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MFGG Bosses coming back in december, Held Su-M-W-F-Sa @5 PST in the IRC
Dark Yoshi |
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this is the end of an epic
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THREE NEW CLASSES.
| QUOTE (Shaman) | HP: 400 MP: 250 SP: 250 PA: 125 PD: 50 BMA: 75 WMA: 0 MDF: 50 Move: 50 Acc: 50 Eva: 40 Macc: 40 Meva: 25
Finisher - Elemental Fevor - Summons one of each elemental pet.
L1 - Flamestrike Weapon - All attacks give a 5 MP fire attack. L1 - Stormstrike - Attacks the target with the enchanted weapon. Does a 10 MP attack rather than a 5 MP one and debuffs the target based on the element. Flamestrike - MDF & Fire down. Frosttouch - Move & Ice down. Naturefall - Poison and Earth down. Thunderstruck - Acc & Wind down. - 10 SP L2 - Summon Molten Beast - Fire elemental pet with stats 250 250 0 75 50 75 0 50 50 50 50 50 50 Auto attacks for physical + 10 MP fire L3 - Frosttouch Weapon - All attacks give a 5 MP ice attack. L3 - Ice Crush - 15 MP Ice attack that debuffs the Eva of the target. L4 - Summon Tidal Maiden - Water elemental pet with stats 150 350 0 0 50 75 75 50 50 50 50 50 50 Auto attacks for 10 MP ice or heals for 10 MP. The attack has a 50% chance to restore 50% of the damage done to a party member. L4 - Naturefall Weapon - All attacks give a 5 MP earth attack and have a 30% chance to heal the user for 50% of the damage done. L5 - Summon Acidic Abomination - 350 150 0 100 50 0 0 50 50 50 50 50 50 - Auto attacks use 5 MP and infect the target with a disease. L6 - Thunderstruck Weapon - All attacks give 5 MP Wind/Lightning attack L7 - Summon Tornado Elemental - Wind elemental pet with stats 200 200 0 0 50 100 0 50 75 50 50 50 25 - Attacks the target for 10 MP wind with a 20% chance to paralyze, or can skip its turn to restore 25 SP to a party member. L7 - Flame Shock - 15 MP fire attack that adds a burn debuff. L8 - Acid Flush - 15 MP Earth/Poison attack that debuffs the PD of the target. L9 - Thunder Charge - 15 MP Wind/Lightning attack. For every one of these attacks in a row, until the 3rd, the damage of the attack is increased. L10 - Storm Flurry - Attacks the target in a flurry of elements, attacking the target four times, each of these uses one of the elemental weapon attacks. |
| QUOTE (Necromancer) | HP: 300 MP: 600 SP: 0 PA: 0 PD: 50 BMA: 200 WMA: 0 MDF: 50 Move: 50 Acc: 0 Eva: 25 Macc: 50 Meva: 25
Finisher - Ultimate Zombie - Summons a zombie that stays active for six turns. Has stats of 9000 0 0 500 0 0 0 0 50 50 50 50 50.
L1 - Summon Skeletal Warrior with stats 300 0 0 100 50 0 0 50 50 50 50 0 0; The warrior has a 50% chance to attack twice in one turn. L2 - Frozen Blast - 18 MP - Ice-based attack L3 - Raise Dead - Can raise a dead party member or enemy as a zombie under control of the Necromancer. L4 - Sacrifice Dead - Destroys a raised corpse, healing the Necromancer for 50% of its remaining health. L5 - Arms of Hell - Casts slow and burn on a target. 16 MP. L6 - Leech Heat - Removes all heat from the ground around a target, paralyzing them and doing an ice attack for 50 MP. Costs 70 MP. Three turn cooldown. L7 - Summon Skeletal Mage with stats 100 300 0 0 50 150 0 50 50 50 50 50 50 L8 - Chaos Bolt - 25 MP Shadow Attack. Ignores damage reducing effects. L9 - Life Drain - 15 MP Shadow attack that heals the Necromancer for 50% of the damage done. L10 - Eternal Damnation - 50 MP - A hand from hell grasps the target and corrupts it. Damages the target for 3d25 each of their turn for three turns. Five turn cooldown. |
| QUOTE (Pokemon Trainer) | Pokemon Trainers have Pokemon be their stats for them using this format
Charizard would have stats of 360 0 100 90 45 110 0 45 50 50 50 50 50
Take the lower score from their neutral nature at level 50 for Atk and Satk. Higher score from neutral nature at level 100 for their HP. All Pokemon will have 100 SP. Their speed, Def, and Sdef will be half of their lower scored neutral nature at level 50. The Pokemon's attacks can be anything in their move arsenal on serebii. The SP it drains and what the attack specifically does will be decided by me. Pokemon Trainers may only have four pokemon each battle. If all of them die, the trainer is out.
