Under the Open Sky (CWMGQ Spinoff)

Summit expects using it while Floral Glory is being used as a shield would hit Floral fairly hard.
Wonderful.
Oh, I also realized that we don't know how many Dynamos Arc Mastermind has up right now.
[x] Plan Emergency Evac
-[x] Panoply to Rain of Blows, Intercept, Crush and Adamantine
-[x] Shift in between Floral Glory and the Nightmare, on to of the Nightmare's spear, facing Floral
-[x] Cast Guardian Touch on Floral Glory
-[x] Shove-tackle Floral off the spear
-[x] Fly as fast as possible, carrying Floral Glory, up and towards the nearest tree that isn't behind the defensive lines.
--[x] As soon as you have the space to do so, use Elsewhere to put an additional 150 meters between you and the Nightmare
--[x] Tell her to run and drop her off.
-[x] Get in the Nightmare's face and don't let her attack anyone.
--[x] Neutralize as many attacks toward anyone else as you can
--[x] Intercept attacks headed towards yourself, and any attacks after you've run out of neutralization.
 
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Wonderful.
Oh, I also realized that we don't know how many Dynamos Arc Mastermind has up right now.
[x] Plan Emergency Evac
-[x] Panoply to Rain of Blows, Intercept, Crush and Adamantine
-[x] Shift in between Floral Glory and the Nightmare, on to of the Nightmare's spear, facing Floral
-[x] Shove-tackle Floral off the spear
-[x] Fly as fast as possible, carrying Floral Glory, up and towards the nearest tree that isn't behind the defensive lines.
--[x] As soon as you have the space to do so, use Elsewhere to put an additional 150 meters between you and the Nightmare
--[x] Tell her to run and drop her off.
-[x] Get in the Nightmare's face and don't let her attack anyone.
--[x] Neutralize as many attacks toward anyone else as you can
--[x] Intercept attacks headed towards yourself, and any attacks after you've run out of neutralization.
Maybe cast Guardian Touch on Floral Glory before tackling her off the spear?
 
Hey, I think it is fine to leave the Nightmare to the other girls; Summit does not need to do things by herself here.

Just dropping off Floral Glory while she has a big hole in her abdomen is probably a bad idea, though; Vitality Surge is not yet active, so she might die before Mica dies.

I was thinking we could use the Panoply to seal off the wound and prevent her from losing more blood, then wait until the other girls finish the Nightmare.
 
So I know that we can't use Elsewhere to crush or rip apart enemies, but could we use it to expand either of the following distances:
  1. The distance between Floral Glory and Mika's weapon (make Floral Glory fall to the ground).
  2. The distance between the part of Mika's weapon that's in Mika's hand and the part of Mika's weapon that's touching Floral Glory (make the weapon stupidly long so that we don't need to worry about friendly fire).
1 works-ish. It's a little hard to start, but you can expand that space enough so that Floral is no longer impaled.

2 does not. Monkeying around with an opponent's weapon while they are holding it isn't really possible against the sort of foes where you'd want to do that. ( ...Massy is a special case here, reasons.)

As a general rule "Pinching" space with Elsewhere does about half the damage of Summit's weapon and takes much longer to focus. Ex. Summit could carefully mess with space so that a demon's heart can't push blood around and wait for it to pass out, or she could break every one of it's bones by Shifting next to it and giving it a good wallop. Things that are too tough to be hurt by a half-strength attack (600 Resilience, 1200 MM, percentage-based DR, other form of defenses...) are functionally immune to having their insides fucked with in this manner (so use the surroundings instead).

Just dropping off Floral Glory while she has a big hole in her abdomen is probably a bad idea, though; Vitality Surge is not yet active, so she might die before Mica dies.
Floral Glory will suffer from a Bleed debuff once un-shish-kebobbed, 1,300 Health per turn. Summit could prevent this by carefully applying pressure via Panoply, but she'll grow back most things once her aura is back up.
 
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-[x] Fly as fast as possible, carrying Floral Glory, up and towards the nearest tree that isn't behind the defensive lines.
--[x] As soon as you have the space to do so, use Elsewhere to put an additional 150 meters between you and the Nightmare
--[x] Tell her to run and drop her off.
I am not sure Floral Glory will be in the right state of mind and magic to run/escape this easily. I'm working off an assumption she cannot walk and is insensate.

