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View Full Version : Combo attack.



Stunseed
05-06-2008, 11:02 PM
I'm going to try to suggest this on the officials.

The ability to use weapon-style specific special attacks while a creature is FEINTED, giving the attacker the proper opening to COMBO.

Edged : Armbreak - Using the opening available, utilizing a backhanded stroke to bring the flat of the blade against the opponent's arm in an attempt to break it. 101-125 endroll is RT ; 126-150 endroll is a minor on the arm ; 151-175 bleeder on the arm ; 176-200 bleeder + 1 round stun per 25 endroll past 200

Blunt : Kneecrack - Using the opening available, the attacker turns and extends his arm to connect on the back of the kneecap. Same effect as Armbreak

Polearm : Skullcrack - Using the opening available, the attacker spins about quickly and brings the butt of the pole to the opponent's head! 101-150 is RT + stun ; 151-175 is a minor to the head ; 176-200 minor + stun ; 201+ bleeder w/knockdown 1 round RT per 25 endroll over 201

Brawling : Uppercut - Using the opening in your opponent's defenses, you bring your hand upward in a powerful motion! Same as skullcrack

Two-Handers get a +20 bonus due to the heavy weight but +1 RT to activate, action dependant upon THE or THB.

Hurling & Ranged are screwed.

No Lysander's needed to....discuss.

Stanley Burrell
05-06-2008, 11:21 PM
Any guild + attack combo needs to be implemented a whole heck of a lot.

Feint + Tackle as one, Tackle + Swing as one, two as one. Never one as two.

Read it like it somehow made sense.

Peanut Butter Jelly Time
05-06-2008, 11:31 PM
Feint + Tackle for all that roided up Shawn Merriman goodness, eh?