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Golden Sun Fighting Styles
Topic Started: Jun 27 2015, 12:51 AM (1,412 Views)
WitchRolina
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Missing the Unified Aesthetic

Holy hell, how'd I not post this here? I could have sworn I had... huh...

here's the original thread where I introduced the concept of Fighting Styles - the way they work is essentially by using a field spell in-battle to gain a passive benefit... though there are some exceptions, such as the artificer outlined below.








So, I’ve been doing a bit of creative thinking (shocking, I know), and the way I see it, there’s a few things you can do to expand GS’s battle system a bit. The first is the overhaul I’ve been doing, of course. But the other thing is something that can’t be done globally - something that needs a personal touch, and is unique to each person - Fighting Style Skillsets.

I’ve got a few that I’ve come up with on my own listed below, as well as what they do. What about you guys? What can you come up with?




Blink Assault (By Rolina)

Rolina is mainly about a full force offense, completely embracing the philosophy of a blitzkreig. Her circuit spell allows her to close in on an enemy quickly and start up an unrelenting assault. This is very powerful, but also incredibly costly - she burns out quite quickly in battle, and is at a severe disadvantage in prolonged fights. In game, this is reflected by the Blink set of skills. It's a passive effect, allowing her a decent chance to counter priority moves, a near-zero chance to counter physical attacks, a low chance to counter spells, and a high chance to counter summons. This style has two main weaknesses - durable foes, and fast foes. Durable foes are able to simply outlast the assault. She burns through PP reserves like it was nothing, after all. Anything faster than her will actually cause her abilities to trigger less, to the point that a for who's Ivan-fast may very well drop her summon-counter chance to as low as 40%, putting her at a disadvantage.

Spoiler: click to toggle





Artificer's Arsenal (By Rolina)

Robert Joe is a crafter, and one of the people leading the big push to integrate psynergy into technology. This premier forger of magitech gear not only has the ability to make artifacts, but to also modify them to magitech versions of themselves, and even modify them to change and enhance their properties. These skills aren't all that much for combat, but that's why he builds drones to assist him in battle, and is able to make a decent variety of them for whatever situation comes up.

Spoiler: click to toggle





Blaze Burner (By Rolina)

Kale is a fire mage, and a pretty good one. Having been to an area like Magma Rock and learning Blaze, he felt it initially useless... but inspiration struck as he tried it out in battle. He's now able to direct the blaze spell to increase the radius of his spells, cause them to focus down on a single target, or even linger around a bit longer than normal. It's all about killing things with fire for him, so by utilizing this spell into his fighting style, he's able to expand on anything and everything flame based to take down his target. Of course, the obvious downside to using blaze as often is that it'll drain him faster, so he practices a healthy doze of strategy in his application of it.

Spoiler: click to toggle





So what do you think? Got any styles you want to suggest or post? They don't necessarily have to use spells that exist in GS proper, just describe what the new spells do so we get the gist of it (ex:What I did with Circuit).
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Flamy
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Token Bad Teammate

Let's see...

Speed Demon Wyvern(By FrozenWrath, special thanks to Rolina)

It is only through dedication and training that a hero can save the day. This is why the Scarlet Flame, draconic hero in leather pants, formed a style that would assure that all battles would begin and end with him. If you got boost power, then the battle is already won.

Sanic sped!
Edited by Flamy, Jun 27 2015, 04:22 PM.
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Diego, the mentor
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Brain wave reader

I want to create my own battle style based on mind read, please tell me if there´s something I need to edit.

Precognition Shot(By Diego, the mentor)
This is a battle style based on the ability of the adept to read the enemies thought and intentions to get a boost on critical hits and dodge enemies attacks, a great battle style that provides an edge in battle, specially useful against human enemies, needs to learn about monsters by getting new pages on the encyclopedia as a enemy drop. (For example if I get the Vermin data as a drop from a Vermin I can use my battle style against all Vermin type enemies) and innefective on mechanical and pure magic enemies.

Spoiler: click to toggle
Edited by Diego, the mentor, Jun 27 2015, 02:02 AM.
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Catman
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Loneliest Stardust Crusader

I feel that basing a combat style on one or more moves of the same type is only going to end in your eventual downfall.
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Diego, the mentor
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Brain wave reader

That's why we need a balanced party, to cover for each others weakness
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Flamy
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Token Bad Teammate

Diego, the mentor
Jun 27 2015, 01:57 PM
That's why we need a balanced party, to cover for each others weakness
Together, we fight as one!

