[RMMV] WHAT IS A GOOD DAGGER SKILL FOR A RANGER CLASS?
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So I'm making the skills for my game (Chronicles Meteorfall) right now and I'm trying to figure out what the last skill for my ranger class is going to be. The ranger class in Chronicles Meteorfall wields both daggers and bows, so of course I need to have the class have at least one dagger skill to round things out. Problem is is that I have no idea what skill it should be! I know it has to be a physical attack, has to do dagger damage, and is not a status move. That's about it. A dagger attack that hits all enemies is too boring and is already filled by attacks from other classes. I need a unique sort of skill to stand out, but also something that's not too hard to make with the default RPG Maker MV engine. Anyone have any good ideas? Because I'm stumped.
Maybe a skill with a guaranteed critical hit, but has a really high cost/some sort of drawback? Low accuracy or something?
Or a skill that deals a random amount of damage, with a chance of massive damage.
Or an attack that never misses, but has slightly reduced power.
Or a multi hit skill.
Or an attack that gets progressively stronger the more times you use it in a given battle.
Or a skill that deals a random amount of damage, with a chance of massive damage.
Or an attack that never misses, but has slightly reduced power.
Or a multi hit skill.
Or an attack that gets progressively stronger the more times you use it in a given battle.
An attack that is guaranteed crit if you set up another skill beforehand (like a skill that looks for weak spots, then the next attack does a crit, then attacks after that are 40% crits for x turns).
Or an attack that has a high hit rate and guarantees a drop after battle (like specifically aiming to not damage a pelt on a monster you're hunting).
An attack that deals bleed damage.
An attack that targets the hamstring (dropping enemy speed).
Think about what rangers are all about and then base attacks based on them and the weapon. Rangers are nature specialists - hunters and wilderness experts. They can target weak points because they study animals.
So consider what a hunter would do with a knife, what someone who is a survivalist could do. Combine attacks to build combos between party members, too. Oh, this skill drops speed and another hero has one that boosts damage if you attack first? So have the ranger drop the speed of the enemy to let more damage rain down. Oh, one of the party has a spell that increases hit rate? Use that with conjunction with a ranger skill that increases crit but decreases hit rate to ensure damage output.
These kinds of things can be a lot of fun.
Or an attack that has a high hit rate and guarantees a drop after battle (like specifically aiming to not damage a pelt on a monster you're hunting).
An attack that deals bleed damage.
An attack that targets the hamstring (dropping enemy speed).
Think about what rangers are all about and then base attacks based on them and the weapon. Rangers are nature specialists - hunters and wilderness experts. They can target weak points because they study animals.
So consider what a hunter would do with a knife, what someone who is a survivalist could do. Combine attacks to build combos between party members, too. Oh, this skill drops speed and another hero has one that boosts damage if you attack first? So have the ranger drop the speed of the enemy to let more damage rain down. Oh, one of the party has a spell that increases hit rate? Use that with conjunction with a ranger skill that increases crit but decreases hit rate to ensure damage output.
These kinds of things can be a lot of fun.
I already have a skill from thief that drains MP. (which my game called AP)
But for the ranger I went for something boring and generic since I couldn't figure out anything more unique.
Shave - Deal major dagger damage to one foe that always crits, but has only 50% HIT.
Not really that interesting or all that "ranger-like", but that's the best I could come up with as there's not really another skill (at least in the earlygame) that grants garanteed crits. This synergizes well with the Swordmaster's "Bushido Critical" passive skill that allows that class to gain +1 TP when landing a critical hit. The Swordmaster whole gimmick is that Swordmasters have some insanely overpowered skills, but must must charge up TP over a long period to time to make use of them. Similar to Cyan from FF6 but actually good since you can use the classes various equipable passives to speed up the TP gaining process. So if you combine Swordmaster+Ranger and give a character Shaver, Bushido Critical, and some OP Swordmaster Art like Hakagure or Flame Purge, maybe Bushido Charge to get a bit of leeway with TP, and then watch the sparks fly. Made even better with the Ranger's passive Eagle Eye a bit later in the game, which raises HIT by 100% making Shaver always hit and land a critical unless the enemy has some crazy evasion.
My game relies almost entirely on making good class and skill builds, so this is important to add more synergy between different classes like how you can combine Brawler and Paladin for neigh-invincibility through Pavice, Aegis, Elemental Bracer, DEF Boost, Great Guardian, Chakra, Unchained+No Equips, and Final Force or Dragoon and Freelancer for full elemental coverage against everything + mind charge to strengthen the dragoon's breath attacks. Or the incredibly busted Enchantress+Wizard lategame combo for ultimate magical DPS with Chainspell+Arcane Diffusion+Supernova.
But for the ranger I went for something boring and generic since I couldn't figure out anything more unique.
Shave - Deal major dagger damage to one foe that always crits, but has only 50% HIT.
Not really that interesting or all that "ranger-like", but that's the best I could come up with as there's not really another skill (at least in the earlygame) that grants garanteed crits. This synergizes well with the Swordmaster's "Bushido Critical" passive skill that allows that class to gain +1 TP when landing a critical hit. The Swordmaster whole gimmick is that Swordmasters have some insanely overpowered skills, but must must charge up TP over a long period to time to make use of them. Similar to Cyan from FF6 but actually good since you can use the classes various equipable passives to speed up the TP gaining process. So if you combine Swordmaster+Ranger and give a character Shaver, Bushido Critical, and some OP Swordmaster Art like Hakagure or Flame Purge, maybe Bushido Charge to get a bit of leeway with TP, and then watch the sparks fly. Made even better with the Ranger's passive Eagle Eye a bit later in the game, which raises HIT by 100% making Shaver always hit and land a critical unless the enemy has some crazy evasion.
My game relies almost entirely on making good class and skill builds, so this is important to add more synergy between different classes like how you can combine Brawler and Paladin for neigh-invincibility through Pavice, Aegis, Elemental Bracer, DEF Boost, Great Guardian, Chakra, Unchained+No Equips, and Final Force or Dragoon and Freelancer for full elemental coverage against everything + mind charge to strengthen the dragoon's breath attacks. Or the incredibly busted Enchantress+Wizard lategame combo for ultimate magical DPS with Chainspell+Arcane Diffusion+Supernova.
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