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Unread 06-01-2010, 08:28 AM   #3
Geminex
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Join Date: Jun 2009
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Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay!
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If I had exel on this PC, I'd make a graph of how AWESOME this RP just got. Or I'd try. But I'd fail. Because the magnitude of awesome cannot possibly be calculated by a computer with less than several terabytes of ram.
THAT AWESOME.

Anyway, let's do dis!

Our enemies have 100/100 rage.
We have two scenarios here:
Either, they have standard signature techniques. If so, then it's likely that they'll probably open up with at least a few of said signature techniques.

Or, they're like pokebrids, and they have to paradigm shift to use their uber-techniques. In which case, I'm guessing they'd save their pokeshift, and their techniques, for later in the battle.

I find scenario 1 more likely, which is why I think we should definitely begin defensively. That'll protect us from the first wave of enemy attacks, and it'll give us some time to gather more info. Information is really improtant right now.

And in regards to Drac's question, using the flinch technique would actually have been my plan. Defensive moves. I like your breakdown of their strengths and weaknesses, but, see, last time we split up our damage, and brought a few enemies critically close to death, they pulled full restores out of their ass and healed themselves right back up. And those were just mooks. I'm guessing our foes over here have full restores as well, at the very least. And I don't want them to heal, this time. Don't want it at all.
Hell, they probably even have max revives! Dammit.

Anyway, like I said, caution. We weather their first attacks, find out more, test their defenses. When we know more about them, we open concentrated fire on priority targets, their glass cannons, their supporters. I tried to set our troops up so we had a lot of different types, and that hepled. Anyway, their high-priority targets're gone, we just take them down at our pace. As long as we don't lose anyone important, we'll control the battle.

Sooo... defensive techniques. I have a feeling AB won't let us just flinch them all death (it'd just be too easy otherwise), so any other suggestions for defensive moves? Renny's Co-op remains an option, that might be useful. Protects all-round, we'd definitely be safe, but expensive.

Worst-case scenario, we just send out our enforcers to take the first few hits. Hell, what're they there for, if not cannon fodder?
Though mine has an instant-kill technique. Hmm-hmm.

And I made two major mistakes last battle:
1: Didn't focus fire when I should have
2: Misallocated rage. Moon's power amplifier? Helped us, but was not necessary. Also, Impact's sweep wasn't necessary either.
Ah well. We live and learn.

Oh, and one final thing... Drac already started with the type breakdown. Lemme just continue that:
Gardenoir: Psychic/Dark
Pegidash: Fire/Air
Seacalibur: Water/?
Lopunnish: Normal/Steel
Altarisect: Dragon/Insect
Frosqueen: Ice/?
They all have dual weaknesses, so we should be able to kill them with moderate ease. Depending on what we find out, we should hit Gardenoir first. Losing their leader? Must be bad for morale. And on that note, let's try to keep Impact alive. For the good of the team.
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