(as soon as i get a reply in the shop)
Cap: 100 / 20
Pool: 260
HealBomb
Celeste slowly converts her life force into a white orb, which she can direct at will to another player. The player hit is the focal point of a small white explosion, which heals the target and some nearby.
Heals 45 to one target and 30 to up to two others. 4TCD
45 Heal (60) + Spread2 (90) = 150
Raising cap with:
-15HP (-20 Cap) + Charge Time 1 (-30) = -50
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Cap: 100 / 20
Pool: 160
Meditatio
Celeste gains more spiritual power, which enhances her natural healing ability.
Passive: Regen (20 passive, 80 pool)
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Cap: 100 / 20
Pool: 80
Holy Light
Celeste chants to hone her spirit, forming it into a tangible energy that she can shoot from her palms at the enemy. Doing so drains her of a small amount of HP, though.
Two separate shots of 30, which can attack separate targets.
30 Damage + 30 Damage + Life Burn 1 (20) = 1 TCD
Using the Drain to lower CD, not boost cap. Just FYI.
Celeste's new sigs.
last edited by
60 Heal => 80 points.
45 splash x2 => 60 points each.
HealBomb = 80 + 60 + 60 + (-20) + (-30) = 150.
Mediatio is 20 x 4 = 80 points.
...
WhiteLight messes with the system in more ways than one. XD
Get Pally to look at this, and he should have either a meltdown or a good chuckle.
Depends on how Pally's interpreting the "max nerf = 1/2 max cap" deal he put up.
If he's interpreting the total cap as "nerf + invested", which in this case is (30 + 30) = 60, then your nerf is totally legal, and you have a 0TCD Sig.
If that's the case, you could then create an infinite number of 2 action for 30 damage sigs... which is probably not worth it, but would be mad funny. Yes, your Sig would use the usual action for a sig ALONG with the extra charge time.
Or he if interprets the total cap here as actual points invested (30), then you're boned. Your nerf then is above the arbitrary 1/2 total points nerf cap.
The latter interpretation is probably what he'll go with, and I'll suggest/tweak along with that.
If you want to emulate your "charging" effect, make lots of little sigs. >=3
Here's how:
1. Make a "WhiteLight" sig. It'd have a minimum damage, along with your stun.
2. Make a "CHARGEWhiteLight" sig. Use the "Burst" conversion (15 points => 20 cap)
3. Repeat step 2 as many times as you deem necessary.
In battle:
1. Use CHARGEWhiteLight as often as you possibly require, along with necessary "IMMACHARGINMAHLAZER" etc.
2. Use WhiteLight and pwn.
NOTE: the above build... has CHARGEWhiteLight applicable to ANY next hit. If you want, RP it as only affecting WhiteLight. XD
45 splash x2 => 60 points each.
HealBomb = 80 + 60 + 60 + (-20) + (-30) = 150.
Mediatio is 20 x 4 = 80 points.
...
WhiteLight messes with the system in more ways than one. XD
Get Pally to look at this, and he should have either a meltdown or a good chuckle.
Depends on how Pally's interpreting the "max nerf = 1/2 max cap" deal he put up.
If he's interpreting the total cap as "nerf + invested", which in this case is (30 + 30) = 60, then your nerf is totally legal, and you have a 0TCD Sig.
If that's the case, you could then create an infinite number of 2 action for 30 damage sigs... which is probably not worth it, but would be mad funny. Yes, your Sig would use the usual action for a sig ALONG with the extra charge time.
Or he if interprets the total cap here as actual points invested (30), then you're boned. Your nerf then is above the arbitrary 1/2 total points nerf cap.
The latter interpretation is probably what he'll go with, and I'll suggest/tweak along with that.
If you want to emulate your "charging" effect, make lots of little sigs. >=3
Here's how:
1. Make a "WhiteLight" sig. It'd have a minimum damage, along with your stun.
2. Make a "CHARGEWhiteLight" sig. Use the "Burst" conversion (15 points => 20 cap)
3. Repeat step 2 as many times as you deem necessary.
In battle:
1. Use CHARGEWhiteLight as often as you possibly require, along with necessary "IMMACHARGINMAHLAZER" etc.
2. Use WhiteLight and pwn.
NOTE: the above build... has CHARGEWhiteLight applicable to ANY next hit. If you want, RP it as only affecting WhiteLight. XD
last edited by
Quote ()
Cap: 100 / 20
Pool: 260
HealBomb
Celeste slowly converts her life force into a white orb, which she can direct at will to another player. The player hit is the focal point of a small white explosion, which heals the target and some nearby.
Heals 45 to one target and 30 to up to two others. Celeste cannot target herself. 4TCD
45 Heal (60) + Spread2 (90) = 150
-15HP (-20 Cap) + Charge Time 1 (-30) = -50
45 Heal: 60
Spread2: 90
Lifeburn1: (20)
Charge Time1: (30)
Assume Cap Raise Nerf (150 => over cap)
TCD: 4
Result: 45 healing to 1 primary and 2 secondary targets, at the cost of 15 damage to self and 2 actions to use. Cannot target self is merely flavor, and won't be enforced unless you really want it to be.
Quote ()
Cap: 100 / 20
Pool: 160
Meditatio
Celeste gains more spiritual power, which enhances her natural healing ability.
Passive: Regen (20 passive, 80 pool)
Approved.
Quote ()
Cap: 100 / 20
Pool: 80
Holy Light
Celeste chants to hone her spirit, forming it into a tangible energy that she can shoot from her palms at the enemy. Doing so drains her of a small amount of HP, though.
Two separate shots of 30, which can attack separate targets.
30 Damage + 30 Damage + Life Burn 1 (20) = 1 TCD
Pool cost: 60.
Approved.
Remaining pool: 20.