| Daily Actions | |
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| Tweet Topic Started: May 16 2011, 07:51 PM (813 Views) | |
| Ryo | May 16 2011, 07:51 PM Post #1 |
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I can't control it!
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Where you post moves for the turn. Try to keep this topic free to clutter. |
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| Super Archer | May 17 2011, 01:15 AM Post #2 |
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Trollsmith
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Turn 1: Archer will equip the Advanced Flight skill item. We shall move to the Ancient Library during phase 1. Archer will enter flight. Archer shall use Demonic Beast: Sickle Weasel Veiling. Ayumi will summon a crane. We shall stop everyone we meet once we are at the library, and ask for an alliance. Do not attack them unless they attack us first. If one team attacks us, Archer shall use Gale Bullet on them, for a total of six times. The Crane will attack them with Slash. If two teams attack us, we shall CS escape away. If we are at the Northern Fountain, CS to the Ancient Library. If we are at the Ancient Library, CS to the Western Outskirts. If an attack used against us can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. Edited by Super Archer, May 17 2011, 06:25 PM.
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| Super Archer | May 19 2011, 05:18 PM Post #3 |
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Trollsmith
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Turn 2: Ayumi shall give Archer 40 of Ayumi's natural regen. Ayumi, Archer and the Paper Crane, as well as Team Rider shall move as a group to Western Outskirts during phase 1. If we do not enter combat, Ayumi and Archer shall move to Basilica while the Paper Crane moves to the Ancient Library. This happens during phase 2. If we end up at the Basilica, Archer shall attempt to use Wind God: Storm Day. If we enter combat, Archer shall use one Gale Bullet. If Teams Rider and/or Archer enter combat while at the library, and we see at least two teams(vision included), we will not move. Archer shall use Gale Bullet on the team attacking either team the most, for a total of six times. The Crane will attack them with Slash. If the team that Archer enters combat with Team Assassin, Archer shall attack Assassin with Illusionary Dominance and one Gale Bullet instead. The Crane will attack them with Slash. If any team doesn't stop us, we continue with our movement as described at the top, including the bit about Wind God. If two different Teams attack Team Archer, we shall CS escape away. If we are at the Ancient Library, CS to the Western Outskirts. If we are at the Western Outskirts, CS to the Basilica. If Team Rider deliberately attacked us with a non AoE, we shall CS escape away. If we are at the Ancient Library, CS to the Western Outskirts. If we are at the Western Outskirts, CS to the Basilica. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If a piercing attack goes towards Ayumi, and the crane cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, May 19 2011, 08:17 PM.
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| Super Archer | May 20 2011, 04:31 PM Post #4 |
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Trollsmith
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Turn 3: Ayumi shall give Archer 34 of Ayumi's natural regen. For tonight's move, the Crane shall take a hit to their luck for movement purposes. If Team Rider arrives at the Abandoned Library, and doesn't move, the Crane shall stay with them. If Team Rider arrives at the Abandoned Library, and moves to somewhere we cant see with Archer's Vision during Phase 2, the crane shall move to the Northern Fountain. If Team Rider arrives at the Abandoned Library, and moves to a place Archer can see with her Vision during Phase 2, the crane shall follow them. If Team Rider does not move at all during Phase 1, the Crane will move to the Western District. If Team Rider does not move at all during Phase 1, the Crane is at the Western District, and moves to somewhere we can see with Archer's Vision, the Crane will follow them. If Team Rider moves to the Residential District during Phase 1, the Crane will move there. If Team Rider then moves to a place we can see with Archer's Vision, the Crane will follow. If Team Rider then moves to a place we cannot see with Archer's Vision, the Crane shall move to the Town Hall. If Team Rider moves to Basilica, the Crane will follow them to the Basilica. The Crane will first step through the Western Outskirts and then go to the Basilica during Phase 2. The Crane shall not lower it's luck during this specific Phase 2. If Team Archer CS escapes to the Western Outskirts, the Crane shall abandon any and all conditionals and give priority to moving to Western Outskirts. If the Crane enters combat, the Crane will retaliate with Slash. If the Crane is in an area with Team Rider, and they enter combat with one 'team', attack the 'team' with Slash. If the Crane is in the same area as us, and we enter combat, the Crane shall attack the team we focus on with Slash. If a team moves to the Basilica while we are still there, we shall ask to be friends. Do not start a fight. If one team we saw at the Waterway comes to us and starts a fight, we shall CS escape to the Western Outskirts. If one team that we didnt see at the Waterway comes to us(lol) and starts a fight, we shall retaliate with 6 Gale Bullet. If two different Teams attack Team Archer, we shall CS escape away. If we are at the Basilica, we shall CS to the place with the least amount of people in it, with information gathered from Archer's Vision. If there is a tie, we shall give priority to whichever location Team Rider is in. If none of the Teams from the Waterway show up, and we aren't in a fight, camp. If none of the Teams from the Waterway show up, and we aren't in a fight while Team Rider is, Team Archer shall use 6 Gale Bullets on them from afar on the Team fighting with Team Rider. If there are multiple Teams, attack the Team that Team Rider focus on. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If a piercing attack goes towards Ayumi, and the crane cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, May 20 2011, 04:35 PM.
