#4s collecting 2s
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I've noticed that people tend to collect individuals of their disintegration type
#specifically#me and 5w6s lololol#but also#2s collecting 8s#4s collecting 2s#1s collecting 4s#5s collecting 7s#the list goes on... ive discovered another law!#the dynamic is that#when you Collect someone you sort of control the dynamic#so I have a 2 girlfriend who is not always available but I'm always available for her#and with 5s its the reverse#not necessarily toxic cuz theres no false expectations or codependency#but if its a romantic relationship thats another story#so long as it doesnt become romantic#its generally a stable collection dynamic
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Game night with the pastas
🎯 This is a way to keep harmony in the mansion and prevent that hell gets there. It's like a purge day, they can do (almost) everything that they desire in this one game night as long as they behave before and after
🎯 there'll be all kinds of games you can imagine, from Mario kart to black jack to monopoly. And all of the pastas will participate in at least 2 of them
🎯 Everyone knows Ben is the king of Mario kart but, surprisingly enough, Sally is as good as if not a little bit better than him. Maybe is because everyone takes easy on her or maybe is because she's that good.
🎯 Once in a blue moon, the pastas will convince Slender to join them in the game night. When he does he absolutely SMASHES everyone in almost all games, centuries of life (and maybe his mind reading power) made him a god in games. The only ones that he doesn't win are the electronic ones but "is just because I can't play them" in his words ((the truth is that he hasn't figured out how to even grab the controller))
🎯 Surprise to some, Jeff sucks in almost every game except Mario kart and black jack
🎯 They WILL play cards against humanity in every game night. Jane, Nina and Kate are the ones that win the most although everyone has their fair share of wins
🎯 They used to make money bets in various games but it would result in almost all of them cheating and in absolute caos. Money bets are now banned for good
🎯 Truth or dare is a must for them and everyone is forced to play.
🎯 The child pastas will participate in the beginning of the game night, it'll be significantly easier and family friendlier when they're there but as soon as they go to sleep that's when the real show begins
🎯 One time (after the childs are in bed) they played a strip game. Masky was the only one fully clothed after it ends, although he didn't cheat everyone secretly thinks he did.
🎯 Blood painter and LJ are kings in "guess who" with 3 or less clues they can already get it right
🎯 They always play Uno to end the night, is quick and fun. They'll have quirky rules like the "7 no talk", "9 slap the pile" and "0 switches", combining +2s with +4s is allowed and stacking them is also allowed. Due to the huge number of players they'll combine 3 or 4 decks Wich results in an significant increase of special cards which equals more caos
🎯 They have almost all the board and videogames known to man is insane
🎯 By the children request, they one time played hide and seek in the woods. It took almost all night for it to end
🎯 Toby smashes everyone in poker, I'll not elaborate
🎯 there's always alcohol, all kinds. wich if you stop to think isn't a very good idea. Mentally unstable people some of them taking heavy medication, competitive games and alcohol aren't exactly a good mix but who cares right?
🎯 MUSIC!! They have a collective playlist that lasts AT THE VERY LEAST 13 hours. They put it on random every game night. It goes from children music, to funk to rock and heavy metal to classical to pop. Is super chaotic
#creepypasta#creepypasta headcanon#creepypasta x reader#jeff the killer#jeff the killer headcanons#jeff the killer x reader#laughing jack#laughing jack headcanons#laughing jack x reader#eyeless jack x reader#eyeless jack headcanon#eyeless jack#masky headcanons#masky x reader#masky marble hornets#ben drowned#ben drowned headcanons#ben drowned x reader#sally headcanons#sally creepypasta#sally willians headcanons#sally williams#slender mansion#slenderman mansion#slenderverse#slenderman#slenderman headcanons#slenderman x reader#ticci toby headcanons#ticci toby x reader
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✧₊⊹𝐖𝐮𝐖𝐚 𝐄𝐝𝐢𝐭𝐢𝐨𝐧: 𝐇𝐨𝐰 𝐓𝐡𝐞𝐲 𝐏𝐥𝐚𝐲 𝐔𝐧𝐨
𝐓𝐡𝐞 𝐔𝐧𝐨 𝐏𝐨𝐥𝐢𝐜𝐞 - Always makes sure the rules are crystal clear before everyone start playing. Will call you out if you try any unagreed bullshit like trying to stack +2s on top of +4s. The game’s guide is basically their Bible, they will not hesitate in wiping that page out just to triple check if something is allowed. Is sworn enemies with the Chaos Bringers.
Mortefi, Sanhua, Baizhi
𝐂𝐨𝐦𝐩𝐞𝐭𝐢𝐭𝐢𝐯𝐞 𝐀𝐅 - Starts out calm but will absolutely get fired up once the game gets going. Will not hesitate to get revenge if you even try to +4 them. Definitely would argue with the Uno Policers because stacking should totally be allowed idgaf. Somehow has the worst luck out of everyone at the table, getting straight shitty hands. If they do win, they would definitely rub it in everyone’s faces yet lose horribly the next game.
Calcharo, Chixia, Jianxin, Camellya
𝐓𝐡𝐞 𝐂𝐨𝐧𝐬𝐩𝐢𝐫𝐚𝐭𝐨𝐫𝐬 - They are calm and collected the entire game, usually sitting there with a damn good poker face. It seems like they have all the good cards and will absolutely using them when someone is low on cards. I’m talking taking someone from 2 cards to 12 cards in a blink of an eye. Would make silent alliances with other conspirators just to fuck up everyone else. Always 5 steps ahead of the group, guaranteeing they win the majority of the time.
Yinlin, Jinhsi, Jiyan, Taoqi, Changli
𝐓𝐡𝐞 𝐕𝐚𝐧𝐢𝐥𝐥𝐚 𝐏𝐥𝐚𝐲𝐞𝐫𝐬 - The casual and more normal players. They don’t really care about who wins or loses, only that everyone has fun. Usually tries to calm down the Uno Policers or the Competitive AF players…well the best they can anyways. Second mostly likely to win and nobody can get upset with them. Just a good sport that’s happy to be here.
Verina, Yangyang, Lingyang, Yuanwu
𝐂𝐡𝐚𝐨𝐬 𝐁𝐫𝐢𝐧𝐠𝐞𝐫𝐬 - The no strategy player, would collects cards just for the fun of it then strike when least expected. The bane of everyone’s existence because, like the conspirators, it’s difficult to tell what’s going on in their head. Will they give someone the win just for the lols or make sure to prolong the game as long as possible? Nobody fucking knows.
