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(04-26-2018, 03:15 PM)PhantomUnderYourDesk Wrote: I'd still be all for using this move as soon as our foes show any method of healing themselves, as we can easily switch in a different Pokemon if it has accumulated too much damage and heal it off later, while the Scimitars likely cannot. It's not written in stone yet, depends on the situation and I'd stae when the next order is a Heal Block to us a chance to heal our side beforehand. Does that sound like an agreeable compromise?
That does, yes. Personally, I'd probably only consider it if their healing is rather effective and/or consistent, but that's just me. In any case, warning would be appreciated.
On the note of Magic Room, I think it'd nullify Toxic/Flame Orb as well. While their effects are automatic, so are things like Leftovers and other 'end of turn' effects in the games. The book specifies automated technology specifically, and I don't think the usual held items for pokemon fall under that category since how exactly they work is...weird and difficult to explain. (Mega Stones and Z-crystals aren't nullified by Magic Room either despite being completely manual in nature when a Trainer uses a Key Stone. It also doesn't negate items with effects relating to experience, EVs, prize money, and Friendship) Notably, Magic Room also negates the use of Fling and Natural Gift since their usage is entirely dependent on the held item.
...but considering Poison Heal only heals the poison after 3 rounds have passed, it might not be a huge concern for the most part. But that would leave Michael with 1-2 rounds of not being poisoned.
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04-26-2018, 03:34 PM
(This post was last modified: 04-26-2018, 03:35 PM by Dragonstrike.)
(04-26-2018, 03:26 PM)PhantomUnderYourDesk Wrote: (You must have gotten something wrong accidently as Shiva's not worried for that Solosis. In fact, until she's proven otherwise, hope is a thing she doesn't hold concerning this matter!~ She cares for different things.)
Ralts can read emotions, not the exact causes behind them. All Nathan knows is Shiva's concerned about something. Point of the statement was to try and illustrate that it's unlikely the baddies could do anything to brainwash a pokemon in a short period of time. It's not a worry at this point in time because of that (unless proven otherwise, which would be...bad, to say the least)
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(04-26-2018, 03:28 PM)Dragonstrike Wrote: (04-26-2018, 03:15 PM)PhantomUnderYourDesk Wrote: I'd still be all for using this move as soon as our foes show any method of healing themselves, as we can easily switch in a different Pokemon if it has accumulated too much damage and heal it off later, while the Scimitars likely cannot. It's not written in stone yet, depends on the situation and I'd stae when the next order is a Heal Block to us a chance to heal our side beforehand. Does that sound like an agreeable compromise?
That does, yes. Personally, I'd probably only consider it if their healing is rather effective and/or consistent, but that's just me. In any case, warning would be appreciated.
On the note of Magic Room, I think it'd nullify Toxic/Flame Orb as well. While their effects are automatic, so are things like Leftovers and other 'end of turn' effects in the games. The book specifies automated technology specifically, and I don't think the usual held items for pokemon fall under that category since how exactly they work is...weird and difficult to explain. (Mega Stones and Z-crystals aren't nullified by Magic Room either despite being completely manual in nature when a Trainer uses a Key Stone. It also doesn't negate items with effects relating to experience, EVs, prize money, and Friendship) Notably, Magic Room also negates the use of Fling and Natural Gift since their usage is entirely dependent on the held item.
...but considering Poison Heal only heals the poison after 3 rounds have passed, it might not be a huge concern for the most part. But that would leave Michael with 1-2 rounds of not being poisoned.
@ PhantomUnderYourDesk
I prefer not using Heal Block unless we can inflict severe damage on them without taking so much ourselves in the process, as once the move is up things are going to turn into a desperate, ugly brawl for them/us depending how hard of a pounding they/we are receiving. However, if you are willing to warn us all before Lilith's about to raise it, preferably in code so they don't know and start healing themselves too, then I'm fine with Heal Block being used at a crucial point in time or if it turns out the Scims have remarkably good health care.
Yeah, I really don't want Magic Room to be used in the fight, as many of Ven's Pokémon, while not depending on their Items per say, would fair less well without them in play. Even if Ven let's Breloom Poison themselves before the battle, 3 Rounds might not be enough to take out ALL the Scimitars, in which cause he'd either have to get Paralyzed to fully power up Façade or wait out MR until his orb can kick back in. Rather ere on the side of caution for our group here and not use MR because of this. Sorry honey....
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04-26-2018, 04:05 PM
(This post was last modified: 04-26-2018, 04:06 PM by PhantomUnderYourDesk.)