What one man cannot do, four Adepts can achieve!
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Catman
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Loneliest Stardust Crusader

I suppose in a team sense it's more reasonable, but only when you can cover the weaknesses of opponents who cover your team's weaknesses. It's not like you can stop a team member from being obliterated by the opponent just because you are strong against what the team member is weak against.
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Delfes
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Regular Adept #18

Yes you can. If you're weak against something, don't charge head first into it, stay away from it. Those who are strong against it will fight it and win. Also, you can't be strong against everything. The idea of "jack of all trades" exists precisely because "master of everything" is impossible. The downside of it is having no strong point to oppose the fact that you have no weak point.

What do you prefer? User of all, master of none or master of something, weak to what counters it?

As for the thread itself, I usually find field uses to combat spells rather than combat uses for field spells. Though I could see "Halt" being completely overpowered if it's actually a time based psynergy rather than just binding all movement temporarily.
Edited by Delfes, Jun 27 2015, 04:59 PM.
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WitchRolina
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Missing the Unified Aesthetic

Catman, stop trying to apply real world stuff to fantasy mechanics. All you're doing is making god kill catgirls.
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Catman
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Loneliest Stardust Crusader

Why does anyone bother with defence at all then? A good offence is the best defence they do say. Just stand behind your ally as they deal with whoever will OHKO you, then switch places when you face someone you are strong against.

What are people going to do when someone comes in and uses something that applies the Seal effect, the ultimate hard counter to Psynergy users?
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WitchRolina
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Missing the Unified Aesthetic

Uh, that's not a hard counter. The Artificer posted in the first post basically doesn't care about it, since that build focuses on unleashes and item creation.
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cipher
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Fancy Chicken

Things like Halt and Mind Read would definitely be overpowered in a fight haha.
e r r or
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Catman
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Loneliest Stardust Crusader

WitchRolina
Jun 27 2015, 05:13 PM
Uh, that's not a hard counter. The Artificer posted in the first post basically doesn't care about it, since that build focuses on unleashes and item creation.
Well I did say Psynergy users
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WitchRolina
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Missing the Unified Aesthetic

Mind Read I see as being better for melee fighters, considering that Ivan needed to be within short range to use it. I could see it as something that boosts accuracy, evasion, and crit rate, as well as ignore half of the effects of delusion and blind.

Halt, if used in battle, I think would work like Agatio's Cage spell - a low change to stun the target for a turn. I have a hard time seeing it worked into a style, though.

@Catman: There's also a few more things to think about. First, Seal isn't that common of an effect. Look at neshi's thread, and check how many people have the ability to do that. Second, the artificer build is for the group's healer. It doesn't shut his fighting style down, but it does threaten the party. Third, healing seals is stupid easy - one restore spell or an elixir later, and you're good to go. If Seal counters everything, but everyone can counter seal... then how's that the ultimate counter? Hell, Blink Counter is used by someone with above average Luck and that has some innate resistance to seal (as well as Paralyze and Res Down effects). A better counter to the character is a Defender. A tank. The guy who plays defense. When my blink counter triggers, he stops me cold with a mace to the head.

This thread is all about using spells in unique ways to give personal style to how your character fights. Complaining about it simply defeats the point of the thread, and causes people to ask why you're here.
Edited by WitchRolina, Jun 27 2015, 05:51 PM.
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Delfes
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Regular Adept #18

The way I see it, halt isn't an absolute spell, it can be used at different power levels for different effects. Making it great to base a fighting style on it. The user battles by slowing down everything around him rather than accelerating himself. This makes dodging and attacking much easier without the drawback of going too far past what he was targeting like higher speed might end up doing. However, it doesn't give more attack power.

Halt combat abilities


Edit: Okay, I just noticed my made-on-the-spot Halt spell list doesn't really work with what you said about field spells giving passive effects. Time Stop still works because it was a passive from the start, worst case scenario the trigger can be taken off to turn it into a full passive and change pp usage to happen on activation only with higher cost. This would actually make more sense too. But all 3 other spells are active control spells...
Edited by Delfes, Jun 28 2015, 12:26 AM.
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