Aalto, Encore, Scar, Rover, Danjin
#wuthering waves#Wuthering waves drabbles#wuwa headcanons#wuwa jiyan#wuwa jinhsi#wuwa rover#wuwa jianxin#wuwa taoqi#wuwa lingyang#wuwa verina#wuwa chixia#wuwa camellya#wuwa calcharo#wuwa aalto#Wuwa Encore#wuwa yinlin#wuwa sanhua#wuwa scar#wuwa baizhi#wuwa danjin#wuwa yuanwu#wuwa yangyang#wuwa Changli#wuwa mortefi#wuthering waves characters#wuthering waves headcanons
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Here's the AU route I mentioned in my post (here) collecting several ideas for a Swap AU / Slay The Monster AU.
Please buckle in. This is going to be long, long post. The main part has *looks at numbers* more than 2,000 words. The author notes have more than 1,000 words. I will add the author notes in a reblog, so that you can find them if you want.
The Voices exist as separate entities after the Princess acts, dies, and the Chapter 2s start. They manifest as protectors of the Long Quiet’s pieces (Quiet for short) but only one can appear at a time and often needs time until they are fully physical. Who and how depends on the Princess’ actions in the previous loop as well as in the current one. Other Voices can manifest in their minds in chapter 3s and 4s as in canon.
Does that make it a Protect The Monster AU?
I love this direction because it evokes a similar contradiction to the canon game that doesn’t exist in this kind of AU. The Narrator wants the Princess to slay the Long Quiet. It’s the classical trope of ‘the hero / princess / prince slays the monster for the safety of their people’.
@billcyphersballsack has pointed this out in their own beautiful post about a Slay The Monster swap AU. Please give it a look here: https://www.tumblr.com/billcyphersballsack/754954086465585152
But the Narrator’s claims and the initial expectations are upended in the next Chapter when a set of protectors reveal themselves, wanting to keep the Monster safe and seeing the Princess as a threat. Or when the Princess claims to want to help, they work with her to free the Monster and escape the cabin.
The Voice of the Hero manifests rarely. He’s Quiet’s Heart and so the most vulnerable in some ways. He’s their emotional anchor, unwilling or unable to separate from them. When he does, it shows that something has gone very wrong.
Now for this route: The Princess argues in Chapter 2 with the Narrator. (From here on, I’m switching to the personal ‘you’ for the Princess as if she was addressing herself as the Long Quiet does in canon.)
The prisoner could be cursed and be actually like you. They are not monstrous! They are harmless as you’ve said before! You know after meeting them! You showed them step by step how to remove their own shackle after a trap caught you. They didn't know if they are a princess like you going by the charades they made, but you are sure that they will figure it out once they've escaped. They are just so sweet and kind, they have to be a princess! The monster is somebody else who’ve captured and imprisoned them in the cabin. Quiet just needs to do exactly what you say next time, because they’ve been down here so long, they don’t know anymore how to escape!
This is the only route where Quiet's body changes this much. They gave their own identity up and filled it with your reflection. Being themself didn't help anybody, least of all their Voices. And you were so kind…
When you spot the cabin again, it looks like before at first. But the closer you get, the more differences you see. (Related to Quiet, this is also the only route where the cabin changes.)
The Narrator is unsettled. This part of the Construct should always be stable. The Princess can find it even on the ever-changing path. The little details that were there before have vanished. You can’t tell if the walls are made of wood, stone, or something else. The cabin’s inside has no furniture anymore. It’s featureless – the ceiling, the walls, and the floor look all the same. The weapon lies next to the entrance which is just a perfect rectangle at the back, as if cut out. You ignore the weapon. You’re here for your friend, after all.
Walking down reveals a different picture. The stairs crumble under your steps. You arrive in a long corridor which is lined with cob-webbed mirrors on both sides. Your reflection moves in infinity alongside you. The Narrator warned you that you’d be changed. It’s still very strange.
At the end, behind a rusted door, you find… Another prisoner? It’s not the same cage as before. It looks similarly to the cabin behind but as if it went through an earthquake. Cracks run from the floor up the walls to the ceiling. Some spots hang uncomfortably low or bulge down like bubbles about to pop. The bars in the tiny window have bent.
This prisoner looks similar to you. Another princess, here? They wear the same dress you do, after you’ve changed from dying. Even the same gloves and shoes. Up close, you are unsettled because you could be looking into those mirrors again. They repeat your movements a few second after you. Looking closer, you notice that their skin is reflective. They only move when you do. But when you stop smiling, they continue, just looking at you.
You think you spot black feathers underneath in glimpses in-between as they fail to answer your questions about your friend.
Oh. OH. OH NO NO NO NO-
When you shake their shoulders, asking them to speak, they mirror you - much softer as if afraid to hurt. They still don’t speak. It’s like you are the only person left in the basement.
Alright, alright, you can fix this! You've promised them you'd leave together, so that's what you'll do! They both can tackle everything else once they've left the cabin and these damned woods.
You either vow to help them – you don’t know how, but you know you’re the reason for this horrible transformation. It doesn’t matter that they didn’t look like you. It doesn’t matter that you feel lonely and want another person who understands you. It doesn’t matter that you were afraid of the Monster. You forced them to be like this, rather than respecting who and what they are. And it’s your responsibility to help them undo the damage and heal.
Or you double down on your self-lies and tell yourself that this is fine. Your friend was always a princess / prince / heir apparent. This is just another effect of the curse. Probably something about mirroring every living being they encounter under specific circumstances.
No matter your choice, the basement begins rumbling ominously. The already unstable ceiling gains more cracks, raining rocks down. Rushing, you pull Quiet up, sling their arm around your shoulder, and go go go.
You are reflected infinitely as before, but Quiet doesn’t appear in the surfaces. The earth’s shaking makes everything that much more confusing. You don’t notice at first the shadow in the mirrors following you, because it is not being reflected.
Your actions and their consequences have earned you the ire of the Voice of the Hero. Or he is just that terrified, so he's lashing out. He doesn't trust you. He fears what else you might do to Quiet after you not only destroyed their agency, but also forced their own identity onto them. He heard you ignoring every detail Quiet shared with you about themself. So he’ll kill you if you’re not careful: Swiping out of the glass with his claws at your heart from unexpected angles, to try and save them.
A - If you have vowed to help Quiet heal, your determination allows you to pass the corridor without tripping. For a moment, there’s the thought that this is a demon. But you realize because of the previous loops and from his words that this is a (true) friend of your friend. He’s trapped, too, but in the mirrors. And he's not thinking rationally because he’s afraid and wants to save Quiet. If he kills you, everybody will just reset in the same place they were in the beginning. Quiet might get worse if they stay any longer.
If you look to the side just as you’re about to leave the corridor, you see a second figure reflected next to you. They look vaguely like how your friend used to look like. Their arm is around your shoulder. Next, the ceiling caves in from the earthquake, blocking off the corridor.
As you climb the stairs, you hear the Voice of the Hero crying to give them (Quiet) back. His voice cracks from grief and fear and loss. You can leave in silence because you think you trying to comfort him will be shallow. From his perspective, you’re kidnapping a dear friend whom you have turned into a shell of themself for selfish reasons.
