Taiko the Waterbender
Verified Member
Hello! This is my first post of 2016, I hope it is a good way to start the year.
Name: WallWave (name open to changes);
Type: Combo (EarthGrab (click) > EarthGrab (click) > RaiseEarth (hold shift and click));
Damage: Four health points (two hearts) (knockbacks the entity);
Cooldown: Fifteen seconds;
Description: Once the Earthbender casts the combo, a three blocks high wall will raise from the ground in the direction he was looking into. It would keep raise until the reaches twelve blocks away from the bender. If the bender is moving (in an AirScooter, per example) the wall would follow him. This wall is mainly defensive, but if it hits an entity on its track, it will harm then with a two hearts damage. The wall can be curved. The wall will stop raising if the player releases shift.
In-show concept:
In-game concept:
Pros: New way of defense and offense, being able to achieve certain goals unaccessable with RaiseEarth, promotes teaming.
Cons: Combo may interfer with the fight.
Hope you liked it!
Name: WallWave (name open to changes);
Type: Combo (EarthGrab (click) > EarthGrab (click) > RaiseEarth (hold shift and click));
Damage: Four health points (two hearts) (knockbacks the entity);
Cooldown: Fifteen seconds;
Description: Once the Earthbender casts the combo, a three blocks high wall will raise from the ground in the direction he was looking into. It would keep raise until the reaches twelve blocks away from the bender. If the bender is moving (in an AirScooter, per example) the wall would follow him. This wall is mainly defensive, but if it hits an entity on its track, it will harm then with a two hearts damage. The wall can be curved. The wall will stop raising if the player releases shift.
In-show concept:
Cons: Combo may interfer with the fight.
Hope you liked it!
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