Combo by 3)

Full Swing: Requires 50 Double Swings (Counting the 30 from Triple Swing requirement) and 30 Triple Swings: 100 MP - Does a 3 hit combo that is stronger than Triple Swing (Increases Combo by 3)

After a Full Swing or Triple Swing, the Aran is put into Finish State. (Like Agility, Poison, Frozen, that kinda stuff) The Finish state only lasts till the end of the next attack phase.

During the Finish State, the Aran can use:

Combo Smash - Throws an Energy Spear that hits all enemies - Costs 50 MP and 20 Combo

Combo Drain - Absorbs come HP from the enemy then heal yourself with half of the drained HP - Costs 80 MP and 40 Combo

Polearm Toss - Swings upwards at an enemy, causing them to fly into the air at a 50% chance rate. If it is successful, the enemy would be put into Air state, where they cannot attack until the land in the next turn - Costs 125 MP and 55 Combo
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Zeru
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeFri Dec 18, 2009 9:34 am

Yup Ive been planning to do that for a while.
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeFri Dec 18, 2009 12:33 pm

That would be pretty cool.

Zeru nice new avatar
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeSat Dec 19, 2009 2:26 pm

I agree to this! ... but then which skill would be just boosting strength and which would be boosting dexterity? F6
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeSat Dec 19, 2009 8:09 pm

I love this idea :).
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tom221
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeThu Dec 24, 2009 5:56 am

same !!
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeThu Dec 24, 2009 10:36 am

noooo so much mp used T_T
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeSat Dec 26, 2009 6:57 pm

tom221 wrote:
same !!
nice a post we can actually understand.
lol
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeWed Dec 30, 2009 12:04 am

but i more like SM skill la!!!



(SM=soulmaster)
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeFri Jan 01, 2010 6:18 am

cool idea siol. even zeru is planning about that :O


Last edited by finalstoryfreak on Sat Jan 02, 2010 1:57 am; edited 1 time in total
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PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeFri Jan 01, 2010 5:10 pm

klkl123 wrote:
F3 Back after a while...

Since Aran is out and people have suggested it for FSII, I suggesting that the combo system be:
During a battle, every attack performed by your team (including non-Aran characters), increases the combo by 1. If the Aran dies, the combo resets to 0. The combo carries on to the next fight.

Aran Suggestions:
Double Swing: 35 MP - Hits twice with the Polearm (Increases Combo by 2)

Triple Swing: Requires 30 Double Swings: 50 MP - Hits 3 times with the Polearm (Increase Combo by 3)

Full Swing: Requires 50 Double Swings (Counting the 30 from Triple Swing requirement) and 30 Triple Swings: 100 MP - Does a 3 hit combo that is stronger than Triple Swing (Increases Combo by 3)

After a Full Swing or Triple Swing, the Aran is put into Finish State. (Like Agility, Poison, Frozen, that kinda stuff) The Finish state only lasts till the end of the next attack phase.

During the Finish State, the Aran can use:

Combo Smash - Throws an Energy Spear that hits all enemies - Costs 50 MP and 20 Combo

Combo Drain - Absorbs come HP from the enemy then heal yourself with half of the drained HP - Costs 80 MP and 40 Combo

Polearm Toss - Swings upwards at an enemy, causing them to fly into the air at a 50% chance rate. If it is successful, the enemy would be put into Air state, where they cannot attack until the land in the next turn - Costs 125 MP and 55 Combo
this is good, but doesn't it take too much mp? I mean the skills, you have to keep on using them to get to finish state. BY that time your aran probably has 0 mp? F7
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FSII - Suggestions... Cont. Empty
PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeSat Jan 02, 2010 2:04 pm

gkwnsgh3 wrote:
klkl123 wrote:
F3 Back after a while...

Since Aran is out and people have suggested it for FSII, I suggesting that the combo system be:
During a battle, every attack performed by your team (including non-Aran characters), increases the combo by 1. If the Aran dies, the combo resets to 0. The combo carries on to the next fight.

Aran Suggestions:
Double Swing: 35 MP - Hits twice with the Polearm (Increases Combo by 2)

Triple Swing: Requires 30 Double Swings: 50 MP - Hits 3 times with the Polearm (Increase Combo by 3)

Full Swing: Requires 50 Double Swings (Counting the 30 from Triple Swing requirement) and 30 Triple Swings: 100 MP - Does a 3 hit combo that is stronger than Triple Swing (Increases Combo by 3)

After a Full Swing or Triple Swing, the Aran is put into Finish State. (Like Agility, Poison, Frozen, that kinda stuff) The Finish state only lasts till the end of the next attack phase.

During the Finish State, the Aran can use:

Combo Smash - Throws an Energy Spear that hits all enemies - Costs 50 MP and 20 Combo

Combo Drain - Absorbs come HP from the enemy then heal yourself with half of the drained HP - Costs 80 MP and 40 Combo

Polearm Toss - Swings upwards at an enemy, causing them to fly into the air at a 50% chance rate. If it is successful, the enemy would be put into Air state, where they cannot attack until the land in the next turn - Costs 125 MP and 55 Combo
this is good, but doesn't it take too much mp? I mean the skills, you have to keep on using them to get to finish state. BY that time your aran probably has 0 mp? F7
you proly get more mp after you get to a higher level, plus
its not like you get all these skills at the same time.
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FSII - Suggestions... Cont. Empty
PostSubject: Re: FSII - Suggestions... Cont.   FSII - Suggestions... Cont. Icon_minitimeSat Jan 02, 2010 9:48 pm

myfantasy wrote:
gkwnsgh3 wrote:
klkl123 wrote:
F3 Back after a while...

Since Aran is out and people have suggested it for FSII, I suggesting that the combo system be:
During a battle, every attack performed by your team (including non-Aran characters), increases the combo by 1. If the Aran dies, the combo resets to 0. The combo carries on to the next fight.

Aran Suggestions:
Double Swing: 35 MP - Hits twice with the Polearm (Increases Combo by 2)

Triple Swing: Requires 30 Double Swings: 50 MP - Hits 3 times with the Polearm (Increase Combo by 3)

Full Swing: Requires 50 Double Swings (Counting the 30 from Triple Swing requirement) and 30 Triple Swings: 100 MP - Does a 3 hit combo that is stronger than Triple Swing (Increases Combo by 3)

After a Full Swing or Triple Swing, the Aran is put into Finish State. (Like Agility, Poison, Frozen, that kinda stuff) The Finish state only lasts till the end of the next attack phase.

During the Finish State, the Aran can use:

Combo Smash - Throws an Energy Spear that hits all enemies - Costs 50 MP and 20 Combo

Combo Drain - Absorbs come HP from the enemy then heal yourself with half of the drained HP - Costs 80 MP and 40 Combo

Polearm Toss - Swings upwards at an enemy, causing them to fly into the air at a 50% chance rate. If it is successful, the enemy would be put into Air state, where they cannot attack until the land in the next turn - Costs 125 MP and 55 Combo
this is good, but doesn't it take too much mp? I mean the skills, you have to keep on using them to get to finish state. BY that time your aran probably has 0 mp? F7
you proly get more mp after you get to a higher level, plus
its not like you get all these skills at the same time.
never tried fs2 yet, I'll figure it out by myself after I'm done with the fs 1. god dam it F7
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