I know this should be in suggestions but like I neded to redo koko's skills anyways and I might as well show you exactly what I'm doing to buff Immuchakks!
My suggestion is give them additional effects in the water to prove their dominance. So far I think because water combat is so rare and Fanalis can swim and do the same thing as Immuchak but better, I was thinking they could get another effect on their abilities when cast in the water than it would on land, making them that much stronger in the water. here are some examples using Koko's skills!
Class: Warrior
Type: Defensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
The Target must be attacking with a knife/shortsword or their hands.
*Additional effect when cast in the water*
Scaling: every 5 stamina invested the higher the tier of attack is countered.
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
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Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
*Additional effect when cast in the water*
Scaling: Every 5 stamina invested, increases the distance pushed back. 2 feet.
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
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Class: Warrior
Type: Defensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
Target must attack you!
*Additional effect when cast in the water*
Scaling: Counter ability: Every 5 magoi invested increases the tier of attack you can counter.
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
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Class: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
*Additional effect when cast in the water*
Scaling: Damage: every 5 stamina invested increases the damage this deals by a tier
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
My suggestion is give them additional effects in the water to prove their dominance. So far I think because water combat is so rare and Fanalis can swim and do the same thing as Immuchak but better, I was thinking they could get another effect on their abilities when cast in the water than it would on land, making them that much stronger in the water. here are some examples using Koko's skills!
Kotaegaeshi Ura
Tier: DClass: Warrior
Type: Defensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
The Target must be attacking with a knife/shortsword or their hands.
*Additional effect when cast in the water*
Scaling: every 5 stamina invested the higher the tier of attack is countered.
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
Ground Cast: When being attacked by a short sword,dagger, etc, the user of this technique grabs the attackers wrist while moving out of the way. They then sin their assailant around using their own momentum against them and flip them onto the ground. This also disarms them.
Water Cast: While in the water the tier of this ability is raised by 1 due to their increase in speed. Also they won't be knocked onto the ground but just lower into the water.
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Atemi
Tier: DClass: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
*Additional effect when cast in the water*
Scaling: Every 5 stamina invested, increases the distance pushed back. 2 feet.
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
Ground cast: A simple palm strike to the chest that will deal D-tier damage and stagger an enemy backwards 1 foot.
Water cast: Sends a pulse of water that pushes enemy foes backwards by 2 feet.
------------------------
Iriminage
Tier: DClass: Warrior
Type: Defensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
Target must attack you!
*Additional effect when cast in the water*
Scaling: Counter ability: Every 5 magoi invested increases the tier of attack you can counter.
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
Ground Cast: The user of this ability grasps the assailants wrist if they are within range and twists their arm upwards. They then proceed to spin the assailant around them and flip them on their back using their momentum against them. Can only counter D-tier attacks unless scaled
Water Cast: The ability gains an additional tier in speed and the assailant is flung deeper into the water.
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Hiza no jāku
Tier: DClass: Warrior
Type: Offensive
Range: Close
Requirements/Drawbacks: Must be up close and personal with the target.
*Additional effect when cast in the water*
Scaling: Damage: every 5 stamina invested increases the damage this deals by a tier
Sustain: 0
Cool Down: 1
Cost:10 stamina
Description:
Ground cast: The user grasps the enemies shoulders and drags their upper half downward while bringing their own leg up into either the pelvic region or the stomach area. This attack is devastating to male characters without protection. It will deal d-tier damage however and leave the enemy hunched over.
Water Cast: When used in the water, the Knee comes up faster increasing the damage this ability deals by 1 tier and sending a shockwave of water through them sending back anyone behind the enemy back 2 feet in a 1 foot cone.
Last edited by Koko on 09/04/18, 05:50 am; edited 1 time in total