02-04-2015, 06:42 PM
Since I've already stated my opinion about CM with a certain Survey, I'll go ahead and get to the content:
Turn 1: Evoker casts Charge Mind, then casts Ryemei at 1.5x damage
Turn 2: Evoker casts Air Pressure at 2.0x damage, then casts Magaisendo for 2.5x damage (Charge Mind ends, since the third spell was cast)
This change can be implemented with no system-forced SP upheavals, and as for the benefits:
1. It allows Evokers to tap into Mage spells without sacrificing efficiency
2. Maintains Evoker's straightforward nature while making Charge Mind much less predictable and providing room for strategy
3. Doesn't ruin Evoker's damage potential, but delays it just enough to give the opponent a chance to respond
4. Etc.
Quote:Charge MindHow this skill works is like so:
(Costs 20 FP and 3M)
For 2 Rounds, the next three Mage or Evoker spells you cast gain a cumulative +50% damage bonus. However, you cannot cast the same spell more than once while Charge Mind is active, and if you cast a non-Mage/Evoker spell, Charge Mind will end prematurely. (You can still prepare Invocations normally while under Charge Mind)
Rank 1: Learn skill
Turn 1: Evoker casts Charge Mind, then casts Ryemei at 1.5x damage
Turn 2: Evoker casts Air Pressure at 2.0x damage, then casts Magaisendo for 2.5x damage (Charge Mind ends, since the third spell was cast)
This change can be implemented with no system-forced SP upheavals, and as for the benefits:
1. It allows Evokers to tap into Mage spells without sacrificing efficiency
2. Maintains Evoker's straightforward nature while making Charge Mind much less predictable and providing room for strategy
3. Doesn't ruin Evoker's damage potential, but delays it just enough to give the opponent a chance to respond
4. Etc.
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye