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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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-A M P-

PostPosted: Sun Jun 03, 2007 10:22 am


-~-THE STRATEGY BOARD!-~-


Alright! This is the place to post/talk about all your strategies and various other ways to abuse the RPS system!

*PLEASE NOTE THAT ALL QUESTIONS PERTAINING TO THE RPS SHOULD BE POSTED IN THE Q&A THREAD HERE!*
PostPosted: Sun Jun 03, 2007 10:46 am


I just thought that I should point this out to get the ball rolling here!

In the Mist Island Semi-Dungeon, I witnessed an awsome strategy. The 2 person team of Nuku and Shadow had appointed that Shadow would receive the group MP every turn and Nuku the Group AP. Thus allowing them to have the skilled caster/actor effectivly every turn! Bravo!

-A M P-


cat_girl_nukunuku

PostPosted: Tue Jun 05, 2007 10:41 am


Thank you blaugh , but I'm not actually using the group AP now because I'm using my spirit mouse spell every turn. But its great for her summon 3nodding .
PostPosted: Sun Jun 10, 2007 6:01 am


Well from what I've gathered so far, if I base my character off of mitigation and if my assumptions on Vindictive are correct, I could make a melee character nightmare. High defense and a damaging return for the attempt. Throw in the taunt action and that'd be a nice tank.

Hlyn


random mistakes

PostPosted: Wed Jun 13, 2007 6:09 pm


Oh oh OH! I think I gotta a specialization killer!

My summon, due to the fact that he has 3 out of 6 levels, could buy magic shield three times, giving everyone in the party 15 points of magikal protection, and also get vindictive (magic) three times so the summon does 6 damage for every magical hit (just as a defense).

Then, I'll save up for these skills every so often ((For every 1 Cp that goes into stat, 1 goes into pool)) starting with regenerate (atleast twice), then vindictive for attack (acouple), then defender, then fast caster, then magic shield. After that, I'll periodically buff up regenerate for my blood dagger with a ratio of 2 stat CPs to 1 skill CP.

Is that good? I'm open to suggestions

~ Bellamin Solan, support summoner in the making
PostPosted: Wed Jun 13, 2007 6:12 pm


But Vindictive only counts when he's hit with the damage source. With Magic Shield, he blocks damage without taking any.

Just remember that. mrgreen

Grand_Commander13


Hlyn

PostPosted: Wed Jun 13, 2007 6:49 pm


Mitigation is better biggrin

Just have to ask again, for vindictive (attack) it still 'procs' even if the damage is mitigated by defense since it was still allowed to hit it's target?



Aside from my new strategy of trying to find something good on tv, I'm starting to get a better handle on how I can develop a tank character. Unfortunately I think that leaves me about five stats I should focus on to work on. Though I'm not sure, I could completely zero in on one type of mitigation / defense but I'd be severely limited in that I'd be completely reliant on teammates for everything else. At the moment I'm thinking life, defense, resistance (magic), and working on my vindictive traits for attack as well as the attack trait itself. Talked with AMP before about it and decided I needed to work on my efficiency more.
PostPosted: Wed Jun 13, 2007 11:57 pm


Hlyn
Just have to ask again, for vindictive (attack) it still 'procs' even if the damage is mitigated by defense since it was still allowed to hit it's target?
That is affirmative. mrgreen

Grand_Commander13


Polkana

PostPosted: Tue Jun 19, 2007 9:41 pm


I've got to say that my character plus Ninja's = buckets full of win.

I wish I had put the Defender skill on my main character as well. Then I could pull two attacks and just keep having Kitai use guard to keep herself damage free. ((Ninja would actually have survived, I would block all of the vampires attacks while Ninja kept fireballing him into nothingness.)) Poor Ronin has been off on his own like the entire dungeon.

I managed to keep Ninja alive far longer than he should have survived. But just for the record if we still have to fight a lich then we are totally screwed. I went and looked at the stats and that thing would rape us hard and fast.
PostPosted: Tue Jun 19, 2007 11:24 pm


ZOMG! A character actually had and used Guard! You guys are so Cult of the Offensive that the thought never occurred to me. rofl

Ronin's actually doing a good job chipping away at that Vampire Thrall. They're highly defensive and have a wicked regeneration action, but he's slowly but surely breaking its tank without having invested twenty of his character points into his damage. mrgreen

Grand_Commander13


Polkana

PostPosted: Wed Jun 20, 2007 1:29 pm


I made Kitai a defensive character. Most of the damage she does is vacariously through the Gargant or from my spellcasters. I keep Ninja alive and he keeps pumping out those fireballs he likes so much.

So I used Guard and saved my a**, yay me.
PostPosted: Sun Jun 24, 2007 1:01 pm


Magic Bonanza:
or as i like to call it, the "Machine Gun Magic"!

Objective: To use multiple different spells with multiple different effects that can change dependent on the situation.

How it works:
-Ok, so a bulk of spells (this includes special ones) have the MP cost of 2.
-Gerbo Has skilled caster and speedy magic.
-When equiping the Apprentice Staff, He has another rank of skilled caster. Thus all spells that cost 2 now cost 0.
-Now every turn I use my MP with the Group MP (total of 2) to use speedy magic, alowing me to cast 2 spells per round.
-Combine that with the fact that all my 2mp spells cost 0 and you have yourself a formidable magic machine.

Possible out comes combining 2 2mp spells:
- Double Energy Cannon - (x2 energy bolt)
- Life Saver - (Stun Bolt Attacker, then heal defender)
- Double Dose Defender Plus - (x2 living mist)
- Hold the Line! - (x2 Stunbolt)
- Plus many other combinations!

Nice huh?

Upgrades to the idea!:
-Get Practiced Spellcaster (+1 MP per turn) so i dont have to pull off the group MP!
-Get another skilled caster to add 3mp spells to the list!

*Notice* - If you count the fact that my 4 equip points are now dedicated to the apprentice staff, then the total points put into this strategy= 2(speedy magic)+4(practiced caster)+4(equip-Apprentice Staff)+7(magic)=17 CP. This is HIGHLY SPECIALIZED! Do not attempt unless you are a dedicated magic user of any type.

Any Comments, Critques, Concerns, or Criticisms?

-A M P-


random mistakes

PostPosted: Mon Jul 30, 2007 6:23 pm


Hmmm... Seems everyone gots an build down...

Hey people? Do you think I should give up the Spellsword Persona, this guild seems to cater the the opposite poles. Grey planet is getting lonely.
PostPosted: Mon Jul 30, 2007 7:11 pm


It seems that you really need a specialization to be effective. For example, I spec'd my character to be entirely offensive magic. My entire design is centered around my Fireball spell. I cast it every turn, for massive damage. It's really not as much fun being a Fireball factory. I wish I had made a red mage instead. Put some character points into healing.

Gonzu the Immaculate


random mistakes

PostPosted: Mon Jul 30, 2007 8:26 pm


*LeSigh*

I guess your right. I'll get that whatever skill that allows you to take one Mp off of spell costs... Hey... You think my blood dagger would be enough for Firu to give me that fighter mage potion?

Cause with that, and skilled (or whatever took 4 Cp) caster, that'll make me alot more usefull when I get enough equip points for Atlas' armguard.
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