visualosities
Dec. 2nd, 2013 09:35 pm
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How's My Driving? |
Do you have feedback or critique on how I play Merrill? This is the place to give it! Also if you could provide links to examples with any critique, that would be excellent, since it'll help me identify (and improve!) the issue. ANON: ONIf you'd like to talk in slightly easier but still private way, you can send a PM! |
❧ ABILITIESDALISH PARIAHSolidarity: Striking out alone is never easy. Hawke's companionship has renewed Merrill's strength. Blood of the First cost ratio: 1 health provides 1 additional mana.RP Translation: using blood magic won't totally murder her. as quickly...Blood of the First: Merrill has a unique knowledge of Keeper lore and blood magic. While this mode is active, she sacrifices her own health to obtain a deeper pool of energy for casting spells. When Blood of the First is in use, she can cast Wounds of the Past but cannot be healed by conventional spells or potions.RP Translation: Since there's no system to keep track of the penalties/health/etc. in RP, essentially, when Merrill is using blood magic, she'll be able to use other spells without worrying about running out of magical energy, but she'll have to be careful to not exsanguinate herself. Basically this will work along the lines of how a Deadman Wonderland character plays it, where she'll be hella strong, but blood loss will quickly become an issue.Wounds of the Past: This alluringly powerful spell allows Merrill to control the blood of her foes, rending them from the inside. Enemies in the targeted area take damage that bypasses armor and damage resistance. Creatures without blood are immune. (Wrath of the Elvhen must be active.)RP Translation: lol bloodbendingWrath of the Elvhen: Merrill turns the land against her foes, inflicting damage against nearby enemies as long as she sustains this spell.
+ Loss of the Dales (larger area)
+ Arlathan's Grace (enemy injured with this spell will heal Merrill)
Stone's Throw: A rare spell, even among keepers, Stone's Throw allows Merrill to move effortlessly through the earth to an ally's position. (Wrath of the Elvhen must be active.)ELEMENTAL SPELLSWinter's Grasp: The mage summons a blast of cold that injures and slows a single enemy.
Fireball: The mage unleashes a bolt of flame that explodes, scattering and scorching foes. Will injure non-enemies if she's not careful.PRIMAL SPELLSStonefist: The mage hurls a stone projectile that strikes with massive force.
Rock Armor: A layer of stone encases the mage in a shell that protects against damage for as long as this mode is active.
Chain Lightning: The mage singes a target with lightning, and electrical arcs lance out to hit other nearby foes.ARCANE SPELLS❧ EQUIPMENTMind Blast: The mage projects a wave of telekinetic force that knocks enemies back and diverts hostile attention.RP Translation: As long as a character doesn't have telekinetic resistance, it'll stun them briefly (>5 seconds)
Elemental Weapons: While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weapons of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party members.❦ Vestments of the First with Samite Lining, Carved Ironwood Buttons, Silver-Threaded Dalish Embroidery
❦ Eye of the Storm