Seph: Swagger is an awesome move ;). That's basically how I kill everything I have trouble with. I like how it makes the enemies damage themselves more when they hit themselves.
Also: you should probably replace Palkia's water pulse with surf.
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Seph: Swagger is an awesome move ;). That's basically how I kill everything I have trouble with. I like how it makes the enemies damage themselves more when they hit themselves.
Also: you should probably replace Palkia's water pulse with surf.
I'm glad to see people are taking my advice on using Surf over Water Pulse/Hydro Pump/etc. It really is just a better move.
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I like surf, It's just I already have it on my Empoleon. Is it really better than water pulse though?
I mean, that can confuse them with (I think) the same amount of power.
Also: @ KK: Just beat them
It's not really about power, it's about accuracy and focus. First of all, with limited PP totals, you want every hit to count, so you don't want to waste a turn using an attack that won't hit. It's sort of like how you don't use coin flip cards in competitive magic- you want the reliability, not the output. Secondly, you only have a sparse 4 slots available.
Think of it this way, using Empoleon as your example. Empoleon is Water/Steel, meaning he is 1.5 times better with Water and Steel moves. You'll want to have a water move for him to use against enemies weak against water, and a steel type move for enemies weak against steel. Then, you will want something that is good against enemies you are weak against. As it stands, your Empoleon is in trouble when a Grass type comes around, or an Electric type. Now, there isn't much you can do against Electric, but you can still shut down Grass because Empoleon learns some Flying moves, like Peck and Drill Peck (I think, as far as DB goes). If you give the third slot to that, it gives you a much needed silver bullet in case you first turn against a Grass type. That leaves you only ONE free slot to customize, and you will also need a Pokemon with Surf to complete the game.
You almost certainly will use Surf on Empoleon since it is unlikely you have another Water on your party. If you teach it Surf and Water Pulse, you then have TWO water moves, which is not only redundant, but unwise. You see, if you end up against something weak against water, you already have a water move. If you wind up against something strong against water, then two of your slots are effectively dead slots.
If you opt to use Surf as your water move over something more flashy, you end up killing two birds with one stone- you have a Water move for striking down Rock/Steel/etc, you have the utility of Surf, AND you did it without wasting a slot or doubling up on repetitive use moves. Additionally, Surf has a very high accuracy, as opposed to something like Hydro Pump- which, while harder-hitting, is less accurate.
See:
Water Pulse
Power: 60, Accuracy: 100, unitasker
Surf:
Power: 95, Accuracy: 100, has utility and attack relevance, is needed to complete game
Hydro Pump
Power: 120, Accuracy: 80
It just makes more sense, that's all. However, if Water Pulse is your only water move on Palkia, and you have someone else with Surf, it doesn't really matter. Surf is more potent, and more likely to one hit KO a vulnerable foe, but water Pulse isn't a bad ability due to it's confusion effect. It is really your choice at this point, but in general, a water Pokemon gets much more mileage out Surf than from other water moves, like Brine, Pump, or Pulse.
Actually, there is a good deal of strategy to consider in PvP Pokemon. It's a good deal more complex than you would think.
Also, speaking of games that require low strategy and have little to do... hmmm... nah, forget it. I've made enough cracks about Final Fantasy.
Yeah, from what I can tell, Pokemon has come a long way since I played it (Pokemon Red). I shouldn't let my feelings that the setting and characters are inane get in the way of recognizing that they've taken the steps to make the game more balanced, interesting and (hopefully) less repetetive. They've also added PvP and multiple pokemon out at once, right?
I can tell that this character will really bloom once he gets a touch higher and gets multiple attacks. My first 3rd level spell I'm getting is Haste.
Haste is almost always the first 3rd level spell anyone gets. They didn't really try to hard to make the spells be at the same power level at each level.
Yeah, from what I can tell, Pokemon has come a long way since I played it (Pokemon Red). I shouldn't let my feelings that the setting and characters are inane get in the way of recognizing that they've taken the steps to make the game more balanced, interesting and (hopefully) less repetetive. They've also added PvP and multiple pokemon out at once, right?
Haste is almost always the first 3rd level spell anyone gets. They didn't really try to hard to make the spells be at the same power level at each level.
Many things have improved Pokemon since it's inception. While the basic play formulas remain sadly unchanged, with the advent of Pokemon breeding in Gold and Silver and the DS's Wifi connections, Pokemon has become a min-maxer's paradise, and is almost as much as an optimization exercise as MTG at time.
