The player phases “Flayn”
Flayn is perfect for the ep being a flyer and most importantly a healer. Her limitations in range is un felt by tanks as they perfer to be near. As a healer she is more necessary then a dancer or any other type of support as she retains the tanks functionality
As a flyer she is able to be placed on any terrain optimally allowing her to run as a perfect support unit
So for the player phase needs something equally optimized.
Reason - The player phase pefers this above all as it continues its offenses and makes them harder to read and/or out run
Reason - dancers who can reach any player phase type (Cav,inft, etc) are optimal. Melee because ranged dancers are ■■■■■■■■.
Effect: Units within 4 spaces gain “astra blade” if they initate combat. If dance is used target unit gain a special cool down -1.
Reason - Equally stupid in comparison to flyn. Adds damge over mitigation. Cool down. The player phase likes these things. Idea equally ■■■■■■■■.
The players phases “Far Save”
Far save is dumb. Therfor a skill equally dumb must come to be. It must be locked to cavs the same way saves are locked to armors as they are the the most offensive unit type just as tanks are the most defensive.
Far offense - If unit initates and foe is with in 2 spaces of other foes atk foe you deal the most damage to instead if foe uses tomes, staffs, daggers, or arrows
Near offense - If unit initates and foe is with in 2 spaces of other foes atk foe you deal the most damage to instead if foe uses swords, dragon stones, beast stones, lances, or axes.
If either skill encounters “save skills” said skills cancell one another out.
Just a fun post. I actually don’t want this…
or do i