Kingdom Keepers: RUMBLE -- Get in actions!


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Post Post #850 (ISO) » Sun Jan 11, 2009 10:37 am

Post by chenhsi »

I have a feeling immobilazation is the same thing I do. The worst case, it lasts 3 turns as well.

My guess is that they all have a similar format, so I won't be stealing any defense (since Pinpoint Intutition will remove it)

Instead, I'll freeze B and D, defend for 20, and attack E for the rest.
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Post Post #851 (ISO) » Sun Jan 11, 2009 11:06 am

Post by mykonian »

Probably it will be usefull to have James Tau active as long as possible: he can attack once before he would be frozen.

Does the lyrical bubble help against status changes? Anyway, they can't use there power on us all at once: that means 3 people get a free shot to take them out.

Probably they act like each other, that means all there defences could be down, except "power"-defences. It seems like we have to defend for 20, that leaves 80 to attack with.

about 2 persons that were not effected could take one out...
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Post Post #852 (ISO) » Sun Jan 11, 2009 11:09 am

Post by Cybele »

Weep not for me, for I am dead.
Last edited by Cybele on Thu Mar 26, 2009 12:11 pm, edited 1 time in total.
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Post Post #853 (ISO) » Sun Jan 11, 2009 11:22 am

Post by mykonian »

missed it, great.

New idea: This is probably the best place to double our attacks already. I forgot whose power it was.

after this, if their power endures several turns, it will get harder to attack with more people. Now we have at least 3 people that are not affected.

Oh, I forgot: I put a needle inside C's head. I don't know if it works before or after they use there power. Same counts for Chenhsi's immobilize.

Good idea?
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Post Post #854 (ISO) » Sun Jan 11, 2009 12:07 pm

Post by Josephine Bateman »

Josephine Bateman wrote:Just a look at those who remain:

James Tau
is armed with blinding speed, which manifests itself in 3 seperate powers. His
Hyper Speed
allows him to strike first, catching his foes by surprise, while his
Blur
maneuver allows him to evade attacks with an overwhelming offense. His newest ability,
Sneak Attack
rewards his sneakiness with double damage, assuming he isn't spotted. James Tau works well on his own, flitting around the battlefield, sniping unassuming targets.

Josephine Bateman
's powers are all magic-based, making her the resident sorceress. She can deflect all attacks directed at her with her
Spectral Mirrors
and copy other powers with her
Lancet
ability. Most recently, she's learned the
Polymorph
spell which allows her to weaken or strengthen any target, but requires time to cast. Overall, Josephine is one of the most adaptable DHIs, fully capable of defending herself while still providing support or adapting to any situation with a borrowed power.

Andrew Brown
's powers are not showy or immediately obvious. They are the subtle machinations of the mind. Andrew's
Telepathy
allows him to access the inner thoughts of his foes, and know what they will do even before they themselves know. His
Pinpoint Intuition
allows him to shut down an attack or defense before it even starts by correctly guessing the amount of energy spent on the action. This alone is a deadly combination but with his latest technique, the
Mental Barb
, he can cut off an opponent from the source of their powers. Without a doubt, Andrew Brown is the DHIs' best source for reconnaissance and subterfuge.

Bob Kaddidle
is the team's personified hope and optimism. His
Aura of Hope
lends him the power to fight tirelessly, gaining strength from those who fight alongside him. His
Healing Touch
is a boon to all those who are downtrodden and his newest gift, the
Golden Seal
rebukes an darkened soul into inaction. Bob Kaddidle remains strong for as long as his team does, and serves the DHIs well on the front lines and as medic.

Amelia Eagle
is quickly becoming a powerhouse. Armed with
Herculean Strength
, her attacks hit hard while her
Mighty Beast
trait lets her shrug off half of the damage she might sustain through sheer guts. Get on her wrong side, and you'll face her
Fury
which multiplies her Attack, especially when she's been ganged up on. Her
Quad Damage
power doubles the strength of her allies temporarily in the heat of battle. Without question, Amelia Eagle is a fearsome raptor, tearing apart the waves of enemies that have the poor luck to face her.

Sakura Matserugi
's
Sonic Boom
seems like a whole lot of ruckus for such little effect, but it in fact is an impressive defensive ability. Without expending any energy of her own, Sakura is able to punish anyone who would seek to hurt her. Couple that with the
Echo
and she has gained a free, recurring nightmare of an attack. With those abilities, she has plenty left over to assist with any assault or to pump into her
Sonic Melody
, which raises her entire team's defense. Sakura is most effective when under fire, making her an asset should the team ever need to go on the defensive and stall for time while formulating a plan. Don't worry about a thing while Sakura's got your back.

