@Kyrissetake your time. JBRam and I are still finalising some stuff. The only thing I can ask from is name, paradigm and stat distribution. Just tag JBRam.
@JBRam2002 I completed the requirements I guess? I have also going to pm you the information for things that you requested. I made the L’Cie Brand location somewhere that would make sense for my character.
War is always like that. Which is why I like wars a lot.
Added a to-do list for players on the public sheet. If you've completed one step, please move on to the next. [10:50 AM] jbram_2002: docs.google.com/spreadsheets/d/1GVtYDp.. - Link to public sheet
Alright, an announcement for the SENs on our team... meaning the DMs right now lol.
I'm slightly tweaking how SEN interacts with ATB. For all other roles, once you lock in your ability chain for a round, the entire round is resolved immediately before anyone else can act. This works really well for abilities that take a split second to resolve, like attacks or magic. However, SEN abilities generally take a long time to resolve. The -Guard abilities last a full 3 seconds before that one action ends. If you've got a full 6-segment ATB, that's 18 seconds of battle where you are locked into your role or abilities. That means that the other characters (and enemies) can have 3-4 turns before you're able to react. That's just not optimal.
So I'm changing it so SEN (and only SEN) can decide whether to cancel their abilities after they have locked in a round, and only one Guard ability is resolved at a time. This only applies to their Guard abilities (i.e., not Challenge or Provoke, but it also applies to Elude, Entrench, etc). So if a SEN uses Provoke - Provoke - Steelguard - Steelguard - Mediguard, I will resolve the first three abilities before moving on to the next turn. After three seconds pass, I will resolve the next Guard ability. If the SEN decides they want to change that second Guard to Mediguard, they can cancel their remaining actions, wait for their ATB to refill, and then use Mediguard, or they can keep their current actions. This also means that it's easier to switch Paradigms.
If you're not a SEN, this won't apply directly to you for a while, and when it does, there will be enough battles to see how it works. Should be better for everyone in the long run.
@fer1323 I like the idea of that type of weapon, they've been in almost all the martial arts movies? And they are pretty wooden and they somewhat look like a police baton.
@Landaus Five-One they are usually taught along side a form of martial arts. Wood is the typical material but they can be made of anything. I choose them because they are a rarely used weapon but effective.
Ok, we have received all Character Sheets for those who have officially joined. I know I have at least one other person who looks interested.
Before we start, I need the following from everyone. If you have already done this, congrats!
1. Name of your starter weapon. This is just to name your primary weapon. If you just picked a category, I temporarily named a weapon for you, or I left it as "Oaken Wand" or "Oaken Staff" because that was my placeholder. I know we have a lot of creativity here, so if you can come up with a name, that would be great. Avoid names like "Julian's Blade" because you will have several other weapons to choose from as they become unlocked. It doesn't make much sense to have just one weapon with your name on it. As a side note, your starter weapon will have balanced STR and MAG stats.
2. Pick your starter abilities for both (or all three) Roles. If one of your roles is MED, that part of the job is done for you. MED gets 1 ability to start, and it's always Cure. All other roles start with TWO abilities of Crys 1 (on the Abilities tab). That means no level 1 Blizzaga. (Crys stands for Crystarium, FYI.)
For COM, suggested abilities are either Attack/Blitz or Attack/Ruin.
For RAV, I suggest picking first lvl spells from two elements. These elements should be treated as your primary elements and will likely be the first to gain higher-tiered spells (like Fire -> Fira -> Firaga).
For SEN, Provoke is almost required, and then a Crys 1 guard ability like Steelguard, Mediguard, or Elude.
For SYN, you're limited to Bravery, Faith, Protect, Shell, and Vigilance. The first two are offensive and the last three are defensive (Vigilance can be seen as minorly offensive too). I suggest focusing on either offensive buffs or defensive buffs at the start. Otherwise, you'll be less effective as you try to spread out your upgrades.
