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Post by Valentin Acciai on Feb 10, 2018 3:16:05 GMT -5
Type: Combat Medic
Description: directly behind any front line the Combat Medic defies the stereotype of healers being useful only in their primary profession. They are much too stubborn to play the passive supporting role, much more inclined to throw a punch of their own towards any who seek to harm their comrades. Their direct approach however often leaves openings in their defenses and everyone knows to eliminate healers first.
Advantage:
Rank 1: 50% increase to Healing Expertise, 50% increase to offensive stat of choice.
Rank 2: 100% increase to Healing Expertise, 75% increase to offensive stat of choice.
Rank 3: 150% increase to Healing Expertise, 100% increase to offensive stat of choice.
Rank 4: 200% increase to Healing Expertise, 150% increase to offensive stat of choice.
Disadvantage: 50% cut to two sensory stats of choice and 25 points per rank must be added to ALL cut stats.
Rank 1: 20% cut to either a physical or spiritual stat of choice.
Rank 2: 30% cut to either a physical or spiritual stat of choice.
Rank 3 & 4: 50% cut to either a physical or spiritual stat of choice.
Race Restrictions: Available to All Races.
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Post by Myzaraphiston Synderfell on Feb 10, 2018 17:39:34 GMT -5
While combat medic is an archetype the site could use, the simple fact of the matter is that both Prodigy v2 and Genius already do the same thing, but better. There is no reason to take it over those two that I can see.
Also, Jack of all trades is.... I mean, it's blatantly obvious what is wrong there, right? It literally invalidates every other type . This even outperforms Leader, without the restrictions present in Leader.
Post by Valentin Acciai on Feb 10, 2018 19:52:02 GMT -5
Combat Medic is something that i do feel needed. Prodigy V2 is too draining on stats to allow efficient use of Healing Expertise while Genius is only rank 3 and up with a turn mechanic. None is a good alternative for starting out low rank and the type while it doesn't go as high as the others in numbers also has it easier on the disadvantages.
jack of all trades was more a funny idea that struck me, it's not too serious so ill just remove it for simplicity's sake.
Post by Myzaraphiston Synderfell on Feb 11, 2018 12:27:26 GMT -5
Alright. I'll go ahead and make some quick builds for each of the types then. First set is going to be Rank 1, Class 4 Shini with 400 training SP, so with 800 SP total.
So what winds up happening is that you have the exact same stat boosts for less of a drawback. You're right, I was wrong: There is a reason to take Combat Medic. It'll give the same exact boosts as Prodigy v2 without as many drawbacks! *This is not a good thing.* But aside from that, what really makes or breaks a type is the end build. You always have to look at a type from the perspective of Rank 3 at least. So here's another comparison between types, this time with full SP on a Class 1 Shini Captain, non TT.
It's very, very clear how much Prodigy v2 and Genius both outperform Combat Medic. In short, I'm still not really seeing a reason for this type to exist.
Post by Valentin Acciai on Feb 11, 2018 13:05:09 GMT -5
one of the reasons would be the recent update making it impossible to do a HE build with two of the sites races without suffering class 8 hell for prodigy v2 which is a GOOD thing as being class 8 shouldn't mean being handicapped (which should have been balanced ages ago if you're supposed to have access to it in rank 1) and genius as always being rank 3 and being stuck with a bothersome mechanic (which his been known to cause arguments) isn't too useful for beginners either. The main need for the type would be to give the races that were locked out of two types this update the possibility to utilize the HE stat on a TT character and while weaker than the others in end result one won't have to deal with many of the issues the others load on the character. And as for being outperformed, why not remove Soldier then since we now have Soldier v2 which is so much better that there is no reason what so ever to have regular Soldier anymore.
Description: These are the Types of characters that never directly fight in combat. They have and use abilities that support their allies, changing the tides of battle with merely their presence. They can have abilities that range from healing, to shielding, to buffing an ally's power. However, they are almost useless without an ally to help, as they rely on said ally to defend them when the need arises. They will never be found on the front lines, yet their abilities directly influence the battle.
Advantage:
Rank 1: 50% increase in any two desired Stats (100 would be 150).
Rank 2: Double any two desired Stats (100 would be 200).
Rank 3: Double any two desired Stats (100 would be 200), plus 25% increase to one more (100 would be 125).
Rank 4: Double any two desired Stats (100 would be 200), plus 50% increase to one more (100 would be 150).
Disadvantage: Release cannot be combat-based and must consist mainly of support moves. Support Types cannot possess more than 1 direct offensive ability in Release and will have one Physical or Spiritual Stat decreased by 50% (100 would be 50). Senses or Instinct is decreased by 50% (100 would be 50). Increases from Advantages cannot be made to any Stats that have been cut by Disadvantages.