Or you steel yourself and yell back a promise (for both of them). “I’ll return and free you as well, once they are in a safe place where they can heal. Nobody will hurt them for their true self. Or maybe you’ll get better first.” You address Quiet. “And get here before I do to save your friend.” As the silence drags on, your heart sinks and you turn to leave.
“Alright. I’ll hold you to that vow,” a familiar voice whispers, right into your ear. “If you hurt them, I will tear your heart to shreds.”
Whipping around, you find no other company other than the person you’re holding up. Have they become heavier? They’re leaning more into your side. You would have seen if they had turned their head to you. It was their voice – same tone, same cadence – when you first met them before you died. It’s the voice of the shadow who attacked you from the mirrors to save his friend. They sound the same. How?
You shake your head to clear your mind. No more dawdling. There’s two persons who need help, quickly, and who need to reunite. You shuffle forwards. Your friend doesn’t fall in step even as you both reach the stairs’ top.
“Are you o-” No. Do not ask THAT. “-Oh. Is your leg hurt?”
They’re not looking at you, but down into the basement. Just five steps down, darkness swallows the stairs. Not even a hint of the mirrors is visible. Funny, it didn’t feel that far.
There’s a likely reason for their reaction. You encourage that independent thought. “Let’s get out of here. The sooner we’re hiding from any scoundrels left around, the earlier we can plan how to get him out.”
It’s only now that they look at you. Their smile is gone. The edges of their face are blurring. Black feathers peek out of their hair that darkens at the roots. More feather are growing on their arm where you’re holding on. They look better- not much, but they do. They nod.
At the door, they stare around. They’re holding onto the door’s handle, clutching it so tightly that it crumbles in their hand and their pointed nails suddenly pierce their palm. You gently nudge them to let go – waiting until they uncurl their fist on their own. Staring down at your joined fingers, they exhale shakily and take the first step outside. This is when the sound of thousand of wings flapping announces the Long Quiet’s fetching of his Shard.
B - If you have chosen to double down on your mistake, you try to appease Hero. You have no weapon to defend yourself with against him. Everything is shaking apart, that you can barely keep upright. It’s a wonder the mirrors have only gained cracks. You lack the determination to evade and run because deep down you understand what you’ve done and intend to do is wrong.
He's probably another poor soul trapped - maybe her friend's personal knight, because he carries himself like one from the little you see. He's just misunderstood what happened and wants to protect them from a stranger.
You claim that this isn’t your fault, that you didn’t know that this would happen. But isn’t it better to look like a person again instead of a monster? The rest of the curse will surely leave once they’re outside and under people again. And if not, you’ll take care of them. All the while expressing that you will keep making all the choices for Quiet without ever bothering to find a way for them to communicate what they want, especially now that they seem to be unable to act for themself. And you only care about them because you think they are like you, not different.
The Voice of Hero goes eerily, dangerously still. A chill runs down your spine, and the hairs on your arms and neck stand up. A predator is lurking nearby.
“I understand,” he says, echoing from everywhere. You clap your free hand over your ear but it's still ringing. Speaking softly, his words drip with apoplectic rage. “You wouldn't have even bothered to hear them out if you thought them a monster. You only care about what is the same as you.”
The mirrors have reached their limit. They begin to crack, splintering the Voice of the Hero’s outline into several pieces that eyes, each of them staring you down. The ceiling is dropping. The mirrors’ surfaces go blank, one by one and become opaque. It removes the dizzying infinity but also hides him from view. What was once felt too wide open – an infinite room that you could never find a way out of because it could go anywhere – closes around you like a moving wall.
You start running again, but your escape is cut off by the mirror that slams down in front of you. You look- Why do you look changed again-
Shards explode outwards. From behind you, from both your sides. From above, from below. Your reflection vanishes as blood spurts. The shards cut you up, the last one piercing your chest. A clawed, feathered hand pushes it in deeper until it reaches your heart. You fall to the floor, unable to keep standing. By chance your eyes fall on the massive shadow that has manifested, cradling something pale close to their chest. He’s crying, water running down his face and dropping onto your friend, somehow unharmed, still wearing your previous face. They are crying too, eyes anguished over their sunny smile. They are not looking at you.
Everything goes dark and you die.
----
Voice of the Cheated / a similar Voice manifests in the next Loop as the first one. The others follow depending on the Princess’ choices, but it Will be all of them. The Princess in her self-lies feels cheated out of having a new friend; Quiet is anguished to be treated as less for what and who they are. They want to be treated fairly and with respect.
My Ideas about the next Vessel are sparse, except that she looks like what she saw in that last mirror and fears the Shadow / Voice of the Hero. He in turn will fall into a protective rage if she comes close to their hiding place.
#slay the princess#slay the princess au#stp au#slay the princess swap au#stp swap au#slay the princess base princess#slay the princess the long quiet#stp base princess#stp the long quiet#slay the princess voice of the hero#stp voice of the hero#body horror
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Playing UNO with the ✨️The Sparda Boys✨️
Dante - Plays +2s and +4s as soon as he gets them (also has 5 cards hidden between his cheeks)
Vergil - collects +2s, +4s, wild cards, blocks and reverses to build his "power" (whatever that means)
Nero - has 37 cards in his deck and he can play none of them (none of them are blocks, reverses, wild cards, +2s nor +4s either)
V - plays strategically and wins the most (most sane playstyle) often takes the most time on his turns as he is too busy reading to realise its his turn
#dmc#vergil#dmc dante#dmc vergil#dmc5#dmc5 vergil#dmc5 dante#dmc5 nero#dmc5 v#v dmc5#dmc3#dmc3 dante#dmc3 vergil#dmc4 nero#dmc4 dante#dmc4#dmc2#dmc2 dante#dmc1#devil may cry#devil may cry 1#devil may cry 2#devil may cry 3#devil may cry 4#devil may cry 5#devil may shitpost#devil may meme
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Cleo sub-DPS Build Guide (MUST BUILD 4*!!)
Hello Everyone! In this post I will share with you the detailed build guide of the 4-star Electro Claymore User Cleo. She is rate up on this current banner and since Etho is rerunning next patch, I figured now is the perfect opportunity for you to learn why she is a must build for any hyperbloom team.
✦✦✦ Kit and Playstyle ✦✦✦
Cleo is a 4-star ATK scaling Electro Claymore user who works well as a Physical DPS but really shines on teams based around Elemental Reactions. This guide will focus on her application as a sub-DPS, especially for hyperbloom teams.
◇ Normal Attack: Grave Vengeance
Cleo's normal attack performs four consecutive strikes dealing physical damage. Like the other claymore users, her charged attack Performs a spinning attack on nearby enemies, gradually draining stamina.