I used to play a lot originally, but got bored with it. Now, with DP, the game is much better. Wifi adds so much more life to the game, and they have really fleshed things out in this version. There is something for everyone, much more balance barring things like Mewtwo (while, not available in the main game, is capable of being hacked or ported in) and some cheesy special event unique pokemon (I'm looking at you, Arceus), there is considerably more balance.
The amount of material on stat maxing, breeding, and move builds could fill volumes, and the system, while simple in it's execution, is remarkably complex when you get down to the bare bones mathematics of it. It has a lot of competitive potential as a game, at least as much as WoW PVP or Guild Wars PVP. However, just like with MTG, there is still an audience for the casual player, too. It doesn't take a god build pokemon to beat the game (which, despite it's old tricks is actually more difficult and with a somewhat notable attempt at a thin plot this time around), and playing against friends is a lot of fun. It's sort of like the fighting game of the RPG world, where the game itself is mostly a ritual to unlock some extras, and the main life of the game exists in multiplayer. You can play a hardcore competitive game (and most likely get owned by the Japanese :sweat:), or just whomp on your buddies. Some of us on MTGS have traded codes and played around, and it's been really fun.
Furthermore, trading is better than it has ever been thanks to the GTS, which lets you search the world for available trades, and lets you offer up your own pokemon online for traders everywhere to browse.
They didn't really try to hard to make the spells be at the same power level at each level.
I don't think this is fair to say at all. 3.5 has it's shortcomings in spades, but I highly doubt the system was just thrown down arbitrarily without testing. Haste is just more universally applicable than some other spells- almost any concept, build, or party can make use of it, and so it gets used more often. That is just what I think, anyway.
I don't think this is fair to say at all. 3.5 has it's shortcomings in spades, but I highly doubt the system was just thrown down arbitrarily without testing. Haste is just more universally applicable than some other spells- almost any concept, build, or party can make use of it, and so it gets used more often. That is just what I think, anyway.
You're right; I misstated my point. My point is not that there's a huge difference in power level of the various spells, although there is some difference in power level that's a bit irksome. My point is that they didn't take into account the universality of application as a factor in the spell's overall power. In the DMG's design a custom spell section, there are instructions for balancing a spell that only works on dragons by lowering the spell's level, but why is Shrink Item or Water Breathing are third level spells when they apply so narrowly?
You're right; I misstated my point. My point is not that there's a huge difference in power level of the various spells, although there is some difference in power level that's a bit irksome. My point is that they didn't take into account the universality of application as a factor in the spell's overall power. In the DMG's design a custom spell section, there are instructions for balancing a spell that only works on dragons by lowering the spell's level, but why is Shrink Item or Water Breathing are third level spells when they apply so narrowly?
Whenever I ask myself why a spell is the level it is, I then have to ask myself "What the hell happened during playtesting that made them make Shrink Item 3rd level?"
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That's one major difference between the wizard and sorcerer. The sorcerer's spell selection is limited, so he has to spend his spell choices on ones he's actually going to use.
Haste is a good idea for any sorcerer, while Shrink Item isn't a good choice. You can think of a billion reasons to cast haste, but there aren't many for shrink item.
"Oh man, the rust monster destroyed every weapon we have except this greataxe we got off of that frost giant, whatever shall we do?"
EDIT: Or, this one;
"Okay, now, you have an assassination mission to do. Let me cast shrink weapon on your dagger so you can hide it on your body easily. That way you can get passed the guards and kill him."
Can anyone else think of a use for shrink item?
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DAMNIT: I should never have to shred my own character sheet in frustration.
Well, other than the two scenarios you just posed, Psychoburner, I seriously can't think of any uses for Shrink Item. I'm sure there are indeed others, but they've never come up in any of my campaigns.
I dunno. I tend to choose spells for my casters (all two I've ever played) based on how useful they'll be in many situations. And yeah, I almost always will go for Haste, but it's pretty low on my priority list anyway =)
That was...as thorough an explanation of the Persona series as I would expect from my boy, heh. All the MegaTen games are really close to my heart; if it weren't for Dragon Quest it would be my favorite series ever. I've really wanted to play Persona 2 lately, actually, but the Ps2 has to be fixed up first. I don't dare do it myself, so yeah.
so basically, Shrink Item is more or less useless? lol
Anyways, I hate rust monsters. Generally metal is the backbone of survival for PCs. I tend to avoid situations where I take resources away from PCs. This also covers anything that steals or destroys equipment.
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Banner and avatar by me.
Official Character Sheet Shredder of DAMNIT
DAMNIT: I should never have to shred my own character sheet in frustration.