L1 - Potion - Heal the Pokemon for 100 HP. Ten per battle. L3 - Extra Pokemon - May carry an additional Pokemon for a total of five. L5 - PP Up - Restore 25 SP to the Pokemon. Five per battle. L7 - Extra Pokemon - May carry an additional Pokemon for a total of six. L9 - Revive - Revive the Pokemon, giving it half its HP. Three per battle.
Finishers Depend on Pokemon Type Normal: Super Strike - Three Mega Punches, but for the cost of one. Fire: Chaos Flare - 100 MP Fire attack, and a 50 tick burn Water: Tidal Deluge - 45 MP Water attack that heals the user for 100% of the damage done. Elec: Heaven's Wrath - Three Thunders, for the cost of one. Grass: Forest Force - Roots and thorns engulf the target, stopping it from moving for three turns and doing 8d8 damage every turn. Ice: Glacial Gale - Cold winds leech all heat from the earth around the target, stopping them from moving for 40 ticks. Fight: Knockout Punch - 400% damage punch that greatly debuffs the target's DEF. Poison: Venomous Bile - Poison seeps from out of the earth, poisoning all enemies for 50 ticks. Ground: Tremoring Chasm - Flip a coin for all enemies for three turns. If heads, deal 5d50 damage to them, if tails, do nothing. Flying: Feather Cyclone - Sharp Feathers barrage the target, debuffing their Acc greatly and doing a standard physical attack nine times. Psychic: Mental Blast - Grips the target teleketically, doing a 50 MP attack that does double damage after the initial damage is calculated. Bug: Parasitic Swarm - The bug summons a swarm of parasites, attacking five times and healing the pokemon for 100% of the damage Rock: Boulder Barrage - Boulders rain down onto the target for three turns, doing 20d3 damage to the target each turn. Flip a coin for each turn, if heads, the target is paralyzed. Ghost: Spectral Abyss - A portal to purgatory opens, and thousands of souls call to the target, inducing random status ailments for three turns. Dragon: Spirit Roar - 75 MP attack that causes the target to skip its next two turns. Dark: Nocturnal Shroud - Does five attacks worth 15 MP but for the price of one and puts the target to sleep. Steel: Heavy Hammer - Massive attack that does 500% normal damage and greatly debuffs the Pd of the target. |
Next set of classes - Berserker - What I originally intended a warrior to be, but souped up. They can dole out the damage, but lose all tanking ability.
- Wild Mage - These mages never properly learned how to use magic and tend to be extremely destructive... But at what cost? They will have a mechanic that allows them to attack with extremely fast high-powered spells, but it will damage them as well.
- Beast Master - These are masters of nature, living in nature their entire lives, they have tamed and become one with many types of beasts, they are a melee damage class that have a unique mechanic of changing their combat style to that of an animal in the best situation. For example; the bear fighting style would be excellent at tanking, and a cat fighting style would be excellent at prowling around and unleashing damage. (Take those styles with a grain of salt, mind you. Unofficial until I get some actual information out there.)
This post has been edited by Dark Yoshi on Sep 13 2008, 01:30 AM
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