Zealvern

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Okay, so I'm making a first project, and wanted to build the main character around being a more aggresive kind of support. Here's some info:

-Low HP and defense. Average attack and magic attack. Good speed and magic defense
-Water element
-Main weapon is a scythe
-Primary supporting ability is creating barriers to absorb damage, but can also heal
-Theme goes around bubbles, think something like Mizutsune from Monster Hunter, can throw explosive bubbles, slide around and use them as shields

With that, what could be a good set of skills?
 

Frostorm

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For Water-type healers, I tend to give them HoT (healing over time) skills. As for the melee component, perhaps you can give them a physical attack that drains HP or MP. Think of it like leeching the water/moisture out of the target, rejuvenating the user in the process. Another skill fitting a Water theme might be a skill like "Drown". Basically, it Silences the target and causes it to receive increasing DoT over ~3 turns. So the 1st turn upon casting "Drown", the target will suffer a tiny amount of dmg, but the next turn it's more dmg, and the last turn even more...all while the target is Silenced.
 

gstv87

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"Wet" state: increases damage taken from lightning (or similar) element, decreases damage from fire element. Can be cleared by regular cleansing heals.
"Geyser Crack" attack: wide attack, low damage. Adds party buff "Steam Wall" for 1 turn: evasion increased (or, enemy accuracy decreased)
"Geyser Jet" attack: single target, high damage, target is rendered "Wet"
"Crystal Curtain" buff: 1-turn self-buff, deflects magic attacks including magic debuffs and incoming buffs. User can't attack through it.
"Waterfall" attack: wide attack, high damage variance, clears random enemy buffs and debuffs. Basically the "YOLO!" move.

you can focus on one target by relying on the Wet mechanic (which negates any friendly Fire users), or just disrupt the enemy with Waterfall (which also disrupts any powerful friendly debuffer relying on long-lasting debuffs). Using Crystal Curtain protects you from enemy mages, but not fighters. Good for relying on friendly *physical* buffs like war chants or armor boosts.
 

Frostorm

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Oh yea, u gotta have a "Wet" state, though I call mine "Damp" cuz the former name made players crack up so much that they couldnt take the game seriously. Or maybe my testers were just immature lol.
 

GregorDuckman

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Okay, so I'm making a first project, and wanted to build the main character around being a more aggresive kind of support. Here's some info:

-Low HP and defense. Average attack and magic attack. Good speed and magic defense
-Water element
-Main weapon is a scythe
-Primary supporting ability is creating barriers to absorb damage, but can also heal
-Theme goes around bubbles, think something like Mizutsune from Monster Hunter, can throw explosive bubbles, slide around and use them as shields

With that, what could be a good set of skills?
Depends on what other party members can do to interact with these mechanics. Maybe if the theme is bubbles and absorbing damage, what if the healing only occurs when the bubbles are on? Say, HP restored per turn or per time, and the bubble absorbs 100 damage, but if 100 damage is taken or exceeded the bubble pops and the healing stops.

Maybe another kind of bubble just gives static damage reduction, -10 from every hit, so any damage that is 10 or less is reduced to zero. Bubble can handle gentle touches?

Try to work around the idea of what bubbles do if that's the theme you want. Bubbles can shrink and grow, they wobble and stretch, they float, they can be held very gently sometimes, and they pop. It's water, but it's very different from something like rain or a waterfall.
 

Zealvern

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Depends on what other party members can do to interact with these mechanics. Maybe if the theme is bubbles and absorbing damage, what if the healing only occurs when the bubbles are on? Say, HP restored per turn or per time, and the bubble absorbs 100 damage, but if 100 damage is taken or exceeded the bubble pops and the healing stops.

Maybe another kind of bubble just gives static damage reduction, -10 from every hit, so any damage that is 10 or less is reduced to zero. Bubble can handle gentle touches?