Yeah, I used to play all of the pokemon games. I was what i'd call an expert on the subject, but nowadays, all that's gone. I am going to get pearl this weekend (hopefully) because my brother is getting diamond. Once I get it I'll post up the FCs. Why is it that the lamest games are often the most addicting? I think Nintendo has been putting nicotine in their radiation. *Shakes fist* Damn you Nintendo for making games I can't put down!!!
Ahem, anyways...So do the new pokemon games actually have wifi capabilities, or just wireless? Either way, it's pretty cool not having to deal with those stupid cords running around...
That's one major difference between the wizard and sorcerer. The sorcerer's spell selection is limited, so he has to spend his spell choices on ones he's actually going to use.
Haste is a good idea for any sorcerer, while Shrink Item isn't a good choice. You can think of a billion reasons to cast haste, but there aren't many for shrink item.
"Oh man, the rust monster destroyed every weapon we have except this greataxe we got off of that frost giant, whatever shall we do?"
EDIT: Or, this one;
"Okay, now, you have an assassination mission to do. Let me cast shrink weapon on your dagger so you can hide it on your body easily. That way you can get passed the guards and kill him."
Can anyone else think of a use for shrink item?
I had a GM that was very load-conscious and I guess you could use shrink item to constantly maintain a decently low load level. But no, there really aren't many uses, and all of those uses are very narrow.
I don't particualrly like the classes getting access to every spell on their list. I know with clerics and druids, they simply can cast every spell, but how do you all play with wizards? Do you basically give all the spells they want, making it really easy to fill up the spellbook, or do you stick to level-by-level quotas and make the spells harder to find and put in the spellbook?
The problem generally never comes up with our playgroup, mostly because we hate the Wizard and everything it stands for and will default to Sorcerer almost all the time. The only arcane classes I've ever played were Spellthief, Bard, and Battle Sorcerer so I'm probably not much of an authority on spell power and such.
As for the Druid and other such classes, it seems that most people forget these guys are primarily healers. Usually when someone picks up a Druid it's for the healing abilities and/or wildshape, although the latter is seriously nerfed these days and rightly so. When I played a Druid I devoted more than half his daily spell allotment to Cure spells and left the rest up to fate. I only ever used the vast spell knowledge to my advantage a couple of times when I knew without a doubt what I was up against.
I agree with ethersphere to a degree. Though it's generally better to go with bard for healing than druid(druid gets healing spells at a slower rate than bard or cleric). There are some saving graces for the wizard, however. Although the wizard doesn't get nearly as many spells per day as a sorcerer or bard or warmage, he gets infinitely more flexibility. The wizard can afford to use this flexibility to do funny things like us divination to see what kind of threats he will face and prepare adequately for them. Although for shear spellcasting power, sorcerer, warmage, or druid are better choices.
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although, the healer class out of the miniatures handbook is pretty good too, however lacking an offense entirely. Works wonders with vow of peace, though.
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I've actually thought of playing a Healer the next time we did a gestalt campaign. Our playgroup tends to use gestalt a lot, so it would be perfect for a Wisdom-based class that didn't have any spellcasting ability like, say, a Scout. For some reason, I just love how concentrated the Healer's skillset is O_o;;
This one agrees with burner. With the exception of a serious roleplay campaign, which is rare. It's also good to multiclass with justicar ( Arrest him! ).
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ok, thanx burner. It was hopeless for me to find it by myself.
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Does anyone else suffer from wanting to multi-class into everything? I was want to do everything, but it often seems that my capabilities become so watered down such that I may be able to do a lot of stuff, but not very well.
I am tempted to make my sorcerer into a multiclass monk, too bad he's chaotic-good....
Sometimes it can be difficult to multiclass with RPing and all, but with my group it happens all the time, ours being a more "Kick-in-the-door" style group.
Yeah, I need to get back to work on FF3, since I have had like a 3 week hiatus and all my guys are at like level 35 and you are talking about maxed out characters...
I am going to attempt to finish the tallest tower in dragon quest 7 tonight lol. Maybe ill get further then i am at in ff12 as well i havent played that game in a long time though but hopefully ill get some time to play it soon and probably have a chance to finish it. Although i still like wild arms alter code f and dragon quest 7 better.
Love,
Cecilia
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I thank Sakura for the animation of my avatar.
"Miracles are only worth happening if you make them happen."
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Yoda of Legacy since 2006. Member of the 2005 and 2007 MTGS Magic Team. Also known as kevinliu2333. Current favorite Magic card is Time Elemental
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Also: you should probably replace Palkia's water pulse with surf.