◇ Elemental Skills (E) : Expert Puppeteer
Cleo leaves an electro marker on the ground, referred to as an Ethereal Clone, that does periodic AoE Electro DMG, though this amount is very small. This skill has two charges, and two markers can be on the field simultaneously.
◇ Elemental Burst (Q) : Imitation of Life: Destructive Light
Much of Cleo's DMG comes through in her Burst, which really shines when effectively using her E skill. Deals massive AoE Electro DMG around the placed markers, which then become summons who deal additional Electro DMG to nearby enemies. When using this burst without markers on field, the AoE will come from Cleo and no summons will appear, so it is advised to make effective use of her E skill. Summons, referred to as Ephemeral Imitations, deal DMG for 4s.
Cleo's burst has an energy cost of 60 and a cooldown of 20s.
◇ Passives
- Precision and Might: Having maximum markers on the field increases Cleo's EM by 30.
- Harsh Truth of the Undead: If below 50% HP, Cleo has a 25% chance every 3s for one Normal Attack to be infused with electro.
- Deft Hands: 25% chance to refund materials when crafting Character and Weapon materials.
✦✦✦ Ascension & Talent Materials ✦✦✦
◇ Vajrada Amethyst
Like all Electro characters, Cleo will need Vajrada Amethyst for ascension. Players will need to collect the following amount to get her final ascension:
Vajrada Amethyst Sliver x1
Vajrada Amethyst Fragment x9
Vajrada Amethyst Chunk x9
Vajrada Amethyst Gemstone x6
◇ Drops from Undead Hoardes
Undead Hoardes are found all throughout the world, most commonly in early regions like Ention or Riveia. To get Cleo to final ascension, you will need:
Rotten Tooth x18 (x18)
Decaying Fang x30 (x66)
Jaw of the Undead x36 (x93)
(Parentheses are for all talents to level 10.)
◇ Singing Fruit of the Choir of Leaves
Singing Fruit of the Choir of Leaves can be claimed by defeating the Central Leybeast in Riveia. Like other bosses, it costs 40 resin to collect materials. You will need x46.
◇ Glowberries
Glowberries is Cleo's local specialty from Hermitopia. Unlock the Hermitopia Archon quest to be able to travel there. You will need x168. They can be grown in the teapot.
◇ Persistence Talent Books
Persistence Talent Books can be gotten from Mooncalled Depthstrider's Palace (Hermitopia) on Tuesdays, Fridays and Sundays.
◇ Coin of the False God from the Scourge of the Mirror Factory weekly boss
Complete the Hermitopia Archon Quest to unlock this Trounce Domain.
✦✦✦ Artifacts & Stats ✦✦✦
Cleo's best Artifact set is now Widow's Encore in the 5.3 update.
2-piece set increases Elemental Mastery by 30. 4-piece set increases the DMG of elemental burst when an elemental reaction with electro, such as Electro-Charged, Overload, Superconduct, Hyperbloom, Quicken, Aggravate or Spread, has occurred within the last 2s.
Sands: ATK%/EM
Goblet: Electro DMG
Circlet: CRIT rate/DMG
Substats: ER, CRIT rate and DMG, ATK%
ER: ~130-160%
Another good option for Cleo is 2-piece Thundering Echo set, 2-piece Widow's Echo, which increases Electro DMG and EM respectively.
✦✦✦ Weapons ✦✦✦
Cleo's best in slot is The Twin Splitter (Weapon banner), but other standard 5* options include Forge's Spine and the BP weapon Carrion Vengeance. 4* weapons that are good for Cleo include the forge weapon Whiteout and the standard weapon Bornagain Ashfinder. If necessary, for new players and f2p players, the best 3* weapon for Cleo is the Talking Stick.
✦✦✦ Talent Priority ✦✦✦
Burst > E. Skill > Normal Attack
A good suggested level for folks who do not want to go all the way is 6/8/9.
✦✦✦ Team Comps ✦✦✦
GOATed Hyperbloom - Cleo's best team by far. Cleo as sub-dps and electro application, Bdubs as hydro application and support, and Etho as on field DPS and dendro application. A flex healer is good for this team, especially considering Bdubs's HP mechanic. Personally I use Joe Hills for her grouping abilities, and anemo is always welcome in a hyperbloom team.
Cleo Superconduct (DPS) - Cleo as main DPS, then Xisuma for electro resonance and support, Iskall as sub-dps and cryo application, and Ren for cryo resonance, maybe
✦✦✦ Constellations ✦✦✦
C1: ATK speed up related to E skill.
C2: Increases charges on E skill.
C3: Talent level increase.
C4: Increases Cleo's ATK based on party member HP.
C5: Talent level increase.
C6: Burst duration increase.
Cleo's cons are nice, and she is a perfectly good DPS/sub-DPS at C0, but C2 is absolutely incredible for anyone looking to play and build her long term.
◆ ◇ ◆ ◇ ◆ ◇ ◆ ◇ ◆ ◇ ◆ ◇ ◆ ◇ ◆
That's all for the guide! Happy wishing and hope you enjoy the current Rate UP (get those cons)! Let me know in the comments if you're planning on building Cleo and if you're considering pulling on the Etho rerun next patch!!
#what ive been doing for the past like. week. btw#zombiecleo#um. i have no idea how else to tag this.#wizard scrolls#genshin impact au#??????????? i dunno man.
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oh hey i do the same thing with having to have words in 3’s!! for me its delusion related where everything exists in a pattern of 3’s xP
3s as delusions/obsessions are common in the west cuz of xtianity/collective stories which center around 3s (for example, in other areas of the world, there is a focus on 4s, for the 4 elements)! i do experience this as a relatively benign compulsion except for when 1) i am trying to write + can't bcuz i'm too fixated on repeating words 3x or 2) a point is much much much better made in 2s or 4s or 5s or WHATEVER but i can't shake the dread that i'm doing something Morally Bad. once a professor suggested i cut the fourth part of a paper for length reasons + i was like fuck. i was right all along. but ofc they just did not want to grade 25 pages of nonsense when 18 would suffice.
usually i can avoid these extremes by strategically breaking this compulsion while also cherishing it but if i let myself slack or indulge in too much of my Insanity Producing coping mechanisms then it can get burdensome
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More restocks are in for BattleTech from Iron Wind Metals!