Try to work around the idea of what bubbles do if that's the theme you want. Bubbles can shrink and grow, they wobble and stretch, they float, they can be held very gently sometimes, and they pop. It's water, but it's very different from something like rain or a waterfall.
The other characters for now are:

-A tank-shredding ninja with low base damage, but capable of inflicting an armor reducing debuff that also empowers her attacks against those affected
-A heavy marksman with very high firepower but slow as hell and with high mana costs
-A glass cannon that can inflict heavy damage by buffing himself, but has to sacrifice health in order to achieve maximum damage

On upcoming chapters things like a poison-based tank join the party, but for the first part, it's those four
 

GregorDuckman

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The other characters for now are:

-A tank-shredding ninja with low base damage, but capable of inflicting an armor reducing debuff that also empowers her attacks against those affected
-A heavy marksman with very high firepower but slow as hell and with high mana costs
-A glass cannon that can inflict heavy damage by buffing himself, but has to sacrifice health in order to achieve maximum damage

On upcoming chapters things like a poison-based tank join the party, but for the first part, it's those four
That glass Cannon is always an interesting case, risk versus reward, healing them at the right time is how to build that "reward". This is something that MOBAs like DOTA do very well by consciously avoiding the use of direct heals, in place of regeneration over time, so designing healing spells around the idea of how risky it is to keep that party member alive, have the player balance keeping them alive with maximizing damage, could be a place to start.
 

kairi_key

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Wow, that's such a strange setup for a character, having a scythe user for a support class.

Bubble and scythe make me think of using the scythe to pop or cut the bubble and then it explode into something, lol. Or maybe, the scythe also double as a giant bubble blower.

I'm thinking of Bubble Shield. You can have 2 variants, but both of them do the same thing which is absorb some damages. The gimmick is that after the Bubble Shield's been absorbing some damage, the MC can swipe their scythe to pop the Bubble Shield that can maybe return the absorb damage back to the enemy, or maybe heal.

Another thing I think of for Scythe is the absorption, and seeing that you have a heavy high cost character, maybe you can have the MC do Mana Absorb damage that they can later transfer to any party member as a way to conserve mana. I imagine it as a screen sweeping attack that cut the enemies' spiritual veins that make them bleed mana and the scythe can absorb them, or something.

Debuff skills are also nice with support oriented. I dunno, but I think it fit with the devastating feel of a scythe more than buff skills.
 

Zealvern

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I've been liking the ideas so far.

perhaps you can give them a physical attack that drains HP or MP. Think of it like leeching the water/moisture out of the target, rejuvenating the user in the process.
Another thing I think of for Scythe is the absorption, and seeing that you have a heavy high cost character, maybe you can have the MC do Mana Absorb damage that they can later transfer to any party member as a way to conserve mana.
The game is very mana-reliant, so making one of the characters actively have a mana-draining and a mana-recharging ability is a good way to make her stand out as a support. Perhaps instead of making it an ability, give her the passive to absorb a percentage of the enemy's mana with physical attacks. Either that or a mana-draining slice sound good.
"Waterfall" attack: wide attack, high damage variance, clears random enemy buffs and debuffs. Basically the "YOLO!" move.
I also liked this idea, maybe making it a single-target buff-cleansing attack could be a good concept to give her a way to debuff without actually having debuffs, as there are already two characters that rely on their own debuffs (The poison tank and the armor-shredding ninja).
For Water-type healers, I tend to give them HoT (healing over time) skills.
what if the healing only occurs when the bubbles are on? Say, HP restored per turn or per time, and the bubble absorbs 100 damage, but if 100 damage is taken or exceeded the bubble pops and the healing stops.
This has been one of my favorites so far, brings together the shields and the HP regeneration and doesn't seem like it'd be broken if the shield isn't the strongest and you have to keep it up if you want to heal.
 

Iron_Brew

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Targeted vampirism. Cast a spell on a friendly target so they can become the recipient of healing done by damaging enemies in melee with the melee healer.
 

Momonica

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Okay, so I'm making a first project, and wanted to build the main character around being a more aggresive kind of support. Here's some info:

-Low HP and defense. Average attack and magic attack. Good speed and magic defense
-Water element
-Main weapon is a scythe
-Primary supporting ability is creating barriers to absorb damage, but can also heal
-Theme goes around bubbles, think something like Mizutsune from Monster Hunter, can throw explosive bubbles, slide around and use them as shields

With that, what could be a good set of skills?
Ooooooh i loved this one! If scythes weren't so cool I would recommend to choose a more ""defensive"" weapon, like a spear or something like that. It reminds me of Ness from earthbound, he's the protagonist with pretty average attack but lots of support skills (including healing, shields and if i'm not mistaken something to confuse enemies). Water is a pretty cool element, it's easy to aply so maybe work with that? Sorry i don't have much ideas
 

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