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Several more clarifying questions
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Ok, so, my friend and I are planning to play Skies of Axia this weekend. As we are building our characters, we have a few questions about some of the more intricate interactions, some stuff that might be typos, and stuff we are concerned might be too good to be true. Hopefully, you can shed some light on this stuff, since you answered my last question so quickly.

1) The Charged Utility Aspect makes your first Amplify Action a free action. Does that apply only to actions with the type "Amplify" or can it be used for a "General" action that has an optional Amplify effect? For example, could an Atlanta heal all other heroes with a Sunspear as a free action? Or must they use an actual Amplify action, like Move as One, i guess?

If it doesn't work, it kind of feels like the Atlanta, in particular, is kind of screwed as an Amp heavy class that wants more Amp limit, but probably can't use the free action Amp from the Amp focused Aspect (and only those playing with retraining method 2 can remedy that). If it does work, it kind of makes me wonder what purpose the "Amp" type action even serves rather than calling it a General action with an Amp Effect line.

2) I noticed a few Sustain actions that don't have a "Sustain: Repeat Effect." Is that a typo, is "Sustain: Repeat Effect" unnecessary reminder text, or can these powers not actually be sustained round to round? If they cannot, why are they a "Sustain" type action? Is it just so they can be a free action with the tier 3 Focused Utility Aspect? In particular, I am referring to Furor (Tier 2 Spiritualist) and Growing Power (Tier 1 Tactician).

3) When something takes a Slow Slow or Slow Fast to do and you have a special ability like "your next action is a free fast action," does that make it a Fast Slow/Fast Fast, or just a Fast? For example, if I have a Scepter and cast Transference (Tier 1 Invoker), is that a Fast action, or a Fast Slow action?

4) Spirits feel off. My friend thinks that the sustain cost is a fast action, rather than counting against your limit. I feel like the way it's worded, it goes against your limit and it eats a fast action, but none of them seem even remotely strong enough to justify that much cost when other sustain effects are significantly stronger for less. It's also unclear to us whether you need there to be a FALLEN foe before you can summon one. It says "Remove 1 FALLEN foe," but if there's no FALLEN foe, it seems like it will still work. Is that correct?

5) My friend is concerned that Earth Tides (Damage) (tier 1 Invoker) is too strong when interacting with effects that increase the damage of your next damage dealing action. If an ally uses Settle the Score (tier 1 Tactician) after a big hit, for example, or even if there are just a few Atlantas with Empowering Auras, or I am standing on a Well of Power, and then my Invoker casts Healing Dew and Amps it with Earth Tides, well, it seems really nasty. That's a lot of risk free piercing damage to the entire enemy party. I feel like Earth Tides is, in fact, a damage dealing action (albeit a free one), so, it should count, but he is concerned because it feels so powerful.

6) How do encounter limits work on Invoker powers that create local field effects? For example, Well of Power (tier 1). Can I only use the power 3 times per encounter, or can only 3 exist at any time? If I cast three, then Naturalize (tier 2) one away, can I make another Well? I would have thought it meant casting it, but Hall of Mirrors (tier 2) has 1/encounter, but there's a special provision that recasting it moves the Hall. Actually, follow up: if my Hall of Mirrors gets Naturalized away, and I cast it again, does it "move" and by that I mean re-appear?

7) If I have Shifting Sands (tier 2 Invoker), and I put a Healing Dew onto someone else's square, it seems to me like the literal wording is, they receive no healing because they have to enter the square to get it. My friend suggested the intent would be that they'd instantly heal from it. I wasn't sure if it was intentionally worded to avoid this or if it was just a mistake. Feels odd to have anti-synergy with Shifting Sands.

8) Cauterize, tier 1 Ardent, says "Remove all Stacks of 1 non-BURNING Condition from Target Combatant (if possible) and they suffer 1 Stack of BURNING." Can I use this power on a Foe not suffering from any conditions in order to set it on fire? Follow up: let's say a Foe has one stack of the Poisoned condition. Can I use Cauterize and remove all stacks of, say, the Fragile condition from that Foe, so I can avoid removing the Poisoned condition while still burning them? Or must I remove Poisoned because it's actually there?

9) My friend is annoyed by Featherlight Charge. Atlantas only have two sustains that aren't tide turners, and it feels bizarre to dedicate a precious action slot just to use Guided Weapon on two targets instead of one (since almost every Atlanta is going to go for increased Amp or Trigger limits.

10) Attributes seem ridiculously broken. I can get more Limits by tier 2 than I can have at tier 4 with Aspects. And depending on your answers above, maxing resilience is crazy powerful with Earth Tides. We ultimately felt it was too unfair, and decided to stick to Aspects for our game this weekend.

But in general, I want you to know that this game looks awesome overall and we're definitely looking forward to this. We're especially impressed with the incredible variety of viable and interesting builds for every class, even at just tier 2. I know I'm already intending to play Skies through a second time with two different characters, just to try everything (I'll be using a degeneration Druid and Earth Tides Invoker this time around, and a mind control Ardent and Poison focused Rogue next time). I'll post about our experience after the game, too, if that's alright.

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5 years ago