Ah, I was very curious to see what hinted tools the Scimitars have that possibly influence these gauntlets, as well as it'd give Shiva per se a feeling that she could actively do something to directly help instead of being threathened to be overshadowed in a group battle simply because her battle skills are not as honed as the other's. But since the disadvantages outnumber the advantages, then no Magic Room for us...
Concerning Heal Block, I do feel using this move can decide a battle, in this case though I'll warn beforehand by a hand gesture or such in-game before that move will be ordred. Depends on the situation.
Means, the Pokemon I'll bring in at first will be Gothitelle still to support with Telekinesis, while Furret takes a more active role. Later, he may be replaced with Azumarill as Furret himself does not yet know Helping Hand. K?
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Well my idea was to teach Rose the move Fire Spin for 42 XP since he can Block the foe and cause constant damage. What you guys think?
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04-26-2018, 06:39 PM
(This post was last modified: 04-26-2018, 06:41 PM by Dragonstrike.)
(04-26-2018, 06:31 PM)Spiritmon Wrote: Well my idea was to teach Rose the move Fire Spin for 42 XP since he can Block the foe and cause constant damage. What you guys think?
It's a decent move, but there's better options if you're looking for trapping for a long period of time. Spider Web, Shadow Tag, and Arena Trap are easily the best trapping moves/abilities since they prevent all of your opponents from switching/fleeing. Block and Mean Look, much like Spider Web, also don't wear off after a few rounds when they're used (the effects last until the trapper is removed from the battlefield)
It's a good move for sure since it gives you both chip damage and control over what your opponent can do in regards to switching/fleeing, but it's better when a) your opponents are in a position where they'd want to run/switch in the first place b) you're only facing/looking to trap a single foe c) you can't KO the target in 1-2 rounds (or can KO them in 2 but don't want them fleeing after the first round)
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(04-26-2018, 06:31 PM)Spiritmon Wrote: Well my idea was to teach Rose the move Fire Spin for 42 XP since he can Block the foe and cause constant damage. What you guys think?
Might be a better idea to hold off for Calm Mind, as learning it would negate the stat reduction of Close Combat and provide her more Attack to pummel her foes into the dirt with! As for support moves, she should know Taunt to lock down the support moves of any Pokémon the Scims might have or even themselves, and Gustav can still use Mega Launcher Heal Pulses mid battle, so your character isn't rendered useless on that front beside Abaddon's considerable help!
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Quote: (04-26-2018, 06:39 PM)Dragonstrike Wrote: (04-26-2018, 06:31 PM)Spiritmon Wrote: Well my idea was to teach Rose the move Fire Spin for 42 XP since he can Block the foe and cause constant damage. What you guys think?
It's a decent move, but there's better options if you're looking for trapping for a long period of time. Spider Web, Shadow Tag, and Arena Trap are easily the best trapping moves/abilities since they prevent all of your opponents from switching/fleeing. Block and Mean Look, much like Spider Web, also don't wear off after a few rounds when they're used (the effects last until the trapper is removed from the battlefield)
It's a good move for sure since it gives you both chip damage and control over what your opponent can do in regards to switching/fleeing, but it's better when a) your opponents are in a position where they'd want to run/switch in the first place b) you're only facing/looking to trap a single foe c) you can't KO the target in 1-2 rounds (or can KO them in 2 but don't want them fleeing after the first round)
(04-26-2018, 06:42 PM)Lord Windos Wrote: (04-26-2018, 06:31 PM)Spiritmon Wrote: Well my idea was to teach Rose the move Fire Spin for 42 XP since he can Block the foe and cause constant damage. What you guys think?
Might be a better idea to hold off for Calm Mind, as learning it would negate the stat reduction of Close Combat and provide her more Attack to pummel her foes into the dirt with! As for support moves, she should know Taunt to lock down the support moves of any Pokémon the Scims might have or even themselves, and Gustav can still use Mega Launcher Heal Pulses mid battle, so your character isn't rendered useless on that front beside Abaddon's considerable help!
Taunt would be a good choice since that move can block the powerful moves of someone. But Calm Mind would do a excellent job in give more defense and attack power. But that woywo require more 11 XP since Rose only have 47 XP.
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Well guys. I going then play Skyrim a little then head to my bed since Iron and Phantom is in the bed. See you guys tomorrow! Sleep well people.
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I've got family visiting this weekend, but I'm not locking the threads. Expect slower updates than normal though.
Besides, I can't post an update until the party takes some action!
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