Command Point Buy: Difference between revisions

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| Link Technique
| Link Technique
| {{#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).}}
| {{#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 | Establishing a link power between an Ally and an Enemy, the Ally of the user copies all movement powers used by the enemy, landing on the same destination, though not benefitting from additional mechanics in such Movement Powers (like attack Emotes, or Knockback effects) for the next 15 minutes. Once broken or removed, Chase Command has a 1 hour Cooldown.  
| Grants the user {{#simple-tooltip: Chase Command | stablishing a link power between an Ally and an Enemy, the Ally of the user copies all Movement Powers & Techniques used by the enemy, landing on the same destination, though not benefitting from additional mechanics (like attack Emotes, or Knockback effects) for the next 15 minutes. Once broken or removed, Chase Command has a 1 hour Cooldown. }}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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Revision as of 23:29, 24 December 2023

The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

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, Canceled, 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 Passive 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 Link 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 Link 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 Link 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 Link Technique Emote Range

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 Link Technique 10 Blocks

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.

Ability Name Ability Type Ability Range Ability Description Modifiers
Overwhelm Command Link Technique 10 Blocks

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 Passive 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.

Ability Name Ability Type Ability Range Ability Description Modifiers
Resist Command Counter Technique Emote Range

Grants the user Resist Command

N/A