As is I'm probably going to take some parts of your Plan Emergency Evac to modify the Sub-Plan Damsel in Distress of my Plan Goalkeeper.
Floral Glory will suffer from a Bleed debuff once un-shish-kebobbed, 1,300 Health per turn. Summit could prevent this by carefully applying pressure via Panoply, but she'll grow back most things once her aura is back up.
Speaking of which.
If we cast (and keep renewing) Guardian Touch on her, will she be effectively "stabilized" or will she keep dying of effectively internal bleeding?

Also, my modified plan below.
[ ] Plan Goalkeeper
[ ] You will need Wave Force to slay the dark angel if it's a Greater Nightmare - you're worried it'll kill Floral Glory, so let's not.
-[ ] Sub-Plan End of the Nightmare
--[ ] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
--[ ] Cast Guardian Touch on Floral Glory and Arc Mastermind once she arrives. Be prepared to cover other allies as needed.
--[ ] Serve yourself as an obvious target, Intercepting the normal stabs with your Panoply. You can fly faster than the angel, you can do it.
--[ ] Instruct Arc Mastermind to prepare something that can actually kill a Greater Nighmare.
--[ ] Tell Blue Bandit to ready her finisher. If the enemy cannot move, they cannot evade Arc Mastermind's Arc Spear. Tell them both to coordinate.
--[ ] Ready your Quell Spell - just in case the Nightmare decides to play some kind of defensive trump, you're ready to counter it.
-[ ] Sub-Plan Damsel in Distress
--[ ] As was previously said, cast Guardian Touch on Floral Glory
--[ ] Shift into "in your face" range and forcibly separate the dark angel and Floral Glory. Guardian Touch should make further damage to our ally negligible.
--[ ] Distract and harry, don't let the dark angel move to attack the others. Get someone to pull Floral Glory away from ground zero then slam Halting on the area.
--[ ] Ask someone to also keep an eye on Floral Glory's well-being. It wouldn't do if she bleeds out while you're fighting.
[X] Plan Goalkeeper
[X] You will need Wave Force to slay the dark angel if it's a Greater Nightmare - you're worried it'll kill Floral Glory, so let's not.
-[X] Sub-Plan Damsel in Distress
--[X] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
--[X] Cast Guardian Touch on Floral Glory, preferrably before Shifting if possible, right after if not.
--[X] Shift into "in your face" range and forcibly separate the dark angel and Floral Glory. Shove-tackle Floral off the spear if you have to, and use Elsewhere for her to land near Blue Bandit. Guardian Touch should make further damage to our ally negligible.
--[X] Ask someone to keep an eye on Floral Glory's well-being. It wouldn't do if she bleeds out while you're fighting. Recast Guardian Touch on her as needed.
--[X] Distract and harry, don't let the dark angel move to attack the others. Slam Halting on the area once you're sure Floral Glory won't be returned to Ground Zero by this. For the specifics of "harrying", see the description below.
-[X] Sub-Plan End of the Nightmare
--[X] Cast Guardian Touch on Floral Glory and Arc Mastermind once she arrives. Be prepared to cover other allies as needed.
--[X] Serve yourself as an obvious target, Intercepting the normal stabs with your Panoply. You can fly faster than the angel, you can do it.
--[X] Instruct Arc Mastermind to prepare something that can actually kill a Greater Nighmare.
--[X] Tell Blue Bandit to ready her finisher. If the enemy cannot move, they cannot evade Arc Mastermind's Arc Spear. Tell them both to coordinate.
--[X] Ready your Quell Spell - just in case the Nightmare decides to play some kind of defensive trump, you're ready to counter it. Cast Quell to distrupt its spells.
--[X] Barring Floral Glory's or another ally's death or life-threatening situation, your priority is - don't let the Nightmare escape.
--[X] If Herokiller Mica survives the Arc Spear somehow, and you have a clear shot, use Wave Force liberally to finish the job
.
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If we cast (and keep renewing) Guardian Touch on her, will she be effectively "stabilized" or will she keep dying of effectively internal bleeding?
I'm going to say effectively stabilized once she suffers her "normal" Health in bleed damage. Think of it as the field and the lower blood pressure holding in enough to stem the bleeding. She won't be a happy camper and will have a rather hefty malus to most actions.
 