Race Restrictions: Available to all Races except Hollows and Hason
Initial Weapons: One Starting Weapon (i.e. one Zanpakutō, one Doll, etc.)
Aside from the disadvantages, which are minorly different, the benefits are vastly superior for the Support type. You can basically perfectly replicate this type using the Support type. And before you bring up the Support Type lacking offensive viability in their release may I point out that that's a problem with Healing Expertise in GENERAL:
"At 200 healing expertise, one also becomes very spiritually gifted in the healing arts, to the point of even being capable of generating a small green aura over their hands and applying it to the wounds of others. Those with this level of healing expertise can apply this green aura to wounds in order to slowly seal them up over several posts. While this does not work on major wounds, minor ones will be closed. At 250 healing expertise, it is possible to use this green aura to suck poison out of an ally as well, and also heal minor wounds to the soul, as well as the physical body. Now, at 300 healing expertise, one begins to devote their soul to medical purposes. Except for Mod Souls, Arrancar and Akki, anyone who has at least 300 in healing expertise must have a release power which possesses medical qualities and is primarily used for healing purposes, though minor offensive capacity is still present. Also possible, however, at 300 healing expertise, is one is capable of realigning bones or dislocated joints to fix their wounds a bit. The green aura from before can be applied to oneself now for minor wounds.
(Emphasis my own).
Basically, it feels like the Support type does exactly what you want this type to do, right down to the disadvantages. except it also has considerable flexibility in how it does it as well. There's nothing stopping you from making an RS/HE boosting Support type at all. Even the fact that the Support type has the restriction on release type is a moot point, because once you hit 300 HE (which you should be well past if you're taking any kind of Medic-based type), you lose the ability to have an offensive release anyways. If Healing Expertise is changed in the future, this might change things up, but at the time being, this type is basically "Support type but less versatile"
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EDIT: Ran into my usual problem of reading "200% increase" as "double". My mistake. Alright I rescind part of what I said. You will definitely hit higher highs with the Combat Medic type, though I maintain that the Support type still already kind of does what you want Combat Medic to do.
Last Edit: Feb 11, 2018 21:20:43 GMT -5 by Amare Mori
I would interject here just to say that combat medic is clearly differentiated from support by not having severe restrictions on release abilities (i.e. no direct offensive abilities in release and only 1 indirect offensive ability). For someone looking to only be a healer and virtually nothing else then support is probably their cup of tea, but for something with a little more hybrid flavour, combat medic looks to me like it can fill a vacant slot.
Post by Valentin Acciai on Feb 12, 2018 13:55:45 GMT -5
if it weren't for the healing based then yeah, there would be a lot of cool things that could be done with HE. Things like Szayelaporro Granz abilities which should logically be HE based would currently on site just be regular old spiritual based.
I would interject here just to say that combat medic is clearly differentiated from support by not having severe restrictions on release abilities (i.e. no direct offensive abilities in release and only 1 indirect offensive ability). For someone looking to only be a healer and virtually nothing else then support is probably their cup of tea, but for something with a little more hybrid flavour, combat medic looks to me like it can fill a vacant slot.
Irrelevant because if you read the HE description, after you pass 300 HE your release has to be healing/support based anyways. And if you’re going to argue “well then don’t go up to 300 HE”, then there is no real reason to go for a medic type.
Post by Impossible on Feb 12, 2018 22:33:42 GMT -5
Okay, so here's a question; does healing need to restrict release? Two of the four types that give Healing a boost,(not counting leader, soldier or lunatic), already make your release healing or non-combative, and the other two don't make sense for them to have. Switching into Genius will for a character to either take energy sensory, or change how their release works. Is there a way we can just get rid of that for Healing, or is there a good reason for that restriction to exist that I just don't know about?
Post by Hidromielleón Ulfhirthir on Feb 12, 2018 23:04:54 GMT -5
The point of limiting releases on those with healing-focused builds seems to be at least partly to keep just anyone from having a self-healing tank build that would drag fights out for an unusually long time.
Post by Impossible on Feb 12, 2018 23:15:25 GMT -5
Yeah, but the types themselves aren't built to do that. Genius has the stamina limitations, making a drawn out fight like that counter productive. Prodigy v2 is a spiritual build, with low instincts, meaning if they take a bad enough hit, then healing ins't going to do anything for them.
Yeah, but the types themselves aren't built to do that. Genius has the stamina limitations, making a drawn out fight like that counter productive. Prodigy v2 is a spiritual build, with low instincts, meaning if they take a bad enough hit, then healing ins't going to do anything for them.
Look at Kuroi as an example as to how a "meh" instinct build with high HE and Spirit stats can be unbelievably devastating, and still avoid taking hits regularly, while healing off any hits he DOES take.
Last Edit: Feb 12, 2018 23:18:50 GMT -5 by Amare Mori