10-036 Word of Blake Omni Mech Pack I 20-022 Luxor Heavy Cruiser 20-027 Avatar Heavy Cruiser 20-202 Goliath GOL-4S 20-216 Scorpion SCP-12C 20-218 Crimson Langur 20-229 Blueflame BLF-21 20-232 Brigand LDT-1 20-272 SturmFeur Tank 20-285 Harasser Tank (2) 20-334 Champion CHP-1N 20-417 Marksman MBT M1 20-428 Asshur Artillery Spotter (2) 20-431 Ocelot 20-497 Moltke M1 Main Battle Tank 20-5016 Apollo APL-1M 20-5019 Kestrel VTOL 20-5022 Blade BLD-XL 20-5049 Carnivore Assault Tank (Standard) (2) 20-5082 Gyrfalcon (Standard) 20-5101 Gunsmith CH11-NG 20-5102 Eyrie (Standard) 20-5103 Tian-Zong TNZ-N3 20-5122 Tenshi TN-10-O Prime 20-5130 Kheper KHP-7R 20-5133 Gotterdammerung GTD-20S 20-5153 Uziel UZL-2S 20-5183 Locust LCT-1V 20-5184 Griffin GRF-1N 20-5188 Raptor II RPT-5X 20-5207 Black Knight BL-9KNT 20-5216 Marauder MAD-3R / 5M 20-627 LRM Carrier (2) 20-712 Shilone Fighter SL-17 20-746 Alacorn MK VI Heavy Tank (2) 20-753 Schrek PPC Carrier (2) 20-800 Hex Bases (4) 20-804 Crab CRB-27 20-818 Drillson Heavy Hover Tank (2) 20-890 Stealth STH-1D 20-897 Annihilator ANH-2A 20-898 Imp IMP-3E 20-942 Atlas AS7-D 20-946 Blitzkrieg BTZ-3F 20-960 Savage Coyote Prime 20-981 Jackal JA-KL-1532 99-201 Large Flat Top Hex Base #1 99-202 Large Flat Top Hex Base #2 99-203 Extra Large Flat Top Hex Base BT-004 Afreet Battle Armor BT-006 Phalanx Battle Armor BT-008 Void Battle Armor BT-029 Sloth Battle Armor BT-030 Sylph Battle Armor BT-031 Infiltrator MK 2 BT-129 Infiltrator Mk I Battle Armor BT-133 Corona Battle Armor BT-134 Gray Death Legion Battle Armor BT-188 Nighthawk Battle Armor BT-189 Kobold Battle Armor BT-197 Aerie Battle Armor BT-202 Rogue Bear Heavy Battle Armor BT-224 Heavy Jump Infantry BT-226 Fast Recon BT-239 Jump Support Infantry BT-244 Heavy Infantry - Standing BT-245 Heavy Infantry - Firing BT-285 Sprite Ultra Protomech BT-315 Chimera CMA-1S BT-319 Wheeled APC BT-364 Gabriel Hovercraft BT-371 Davion Infantry (3) BT-372 Savannah Master Hovercraft BT-376 Minotaur Protomech BT-384 Achileus Battle Armor (3) BT-391 Fenrir Battle Armor (1) BT-393 Kage Battle Armor Squad (4) BT-439 Black Wolf Battle Armor CE-004 Rifleman RFL-X3 DS-124 Kurita 25mm Battle Troop Commander w/Gun DS-126 Kurita 25mm Battle Trooper II W/Machine Gun DS-127 Kurita 25mm Battle Trooper III W/Machine Gun
#battletech#alphastrike#ironwindmetals#battletechalphastrike#miniatures#catalystgamelabs#battlemech#battletechminiatures#battletechpaintingandcustoms#classicbattletech#miniaturewargaming#mechwarrior#mecha#gaming#boardgames#tabletop#tabletopgames#tabletopgaming#wargaming#wargames#hobby#scifi#sciencefiction#miniaturepainting#mech#6mmminis#6mmscifi#dougram#gundam#robotech
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Weapons (Bows)
THANK BARSIBATO IT’S ALMOST OVER!
FOR THE LAST DAMNED TIME, included in this list is all of the 3-star and 4-star bows in Genshin Impact (because 5-star weapons are for people with money) except for weapons obtained via Gnostic Hymn/Battle Pass or purchased with Starglitter.
Weapons in which the blueprints are obtained (or are simply obtained as-is) via World Quests (ex. the Aranara quest line), obtained via forging only, and event weapons will be in italics. All other weapons are either obtained via wishing or overworld activities such as opening chests.
I will clarify which weapons are blueprints, obtained from quests, and which are event weapons. If they are available, I will also link guides to said quests.
Percentage and Flat stats apply to these to. (if you didn’t read the artifact stat guide, Flat always adds a set amount, Percentage adds a portion of a preexisting stat)
These stats are lvl90 and the abilities are R1
⭐️⭐️⭐️
Messenger
Base ATK: 448
Substat: CRIT DMG 31.2%
Ability: Archer's Message
Charged Attack hits on weak spots deal an additional 100% ATK DMG as CRIT DMG. Can only occur once every 10s
** **
Raven Bow
Base ATK: 448
Substat: Elemental Mastery 94
Ability: Bane of Flame and Water
Increases DMG against opponents affected by Hydro or Pyro by 12%.
** **
Recurve Bow
Base ATK: 354
Substat: HP 46.9%
Ability: Cull the Weak
Defeating an opponent restores 8% HP
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Sharpshooter's Oath
Base ATK: 401
Substat: CRIT DMG 46.9%
Ability: Precise
Increases DMG against weak spots by 24%
** **
Slingshot
Base ATK: 354
Substat: CRIT Rate 31.2%
Ability: Slingshot
If a Normal or Charged Attack hits a target within 0.3s of being fired, increases DMG by 36%. Otherwise, decreases DMG by 10%
** **
⭐️⭐️⭐️⭐️
Alley Hunter
Base ATK: 565
Substat: ATK 27.6%
Ability: Oppidan Ambush
While the character equipped with this weapon is in the party but not on the field, their DMG increases by 2% every second up to a max of 20%. When the character is on the field for more than 4s, the aforementioned DMG buff decreases by 4% per second until it reaches 0%
** **
Compound Bow (obtained via forging)
Base ATK: 454
Substat: Physical DMG Bonus 69.0% (heh nice)
Ability: Infusion Arrow
Normal Attack and Charged Attack hits increase ATK by 4% and Normal ATK SPD by 1.2% for 6s. Max 4 stacks. Can only occur once every 0.3s
** **
End of the Line (obtained from the Sumeru Fishing Association)
Base ATK: 510
Substat: Energy Recharge 45.9%
Ability: Net Snapper
Triggers the Flowrider effect after using an Elemental Skill, dealing 80% ATK as AoE DMG upon hitting an opponent with an attack. Flowrider will be removed after 15s or after causing 3 instances of AoE DMG. Only 1 instance of AoE DMG can be caused every 2s in this way. Flowrider can be triggered once every 12s.
** **
Fading Twilight (obtained from the Perilous Trail event in the 2.7 patch)
Base ATK: 565
Substat: Energy Recharge 30.6%
Ability: Radiance of the Deeps
Has three states, Evengleam, Afterglow, and Dawnblaze, which increase DMG dealt by 6%/10%/14% respectively. When attacks hit opponents, this weapon will switch to the next state. This weapon can change states once every 7s. The character equipping this weapon can still trigger the state switch while not on the field.