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| Super Archer | May 21 2011, 07:10 PM Post #5 |
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Trollsmith
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Turn 4: Ayumi shall give Archer 34 of Ayumi's natural regen. Team Archer shall inform Team Rider of anything they learn with Archer's Vision, Ayumi's Onmyouji or whatever the Crane sees. If anything changes whatever, it is important to update Team Rider. The Crane shall move to the Waterway. If it gets targeted and attacked, retaliate with Slash. Otherwise, just sit there. If a Team attacks us, or enters combat with Team Rider, attack them with 6 Gale Bullets. If a Team flees from the Waterway, attack them with 6 Gale Bullets. Do not trigger this conditional if it is a regular movement as told by our vision skills and what the Crane sees. If at least two Teams flee from the Waterway before the Offensive Phase of Main Phase 1, use Cork Sign: Terukuni Throughout the World. If at least two Teams flee from the Waterway, and one of them enters the Basilica, wait until Rider hits them with an attack. If it connects, attack them with 6 Gale Bullets. If it doesn't connect, and they flee again during the combat phase, use Cork Sign: Terukuni Throughout the World. If at least two Teams flee from the Waterway, and two or more of them enter the Basilica, wait until Rider hits them with their attacks. If it connects and neither of them flee, hit the one Team Rider focuses more on with 6 Gale Bullets. If one of them flees, watch as Rider confronts the other teams. If all of them flee, use at least two Teams flee from the Waterway, and one of them enters the Basilica, wait until Rider hits them with an attack. If it connects, attack them with 6 Gale Bullets. If it doesn't connect, and they flee again during the combat phase, use Cork Sign: Terukuni Throughout the World. If two teams enter combat with my team and/or Team Rider, stall until Rider focuses on one. If none of them flee, shoot the one they are focusing on. If Team Rider is spamming AoEs, then pick one at random at fire 6 bullets. If three teams attacks Team Archer, CS escape to the Southern Lake. If there is a team at the Southern Lake, CS escape to the Western Outskirts. If a team is at the Southern Lake and the Western Outskirts, CS escape to the Waterway. If three teams arrive and only attack Team Rider, follow the movement in the past conditional. Do not attack any team unless they attack us first. Fire 6 Gale Bullets at them. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If a piercing attack goes towards Ayumi, and the crane cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, May 21 2011, 07:26 PM.
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| Super Archer | May 22 2011, 12:57 AM Post #6 |
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Trollsmith
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Turn 5: Ayumi shall give all 44 points of natural regen to Archer. Team Archer shall move to Western Outskirts during phase 1, and move to the Ancient Library during phase 2. The Crane shall lower its luck to the lowest of the low. It will move to the Basilica during phase 1. While continuing the trend of lowering it's luck, the Crane shall move back to the Waterway. Team Archer shall flee if we get into a fight. If we are at the Basilica, flee to the Western Outskirts. If we are at the Western Outskirts, flee to the Ancient Library. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and the crane cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, May 22 2011, 12:59 AM.
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| Super Archer | May 22 2011, 10:46 PM Post #7 |
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Trollsmith
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Turn 6: Ayumi shall give all 44 points of natural regen to Archer. Ayumi shall use Summon: Nue. Team Archer shall move to the Northern Fountain. If Blake is not there, follow him with Archer's Vision during phase 2. If we meet Blake, stop him and ask to buddy buddy. If Team Archer gets into a fight, we shall use Gale Bullet six times on the Servant. The Nue shall follow through with a Lunge. Inform Team Rider of anything we learn from our skills, whenever possible. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | May 24 2011, 05:13 PM Post #8 |
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Trollsmith
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I double posted turn 7, lol.
Edited by Super Archer, May 24 2011, 05:14 PM.