Takin Aikoro
is not a giver, he is a taker. He takes away the ability to move with
Immobilize
. He steals an opponent's defense with
Thief
, simultaneously leaving them wide open and keeping himself safe. With his newest ability,
Dispel
he removes any dirty advantage his opponent may have by clearing away harmful status effects from friends and banishing his foes' emboldening buffs. Takin Aikoro is designed for strategic warfare, planning each move in advance so the results are always how Takin wants them.

Joshua Robespierre
does not play in the realm of physical attacks. No, he plays mind games. His
Psychic Blast
strikes at his foes core, their mind, bypassing any mode of defense they may have had in place while his
Psionic Mirrors
place mess with any would-be assailant, weakening their attacks and strengthening his defense. His next Power is likely to be just as deceptive and manipulative. None are as cunning as Joshua Robespierre.

James Lee
* has a selection of energy attacks to unleash upon his foes. His
Confusion Ray
renders those caught in its path unable to think for themselves, deciding their actions and targets randomly. His
Blinding Ray
makes those who strike at him, thus making them ripe for the point-blank shot, temporarily unable to see, and therefore unable to attack. His
Epic Ray
is a super-charged particle beam that penetrates defenses, making it's damage unavoidable, even by reflection. James Lee works well firing off attacks from the rear, picking off enemies with the Epic Ray and scattering groups with the Confusion Ray.

*Because I cannot find a full list of this player's Power descriptions I am unable to guarantee accuracy in my summary.
Updated.
And yes, I agree that this is the best time for Amelia to initiate Quad Damage. If we need it again, I can always copy it.
[size=75][i][color=purple]i am the tower around which you orbited
i'm not proud i'm just taking orders
i fall to the groud within moments of impact
i hit back if hit and attack if attacked[/color][/i][/size]
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Post Post #855 (ISO) » Sun Jan 11, 2009 12:11 pm

Post by crywolf20084 »

Hmmm I forgot about your copy....

Okay Doubling. Does someone want to compile everyone's planned attacks into one post so I know where to go with my attacks.
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Post Post #856 (ISO) » Sun Jan 11, 2009 1:22 pm

Post by BlackWolf »

All out attack on D, if it gets doubled, and if gargoyle burns too, then should be out?

Somebody correct me if my math is wayyy out of here.
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Post Post #857 (ISO) » Sun Jan 11, 2009 6:20 pm

Post by Hybris »

Ok, everybody, with double, and pinpoint, and them being the same, 160 on one of them will kill one instantly. So, if Bob places 80 attack to the two that you pinpointed, then both of them will be dead. I'll redirect my echo as it'll apparently be unneeded.

Meaning, unless they choose a defense different from each other, 80 attack on each will kill it. We should actually have them
ALL
dead this round, if we plan this right.

Sadly, the bubble does not cover status effects given to you, which I am now seeing as a big flaw. It does do something almost as good though. And es, compile everything into one post please.

Changing my echo to whichever you guys want me to have it on, will be on E until then.

Oh, and nobody forget about Melody, which will give all of us +
110
Defense
guaranteed. I think you're all free to attack fully.
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Post Post #858 (ISO) » Sun Jan 11, 2009 6:51 pm

Post by ting =) »

I can bypass defenses unless they specifically allocate defense to blocking out mental attacks.

I'm going after B.
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Post Post #859 (ISO) » Sun Jan 11, 2009 8:50 pm

Post by mykonian »

B is already frozen by chenhsi, I thought.

and seeing what happened from the first few rounds, we've never battled opponents that had all the same power. However, Kloud put opponents with the same power next to each other. It isn't that surprising the two I saw (E and F) are the same. The other gargoyels could be harder to kill now.
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Post Post #860 (ISO) » Sun Jan 11, 2009 9:03 pm

Post by Hybris »

Ok, we need a clear idea of what everybody is doing, and I'm listing the points needed to kill each one of them given they are all the same.


A/80:
B/80:
C/80:
D/80:
E/80:
F/80: Echo

Everybody, copy-paste the list and fill in your actions, stating damage and effects from those attacks.
Note: The 80 is not the guaranteed amount needed to kill them-it is the amount to kill E and F, but the rest we do not know if they are doing the same as the first two.
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Post Post #861 (ISO) » Sun Jan 11, 2009 9:16 pm

Post by Hybris »

A/80: Golden Seal, Jos Att ??, A
B/80: Immobolize, Ting Att ??
C/80: Jos Att ??, Needle
D/80: Immobolize, BW Att 100
E/80: Epic Ray Che Att 80
F/80: Epic Ray, Bob Att 95

Edited/double posted incase people don't see it edited in the first one. List of all that has been mentioned earlier in the thread, feel free to change it for smarter actions.