I'm glad to see people are taking my advice on using Surf over Water Pulse/Hydro Pump/etc. It really is just a better move.
It's not really about power, it's about accuracy and focus. First of all, with limited PP totals, you want every hit to count, so you don't want to waste a turn using an attack that won't hit. It's sort of like how you don't use coin flip cards in competitive magic- you want the reliability, not the output. Secondly, you only have a sparse 4 slots available.
Think of it this way, using Empoleon as your example. Empoleon is Water/Steel, meaning he is 1.5 times better with Water and Steel moves. You'll want to have a water move for him to use against enemies weak against water, and a steel type move for enemies weak against steel. Then, you will want something that is good against enemies you are weak against. As it stands, your Empoleon is in trouble when a Grass type comes around, or an Electric type. Now, there isn't much you can do against Electric, but you can still shut down Grass because Empoleon learns some Flying moves, like Peck and Drill Peck (I think, as far as DB goes). If you give the third slot to that, it gives you a much needed silver bullet in case you first turn against a Grass type. That leaves you only ONE free slot to customize, and you will also need a Pokemon with Surf to complete the game.
You almost certainly will use Surf on Empoleon since it is unlikely you have another Water on your party. If you teach it Surf and Water Pulse, you then have TWO water moves, which is not only redundant, but unwise. You see, if you end up against something weak against water, you already have a water move. If you wind up against something strong against water, then two of your slots are effectively dead slots.
If you opt to use Surf as your water move over something more flashy, you end up killing two birds with one stone- you have a Water move for striking down Rock/Steel/etc, you have the utility of Surf, AND you did it without wasting a slot or doubling up on repetitive use moves. Additionally, Surf has a very high accuracy, as opposed to something like Hydro Pump- which, while harder-hitting, is less accurate.
See:
Water Pulse
Power: 60, Accuracy: 100, unitasker
Surf:
Power: 95, Accuracy: 100, has utility and attack relevance, is needed to complete game
Hydro Pump
Power: 120, Accuracy: 80
It just makes more sense, that's all. However, if Water Pulse is your only water move on Palkia, and you have someone else with Surf, it doesn't really matter. Surf is more potent, and more likely to one hit KO a vulnerable foe, but water Pulse isn't a bad ability due to it's confusion effect. It is really your choice at this point, but in general, a water Pokemon gets much more mileage out Surf than from other water moves, like Brine, Pump, or Pulse.
Yeah, from what I can tell, Pokemon has come a long way since I played it (Pokemon Red). I shouldn't let my feelings that the setting and characters are inane get in the way of recognizing that they've taken the steps to make the game more balanced, interesting and (hopefully) less repetetive. They've also added PvP and multiple pokemon out at once, right?
Haste is almost always the first 3rd level spell anyone gets. They didn't really try to hard to make the spells be at the same power level at each level.
Many things have improved Pokemon since it's inception. While the basic play formulas remain sadly unchanged, with the advent of Pokemon breeding in Gold and Silver and the DS's Wifi connections, Pokemon has become a min-maxer's paradise, and is almost as much as an optimization exercise as MTG at time.
I used to play a lot originally, but got bored with it. Now, with DP, the game is much better. Wifi adds so much more life to the game, and they have really fleshed things out in this version. There is something for everyone, much more balance barring things like Mewtwo (while, not available in the main game, is capable of being hacked or ported in) and some cheesy special event unique pokemon (I'm looking at you, Arceus), there is considerably more balance.
The amount of material on stat maxing, breeding, and move builds could fill volumes, and the system, while simple in it's execution, is remarkably complex when you get down to the bare bones mathematics of it. It has a lot of competitive potential as a game, at least as much as WoW PVP or Guild Wars PVP. However, just like with MTG, there is still an audience for the casual player, too. It doesn't take a god build pokemon to beat the game (which, despite it's old tricks is actually more difficult and with a somewhat notable attempt at a thin plot this time around), and playing against friends is a lot of fun. It's sort of like the fighting game of the RPG world, where the game itself is mostly a ritual to unlock some extras, and the main life of the game exists in multiplayer. You can play a hardcore competitive game (and most likely get owned by the Japanese :sweat:), or just whomp on your buddies. Some of us on MTGS have traded codes and played around, and it's been really fun.
Furthermore, trading is better than it has ever been thanks to the GTS, which lets you search the world for available trades, and lets you offer up your own pokemon online for traders everywhere to browse.