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| Super Archer | May 24 2011, 05:13 PM Post #9 |
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Trollsmith
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Turn 7: Ayumi shall give 13 points of regen to Archer(putting Archer at the cap, at least before upkeep). Inform Teams Rider and Blake of any information we learn with our skills(vision, Onmyouji, Intuition, etc), for as long as we are together. The Nue shall move to the Ancient Library during phase 1, and then the Western Outskirts during phase 2. If Team Rider stops part of the way there, stop with them. During phase one, Archer shall use Gale Transport. Archer and Ayumi shall move to the Art Academy, through the Eastern Park. Archer shall use Wind God: Storm Day during phase 1. During phase two, Team Archer shall move to the Ruined Clocktower. If Team Rider gets into a fight while Nue is with them, Nue shall use Lunge on the target that Team Rider is more focused on. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | May 25 2011, 04:47 PM Post #10 |
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Trollsmith
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Turn 8: Ayumi shall give Archer 44 Regen. Ayumi shall summon a Paper Crane. If Team Rider moves to a place Archer cannot see during phase 1, Nue shall move to the Residental District. If Team Rider moves to a place Archer can see during either phase, Nue shall follow. If Team Rider gets into a fight while Nue is with them, Nue shall use Lunge on the target that Team Rider is more focused on. If Nue is alone and someone starts a fight with it, Nue shall use Lunge on the person that did more damage. During Phase 1, if at least 3 teams that are currently at the Waterway move to either the Theater or the Southern Lake, Team Archer shall shoot them with 6 Gale Bullets(one at each individual team), following the firing priority list bellow. Team Archer shall then move to the Art Academy, leaving the Crane Behind. The Crane shall stop everyone it sees. During Phase 2, and none of the four teams at the Waterway move, fire 6 Gale Bullets(one at each individual team). The firing priority list is as follows: 1. Berserker 2. Saber 3. Caster 4. Lancer Repeat to infinity until there are no targets available. For example, we'd shoot Berserker with one Gale Bullet, then Saber, then Caster. If Lancer becomes unavailable to shoot, we'd go straight to Berserker. Continue going on until we are spent. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | May 26 2011, 05:00 PM Post #11 |
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Trollsmith
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Turn 9: Ayumi gives Archer 22 regen. If Team Rider moves during the turn, the Nue shall not follow them. The Nue shall stop all people not on Teams Archer/Rider/Assassin. If Team Rider is still in combat, Nue shall use Lunge on the target that Team Rider is more focused on. If Nue is not with Team Rider and someone starts a fight with it, Nue shall use Lunge on the person that did more damage to it by the time it can attack. Shoot 6 Gale Bullets at Berserker(or her master, if she is unable to be hit). If a Gale Bullet get stopped and we get our AP refunded, fire away until 6 have hit their target. If Team Berserker is unable to be hit, then we shall shoot 6 Gale Bullets at the first team we see with our vision, not named Team Rider or Team Assassin. If there are multiple teams, pick at random. Basically, I want to shoot something. I'd like to hit Berserker Tan, but I'll hit anyone. Pick one at random for me if my wording is messed up. Make sure to exclude Teams Assassin and Rider for Gale Bulletage. The Crane shall move to the Southern Lake during phase 1. If the Nue dies, Ayumi shall summon another Crane. If this second crane can move, send it to the theater. The Crane(s) shall stop whomever isn't on Teams Archer/Assassin/Rider. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, May 26 2011, 05:20 PM.
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| Super Archer | May 28 2011, 05:50 PM Post #12 |
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Trollsmith
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Turn 10: Ayumi gives Archer 22 regen. The Nue stays put and use Lunge on Berserker(or her master if she is unable to be targeted). The Nue shall stop anyone not on Teams Archer/Rider/Assassin. If everyone leaves the Waterway and the Nue is still alive, move it to the Theater. It will follow the stop conditional as stated above. Archer shall fire six more bullets. Here is the priority list, of whom we want to shoot all six at: 1.Team Berserker. 2.If Team Berserkercant be targeted, go after someone who attacks us. 3.If we don't get attacked, shoot Team Saber. If they aren't able to be hit, shoot teams at complete random. Don't consider Teams Rider and Assassin for this one. If the Nue dies during phase 1, the Crane shall move to the Waterway during phase 2. Ayumi shall summon another Crane if the Nue dies. This second one shall move to the theater. The Crane(s) shall stop anyone not on Teams Archer/Rider/Assassin. If they run into Berserker and/or her Master, use Slash on them. Priority goes to the Servant. If the Crane(s) get attacked and Berserker is not in the area, retaliate with Slash. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | May 29 2011, 06:56 PM Post #13 |
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Trollsmith
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Turn 11: Ayumi gives Archer 34 regen. The Crane at the Waterway stays put, and stops everyone on Teams Saber/Berserker/Caster/Lancer from moving. It shall also use Slash on Berserker. The Crane at the Theater shall move to the Ruined Clocktower. Archer shall use Cork Sign: Terukuni Throughout the World. Let the Crane use Slash on Berserker first. Inform any member of Teams Rider and/or Assassin of what we learn with Vision/Onmyouji/what the Cranes see. Tell Teams Assassin and Rider to delay their movement during phase 2. If we see Teams Berserker or Lancer, tell Blake to tell Assassin to go to their location. Priority goes to Servant Berserker's location. Delay Movement during the Second Phase. If no one from Teams Lancer/Saber/Caster move to the Southern Lake, then Team Archer w/ Paper Chicken will move there. Inform Teams Assassin and Rider that we are moving to the Southern Lake and that they should follow. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, May 29 2011, 07:02 PM.
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| Super Archer | May 30 2011, 12:41 PM Post #14 |
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Trollsmith
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Turn 12: Ayumi gives Archer 40 regen. Tell Teams Assassin and Rider of what we learn with Vision. The crane moves to the Waterway during Phase 1, and then the Residential District during Phase 2. If it runs into a team, stop and Slash it. Priority goes as follows: 1. Team Berserker. 2. Team Lancer. 3. Team Caster. 4. Team Saber. Team Archer goes to the Ruined Clocktower during Phase 1. Inform Teams Assassin and Rider where we are going. If Blake, Team Rider(but only if we are together and there is a clear enemy) or Team Archer enter combat after moving to the Ruined Clocktower, Archer shall fire 5 Gale Bullets at them. If we get stopped, shoot 5 anyway. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, May 30 2011, 06:22 PM.
