The Warring States of NPF

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-   -   FFD6: The Dicening: The Discussion: You Don't Have the Quads. (http://www.nuklearforums.com/showthread.php?t=39423)

Geminex 02-01-2011 07:31 AM

Couple of points:
First, yeah, we probably won't have to deal with the dingos too much. Or wouldn't. If not for the fact that two of them are up in our mages' face. I really think that at least one of those needs to die. As for the rest of the dingos, wounding them should be enough. I agree that the Fresk will prolly go for them. It'd be best if we could get everyone into one group, to give the Udrafresk more wounded dingos to choose from, though.

Secondly, check out the Red Mage abilities, guys. Read the description of 'Runic'. Sounds like what our grotesque friend is doing, no?

I'm guessing it can act twice each round, once with each arm. The right arm attacking normally, the left arm either using Runic, or Return Magic (I'm guessing it either returns magic, or heals itself with it), or maybe even casting its own spells.

Not sure about tactics, not that anyone cares. I think Argath pulling back to the mages would be a good idea, but... bluh. Let's just see how it goes.

As long as the Udrafresk survives, we should get the full reward. In theory, anyway. Not sure how they'd feel about a maimed Udrafresk...

Dracorion 02-01-2011 11:11 AM

Well even if we wreck its arms as long as the beastie is alive they can contain it and let it rest and grow new arms, probably.

Anyway, Krylo, two questions:

Could Argath have attacked one of the Dingoes that surrounded him with Jump? I wasn't sure it could be used at short range, and that's why I had him attack Vera's.

Second, the Udrafresk is a boss monster, right? Not just a rare hunt?

Geminex 02-01-2011 11:19 AM

Quote:

Well even if we wreck its arms as long as the beastie is alive they can contain it and let it rest and grow new arms, probably.
Suggestion: We wreck your arms. We watch you grow new ones, probably.

I'm not sure if that would work.

Hey, Krylo. If we take out its arms, will our employer still pay us the full amount, provided it's alive? The condition is 'a live specimen', but on second thought, that seems kinda silly...

So, what's the mission, exactly?

Edit:
Also, what's gonna be up with Docus' Team switch. You said you were thinking about it. Reached a decision yet?

Dracorion 02-01-2011 11:21 AM

Okay, not wreck wreck.

But I'm pretty sure we can get away with injuring the arms a bit.

Also, we need to talk to the employer. They specifically wanted the arms and head back. Methinks they knew it could do something with its arms, and it's entirely possible they weren't completely honest with us.

Krylo 02-01-2011 11:24 AM

Quote:

Originally Posted by Dracorion (Post 1105349)
Could Argath have attacked one of the Dingoes that surrounded him with Jump? I wasn't sure it could be used at short range, and that's why I had him attack Vera's.

The fact that you are flying into the air is what gives you the range for a charge attack. This means you can use it on any enemy within medium or short range.

Attacking Vera's was still probably a good idea, though, as it removed you from attack range of two of the Dingos, and you can only use jump twice more this fight.

Quote:

Second, the Udrafresk is a boss monster, right? Not just a rare hunt?
End boss, technically.

Quote:

Originally Posted by Geminex (Post 1105353)
So, what's the mission, exactly?

It is as the NPC described it. Clarifying OOC would be cheating!

Quote:

Reached a decision yet?
Nope.

Dracorion 02-01-2011 12:50 PM

Right, okay.

I think I've got a decent plan.

If POS can edit his post, Prasad can target Dingo 2 and he can take it out, provided none of his shots miss.

Argath can jump on Dingo 3 and probably take it out as well. Fie, Docus and Caspin can cast their spells on Dingo 5. One of them will get sucked up by the Udrafresk, hopefully Caspin's, but two spells ought to be enough to seriously hurt Dingo 5.

Jade can handle her Dingo, and I doubt Vera will want to back her up since it involves moving close to the Udrafresk, so she can just group up with the mages.

How's that?

Overcast 02-01-2011 01:38 PM

If I'm going to waste my spell I'm wasting it on the Fresk.

Dracorion 02-01-2011 02:14 PM

Well I wasn't sure Runic would work on Blue Magic.

Although my real reason for wanting Caspin's spell to get absorbed is that if the Fresk uses Return Magic he'll get blasted by his own laser beams.

And I'm okay with that.

Geminex 02-01-2011 02:35 PM

Wait, now we're planning?
Now?

Couldn't you have made up your minds before breaking my spirit and causing me to curl up in a fetal position and sob softly?
No?

Still, Dracorion doing it?
Naaaah.

...

Anyway.

The plan's allright. But the problem is uncertainties. We don't know how the Fresk will act, or what rules govern it. But we can make assumptions.

Right now, we're assuming that it will prefer to attack wounded dingos, right? So, what I'd recommend is this. We try to buy as much time as possible for our mages to damage it, by giving it a lot of wounded dingos to attack before focusing on us.

A great first step would be to leave the wounded dingos alone. For now, anyway. We can kill them if they're threatening us, but until that's the case, let's let the Udrafresk take them down?

We have 4 dingos, two of whom are wounded.
What I'd recommend is that we wound the dino closest to the Udrafresk and kill the dingo charging us, while wounding the other one this turn, if possible. Not sure what to have Vera do.

Hmm...

How bout this:
Argath: Jump on Dingo 5
Jade: Move to join the group
Caspin: Move to join the group
Vera: Attack her dingo (2)
Docus: Standard-action fire on Dingo 3.
Fie: Standard action Aero on Dingo 3.
Prasad: Attack dingo 6

That way we'll all be in a group, and, by the time it's the enemy's turn, there'll be quite a few wounded dingos around. The one facing jade, the one facing Vera. If it spends a turn killing Jade's, and then goes for Vera's, we have at least 2 more turns before it goes for us. That's two turns of spells and bullets.

Which is also kinda why I'd prefer ovie not to cast. I think the best time for us all to cast is when we're all targeting the Fresk. We should be able to deal with the surviving dingos as they are. The important thing is preparing to hurt the fresk.

Dracorion 02-01-2011 02:39 PM

Planning is okay. The problem is overplanning, which is what you do.

I like mine better because it gets the Dingoes out of our hair. They'll still be alive, only in negative HP, and if the Fresk goes to finish them off that buys us time.


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