For SAB, your choices are Deprotect, Deshell, Slow, and the P versions of those. Any SAB spell with a P uses your Physical stat to determine damage dealt and is treated as a physical action (meaning if you cannot perform physical actions, you cannot use the P abilities). I suggest focusing on whichever stat you're best at. Someone with high STR will want mostly P abilities, while those with high MAG will want the standard abilities.
And MED, you got Cure. Sorry that you only get one choice, but MEDIC is a rather straightforward role in terms of abilities... you pretty much always get the same ones if it's a primary role.
3. Not needed to begin, but will be needed VERY soon. Please contact me about setting up abilities for your Crystarium. I need to focus on Primary Roles (we will get to Secondary Roles later). The hiders below contain info you might need. When I mention levels below, I'm talking about the Crys lvl shown on the abilities tab. Use this number to plan your abilities. You may take any ability that is at or below the Crys lvl you can access. That means if you're a RAV at lvl 5, you can pick any RAV ability that is at Crys 5 or lower.
DON'T FORGET PASSIVES! Passive abilities are extremely strong, especially for Commando.
SEN- You have two starter abilities at lvl 1. You will gain a third lvl 1 ability, then new ones at the following levels: 1x each at lvls 3, 4, 5, 2x at 6 and 7, and 3 more at lvl 8+. Total of 13 abilities.
COM- 2 starters at lvl 1. 1x at lvl 2, 2x at lvl 3, 1x at lvl 4 & 5, 2x at 6, 1x at 7, and 6 at lvl 8+. Total of 16.
SYN- 2 starters at lvl 1. 2x at lvl 3, 1x at lvl 4, 2x each at lvls 5, 6, and 7, and 6 at lvl 8+. Total of 17.
MED- You're getting all the abilities. The only real choice here is whether to take Esuna before Cura (you'll get the other one a few nodes later).
SAB- You have two starter abilities at lvl 1. You gain a new ability at each of the following levels: 2,3,4,5. 2 new abilities at lvl 6, 1 more at lvl 7, then 6 at lvl 8+. Total of 15 abilities.
SYN- 2 starters at lvl 1. 2x at lvl 3, 1x at lvl 4, 2x each at lvls 5, 6, and 7, and 6 at lvl 8+. Total of 17.
RAV- You have two starter abilities at lvl 1. You gain a new ability at each of the following levels: 1,3,4,5. You gain two abilities each at lvls 6 and 7, then 6 abilities at lvl 8+. You'll have a total of 16 abilities.
MED- You're getting all the abilities. The only real choice here is whether to take Esuna before Cura (you'll get the other one a few nodes later).
COM- 3 starters at lvl 1 (cause you're starting late). Most likely Attack / Blitz / Ruin. You get 2 abilities at lvl 3, 1 each at 4, 5, and 6, 2 at lvl 7, and 6 at 8+. Total of 16 abilities.
COM- You have two starter abilities at lvl 1. You gain a new ability at lvl 2, two new abilities at lvl 3, 1 each at lvls 4 & 5, 2 at lvl 6, 1 at lvl 7, and 6 at lvls 8+. Total of 16.
RAV- 2 starters, 1 each at lvls 2, 3, 4, and 5, 2 at lvl 6, 1 at lvl 7, and 7 at lvl 8+. Total of 16 Abilities.
SAB- 3 starters at lvl 1 (cause you're starting late). 1 each at lvls 3, 4, 5, 6. 2x at lvl 7, and 6 at lvl 8+. Total of 15 abilities.
For secondary roles, you get 7 abilities in each role. Progression should make sense, so you can go Fire > Fira > Firaga, but not Fire > Blizzara > Thundaga. Every ability can be at any lvl, but you need to show progression. For COM/RAV/SEN, there aren't many prerequisites for passives, but you'll have very few passives you can get if you want to be effective with active abilities. For SAB/SYN, the passive should be your final ability, if you take it at all. Getting an extra active ability might be a lot stronger. For MED, you get most of the abilities, but will have to pick one to not take.