Quote:
Originally Posted by Geminex
Okay, what will happen is this:
Either, the bees respawn automatically, from the hive, or the hive just justifies bees' inherent 'call for help' ability. In either case, however tempting it is for the mages to run for their very puny lives, running away now would result in us doing next to no damage this turn. That's reeeeeally not good. Because either the hive just spawns some extras, and we're facing 6 (presumably) next round, or they all use call for help, and we're facing 8. Either situation would actually probably suffice to overwhelm us in the long run.
Basically, if Krylo says yes to McTahr, then the mages attack and kill a bee each. Jade gets over here to help us, Vera goes over th the Fresk and keeps the dingo busy and stops it from mauling our prize. Argath spends the round looking after his shaft. Maybe he can also grab his spear. Prasad fires on one of the bees, Caspin gets over here as fast as he can.
Afterwards, we'll see what we do. Depending on how fast the bees spawn, we either keep killing bees or set the hive on fire. Maybe we stand and fight, maybe we retreat. For now, we're just getting into positon and reducing their forces by as much as we can.
I'm not actually gonna write this out because it's so late that it's early. Goodnight.
Edit:
Also, fun limit break combo:
Group 5 (all allies)
Attack (physical) 3
Element 1
Revenge 6
Elemental mastery 2
Pretty good healing, any you've got 3 points left over.
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Now that I've taken a nap and am less grumpy: You realize that your white mage has 8 hit points?
And that he's the only character in your group with the healing skill?
And that if he gets attacked once he has a chance of going down... twice is almost definite?
And that if he goes down your entire group is fucked?
That said: Yeah, you can have aero in your staff, Tahr.