The bleed status is healed when the corresponding body modifier is. So... seal the wound?
 
1) The "Save Floral Ferry" part is really rough. Please give your input.
2) I'm not sure if an attempt to grapple the dark angel might work. If it has merit, if it'll get us killed, et cetera. Please give your input.
3) @kelllogo please tell us the overall situation. How many, if any, enemy's combatants might go in to reinforce Herokiller Mica and break the stalemate?
4) @kelllogo I thought all Greater Nightmares have Horror and/or are susceptible to Horrorslayer by default. Why doesn't Herokiller Mica has Horror, and is she susceptible to Horrorslayer?
Huh, I missed this earlier.
1+2) Summit is kind of new to saving people with her powers, so this is sparse. She feels that unless she intervenes Floral Glory will die. Her instincts are not otherwise screaming that she's in trouble, grappling the thing doesn't sound like a terrible idea beyond the salient fact that Summit can't hurt it that way.
3) The giant crab monster is headed right for you. There are a few places on the underside that, in retrospect, could hold someone. At it's present speed you expect it to reach grabbing range right after Team GEAR lands nearby.
4) Nope! There's no such rule for Greater Nightmares. They're major characters and derive their power from a variety of sources. Mica here would be most susceptible to Despairslayer.
I really wish someone had bothered to go "Oh, guys, yeah there's some other dudes heading over to handle the spellcasters."

That was just... that was bad Command.
Blue Bandit just made it look easy. The guy she thumped was entirely capable of tangling with an entire flight of war angels and maiming a few, plus he had some backup. Intervening meant Felix's team could just fall on the casters (which is bad for the caster since Angels have spell immunity) without needing to get in formation.
 
So looking at the update, why does Mica want people to pray for protection? She mentions it when first going up against Floral Glory. Isn't Mica on the Unified Darkness' side? Why would they want more angels around?
 
So looking at the update, why does Mica want people to pray for protection? She mentions it when first going up against Floral Glory. Isn't Mica on the Unified Darkness' side? Why would they want more angels around?
Imagine being an Angel born from the prayers of a city that saw it's heroes destroyed by the invaders. You wanted to save them, you were born to save them. But the situation was hopeless as soon as the praying began. You put on a strong face and try to teach everyone to be a hero so that others may avoid finding themselves in that situation. You fight bravely against despoilers.

Then you falter. Beaten and used to birth a new nightmare.

Except the nightmare was not what you expected. She saved you from imprisonment and swore to make things better for you.

After all, was it not the sensation of being fledged from an unfulfillable prayer that tormented you and made you separate yourself from others? She seemed terrifyingly certain that if there were more angels born from the prayers of those who lost heroes you would be happier.

You could not dissuade her. Even after crossing weapons she put you down gently and told you that you didn't need to sacrifice yourself for others.

It's worse than you could have imagined, Mica strides forth crushing hopes in the name of her love for you. And she is nearly impossible for any angel to match.
 
...holy crap.

Anyway, regarding the plan, this one seems decent to me. Kind of a shame we don't have enough XP for Darknesslayer or Despairslayer, but hopefully we'll get that remaining 10 XP next update.

[X] Plan Goalkeeper
 
1+2) Summit is kind of new to saving people with her powers, so this is sparse. She feels that unless she intervenes Floral Glory will die. Her instincts are not otherwise screaming that she's in trouble, grappling the thing doesn't sound like a terrible idea beyond the salient fact that Summit can't hurt it that way.
3) The giant crab monster is headed right for you. There are a few places on the underside that, in retrospect, could hold someone. At it's present speed you expect it to reach grabbing range right after Team GEAR lands nearby.
Oh, OK.

Beyond the fact that I don't have anything to work on when it comes to grapple rules (there was one Sega segment, but it was done mostly by normies), my real worry is that it will leave us in line of fire of Arc Lance.

As for giant crab monster, and its possible reinforcements, this just means that taking out Mica fast is a good idea.

Now, let's do a calculation of how to kill Herokiller Mica.

Health: 11 000, Resilience: 999, MMod: 999, Herokiller's Mantle that has Resilience: 1200, and finally False Existence, which gives her 2x incoming damage Resilience Bonus. 1x incoming damage when pitted against Legends.

