Difference between revisions of "Talk:Openings"
From Twilight Heroes Wiki
(Couple more. Some look tied to different weapon groups) |
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:You send the vampire leech flying for the fences and. The. Crowd. Goes. Wild. | :You send the vampire leech flying for the fences and. The. Crowd. Goes. Wild. | ||
:You gain 115 experience. (Ended fight) | :You gain 115 experience. (Ended fight) | ||
+ | |||
+ | *Pull the Other One | ||
+ | :You wrap your weapon around the onyx shadow and pull them to the ground. It's like the most dangerous rodeo ever. | ||
+ | :Your opponent is too stunned to act. (lasted 2 turns) | ||
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:'''Hammer It Home''' stuns your opponent with repeated blows to the head or whatever passes for one. It's not elegant, but it does the job. (Pugil stick) | :'''Hammer It Home''' stuns your opponent with repeated blows to the head or whatever passes for one. It's not elegant, but it does the job. (Pugil stick) | ||
− | :'''Swing for the Fences''' is one way to make sure your enemy is going... going... gone. It's probably not what you want to do to a villain who you don't want to get away, but it is quite satisfying. (Baseball bat) | + | :'''Swing for the Fences''' is one way to make sure your enemy is going... going... gone. It's probably not what you want to do to a villain who you don't want to get away, but it is quite satisfying. (Baseball bat,drum sticks) |
+ | |||
+ | :'''Pull the Other One''' stuns your opponent and drags them from their feet... just like in that one movie with the whip. No, not ''that'' movie. (Bionic whip) | ||
---- | ---- | ||
Please intercalate your findings with mine above for better organization of the page. [[User:Patojonas|Patojonas]] 12:06, 25 October 2013 (PDT) | Please intercalate your findings with mine above for better organization of the page. [[User:Patojonas|Patojonas]] 12:06, 25 October 2013 (PDT) | ||
+ | |||
+ | Looks like there is an assortment of melee based openings with a few like piercing needing a look. On the topic of melee, fisticuffs does not appear to have an opening associated with it. It could also be worth checking ranged groups as well. | ||
+ | Maybe there are also foe fumbled variants similar to the Feline Pounce if conditions are met. --[[User:Valmo|Valmo]] ([[User talk:Valmo|talk]]) 15:17, 25 October 2013 (PDT) |
Revision as of 14:17, 25 October 2013
- Freeze!:
- You shout "Freeze!" subjecting the automaton to a painful combination of numbing cold exposure and painful pun exposure.
- Your opponent is too stunned to act.
- Shaming Shot:
- After taking careful aim
- With the clockwork beetle picking itself off the ground, you add insult and injury to the insult and injury with a 172 damage demonstration of your trick shooting.
- Deepest Strikes:
You keep up the attack, rattling his cage. The cage seems to hold for now, but it was a mighty rattle.
- Psychic Heckling:
- It turns out that, when you're psychic, your internal monologue about how badly... let's say the clockwork mishmash screwed up... well, it isn't quite as internal.
- or
- You keep up the heckling for 243 damage. The castle guard can't even manage a "Do I go to your work?" comeback. It's kind of sad."
- Static Shock:
- You extend a finger and touch the clockwork beetle, shocking the clockwork beetle for 26 damage and finally getting rid of that static cling.
- Stop, Drop, and ...:
- As you might have expected, you catch on fire. Really, the surprising part is that it doesn't happen more often.
- You stop, drop, and... stop... drop... what's the third thing again?
- While you're trying to remember what it is, the fire burns out.
- This occurs after having taken some fire damage from your foe.
- Just Believe in Yourself
- The battle quickly dissolves into a psychedelic dream sequence. Your opponent grows to immense size amid a swarm of flying elephants, symbolizing... I don't know, your inner doubt or something?
- If there's one thing thousands of hours of children's television has taught you, it's that you really just need to believe in yourself. A greater stupen-tesque ogre from the netherworld wails, shifting from a rumbling bass to a shrill soprano as its size returns to normal.
- Set to overload
- Setting your Trident of Nodens to stun is clearly passe, but overload? That's got a nice ring to it! The unstoppable torrent of energy deals a <foe> <fire damage + electrical damage>, but hasn't really done your Trident of Nodens any favors.
- Next combat: You manage to get your weapon back in working order, but your opponents is already closing by the time you're done.ng.
- Feline Pounce
- You bound into the air and descend on your foe like a raptor-kitten hybrid, crashing into General Mowters for 60 damage.
- For reference, that's the "can open doors raptor" not the "bird of prey raptor".
- General Mowters is bowled over by the impact.
- Your opponent would really like to clean your clock, but needs to stand up to get back to clock level with you.
- Wicked Curve
- Now that you're lobbing arm's warmed up, Hamlet is in trouble. You warn him to get ready for the Valmo Curve.
- You gain an effect: Curveball
- Fancy Bladework
- You flip your telekinetic katana around in an amazing display of weapon-related prowess. Thankfully, Rich Cardinal Lou isn't Harrison Ford, so you get to finish the whole thing.
- You gain an effect: Fanciest Bladework
- Hammer it Home
- In the moment after your devestating hit you pause, holding up your weapon. "Stop! Your pugil stick time!"
- That... worked better than you expected.
- Your opponent is too stunned to act. (lasted 3 turns)
- Swing for the Fences
- You send the vampire leech flying for the fences and. The. Crowd. Goes. Wild.
- You gain 115 experience. (Ended fight)
- Pull the Other One
- You wrap your weapon around the onyx shadow and pull them to the ground. It's like the most dangerous rodeo ever.
- Your opponent is too stunned to act. (lasted 2 turns)
- Openings? (describes the opening currently available, doesn't consume time)
Openings are heroic opportunities created by certain events in combat or when fighting certain foes. For Example:
- Freeze! Stuns and weakens your opponent with a combination of numbing cold and terrible puns.
- Shaming Shot demonstrates your trick shooting for damage and demoralization.
- Deepest Strikes instantly defeats weak foes and weakens others.
- Psychic Heckling is that sort of thing that will really undermine someone's self-worth... and resistance to psychic attacks.
- Static Shock turns the power of electricity against your foes.
- Feline Pounce a leaping attack that can bowl over your foes. (Currently a Naturalist but it might have more to do with the opponent fumbling)
- Wicked Curve puts so much English on your attacks they might just hit your enemy more times. (Had a baseball equipped)
- Fancy Bladework gives you a short-term but quite powerful buff to your blade skills. (Had a telekinetic katana equipped. Also worked for badly bent knife)
- Hammer It Home stuns your opponent with repeated blows to the head or whatever passes for one. It's not elegant, but it does the job. (Pugil stick)
- Swing for the Fences is one way to make sure your enemy is going... going... gone. It's probably not what you want to do to a villain who you don't want to get away, but it is quite satisfying. (Baseball bat,drum sticks)
- Pull the Other One stuns your opponent and drags them from their feet... just like in that one movie with the whip. No, not that movie. (Bionic whip)
Please intercalate your findings with mine above for better organization of the page. Patojonas 12:06, 25 October 2013 (PDT)
Looks like there is an assortment of melee based openings with a few like piercing needing a look. On the topic of melee, fisticuffs does not appear to have an opening associated with it. It could also be worth checking ranged groups as well. Maybe there are also foe fumbled variants similar to the Feline Pounce if conditions are met. --Valmo (talk) 15:17, 25 October 2013 (PDT)