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| Super Archer | Jun 2 2011, 01:13 PM Post #15 |
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Trollsmith
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Turn 13: Ayumi gives Archer 40 regen. Tell Teams Assassin and Rider of what we learn with Vision. The crane moves to the Western Outskirts during Phase 1, and then the Ancient Library during Phase 2. If it runs into a team, stop and Slash it. Priority goes as follows: 1. Team Berserker. 2. Team Lancer. 3. Team Caster. 4. Team Saber. If Blake, Team Rider(but only if we are together and there is a clear enemy) or Team Archer enter combat, Archer shall fire 6 Gale Bullets at them. Delay our attack and give priority to the target Team Rider is focused on. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 3 2011, 08:12 PM Post #16 |
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Trollsmith
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Turn 14: Ayumi gives Archer 40 regen. Archer Consumes a civilian. Tell Teams Assassin and Rider of what we learn with Vision. Team Archer moves Ruined Clocktower->Southern Lake->Basilica Crane moves Ancient Library->Western Outskirts->Basilica If Blake, Team Rider(but only if we are together and there is a clear enemy) or Team Archer enter combat, Archer shall fire 6 Gale Bullets at them, and the Crane shall use Slash if possible. Delay our attack and give priority to the target Team Rider is focused on. If the Crane enters combat against someone, use Slash on the team that initiates it. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 3 2011, 08:14 PM.
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| Super Archer | Jun 4 2011, 08:13 PM Post #17 |
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Trollsmith
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Turn 15: Ayumi gives Archer 20 regen. Archer Consumes a civilian, but only if no one from Teams Rider/Assassin/Archer move here. Tell Teams Assassin and Rider of what we learn with Vision. If Blake, Team Rider(but only if we are together and there is a clear enemy) or Team Archer enter combat, Archer shall fire 6 Gale Bullets at them, and the Crane shall use Slash if possible. Delay our attack and give priority to the target Team Rider is focused on. If the Crane enters combat against someone, use Slash on the team that initiates it. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 5 2011, 05:51 PM Post #18 |
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Trollsmith
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Turn 16: Ayumi gives Archer 32 regen. Consume, but only do so if we don't pick up anyone from Teams Berserker/Caster/Lancer with Archer's Vision. Tell Teams Assassin and Rider of what we learn with Vision. Ayumi will summon a Nue. If Blake, Team Rider(but only if we are together and there is a clear enemy) or Team Archer enter combat, Archer shall fire 6 Gale Bullets at them, and the Crane shall use Slash if possible. Delay our attack and give priority to the target Team Rider is focused on. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 5 2011, 05:51 PM.
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| Super Archer | Jun 6 2011, 09:38 PM Post #19 |
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Trollsmith
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Turn 17: Ayumi gives no Regen to Archer. Archer will use Wind God: Storm Day. Tell Teams Assassin and Rider of what we learn with Vision. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 6 2011, 11:09 PM Post #20 |
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Trollsmith
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Turn 18: Ayumi gives 30 Regen to Archer. Archer consumes a civilian and leaves a message in blood. "Ayumi Sama was here, Alena is a loser" Tell Teams Assassin and Rider of what we learn with Vision. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 8 2011, 07:10 PM Post #21 |
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Trollsmith
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Turn 19: Ayumi gives 30 Regen to Archer. Accept any and all skill slot items, and equip them asap. Tell Teams Assassin and Rider of what we learn with Vision.(!1!) If the four teams go to the Waterway, tell Teams Rider and Assassin to go to the waterway. If the four teams go to the ruined clocktower, tell my buddies to go to the southern lake. If only some of the teams go to the waterway, tell buddies this and send them that way. Have the crane and the nue follow team rider. We shall attack with 6 gale bullets(all on same target if possible), and have the crane slash. Priority list is bellow. 1. Team Lancer. 2. Team Caster. 3. Team Berserker 4. Team Saber. The nue shall use force lightning on the priority list above. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 8 2011, 07:13 PM.
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| Super Archer | Jun 10 2011, 05:47 PM Post #22 |
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Trollsmith
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Turn 20: Ayumi gives 30 Regen to Archer. We shall attack with 6 Gale Bullets(all on same target if possible). Priority list is bellow. 1. Team Lancer. 2. Team Caster. 3. Team Berserker 4. Team Saber. The Crane shall use Slash on the first target on my priority list. The Nue shall use Force Lightning on the next two targets on said list, making it so that we (hopefully) stop a total of three teams. Continue attempting to stop people the people in the area, even if some leave due to "Skill X". Like, if there are three teams, then use Slash on one and then Force Lightning on the other two. If there are only two, then Slash one and Lunge the other. If there is only one target, use Slash and Lunge on it. If all four teams leave for some reason, and we can see them with our Vision, then have the familiars team up and follow my priority list as stated above. ie, If we see Team Lancer, have them go after Team Lancer. If our familiars follow a team(s) and they haven't attacked, use the before mentioned method of attacking. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 10 2011, 06:30 PM.
