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May 22nd, 2019
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  1. Cryo EX: Sheer Cold || Once/Swift || Every foe within the user's Burst 2 is sealed and have their passives disabled until the end of your next turn. Every foe outside in your Burst 5 (but not in Burst 2) is Paralyzed/1.
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  3. -first of all, i dont like the name, doesnt seem very fitting. anyways, i dont particularly like the concept, is sealing and paralyzing really a cryo thing?
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  5. Cryo EX: Hypothermia || Passive || You may now have up to 5 Ice Stacks at a time, rather than 3. For every Ice Stack you currently have, take 5% less damage from all attacks.
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  7. -fun stuff, kinda makes frost barrier obsolete, bc im psure 25% dmg reduction is better than a 2d8+15 shield almost all the time. tbh, this kinda feels very anti-tank, as you really arent going to be getting up to 5 stacks all that often, with nukes just dealing like 70 while only gaining like 1 stack
  8. -i like it tbh, kinda feels like a copy of maximum overdrive, but thats kinda the pyro/cryo thing right
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  10. Skirm EX: Sonic Assault || 5d8+9 || MR 4 || 1 || Foe || Melee || Physical or Magical || Once || Regardless of hit, move up to your MP in any direction (this does not trigger AoO)
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  12. -sure? its really just a nuke, though it really sucks for heavies as you can really just run up, smack them for a ton, and run, and they cant chase. feels really situational as it kinda is weak against anything with range, as the secondary effect doesnt do much
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  14. Skirm EX: Momentum || Quick Thinking becomes Every Turn and now allows movement up to full MP. Glide no longer limits how many tiles you can move. When you move during your turn, you get damage during your next turn equal to 1.5* number of tiles moved.
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  16. -idk, looks better than cloak and dagger
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  18. Guard EX: Sword & Shield || Passive || At the start of the game, choose Sword or Shield. If Sword is picked, gain +7 ATK/MAG and +1 MP, but -15 HP and -1 PE/ME. If Shield is picked, gain a permanent 7 DR and +1 PE/ME, but -1 MP.
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  20. -sword is cool ig, but idt an ex ability should have any downsides. shield feels kinda weak, -1 MP hurts a lot (like w dsp or smth) and is imo worse than simply having resolute and wrathful stance
  21. -tbh i dont see why guardian needs to have an offensive ability
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  23. Guard EX: Challenge || Free || Varies || Varies || If Sword, invert all the user’s positive DR and EVA. For every DR inverted, gain 1 damage to your next attack, and for every EVA inverted, gain +5 damage to your next attack. If Shield, Root yourself and gain 20 DR until the end of your next turn. All foes in your Burst 3 must attack you before your next turn, or take 3d10+5+(ATK or MAG) damage.
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  25. -so you end up w negative DR? ew. for shield, thats kinda only useful in pvp ex as in ffa, youre gonna get attacked anyways, soo
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  27. Bard EX: Alla Breve || Passive || Bard-originated buffs are now doubled and cannot be suppressed.
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  29. -sure? i dont see much that can be done with this tbh, +8 prima? +20 cres? - crit range wont be doubled based on wording
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  31. Bard EX: Song of Suggestion/Inspiration || Once || Standard || Foe or Ally || The target takes a bonus turn after yours. Until your next turn, the target cannot attack you. This ability is unaffected by all outside factors, and “At the beginning/end of your turn” effects ignore this bonus turn.
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  33. -dunno, i dont like this one. doesnt feel very bard-y at all
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  35. Rifter EX Idea #1: || Name Undecided || Twice/Swift || Buff || Self || Your next attack’s damage roll automatically has maximum dice rolls on hit.
  36. Rifter EX Idea #2: Black Hole || One || Foe || Standard ||Homing 5 || 3d10+12 || MR 4 || Physical or Magical || Pull all foes within Burst 3 of the original target into that target’s Melee Range.
  37. Rifter EX: Dark Energy || Passive || Each time you attack, the attack gains +damage equal to 10% of the (user’s / target’s) HP lost.
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