I'm using Arc Spear for the kill shot, as it has Juggernaut.
Arc Spear
-Magical Railgun. Requires four Dynamos, destroys one. +20% Base Damage per Dynamo used to cast.
Level 30
Base Damage: 6,000
Magic Modifier: 6,000
Affinity: Technology
Ability: Juggernaut | Punch-through | Hypersonic
I am also now thankful it has Punch-through, because this means Intercept conflicts work in our favor.

Final End Damage: 11000
Resilience: 999 Base + 999 MMod + 1200 Herokiller's Mantle + (Damage x2) False Existence - (Damage x1) Weak to Legend - (2288) Juggernaut - (Damage x 0.75)(is this right?) Juggernaut = 912+(Damage x0.25) Resilience

11000+912+(Damage x0.25)-(Damage)=0, therefore Damage = 4/3 * 11912 = 16000 (just a smidgen less)

Yep. We need to burn 16000 damage into Arc Spear to one-shot the dark angel.
Or make a nice follow-up of Wave Force... Off to amend my vote.
--[ ] If Herokiller Mica survives the Arc Spear somehow, and you have a clear shot, use Wave Force liberally to finish the job.
Now, back to looking for ways to make Mica die.
It's lovely that Arc Dynamo, aka the weapon of Arc Mastermind, has Spell Boost, Damage 8000 and MMod 8000.

That's right, the effective Arc Spear Damage is now 14000 + MMod 14000, and with 6 Arc Dynamos invested it's 16400 Damage + MMod 14000.

Also, Dynamo Boost and Multitasker:
Dynamo Boost
Level 5
-Arc Mastermind may use her Arc Dynamos to increase the power of spells, each Dynamo after the first gives +100% to Spell Boost. May have up to 10 Arc Dynamos active at once.

Multitasker
-Arc Mastermind may cast multiple spells simultaneously, provided she has the requisite number of Dynamos.
All of that means that Mica is probably dead-dead once Arc Mastermind has a clear shot. All we need to do is set up that shot.
 
Final End Damage: 11000
Resilience: 999 Base + 999 MMod + 1200 Herokiller's Mantle + (Damage x2) False Existence - (Damage x1) Weak to Legend - (2288) Juggernaut - (Damage x 0.75)(is this right?) Juggernaut = 912+(Damage x0.25) Resilience

11000+912+(Damage x0.25)-(Damage)=0, therefore Damage = 4/3 * 11912 = 16000 (just a smidgen less)
That first line should be Total Damage.

Final End Damage is the very last thing, after even percentage reductions to damage received (stuff like INDESTRUCTIBLE CORE) has been applied.

And yes, the bonus Resilience from False Existence is reduced by Juggernaut.

My own calculation is finding that (assuming that Hero Killer's Mantle is a 1200 Resilience buff for one spell, rather than a buff plus 1 instance of spell immunity), Arc Mastermind needs a Total Damage of exactly 16,732 to guarantee that she oneshots Mica regardless of Mica's Modifier Roll. If Mica rolls a nat1, then that drops to 15,401.
 
That first line should be Total Damage.

Final End Damage is the very last thing, after even percentage reductions to damage received (stuff like INDESTRUCTIBLE CORE) has been applied.

And yes, the bonus Resilience from False Existence is reduced by Juggernaut.

My own calculation is finding that (assuming that Hero Killer's Mantle is a 1200 Resilience buff for one spell, rather than a buff plus 1 instance of spell immunity), Arc Mastermind needs a Total Damage of exactly 16,732 to guarantee that she oneshots Mica regardless of Mica's Modifier Roll. If Mica rolls a nat1, then that drops to 15,401.
My Juggernaut line was addressing more the "should this proc off of False Existence without taking Legend into account, or while taking it into account"? The first one would be Damage x 1.5 always, while the second one, the one I used, used the effective value of False Existence, which is Damage x 1.

Mica doesn't have any percentage reductions, so Total Damage and Final End damage ought to be one and the same.
Also, I think you mixed the terms somewhere.

Offense String damage of 16732-250-250-300-16732*0.25=11749 - which would overshoot the target by 749 HP.
Offense String damage of 16000-250-250-300-4000=11200 - which is the value I advocated, would overshoot by 200 HP. And is a slight buffer against situational modifiers.
Offense String damage of 15736-250-250-300-15736*0.25=11002 - the lowest damage we need to do do ensure its death without situational modifiers.
Offense String Damage of 15404 (which your 401 is a better approximation of but mine doesn't have any fractional division/multiplication issues) would indeed one-shot Mica with the unlucky roll of 1.