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| Super Archer | Jun 12 2011, 12:51 PM Post #23 |
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Trollsmith
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Turn 21: Ayumi gives 30 Regen to Archer. Inform Blake of any changes in movement, as learned by Archer's Vision. The Familiars are going to continue using Slash/Force Lightning on the priority list before. I want to hit as many different teams as possible, so please choose targets to accomplish this. 1. Team Lancer. 2. Team Caster. 3. Team Berserker 4. Team Saber. Archer shall use Cork Sign: Terukuni Throughout the World. Delay until the Crane attempts to use Slash. After the Map, unequip the 'Assassination' skill slot and give it to Blake. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 12 2011, 04:48 PM.
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| Super Archer | Jun 13 2011, 10:15 AM Post #24 |
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Trollsmith
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Turn 22: Unequip Assassination and give it to Blake asap. Ayumi gives 44 Regen to Archer. Inform Blake of any changes in movement, as learned by Archer's Vision. Move to the Western Outskirts during Phase 01, then to the Ancient Library during Phase 02. Inform Blake of our movement as well as where we are heading, but only if we do not get stopped. Tell Blake to stop if we get stopped. Ayumi shall summon a crane. If we see enemy teams, do one of the following: 1. 5 Gale Bullets if no hostile team is in the area. 2. 2 Wind Sign: Wind of the Tengu Path if we are in the same area. 3. If an attack gets negated, continue using Gale Bullets until we have no less than 15 AP. Here is our Priority List: 1. Team Caster. 2. Team Berserker 3. Team Saber. If the Crane encounters anyone, stop and slash them. Priority list is above. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 14 2011, 02:02 AM.
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| Super Archer | Jun 15 2011, 08:00 PM Post #25 |
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Trollsmith
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Turn 23: Ayumi gives 44 Regen to Archer. If Archer can see anyone, then tell Blake that we can see them. Everyone moves to the Northern Fountain during Phase 1. Use Wind God: Storm Day. If we see the three teams at the Ancient Library while at the Northern Fountain, then everyone moves to the Town Hall during Phase 2. Tell Blake to follow. If we see the three teams at the Town Hall while at the Northern Fountain, then everyone moves to the Ancient Library during Phase 2. Tell Blake to follow. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 16 2011, 03:51 PM Post #26 |
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Trollsmith
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Turn 24: Ayumi gives 44 Regen to Archer. Archer uses Wind Sign: Wind of the Tengu Path against Team Caster three times, as frequently as possible. If we have enough AP left, use Gale Bullets on them until we run out. After Archer finishes attacking Caster, CS escape. If Team Saber is at the Town Hall, escape to the Ancient Library. If Team Saber is not at the Town Hall, escape to the Town Hall. Once we get there, Ayumi summons a Crane. Send it after Berserker and have it Slash it. If Archer dies, and either member of Team Assassin is in the area, give them any and all Skill Slots we have. Form contracts with any masterless servants. If Archer loses her contract with Ayumi, attempt to reform it. If she cant form one with Ayumi due to death, attempt to form one with Blake. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 16 2011, 07:35 PM.
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| Super Archer | Jun 17 2011, 03:32 PM Post #27 |
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Trollsmith
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Turn 25: Ayumi gives 30 Regen to Archer. (Make sure to fix the library regen too!) Move to the Theater during Phase 1, and then the Ruined Clocktower during Phase 2. The Crane will use Slash on Team Caster. If they move and we can see them at their end location, then have the Crane attempt to follow. If they move and we cannot see them, move it to the Ancient Library. If Archer sees Team Caster, then use as many Gale Bullets as possible against them. If we get into a faito between our movement, manually flee to the next step in our movement path. If Archer dies, and Blake is in the area, give them any and all Skill Slots we have. Form contracts with any masterless servants. If Archer loses her contract with Ayumi, attempt to reform it. If she cant form one with Ayumi due to death, attempt to form one with Blake. If Blake isn't in the area, try to form one with Alena. If neither are able to form contracts, then do nothing in terms of contracts. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 17 2011, 10:50 PM.
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| Super Archer | Jun 19 2011, 12:31 AM Post #28 |
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Trollsmith
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Turn 26: 44 regen goes to Aachaa. Delay Movement for Move Phase 01. If Berserker goes to the Western Outskirts, then move Basilica -> Southern Lake -> Ruined Clocktower. Otherwise, CAMPO If Archer sees Team Caster, then use as many Gale Bullets as possible against them, until they are no longer available to be targeted. If Archer dies, and Assassin's Master is in the area, give them any and all Skill Slots we have. Form contracts with any masterless servants. If Archer loses her contract with Ayumi, attempt to reform it. If she cant form one with Ayumi due to death, attempt to form one with Assassin's Master. If Assassin's Master isn't in the area, try to form one with either Alena/Blake, depending on who doesn't have Assassin. If neither are able to form contracts, then do nothing in terms of contracts. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 19 2011, 12:41 PM.