** **
Favonius Warbow
Base ATK: 454
Substat: Energy Recharge 61.3%
Ability: Windfall
CRIT hits have a 60% chance to generate a small amount of Elemental Particles, which will regenerate 6 Energy for the character. Can only occur once every 12s.
** **
Hamayumi (blueprint is obtained from a guy named Takashi in Inazuma after collecting and giving him Mysterious Conches for seven days)
Base ATK: 454
Substat: ATK 55.1%
Ability: Full Draw
Increases Normal Attack DMG by 16% and Charged Attack DMG by 12%. When the equipping character's Energy reaches 100%, this effect is increased by 100%
** **
King's Squire (obtained after completing the Aranyaka questline. After completing the quest, go to Sumeru’s Tree of Dreams and there will be an Aranara selling the blueprint)
Base ATK: 454
Substat: ATK 55.1%
Ability: Labyrinth Lord's Instruction
Obtain the Teachings of the Forest effect when unleashing Elemental Skills and Bursts, increasing Elemental Mastery by 60 for 12s. This effect will be removed when switching characters. When the Teachings of the Forest effect ends or is removed, it will deal 100% of ATK as DMG to 1 nearby opponent. The Teachings of the Forest effect can be triggered once every 20s.
** **
Mitternachts Waltz
Base ATK: 510
Substat: Physical DMG Bonus 51.7%
Ability: Evernight Duet
Normal Attack hits on opponents increase Elemental Skill DMG by 20% for 5s. Elemental Skill hits on opponents increase Normal Attack DMG by 20% for 5s.
** **
Mouun's Moon
Base ATK: 565
Substat: ATK 27.6%
Ability: Watatsumi Wavewalker
For every point of the entire party's combined maximum Energy capacity, the Elemental Burst DMG of the character equipping this weapon is increased by 0.12%. A maximum of 40% increased Elemental Burst DMG can be achieved this way.
** **
Predator (god i hate version exclusives so fucking much) (obtainable via PlayStation to those who logged into Genshin Impact during the 2.1 or 2.2 patches) (Note that it’s ability will not work on other platforms such as mobile and PC)
Base ATK: 510
Substat: ATK 41.3%
Ability: Strong Strike
Dealing Cryo DMG to opponents increases this character's Normal and Charged Attack DMG by 10% for 6s. This effect can have a maximum of 2 stacks.
Additionally, when Aloy equips Predator, ATK is increased by 66.
** **
Prototype Crescent (obtainable via forging)
Base ATK: 510
Substat: ATK 41.3%
Ability: Unreturning
Charged Attack hits on weak points increase Movement SPD by 10% and ATK by 36% for 10s.
** **
Rust
Base ATK: 510
Substat: ATK 41.3%
Ability: Rapid Firing
Increases Normal Attack DMG by 40% but decreases Charged Attack DMG by 10%.
** **
Sacrificial Bow
Base ATK: 565
Substat: Energy Recharge 30.6%
Ability: Composed
After dealing damage to an opponent with an Elemental Skill, the skill has a 40% chance to end its own CD. Can only occur once every 30s
** **
The Stringless
Base ATK: 510
Substat: Elemental Mastery 165
Ability: Arrowless Song
Increases Elemental Skill and Elemental Burst DMG by 24%.
** **
Windblume Ode (obtainable from the Invitation of Windblume event in the 1.4 patch)
Base ATK: 510
Substat: Elemental Mastery 165
Ability: Windblume Wish
After using an Elemental Skill, receive a boon from the ancient wish of the Windblume, increasing ATK by 16% for 6s
** **
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5* artifacts aren't guaranteed until ar 45. I've just been using 4* ones that drop from normal bosses, so you might as well farm that Pyro flower (💀 diluc, bennett, XL...)
Just collect as much mora until then.
I still need to fight Raiden Ei too.
~ anon from earlier
Also really love your writing. Keep up the good work.
Fuck I completely forgot about that... 🥲 But yeah I'll focus on 4s shit rather than keep them with 2s pieces (I think diluc has a 4/3s set and then a 2s cause i didn't have any other pyro damage bonus HSHDGE)
Good luck with the shogun, for when you'll fight her. Mommy Ei gave me a hard time on my main too, and I had a more than decent team, I think I lowered the world level too at a certain point just to survive. BUT I got my revenge by pulling her and never using her again-
Also, thank you for your kind words, means a lot to me for real 😭 Hopefully it gives me the strength to start long lasting fics cus I have so many ideas <33
#you guys r the best fr#lots of kisses#anon i want to give you a tag if you're okay with it#tell me how i should call you in case#| Nyx Answers ✨ |
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Name: Kann | Vision: Dendro | Weapon: Claymore | Constellation: Beatus Vita
Normal Attack Talent: Heeded Sword: Refrain
Normal Attack:
Hit enemies with your sword up to five times, dealing DMG.
Charged attack:
Swing your blade, dealing 13% of the enemies' HP as DMG and consuming stamina.
Plunging Attack: Plunge down to the ground with your sword, dealing DMG
Elemental Skill: Omnipresent Blessing: Eahyjn's Radiant Bounty
In the past, the gods walked the earth and set out their bounty. It's our job to collect it.
Grasp nature and swiftly swing your greatsword, dealing Dendro DMG to opponents in the way, summoning a Ring Of Recompensation and applying the Thorn effect to opponents hit
Ring Of Recompensation:
Heals allies based of off Kann's ATK at set intervals and deals Dendro DMG to opponents at these healing intervals. When an ally is healed by the Ring Of Recompensation, they are applied with Dendro. The Ring Of Recompensation lasts for 9s.
Thorn:
Opponents affected by Thorn have their HP decreased by 15%. Thorn lasts 30s and will be refreshed when Thorn is reapplied.
CD: 13s
Elemental Burst: Ceaseless Gift: A Seed Of A Secret Tree
Those who trespass on sacred grounds must be dealt with properly. Defy the might of the trees and grass and materialize the Forests' Lens.
Forests' Lens
Follows your current characters and shoots out coordinated attacks with you characters Normal, Charged and Plunging Attacks that deal Dendro DMG. The Forests' Lens lasts for 15s
When an opponent is hit by the coordinated attacks, all their Elemental RES is decreased by 10% for 3s.
Energy Cost: 60
CD: 14s
First Passive Talent: Sumeru Roses' Misty Thorn
Thorn can now stack up to 2 times.
Second Passive Talent: The Plants' Photosynteziment
Energy Recharge is incresed by 5% every time the Ring Of Recompensation heals a teammate. These stacks stop at 30% and lasts for 7s.
