Command Point Buy: Difference between revisions

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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Command Stance | To enter Command Stance, the user must have no Weapon or Shield equipped, but Armor is permitted. When entering Command Stance, the user cannot use any other Abilities except Racial Traits, Command Point Buy Abilities. The user may also not perform Attack Emotes, but can defend against incoming attacks with Wisdom as Main Defense Stat. Additionally, if the user fails a Defensive roll while being attacked (and takes damage), they can immediately relocate to within 15 Blocks after taking damage. Additionally, any Link Abilities used by the user remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Distance. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown. Additionally, if any Command Point Buy Link Powers were still active, they all break instantly.}}
| Grants the user {{#simple-tooltip: Command Stance | To enter Command Stance, the user must have no Weapon or Shield equipped, but Armor is permitted. When entering Command Stance, the user cannot use any other Abilities except Racial Traits, Command Point Buy Abilities, and any active Link Powers are broken. The user may also not perform Attack Emotes, but can defend against incoming attacks with Wisdom as Main Defense Stat. Additionally, if the user fails a Defensive roll while being attacked (and takes damage), they can immediately relocate to anywhere they can walk to within 15 Blocks after taking damage. Finally, any Link Abilities used by the user while in Command Stance remain active so long as they remain in Viewing Range, rather than breaking when leaving Emote Range. Command Stance can be maintained indefinitely and can only voluntarily be ended by the user, though when ended Command Stance goes on a 20 Minute Cooldown. If the user was Mounted, they remain Mounted while in Command Stance, but cannot use Abilities that require a mount.}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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|-
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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Focus Command | This Ability has two functions to prevent a Commander from being Countered a lot. Firstly, the user is immune to Link Break Abilities, though any Targets they have with Links on them are not. Secondly, if any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 15 Minutes.  
| Grants the user {{#simple-tooltip: Focus Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Ability has two functions to prevent a Commander from being Countered a lot. Firstly, the user is immune to Link Break Abilities, though any Targets they have with Links on them are not. Secondly, if any of their Links are broken by a Link Break Ability, their Link Targets cannot have a Link Break Ability used on them for the next 15 Minutes.  
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| style="background-color:#f7eed5;" | Aquatic Command
| style="background-color:#f7eed5;" | Aquatic Command
| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Aquatic Command | This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Arcana Oceana, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. When both Links are Broken or removed, this Ability goes on a 2 Hour Cooldown.
| Grants the user {{#simple-tooltip: Aquatic Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. This Link Ability can Target two Allies at once, but does not go on Cooldown until both Links are broken or removed. The Target Allies gain Arcana Oceana, meaning they can breathe underwater, see underwater, speak underwater, and move unhindered while swimming underwater. Additionally, they can use Abilities and Attack Emotes as if they were on dry land, targeting those inside and outside the water. Aquatic Command has a 2 Hour Cooldown.
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| style="background-color:#f7eed5;" | Chase Command
| style="background-color:#f7eed5;" | Chase Command
| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Chase Command | First establish a Link Power onto an Ally. Then, establish a Link Power between that Ally and another Ally, or an Enemy. The first targeted Ally now duplicates all Movement Powers used by the second Target, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects). Once broken or removed, this Ability has a 30 Minute Cooldown.  
| Grants the user {{#simple-tooltip: Chase Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. First establish a Link Power onto an Ally. Then, establish a Link Power between that Ally and another Ally, or an Enemy. The first targeted Ally now duplicates all Movement Powers used by the second Target, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects). Once broken or removed, Chase Command has a 30 Minute Cooldown.  
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| style="background-color:#f7eed5;" | Attack Command
| style="background-color:#f7eed5;" | Attack Command
| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Attack Command | The user can target up to 3 Allies to divide 3 total Main Combat Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, this Ability goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
| Grants the user {{#simple-tooltip: Attack Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Combat Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Attack Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Defend Command | The user can target up to 3 Allies to divide 3 total Main Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, this Ability goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
| Grants the user {{#simple-tooltip: Defend Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user can target up to 3 Allies to divide 3 total Main Defense Stat (that breaks Cap up to 11). This means they can spread it evenly one each, or put 3 Stats on a single Ally. For every Ally Targeted, a Link is established. Once all Links are Broken or removed, Defend Command goes on a 30 Minute Cooldown. It is not possible to re-distribute the Stats without going on Cooldown first.  
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Champion Command | The user Targets a single Ally. While this Link is active, the Ally's Main Defense Stat and Main Combat Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, this Ability goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, this Ability does nothing.
| Grants the user {{#simple-tooltip: Champion Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally's Main Defense Stat and Main Combat Stat limits are completely removed, even if they are imposed by other Abilities. Once broken or removed, Champion Command goes on a 2 Hour Cooldown. If a Target is affected by Overwhelm Command, Champion Command does nothing.
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Overwhelm Command | The user Targets a single Ally. While this Link is active, the Ally can use two Melee Attack Emotes per Turn or Action (not Abilities, or Ranged Attack Emotes), however, the second attack cannot target the same Enemy, and the second attack must still respect Melee Attack Emote Range (2 Blocks). Once broken or removed, this Ability goes on a 2 Hour Cooldown. If a Target is affected by Champion Command, this Ability does nothing.
| Grants the user {{#simple-tooltip: Overwhelm Command | This ability requires Command Stance to be active, and its Link breaks when Command Stance ends. The user Targets a single Ally. While this Link is active, the Ally can use two Melee Attack Emotes per Turn or Action (not Abilities, or Ranged Attack Emotes), however, the second attack cannot target the same Enemy, and the second attack must still respect Melee Attack Emote Range (2 Blocks). Once broken or removed, Overwhelm Command goes on a 2 Hour Cooldown. If a Target is affected by Champion Command, Overwhelm Command does nothing.
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
|-
|-
|}
|}
===Shield Command===
===Shield Command===
Shield Command allows a Commander to force an Ally to mitigate a hit on them, even without consent!
Shield Command allows a Commander to force an Ally to mitigate a hit on them, even without consent!
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| style="background-color:#f7eed5;" | Shield Command
| style="background-color:#f7eed5;" | Shield Command
| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| Grants the user {{#simple-tooltip: Shield Command | If the user takes any damage, they can choose any Ally's Block Token, and remove that Block Token to block damage applied to themselves, however as damage is prevented on them, they cannot use the relocation mechanic of Command Stance. This Ability has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case this Ability does nothing.
| Grants the user {{#simple-tooltip: Shield Command | This ability requires Command Stance to be active. If the user takes any damage, they can choose any Ally's Block Token, as long as they are within range, and remove that Block Token to block damage applied to themselves, however as damage is prevented on them, they cannot use the relocation mechanic of Command Stance. Shield Command has no Cooldown and can be used in rapid succession, until there are no Block Tokens left that are held by allies, in which case it does nothing.
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Resist Command | Target an ally in Emote Range that has just lost an Attack Emote dice roll, or a Defensive dice roll. Then, force them and the person who was rolling with them to re-roll. If they fail a second time, they may be forced to roll a third time. If they fail the third roll, nothing happens. This Ability has a 30 minute Cooldown.  
| Grants the user {{#simple-tooltip: Resist Command | This ability requires Command Stance to be active. Target an ally in Emote Range that has just lost an Attack Emote dice roll, or a Defensive dice roll. Then, force them and the person who was rolling with them to re-roll. If they fail a second time, they may be forced to roll a third time. If they fail the third roll, nothing happens. Resist Command has a 30 minute Cooldown.  
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}