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| Super Archer | Jun 20 2011, 07:59 PM Post #29 |
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Trollsmith
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Turn 27: 44 regen! To Archer!!! Move to the Theater during Phase 01 and the Town Hall during Phase 02. If Archer sees Team Caster, then use as many Gale Bullets as possible against them, until they are no longer available to be targeted. If Archer gets lowered to 150 health or less, then CS escape. Preferably to a location where no one else is, or at the very least "non hostiles" are. Non hostiles refers to Blake, Alena, Assassin and any familiars they may have. If Archer dies, and Blake is in the area, give them any and all Skill Slots we have. Form contracts with any masterless servants. If Archer loses her contract with Ayumi, attempt to reform it. If she cant form one with Ayumi due to death, attempt to form one with Alena. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 20 2011, 08:43 PM Post #30 |
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Trollsmith
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Turn 27 Addendum This is to clarify locations to CS to if Archer gets to 150 or less health. If we are at the Theater, and no one from Teams Berserker/Caster/Saber is at the Waterway, then CS there. If we are at the Theater, and no one from Teams Berserker/Caster/Saber is at the Ruined Clocktower while someone from that list is at the Waterway, then CS to the Ruined Clocktower. If we are at the Town Hall, and no one from Teams Berserker/Caster/Saber is at the Theater, then CS there. If we are at the Town Hall, and no one from Teams Berserker/Caster/Saber is at the Residential District while someone from that list is at the Theater, then CS to the Residential District. |
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| Super Archer | Jun 22 2011, 05:42 PM Post #31 |
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Trollsmith
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Turn 28 Give 44 regen to Archer. Go to the Basilica. Archer will enter Flight, and use Wind God: Storm Day. If Archer dies, and Blake is in the area, give them any and all Skill Slots we have. Form contracts with any masterless servants. If Archer loses her contract with Ayumi, attempt to reform it. If she cant form one with Ayumi due to death, attempt to form one with Alena. If we run into Teams Saber/Berserker/Caster, then CS away to the Waterway. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 24 2011, 02:53 PM Post #32 |
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Trollsmith
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Turn 29: Give 44 mana regen to Archer, and make sure to fix Archer's health if you haven't already. Go to Western Outskirts during phase 1, and then the Ancient Library during phase 2. Attack Team Caster with as many Gale Bullets as possible if we see them. If Archer dies, and Blake is in the area, give them any and all Skill Slots we have. Form contracts with any masterless servants. If Archer loses her contract with Ayumi, attempt to reform it. If she cant form one with Ayumi due to death, attempt to form one with Alena. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. |
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| Super Archer | Jun 25 2011, 12:43 AM Post #33 |
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Trollsmith
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Turn 30: Give 22 regen to Archer. Let's talk about the Health regen Archer should have gotten on turn 29. Ayumi summons a crane. The Crane should be a good girl and follow/protect Ayumi. If Team Caster is still in the area, then use Slash on them. Use Wind Sign: Wind of the Tengu Path as many times as possible against Team Caster. If there is an instance where Wind Sign: Wind of the Tengu Path is unable to be used (like, running out of AP, Team Caster flees before we can finish attacking or it gets sealed), continue attacking with Gale Bullets. Form contracts with any masterless servants. Priority goes to Assassin first. If any of Ayumi's servants loses their contract with Ayumi, attempt to reform it. If they cant form one with Ayumi due to death, attempt to form one with Alena. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 25 2011, 07:57 PM.
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| Super Archer | Jun 26 2011, 07:16 PM Post #34 |
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Trollsmith
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Turn 31: For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Archer equips both Magical Plus Skill Slots while Assassin equips the Conservation Skill Slot(for the lolz). Ayumi gives 33 regen to Archer, and 11 regen to Assassin. Assassin turns on Zetsu. Archer delays movement, and moves to the Residential District during phase 01. Archer shall move to the Waterway during phase 02. If Archer sees servant Caster appear in physical form, then use as many Gale Bullets as possible against her until she is either dead or unable to be targeted. Assassin stays at the Library. He also uses Stalk on any team that passes through the area. Priority goes Saber -> Berserker. Turn off Electric Field if he leaves the area. If Assassin encounters Caster alone, and she doesn't die due to Archer and the Crane's efforts, then surprise attack Caster with Yo Yo Strike and use Yo Yo Strike as frequently as possible. Following the above conditional(where Caster is still alive after Archer/Crane attack), but instead meet another servant who enters the area, instead surprise attack them with Yo Yo Strike, then use Yo Yo Strike against Caster as frequently possible. If Archer encounters Teams Berserker or Saber during movement, or is otherwise unable to move through the path stated, use Gale Transport to arrive at the Basilica. No more movement for Archer after this. The crane shall attempt to move to the Northern Fountain(during phase 1 if possible, and attempt to move during phase 2 if not). If it encounters Caster, then use Slash on her. Otherwise, just stay silent. Make sure the crane doesn't completely vanish in my status. If Assassin is not in combat, then he shall enter Presence Concealment as many times as possible and/or needed in order to stay concealed. If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 26 2011, 07:29 PM.