Third Passive Talent: The Secret Tree's Undying Gift
While Kann is present in a party, all Dendro reactions activated by one of the characters in this team all gain buffs in their own respective ways:
Burgeon: Burgeons AoE and DMG is increased by 15%. Hyperbloom: Each Hyperbloom activated realeses two Sprawling Shots instead of one. Bloom and Bountiful Cores: AoE is further increased, and opponents damaged by Bloom/Bountiful Cores suffer DoT Blooming Poison (which scales with Elemental Mastery) DMG every 0.25s for 1s. This effect wil not refresh when Blooming Poison is reactivated on opponents already affected by it. Burning: Burning lasts 2s longer and will deal small AoE DMG when it's ended. Opponents hit by the small AoE DMG will also be affected Undying Burning. Spread: When activated, the whole team gains 15% Dendro DMG Bonus for 6s. Aggrevate: When activated, the whole team gains 15% Electro DMG Bonus for 6s.
These ''new'' reactions are all called Undying [Enter Reaction] (for example Undying Burning or Undying Hyperbloom and etc.).
Constellation 1: Endless Cycle Of Life
The Ring Of Recompensation's duration is increased by 3s, and it's healing is increased by 15%.
Constellation 2: A Manufactored Wish
While the Forests' Lens is active, the level of Kann's Passive Talent ''The Secret Tree's Undying Wish'' is raised by 1:
Burgeon: Burgeons AoE and DMG is increased by 20%. Hyperbloom: Each Hyperbloom activated realeses three Sprawling Shots instead of one. Bloom and Bountiful Cores: AoE is even further increased, and opponents damaged by Bloom/Bountiful Cores suffer DoT Blooming Poison DMG (which scales with Elemental Mastery) every 0.2s for 1.4s. This effect wil not refresh when Blooming Poison is reactivated on opponents already affected by it. Burning: Burning lasts 4s longer and will deal AoE DMG when it's ended. Opponents hit by the AoE DMG will also be affected Undying Burning. Spread: When activated, the whole team gains 20% Dendro DMG Bonus for 7s. Aggrevate: When activated, the whole team gains 20% Electro DMG Bonus for 7s.
Constellation 3: The Omnipotent Favour
Increase the Skill Level of Ceaseless Bounty: A Seed Of A Secret Tree by 3. The highest obtainable Skill Level is now 15.
Constellation 4: Opus, The Forests' Chorus
For every healing burst done by the Ring Of Recompensation, the next Forests' Lens will gain one Opus stack.
Opus stacks gives everyone in the party 4% Dendro DMG Bonus for every Opus stack when the next Forests' Lens is activated. DMG Bonus gained this way only go up to 25% and will last 14s.
Constellation 5: Treasure Of The Radiant
Increase Omnipresent Blessing: Eahyjn's Radiant Bounty's Skill Level by 3. The highest obtainable skill level is now 15.
Constellation 6: The Decension Of Eahyjn, The God Of Flora And It's Colors
When a Dendro reaction is activated by Kann, the following effects will take place:
If the Ring Of Recompensation is active, extend it's duration by 2s. This effect can only trigger once every 4s.
If Omnipresent Blessing: Eahyjn's Radiant Bounty is on CD, decrease the CD by 2s. This effect can only appear every 5s.
If the Forests' Lens is active, increase it's damage by 0.05% for every point of Elemental Mastery in Kann's possesion and extend it's duration by 1s. This effect may only trigger once per Forests' Lens.
If Ceaseless Gift: A Seed Of A Secret Tree is on CD, gain 5 energy and decrease the CD by 2s. This effect can only trigger once per 5s.
If none of the aforementioned effects takes place, increase Elemental Mastery by 80, ATK by 15%, and Energy Recharge by 10%. This effect can only be triggered once every 7s
Kann's Story
An older researcher in search of the lost myths and beliefs of the world. No ancient story will ever escape his grasp of curiosity.
In search of such information, you have to make sacrifices. Some big, some small.
If someone who dares search for that which has forbidden by this world would ever dissappear, would it be because of forbidden knowledge? The roots of the ancient tree stand wrong still, as the stargazers still seek mercy and freedom. This is something Kann isn't ready to hear, because it might just be lifethreathening.
Many parts of Teyvat's history is forgotten, and Kann isn't the first to seek this kind of information. But just as a revolation threads the way into his mind, he's already gone from the Ley Lines and Irminsul...
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Can you help me sort this out? For a while I believed I was a 4, but recently the thought of being a 9 who's being mistyped due having a 4-fix and Fi as the dominant function has grown stronger. The basis of my change being that I am an hyper-sensitive listening device; the environment, people's moods, sensory data I absorb it all against my will and it affects me deeply. It creates tension on my physical body, trespassing my strong boundaries.
This is 100% a 9 core, for sure. This is what being a body type is all about -- the world bashing into you all the time, permeating your defenses, and how you react to it. 9s can't keep it out, try as they might, and thus absorb everyone all the time, which is why a lot of them withdraw from people to avoid being "overtaken" by them.
However, there's a piece I can't make sense yet. My pain shapes me. It is beautify through aesthetic and my wounds are the main theme of my art; my constantly frustration and struggling against my body is captured in paintings, and my worst episodes through short stories that try to reproduce the feeling. Everything is personal and sort-of rotten and endlessly bleeding. I don't understand how this behavior matches the 9-ness. I know 9s can, and often are, artists but, from my understanding and certain database (enneagrammer), the 9 is more prone to either a happy-ending, an approachable or collective nature in their work, or a indeed macabre setting but more like an exploration of it, not a reflection of their bloating insides.
Not if they have a 4 in their tritype. Then, their stuff tends to be bleak or existential. A 9 is a positive core type, but a 4 is negative. 9-2s want everything happily ever after, 9-4s don't believe that exists. I would say that you are a 9 with a 4 secondary fix, who uses their 4 mainly to explore your inner self, rather than crafting an identity to project out into the world. You are using 4 in a "play zone" of "how I create art and investigate my emotions." Sounds like a double or even triple "withdrawn stance" personality.
I should also add that 9 being so permeable, it often bleeds into the other fixes in its tritype and enhances them.
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FLIGHTLINE: 115 - EC-121 WARNING STAR
PO-1W (WV-1 after 1952) #2 at Barbers Point NAS in Hawaii in 1952. The WV-1 was the forerunner of the EC-121 Warning Star. | Photo: US Navy
In 1949, the US Navy began investigating the use of a suitably modified C-69 (the USAF designation of the Lockheed Constellation passenger/transport) as a patrol and airborne early warning craft. Two L-749 (the longer ranged variant of the L-649) were acquired and modified with a large dorsal radome and a smaller ventral unit. Due to the aerodynamic effects of these radar, the vertical stabilizers were enlarged. These two aircraft, designated PO-1Ws, proved that the concept worked, and were retained by the Navy for use in training crews for the production model PO-2W, which was based on the L-1049 Super Constellation. The PO-1W, redesignated WV-1s after 1952, were eventually transferred to the FAA in the late 1950s. The PO-2W (redesignated the WV-2) were initially built with the same dorsal AN/APS-45 height finder and ventral AN/APS-20 search radar as the WV-1, but they were eventually upgraded to AN/APS-103 and AN/APS-95 units respectively. The crew of a WV-2 normally numbered 18: 6 officers (2 pilots, 2 navigators, 2 weapons controllers) and 12 enlisted (2 flight engineers, 1 radio operator, 2 crew chiefs, 5 radar operators, 2 radar technicians), but could be increased as high as 31, depending on the mission.