Revision as of 21:10, 22 June 2023

Command Point Buy is part of the Proficiency System. Command Point Buy is specifically designed to allow a character to sacrifice all offensive capabilities in favor of command support on the battlefield, and directing the flow of battle. Command Point Buy Abilities require the Stance Ability provided for free as soon as a single Point Buy Pack is purchased from this selection. Command Point Buy is only recommended for people who feel like they can pay attention and don't get overwhelmed by Ability usage in Group Combat. A lot of Command Point Buy involves paying attention to Link Powers established on Allies.

Stance Ability

The Command Stance Stance Ability is required for all Command Point Buy Abilities. This Ability cannot be point-bought, but is included for free as long as at least one Command Point Buy Pack has been purchased. This Ability does not do much besides enable further Command Abilities, while adding some baseline buffs. As a general ground rule. Stances cannot be Countered, Prevented, Cancelled, or interrupted in any way.

Ability Name Ability Type Ability Range Ability Description Modifiers
Command Stance Stance Technique Self

Grants the user Command Stance

N/A

Command Point Buy Packs

Focus Command

Focus Command gives the user a way to prevent copious amounts of Link Break Abilities from ruining their support Abilities of Allies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Focus Command Stance Technique Self

Grants the user Focus Command

N/A

Aquatic Command

Aquatic Command allows the user to permit Allies to fight underwater with coordination and skill where they otherwise could not.

Ability Name Ability Type Ability Range Ability Description Modifiers
Aquatic Command Stance Technique Emote Range

Grants the user Aquatic Command

N/A

Chase Command

Chase Command allows a commander to make an Ally move around better, either by making them automatically chase Enemies using Movement Abilities, or by tagging along with Allies using them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Chase Command Stance Technique Emote Range

Grants the user Chase Command

N/A

Attack Command

Attack Command is used to bolster the attack capacity of multiple allies, or to super-charge the attack capacity of a single ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Attack Command Stance Technique Emote Range

Grants the user Attack Command

N/A

Defend Command

Defend Command is used to bolster the defense capacity of multiple allies, or to super-charge the defense capacity of a single ally.

Ability Name Ability Type Ability Range Ability Description Modifiers
Defend Command Stance Technique Self

Grants the user Defend Command

N/A

Champion Command

Champion Command is particularly strong when supercharging a single bodyguard Ally, or helping someone reach colossal potential with stacking Stats.

Ability Name Ability Type Ability Range Ability Description Modifiers
Champion Command Stance Technique Self

Grants the user Champion Command

N/A

Overwhelm Command

The Overwhelm Command is particularly useful in compensating foolish Allies who jump into the enemy backline and expect to survive against multiple enemies, by giving them more Attacks to perform before they inevitably go down.

Ability Name Ability Type Ability Range Ability Description Modifiers
Overwhelm Command Stance Technique Self

Grants the user Overwhelm Command

N/A

Shield Command

Shield Command allows a Commander to force an Ally to mitigate a hit on them, even without consent!

Ability Name Ability Type Ability Range Ability Description Modifiers
Shield Command Stance Technique Emote Range

Grants the user Shield Command

N/A

Resist Command

Resist Command allows the Commander to help someone with ungodly dice rolling luck to try again (and again).

Ability Name Ability Type Ability Range Ability Description Modifiers
Resist Command Stance Technique Self

Grants the user Resist Command

N/A