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TopicThe Mercenaries CE build review topic part 2
Skyridge87
03/29/17 9:21:07 PM
#331:


Lopen posted...
Also Dual Tech is garbage. When you look at what it actually does, you're getting very little for what you spend on it. Like consider just using the two abilities on the same guy WITHOUT dual tech and there aren't too many situations where it actually helps, and it's complicated. Rikku's Mix is complicated as well but at least it did useful things.

Yes, I know. I said as much. You seemed to miss the part where I asked if anyone had any suggestions to make it actually usable.

On the other hand, I had an idea myself today.

Dual Tech (Start of Battle, Recharge X) - An ally on Crono's team can expend a usable ability to perform a dual tech with Crono instead of the ability's normal effect. The result is determined by the recharge of the ability expended:

[insert effects here]

Dual Tech then goes on recharge for a number of weeks equal to the recharge of the expended ability


I was ready to start a list, but then I looked at the Chrono Trigger wiki and literally the only non-damaging Dual Tech Crono has is Aura Whirl. So that could be something like removing ability effects/ SoB damage, I guess. Then there are the obvious start of battle damage option and KO option, but some more creative ones would be cool. Here's the list: http://chrono.wikia.com/wiki/Tech#Double_Techs

And the obvious ability upgrade would be to let a third person join in for a triple tech.
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