Thursday, December 6, 2012

Guide: Skills

Final Fantasy: The Shadow Pact

[NO LONGER ACCEPTING] In the age of New Pulse, worlds will collide as new would-be heroes face their destinies. Can they stop a new wave of destruction?

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Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.
Magical Classes:
-- You can choose one of the classes below, which effectively come from different combinations of classic paradigms. The two three-letter codes indicate the paradigm combo:
RAVager, SYNergist, SABoteur, MEDic, COMmando, SENtinel

Caster (RAV-SAB)
-- This class focuses on dealing rapid magic damage, whilst attempting to cripple enemy defences.

Inspirer (RAV-SYN)
-- This class focuses on dealing rapid magic damage, whilst helping to strengthen the team's attacks and defence.

Healer (RAV-MED)
-- This class focuses on alternative rapid magic attacks with healing for allies.

Warlord (RAV-SEN)
-- This class focuses on using protective magic and provocation to draw fire, reduce damage, and backed up with rapid magic damage.

Berserker (COM-RAV)
-- This class focuses on dealing as much damage as possible, as quickly as possible, whether it's up close or at range. Nowhere is safe, but no supporting skills.

Infiltrator (COM-SAB)
-- This class focuses on dealing physical elemental damage, whilst striking crippling blows to enemies.

Charger (COM-SYN)
-- This class focuses on dealing physical elemental damage, whilst rallying the team's morale by increasing attack strengths and defensive capabilities.

War and Peace (COM-MED)
-- This class focuses on dealing physical elemental damage whilst helping to heal allies.

Dreadnought (COM-SEN)
-- This class focuses on getting up close and personal, capable of drawing the attention of enemies and enduring lots of damage. Deals hefty physical elemental blows.

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Elemental Strengths and Weaknesses

You don't necessarily need to have a strength or type of element you can control (which also translates to a resistance against certain types of attacker) or a weakness, but it makes sense that if you have a resistance, there will be a weak spot somewhere. The 'elements' below are opposing, and grouped with their standard weakness in brackets.

Fire (Water)
Water (Lightning)
Ice (Fire)
Lightning (Earth)
Earth (Air)
Air (Ice)
Holy (Dark) - This element covers moves that heal allies whilst still dealing damage (such as PSICOM Sapper's 'Manadrive Leech')
Dark (Holy) - This element covers moves that inflict poison, or are not uncommon in undead enemies.

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