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| Super Archer | Jun 27 2011, 06:34 PM Post #35 |
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Trollsmith
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Turn 32: For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Assassin turns off his field before upkeep. Ayumi gives 33 regen to Archer, and 11 regen to Assassin. Assassin continues stalking Berserker. Archer moves to the Southern Lake. If we encounter any teams before movement, Gale Transport to the Ruined Clocktower. If we encounter any teams after movement, and there is one team at the Basilica, Gale Transport to the Residential District. If we encounter any teams after movement, and there is one team at the Waterway, Gale Transport to the Western Outskirts. If we encounter any teams after movement, and there is one team at the Ruined Clocktower, Gale Transport to the Residential District. Assassin and Archer consume. If Assassin is not in combat, then he shall enter Presence Concealment as many times as possible and/or needed in order to stay concealed. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. Edited by Super Archer, Jun 27 2011, 07:03 PM.
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| Supremezero | Jun 27 2011, 06:36 PM Post #36 |
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There is no such thing as society.
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Addendum: - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. Edited by Supremezero, Jun 27 2011, 06:36 PM.
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| Super Archer | Jun 29 2011, 07:50 PM Post #37 |
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Trollsmith
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Turn 33: For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Archer turns off Sickle Weasel Veiling before upkeep. Ayumi gives Archer 44 mana. Assassin continues stalking Berserker. Assassin consumes. Archer moves to the Ruined Clocktower during phase 1. If we are unable to move, use Gale Transport to the Western Outskirts. If Archer ends up at the Western Outskirts, make any and all atempts to move to the Ancient Library. If Archer ends up at the Ruined Clocktower, and Team Saber is not at the Theater or the Waterway, move to the Theater. If Archer ends up at the Ruined Clocktower, and Team Saber is at the Theater or the Waterway, then Gale Transport to the Basilica. Conditionals: If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. |
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| Supremezero | Jun 30 2011, 07:20 PM Post #38 |
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There is no such thing as society.
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For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Ayumi gives Archer 44 mana. Assassin continues stalking Berserker. Assassin consumes. Archer moves to the Western Outskirts during phase 1. If we are unable to move, use Gale Transport to move to Residential District. In phase 2, if Archer sees anyone at Basilica, we will move to Residential District, and if Archer sees anyone at Residential District, we will move to Basilica. If neither of these two are true, we will delay movement until they are, and if they are never true, simply do not move. If, somehow, both of these are true, Archer will delay until one of these presences moves. If they move to somewhere Archer cannot see them (Or to Ancient Library), Archer will move to where they were. If they move to Archer's location, we will use Gale Transport to move to Southern Lake (If the previous position of the one that moved was Basilica) or Town Hall (If the previous position of the one that moved was Residential District). If, in any case, we end up in the same area as another team, Archer will use Gale Transport to move to Residential District (if from Basilica in first phase), Town Hall (if from Western Outskirts), Theater (If Residential District), or Clocktower (If Basilica second phase). If, by the time Archer can consume, she can either see other teams only in one area or not at all, she will consume. Conditionals: If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. |
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| Super Archer | Jul 1 2011, 09:31 PM Post #39 |
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Trollsmith
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Turn 35: For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Ayumi gives Archer 44 mana. Assassin continues stalking Berserker. Assassin consumes. Phase 1: Delay Movement. If Team Berserker moves anywhere but the Southern Lake/Basilica, move to the Southern Lake. If Team Berserker moves to the Southern Lake, move to the Waterway. If Team Berserker moves to the Basilica, Gale Transport to the Ruined Clocktower. Phase 2: If we are at the Southern Lake, and Team Berserker isn't at the Ruined Clocktower, move there. If we are at the Southern Lake, and Team Berserker is at the Ruined Clocktower, and Team Saber wasn't at the Western Outskirts during Phase 1, move back to the Basilica. If we are at the Southern Lake, and Team Berserker is at the Ruined Clocktower, and Team Saber was at the Western Outskirts during Phase 1, move to the Waterway. If we are at the Waterway, and Team Berserker is at the Southern Lake, move to the Theater. If, by the time Archer can consume, she can either see other teams only in one area or not at all, she will consume. Conditionals: If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. |
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| Super Archer | Jul 2 2011, 08:38 PM Post #40 |
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Trollsmith
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Turn 36: For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Ayumi gives Archer 44 mana. Assassin continues stalking Berserker. Assassin consumes. Phase 1: If Team Saber moves to the Southern Lake, Archer moves to the Theater. Phase 2: Delay Movement if Archer is at the Theater. If Archer is at the Theater, Team Saber moves to the Ruined Clocktower, and Team Berserker moves to the Waterway, move to the Town Hall. If Archer is at the Theater, Team Saber moves to the Ruined Clocktower, and Team Berserker moves to the Town Hall, move to the Waterway, If Archer is at the Theater, and Team Saber moves to the Waterway, move back to the Ruined Clocktower. Conditionals: If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. |
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| Super Archer | Jul 4 2011, 07:55 PM Post #41 |
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Trollsmith
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Turn 37: For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Ayumi gives Archer 44 mana. Assassin continues stalking Berserker. Assassin and Archer consume. Delay movement during both move phases. If someone goes to the Ruined Clocktower while we are there, Gale Transport. If neither Teams Berserker or Saber are at the Basilica, GT there. If neither Teams Berserker or Saber are at the Residential District while one is at the Basilica, GT to the Residential District. Conditionals: If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. Edited by Super Archer, Jul 4 2011, 07:56 PM.
