11-23-2014, 02:18 AM
Sidecut. Mad Chop. Thousand stab. These are specialized weapon skills. Skills for specific weapons.
Repel. Hanging. Technically Banquet. These are general weapon skills. They work with any weapon. If you realy really wanted to, you could Hanging with a Shotgun, or Repel with a Tome.
As it stands now, the weapons are imbalanced in terms of available skills. Swords beat Axes and Spears quite handily, for example.
General weapon skills are nice because you don't need a specific weapon. They can work with a number of builds and strategies. It also allows you to change weapons as needed. (In a dungeon, using an axe, but you found a shiny new spear you want to test? General skills to the rescue!)
The following are a list of suggestions for new skills or changing existing skills to make a few more things more viable in general.
SOLDIER:
- Tackle (10 FP, Movement = range, straight line. Deals more damage based on the length of your running start. Can miss. No on-hit effects.
DUELIST
Sidecut is just a hit with the weapon as you dash past. No reason to make it exclusive to swords, unless you're going "Oh, Disgaea had that."
GHOST
Okay, I get it. It's a duelist promotion. But Sanguine Star theoretically works with so much more than just swords. Heck, if anything, I'd argue that AOE and skill effect has a lot to do more with the dark energies they harness than anything else. It might make more sense to call that move a howl than a sword skill.
LANTERN BEARER
Imbue Strike only applies to direct hits. So for spears, that's... couloir and normal attacks? Maybe it could apply to more than just spears?
ARCHER/ ENGINEER (These can apply to either of them, very well)
- Grenade (12 FP, 100% Skill + bonus based on rank. Elementally enchantable, AoE effect.)
- Smoke Bomb (18 FP. Obscures target from view, forcing enemies to pick a new target. Hit penalty to shoot through it.)
- Flame Coating (?? FP. Turns your weapon's damage type to fire for 2 rounds.)
Any more suggestions?
Repel. Hanging. Technically Banquet. These are general weapon skills. They work with any weapon. If you realy really wanted to, you could Hanging with a Shotgun, or Repel with a Tome.
As it stands now, the weapons are imbalanced in terms of available skills. Swords beat Axes and Spears quite handily, for example.
General weapon skills are nice because you don't need a specific weapon. They can work with a number of builds and strategies. It also allows you to change weapons as needed. (In a dungeon, using an axe, but you found a shiny new spear you want to test? General skills to the rescue!)
The following are a list of suggestions for new skills or changing existing skills to make a few more things more viable in general.
SOLDIER:
- Tackle (10 FP, Movement = range, straight line. Deals more damage based on the length of your running start. Can miss. No on-hit effects.
DUELIST
Sidecut is just a hit with the weapon as you dash past. No reason to make it exclusive to swords, unless you're going "Oh, Disgaea had that."
GHOST
Okay, I get it. It's a duelist promotion. But Sanguine Star theoretically works with so much more than just swords. Heck, if anything, I'd argue that AOE and skill effect has a lot to do more with the dark energies they harness than anything else. It might make more sense to call that move a howl than a sword skill.
LANTERN BEARER
Imbue Strike only applies to direct hits. So for spears, that's... couloir and normal attacks? Maybe it could apply to more than just spears?
ARCHER/ ENGINEER (These can apply to either of them, very well)
- Grenade (12 FP, 100% Skill + bonus based on rank. Elementally enchantable, AoE effect.)
- Smoke Bomb (18 FP. Obscures target from view, forcing enemies to pick a new target. Hit penalty to shoot through it.)
- Flame Coating (?? FP. Turns your weapon's damage type to fire for 2 rounds.)
Any more suggestions?
*loud burp*