Current suggestions; Move the epic rays to different targets, more people define how much they are attacking for. Personally, I'm moving echo to A. Make sure to smash all of them with 80, and hopefully over 120. *All values used are pre-doubled.
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Post Post #862 (ISO) » Sun Jan 11, 2009 11:12 pm

Post by mykonian »

since when can we attack an immobilized opponent?

The epic ray definately needs to move, I don't know if it goes around immobilization (guess not), but it has most use on an opponent that has defence.

I have 87 energy to spend, I think I devide it evenly on E and F, they should be gone then.
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Post Post #863 (ISO) » Mon Jan 12, 2009 12:12 am

Post by Hybris »

I didn't say it was logical or able to be done, I'm just putting down what people have said in culmination.

A/80: Golden Seal, Jos Att ??, Echo
B/80: Immobolize, Ting Att ??
C/80: Jos Att ??, Needle
D/80: Immobolize, BW Att 100
E/80: Epic Ray Che Att 80, Myk Att 43
F/80: Epic Ray, Bob Att 95, Myk Att 43

Seriously, E and F are handled, we need more damage done to the other four.
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Post Post #864 (ISO) » Mon Jan 12, 2009 12:45 am

Post by mykonian »

I didn't blame you, I only don't know if we can attack the immobilized opponents.

I haven't sent it in yet, So if you want me to do something else, just tell me.
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Post Post #865 (ISO) » Mon Jan 12, 2009 12:52 am

Post by Hybris »

Well, I Personally think A and C are better targets for this.
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Post Post #866 (ISO) » Mon Jan 12, 2009 2:25 am

Post by MafiaSSK »

If we've sent it in can we still change the targets? If so should I attack C and A with epic ray?
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Post Post #867 (ISO) » Mon Jan 12, 2009 5:21 am

Post by mykonian »

Yes you should. I'm following hybris's advice and attack C for 87 energy.
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Post Post #868 (ISO) » Mon Jan 12, 2009 9:30 am

Post by Hybris »

A/80: Golden Seal, Jos Att ??, Echo, Epic Ray
B/80: Immobolize, Ting Att ??
C/80: Jos Att ??, Needle, Myk Att 87, Epic Ray
D/80: Immobolize, BW Att 100
E/80: Chen Att 80
F/80: Bob Att 95

Also, please either confirm your actions or change them, need as much confirmations as possible.

Also, immobolize comes into play after the damage is deallt, so feel free to attack those two.
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Post Post #869 (ISO) » Mon Jan 12, 2009 9:37 am

Post by mykonian »

I knew I had forgotten something...

With the double "James Tau" can take one gargoyl out on his own (assumed they don't have any defences :twisted: ) If he attacked E or F, they won't be able to act. Saves one petrified person...
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Post Post #870 (ISO) » Mon Jan 12, 2009 4:21 pm

Post by ting =) »

B is already frozen by chenhsi
From hybris' list, everyone's already by a disabling ability or other. I'm willing to move my attack though. I'm using all my energy for my attack.
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Post Post #871 (ISO) » Mon Jan 12, 2009 4:44 pm

Post by Hybris »

A/80: Golden Seal, Jos Att ??, Echo, Epic Ray
B/80: Immobolize, Ting Att 100
C/80: Jos Att ??, Needle, Myk Att 87, Epic Ray
D/80: Immobolize, BW Att 100
E/80: Chen Att 80
F/80: Bob Att 95

The freeze affects after the attack though, so we don't need to pull our punches on them because the damage will still happen.
Jos, since Myk has C, I suggest you focus your full attack on A.

I think Amelia is the only one who hasn't checked in on this list yet, I'm suggesting she offers assistance fire to B and D, since I'm pretty sure that everybody else'll likely be handled. E and F are almost guaranteed dead, but the others... not so much. We have our fire pretty evenly spread now though.
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Post Post #872 (ISO) » Mon Jan 12, 2009 6:17 pm

Post by crywolf20084 »

B and D it is. Okay so. I'm gonna go 30+20 on B 30+20 on D leaving me fourty for defense.

I'm doubling it btw...
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Post Post #873 (ISO) » Mon Jan 12, 2009 6:21 pm

Post by Hybris »

A/80: Golden Seal, Jos Att 100(?), Echo, Epic Ray
B/80: Immobolize, Ting Att 100 Amelia Att 30+20
C/80: Needle, Myk Att 87, Epic Ray
D/80: Immobolize, BW Att 100 Amelia 30+20
E/80: Chen Att 80
F/80: Bob Att 95

This is how I think it is in its final version. Anybody else tell me if they see something they'd like changed.
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Post Post #874 (ISO) » Mon Jan 12, 2009 6:31 pm

Post by ting =) »

I'm suggesting she offers assistance fire to B and D, since I'm pretty sure that everybody else'll likely be handled.
I can bypass defenses. I should end up doing 200 to B after the double, assuming B's actions are similar to E/F and doesn't have any special defenses.

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