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| Super Archer | Jul 6 2011, 06:43 PM Post #42 |
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Trollsmith
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Turn 38: For all purposes of this move, Archer and Ayumi shall be considered one entity for movement(and the pair will be referred to as 'Archer') while Assassin flies solo. Ayumi gives Archer 44 mana. Archer --- Summon a Nue. Turn on Wind God: Wind God Hidden Among Tree Leaves. If Team Saber is encountered, Gale Transport to the Assassin --- Continue stalking Berserker. Consume. At the end of the turn, if Berserker isn't at the Town hall, Assassin will stop stalking and will turn off Zetsu. Conditionals: If an attack used against Archer can be clarified as a projectile, Archer will use Tornado: Indication to the Divine to negate it. If an attack goes towards Ayumi, and her familiar(s) cannot block it, Ayumi shall use Paper Shield. - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. |
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| Super Archer | Jul 7 2011, 10:56 PM Post #43 |
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Trollsmith
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Turn 39: Ayumi gives 22 mana to both her servants. Use the CS spell, "Purify yourself" on Archer Ayumi summons a Crane, using her health to help cover the cost. Assassin turns on Electric Field. Archer uses Whirl Sign: Maple Leaf Fan. Archer uses Thrust Sign: Tengu's Macroburst twice, with the main target being Saber. Assassin Amushes Berserker with Yo Yo Strike, then uses his remaining AP using Yo Yo Strike on Saber. The Crane uses Slash on Saber. The Nue uses FORCE LIGHTNING on Assassin and Saber. Here is a handy dandy priority list, in case you are wondering who we should attack. 1. Saber 2. Saber's Master, but only if Saber didn't die. 3. Berserker 4. Berserker's Master. 5. Saber's Master if Saber died. Turn off that annoying Zetsu thing. Conditionals: - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. -If the Nue has lower than or equal to 20 health, and it has attacked, de summon it. -If Archer has any AP left for any reason, then use Gale Bullets, following the above priority list. -If either of the servants lose their contract, attempt to form one with Alena. Edited by Super Archer, Jul 7 2011, 10:58 PM.
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| Super Archer | Jul 8 2011, 03:34 AM Post #44 |
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Trollsmith
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Turn 40: Archer unequips the two Magical Plus Skill Slots, and Assassin equips them. Ayumi gives Archer 9 regen, and 35 to Assassin. Archer and Ayumi break contract during phase 01. Archer shall continously try to form one with Alena. Assassin turns on Kanmuru. Remember the saved up charge from when the Nue attacked him last turn. Assassin also uses Ren. Archer will use as many Gale Bullets as possible, using the bellow priority list: 1. Servant Saber. 2. Saber's Master, but only if Saber hasn't died. 3. Servant Berserker. 4. Berserker's Master. 5. Saber's Master. Assassin uses Izutsushi, again, using the priority list. The Crane attacks with Slash, using the priority list. The Nue uses the lightning attack, choosing two different targets based on above priority list. Conditionals: - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. -If the Nue has lower than or equal to 20 health, and it has attacked, de summon it. -If Archer has any AP left for any reason, then use Gale Bullets, following the above priority list. -If either of the servants lose their contract, attempt to form one with Alena. Edited by Super Archer, Jul 8 2011, 06:48 PM.
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| Super Archer | Jul 9 2011, 06:33 PM Post #45 |
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Trollsmith
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Turn 41: Ayumi gives Assassin 44 mana, and please remember to fix the mana from yesterday. Assassin should have saved 11 mana when he activated Kanmaru. Assassin uses Narukami, following the priority list below. 1. Servant Saber. 2. Saber's Master, but only if Saber hasn't died. 3. Servant Berserker. 4. Berserker's Master. 5. Saber's Master. Conditionals: - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. |
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| Super Archer | Jul 10 2011, 12:45 AM Post #46 |
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Trollsmith
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Turn 42: Ayumi gives Assassin 44 mana. Assassin uses Yo Yo Strike four times, using a priority list. 1. Servant Saber. 2. Saber's Master, but only if Saber hasn't died. 3. Servant Berserker. 4. Berserker's Master. 5. Saber's Master. Conditionals: - Any time Surprise Attack would be used, any targets on the attack order are skipped if the servant on that team has already attacked. - Any time Stalk is said to be used, and Zetsu isn't active, activate Zetsu. - Any time it is indicated to use Izutsushi, but Assassin has less than 50 AP but more than 24, he will use Yoyo Strike instead. - Any time PC is inactive and can be activated, activate it. - At any time Stalk is active, any movements that would break stalk unless stated otherwise are ignored. - Any time possible, pick up Skill Slots. - If, in any case, a specified action is not immediately possible, but becomes possible later in the turn, it is delayed until it is possible. |
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4:14 AM Jul 11