So the question I need to ask - where did you get those additional 750 HP for Mica? Because the 2nd 250-value modifier? It's the maxed roll of 999 minus Juggernaut of 749...
Wait...
Isn't Juggernaut supposed to take enemy's dice rolls into account as well?
 
Mica doesn't have any percentage reductions, so Total Damage and Final End damage ought to be one and the same.
Also, I think you mixed the terms somewhere.
Well, in the most formal sense, I said something slightly wrong, but Total End Damage doesn't appear anywhere close to that early in the calculation.

This is the order values appear in.
  1. Total Damage: Total value of an Offensive String
  2. Offensive Total: Sum of all Total Damages and offensive multipliers; Incoming Damage
  3. Defensive Total: Total value of the Defensive String
  4. Total End Damage: Result of (Offensive Total - Defensive Total)
  5. Final End Damage: Result of applying % damage reductions to Total End Damage; the value that actually gets subtracted from Health
 
Well, in the most formal sense, I said something slightly wrong, but Total End Damage doesn't appear anywhere close to that early in the calculation.

This is the order values appear in.
  1. Total Damage: Total value of an Offensive String
  2. Offensive Total: Sum of all Total Damages and offensive multipliers; Incoming Damage
  3. Defensive Total: Total value of the Defensive String
  4. Total End Damage: Result of (Offensive Total - Defensive Total)
  5. Final End Damage: Result of applying % damage reductions to Total End Damage; the value that actually gets subtracted from Health
True. I was working it out backwards though.
First the Final End Damage (which is the same as TED... Owch, The Ebon Dragon acronym... due to Mica not having any damage reductions). Then I back-tracked the necessary Defensive Total keyed off of Damage due to False Existence. Finally, got the Total Damage.

So yes, the line of "Final End Damage: 11000" right at the start was perfectly justified.

Also - did you or did you not count Juggernaut vs MMod roll of Mica, and does or doesn't it count in general? I'm still tracking that 749 hp you had overflow.
 
Also - did you or did you not count Juggernaut vs MMod roll of Mica, and does or doesn't it count in general? I'm still tracking that 749 hp you had overflow.
As far as I know, Modifier Rolls aren't affected by Juggernaut since they aren't part of Resilience, despite being part of the Defensive Total.

I did my calculation by going to WolframAlpha and typing in
Code:
x = ceiling((999 + 1200 + x) * 0.25) + 999 + 11000
Offensive Total = ceiling((Base Resilience + Buff + Offensive Total) * 0.25) + MM + Health
 
Well if MMod isn't affected by Juggernaut then your calculation is correct. If it is, then mine is.

Also, care about looking how the supposed minimum maximum damage of Arc Spear will affect us?
The damage if I'm reading it all right will make us suffer 28000 raw damage. Since we'll have a situational modifier or two for holding Mica in line of fire, let's make it an even 30000 due to deliberately presenting a target.

We have 1000 Resilience, 20% incoming from Aegis Field (6000), Thick Armor and Adamantine (Juggernaut is approx. 20% armor negation). Add 1000 (Mica's Resilience), so we have 8000, 6400 after reduction.

Total End Damage become 23600, which we then reduce by 60% via Ceaseless Warrior, and get 11800-2360=9440 Damage... Okay. That's maybe one Spear if we're unlucky. On average we'd get 21k incoming, so the value becomes (23k-1000-4600-1000+1300) before Ceaseless Warrior, or 9000-1800=7200. Barely enough to tank two of these, if we're lucky. Let's not.
 
Well if MMod isn't affected by Juggernaut then your calculation is correct. If it is, then mine is.

Also, care about looking how the supposed minimum maximum damage of Arc Spear will affect us?
The damage if I'm reading it all right will make us suffer 28000 raw damage. Since we'll have a situational modifier or two for holding Mica in line of fire, let's make it an even 30000 due to deliberately presenting a target.

We have 1000 Resilience, 20% incoming from Aegis Field (6000), Thick Armor and Adamantine (Juggernaut is approx. 20% armor negation). Add 1000 (Mica's Resilience), so we have 8000, 6400 after reduction.