I don't think this is fair to say at all. 3.5 has it's shortcomings in spades, but I highly doubt the system was just thrown down arbitrarily without testing. Haste is just more universally applicable than some other spells- almost any concept, build, or party can make use of it, and so it gets used more often. That is just what I think, anyway.
You're right; I misstated my point. My point is not that there's a huge difference in power level of the various spells, although there is some difference in power level that's a bit irksome. My point is that they didn't take into account the universality of application as a factor in the spell's overall power. In the DMG's design a custom spell section, there are instructions for balancing a spell that only works on dragons by lowering the spell's level, but why is Shrink Item or Water Breathing are third level spells when they apply so narrowly?
Whenever I ask myself why a spell is the level it is, I then have to ask myself "What the hell happened during playtesting that made them make Shrink Item 3rd level?"
Haste is a good idea for any sorcerer, while Shrink Item isn't a good choice. You can think of a billion reasons to cast haste, but there aren't many for shrink item.
"Oh man, the rust monster destroyed every weapon we have except this greataxe we got off of that frost giant, whatever shall we do?"
EDIT: Or, this one;
"Okay, now, you have an assassination mission to do. Let me cast shrink weapon on your dagger so you can hide it on your body easily. That way you can get passed the guards and kill him."
Can anyone else think of a use for shrink item?
I dunno. I tend to choose spells for my casters (all two I've ever played) based on how useful they'll be in many situations. And yeah, I almost always will go for Haste, but it's pretty low on my priority list anyway =)
That was...as thorough an explanation of the Persona series as I would expect from my boy, heh. All the MegaTen games are really close to my heart; if it weren't for Dragon Quest it would be my favorite series ever. I've really wanted to play Persona 2 lately, actually, but the Ps2 has to be fixed up first. I don't dare do it myself, so yeah.
Anyways, I hate rust monsters. Generally metal is the backbone of survival for PCs. I tend to avoid situations where I take resources away from PCs. This also covers anything that steals or destroys equipment.
Ahem, anyways...So do the new pokemon games actually have wifi capabilities, or just wireless? Either way, it's pretty cool not having to deal with those stupid cords running around...
I had a GM that was very load-conscious and I guess you could use shrink item to constantly maintain a decently low load level. But no, there really aren't many uses, and all of those uses are very narrow.
I don't particualrly like the classes getting access to every spell on their list. I know with clerics and druids, they simply can cast every spell, but how do you all play with wizards? Do you basically give all the spells they want, making it really easy to fill up the spellbook, or do you stick to level-by-level quotas and make the spells harder to find and put in the spellbook?
As for the Druid and other such classes, it seems that most people forget these guys are primarily healers. Usually when someone picks up a Druid it's for the healing abilities and/or wildshape, although the latter is seriously nerfed these days and rightly so. When I played a Druid I devoted more than half his daily spell allotment to Cure spells and left the rest up to fate. I only ever used the vast spell knowledge to my advantage a couple of times when I knew without a doubt what I was up against.
Thanks to guys at aether for the banner
" Even now the stars align, the celestial spheres moving into the prophesied positions of the great astral conjunction..."
[Aurter Burtabby][Blood of Gods][Aether]
Thanks to guys at aether for the banner
" Even now the stars align, the celestial spheres moving into the prophesied positions of the great astral conjunction..."
[Aurter Burtabby][Blood of Gods][Aether]
however, I don't like the idea of playing a dedicated healer, myself.
Thanks to guys at aether for the banner
" Even now the stars align, the celestial spheres moving into the prophesied positions of the great astral conjunction..."
[Aurter Burtabby][Blood of Gods][Aether]
You can post what class you're going to pick there. If you don't want to, that's fine, but that's the campaign that's using the BoNS.
Thanks to guys at aether for the banner
" Even now the stars align, the celestial spheres moving into the prophesied positions of the great astral conjunction..."
[Aurter Burtabby][Blood of Gods][Aether]
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Sometimes it can be difficult to multiclass with RPing and all, but with my group it happens all the time, ours being a more "Kick-in-the-door" style group.
Yeah, I need to get back to work on FF3, since I have had like a 3 week hiatus and all my guys are at like level 35 and you are talking about maxed out characters...
Love,
Cecilia
I thank Mr. stuff for my banner and avatar.
I thank Sakura for the animation of my avatar.
"Miracles are only worth happening if you make them happen."
--Cecilia
Yoda of Legacy since 2006.
Member of the 2005 and 2007 MTGS Magic Team.
Also known as kevinliu2333.
Current favorite Magic card is Time Elemental