Total End Damage become 23600, which we then reduce by 60% via Ceaseless Warrior, and get 11800-2360=9440 Damage... Okay. That's maybe one Spear if we're unlucky. On average we'd get 21k incoming, so the value becomes (23k-1000-4600-1000+1300) before Ceaseless Warrior, or 9000-1800=7200. Barely enough to tank two of these, if we're lucky. Let's not.
Magic Modifier is not affected by Juggernaut or Armor Pierce. Those Abilities only work on Resilience.

Things are a little better than that. Arc Mastermind is a Legend-Tier (a really scary one actually) so To Defy the Gods triggers and divides the incoming damage by 3.

Arc Spear with 4 Dynamos:
48004 Spell Boost (Including X4 from extra Dynamos)
6000 Base Damage (minimum # to cast used)
3001 Average MM Roll
57005 Total Damage of Arc Spear (Punch-Through can make it much worse)

19002 Incoming Damage to Summit after TDtG triggers
6161 Expected Final End Damage

If Arc Mastermind goes all out with 10 Dynamos blasting and Arc Reactor active she could drop Summit in one shot (Depending on MM rolls). There's a little trickery with how her dynamos work that keeps her from using full power every cast.
 
Inserted tally
Adhoc vote count started by kelllogo on Nov 14, 2017 at 1:43 AM, finished with 63 posts and 6 votes.

  • [X] Plan Goalkeeper
    [X] You will need Wave Force to slay the dark angel if it's a Greater Nightmare - you're worried it'll kill Floral Glory, so let's not.
    -[X] Sub-Plan Damsel in Distress
    --[X] Reconfigure your Panoply to have Omni-Caster x2, Intercept, and Adamantine. You're playing protector/decoy.
    --[X] Cast Guardian Touch on Floral Glory, preferrably before Shifting if possible, right after if not.
    --[X] Shift into "in your face" range and forcibly separate the dark angel and Floral Glory. Shove-tackle Floral off the spear if you have to, and use Elsewhere for her to land near Blue Bandit. Guardian Touch should make further damage to our ally negligible.
    --[X] Ask someone to keep an eye on Floral Glory's well-being. It wouldn't do if she bleeds out while you're fighting. Recast Guardian Touch on her as needed.
    --[X] Distract and harry, don't let the dark angel move to attack the others. Slam Halting on the area once you're sure Floral Glory won't be returned to Ground Zero by this. For the specifics of "harrying", see the description below.
    -[X] Sub-Plan End of the Nightmare
    --[X] Cast Guardian Touch on Floral Glory and Arc Mastermind once she arrives. Be prepared to cover other allies as needed.
    --[X] Serve yourself as an obvious target, Intercepting the normal stabs with your Panoply. You can fly faster than the angel, you can do it.
    --[X] Instruct Arc Mastermind to prepare something that can actually kill a Greater Nighmare.
    --[X] Tell Blue Bandit to ready her finisher. If the enemy cannot move, they cannot evade Arc Mastermind's Arc Spear. Tell them both to coordinate.
    --[X] Ready your Quell Spell - just in case the Nightmare decides to play some kind of defensive trump, you're ready to counter it. Cast Quell to distrupt its spells.
    --[X] Barring Floral Glory's or another ally's death or life-threatening situation, your priority is - don't let the Nightmare escape.
    --[X] If Herokiller Mica survives the Arc Spear somehow, and you have a clear shot, use Wave Force liberally to finish the job.
    [X] Save XP
    [X] Plan?
    [X] EXP Plan?
    [x] Plan Emergency Evac
    -[x] Panoply to Rain of Blows, Intercept, Crush and Adamantine
    -[x] Shift in between Floral Glory and the Nightmare, on to of the Nightmare's spear, facing Floral
    -[x] Cast Guardian Touch on Floral Glory
    -[x] Shove-tackle Floral off the spear
    -[x] Fly as fast as possible, carrying Floral Glory, up and towards the nearest tree that isn't behind the defensive lines.
    --[x] As soon as you have the space to do so, use Elsewhere to put an additional 150 meters between you and the Nightmare
    --[x] Tell her to run and drop her off.
    -[x] Get in the Nightmare's face and don't let her attack anyone.
    --[x] Neutralize as many attacks toward anyone else as you can
    --[x] Intercept attacks headed towards yourself, and any attacks after you've run out of neutralization.
 
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