Orthograph of a PO-2W/WV-2/EC-121. | Illustration: Lockheed Aircraft
I CAN SEE FOR MILES AND MILES...
Beginning in 1954 and running until 1965, US Navy Warning Stars participated in the "barrier" force, an extension of the Distant Early Warning (DEW) line of radar posts. Five picket stations off each coast were manned by radar equipped destroyer escorts, while WV-2s patrolled at altitudes ranging from one thousand to four thousand feet on missions lasting from 6 to 20 hours at a time, watching for a sneak attack from Soviet bombers or missiles. Aircraft on the Atlantic Barrier (BARLANT) flew from NAS Argentia in Newfoundland to the Azores and back, though beginning in 1961 the course was shifted to cover the Greenland-Iceland-UK gap. The Pacific Barrier (BARPAC) aircraft flew from NAS Agana on Guam, NAS Barbers Point on Hawaii and NAS Midway. Additional aircraft flew from NAS Rota in Spain and NAS Atsugi, Japan. Nine of the WV-2s were converted to WV-3 weather reconnaissance aircraft (the famed "Hurricane Hunters"), based at NAS Jacksonville in the Atlantic and NAS Agana in the Pacific. Thirteen other aircraft were converted to WV-2Q electronic intelligence (ELINT) aircraft. In 1962, with the tri-service consolidation of designations, the WV-2 were now EC-121Ks, while the WV-2Q became EC-121M and the WV-3 were now WC-121N. Four aircraft were modified under Project BLUE EAGLE in to NC-121 during the Vietnam War to act as airborne transmitters for American and Vietnamese TV and radio programs. Navy WV-2/EC-121s were commonly called Willy Victors, regardless of variant.
A WV-2 of Early Warning Squadron 15 (VW-15) flies over USS Sellstrom (DER-255) off the coast of Newfoundland in March 1957. The next year, the aircraft disappeared north of the Azores, with all crew presumed dead. | Photo: US Navy
An EC-121K Warning Star from electronic warfare squadron VAQ-33 "Firebirds" with an EA-4F Skyhawk and an F-4B Phantom II off the coast of Virginia in April 1973. This was the last EC-121 in service, being retired in June of 1982. | Photo: US Navy
A WC-121N assigned to VW-4 "Hurricane Hunters" at Naval Air Station Jacksonville, Florida (USA), August 1967. The plane was scrapped on 16 September 1976. Photo: US Navy
BIG EYE, COLLEGE EYE, RIVET TOP, KINGPIN, GOLD DIGGER, DISCO, BATCAT...
The USAF operated various marks of the EC-121 from 1954 through 1978, and the aircraft was used extensively during the Vietnam War. Like their Navy cousins, the USAF Warning Stars mainly flew early warning missions to compliment the Navy patrols, generally confined to orbiting 300 miles offshore. Declared operational on 21 December 1954, the 551st Airborne Early Warning & Control Wing at Otis AFB in Massachusetts started with EC-121Cs, and was subsequently upgraded through EC-121D and -H models. On 1 July 1955 the counterpart 552nd AEWCW became operational, based at McClellan AFB in California, with administrative control over the 966th AEWCS in Florida, which was tasked with monitoring activity over Cuba, including tracking of U-2 missions under the code name 'Gold Digger'.
View of the radar operators in an U.S. Air Force Lockheed EC-121D Warning Star aircraft of the 552nd Airborne Early Warning & Control Wing. | Photo: USAF
In order to bolster the US Navy's 'Crown' radar ships monitoring for North Vietnamese aircraft, four EC-121Ds were deployed to a forward operating base at Tan Son Nhut Air Base under the code name 'Big Eye'. Two aircraft were airborne at any given time, flying orbits approximately 30 miles offshore, which provided coverage of the main N. Vietnamese MiG base at Phúc Yên and the South Vietnamese capital of Hanoi. An F-104 provided MiGCAP to defend the Big Eye aircraft against interloping fighters. Flying these missions was decidedly uncomfortable, as the radar and other electronics produced copious amounts of heat, which, coupled with the heat and humidity of Vietnam, overwhelmed the aircon systems of the EC-121s. There was also the ever-present threat of being shot down, despite the MigCAP aircraft. Despite these challenges, the Big Eye scored on 10 July 1965, vectoring a pair of USAF F-4C onto a flight of North Vietnamese MiG-17s, resulting in two of the enemy aircraft being shot down. In February of 1967, the Big Eye forward base came under threat of Viet Cong attack, and the -121s were moved to Thailand.
Two F-104A Starfighters in formation with an EC-121D. Photo: USAF
EC-121 operations in Thailand were renamed to 'College Eye', and after temporarily flying from Ubon RTAFB were permanently moved to Korat RTAFB in October 1967. College Eye aircraft acted as directors for MiGCAP flights over the Gulf of Tonkin, as well as enforcing a "no-fly zone" over the North Vietnam-China border after a USAF F-105 strayed into China while chasing down a NVAF MiG. In 1967 an EC-121 was modified under the name 'Quick Look' with the QRC-248 Identification Friend or Foe (IFF) transponder interrogator, which allowed US aircraft to identify Soviet MiG radar transponders, vastly improving the detection range and ability to discriminate aircraft from ground-clutter.
In August 1967 another EC-121 variant began operating out of Thailand. Known as 'Rivet Top', it was a former USN EC-121K modified with the QRC-248, as well as interrogators capable of pinging two other Soviet IFF transponders. The aircraft, designated the EC-121M, was also fitted with stations capable of monitoring voice comms between NVAF MiGs and their ground controllers. These stations, manned by intel specialists fluent in Vietnamese, were known as 'Rivet Gym', and were eventually all College Eye aircraft were refitted with the equipment. The Rivet Top aircraft remained in Thailand throughout the war, flying missions over the Gulf of Tonkin. Due to spotty communications, an inability to correlate the voice comms with radar plots of specific MiGs, and secrecy rules surrounding the existence of Rivet Top and its IFF interrogators, the effectiveness of the EC-121M and the Rivet Gym installations on College Eye aircraft afterwards was questionable.
The EC-121M 'Rivet Top' at Korat RTAFB in 1967 or '68. | Photo: USAF
In October of 1970, two newly converted EC-121T, the last USAF variant, were flown to Korat to take part in the Operation KINGPIN phase of Operation IVORY COAST, a raid on the North Vietnamese POW camp at Son Tay Prison. The Kingpin EC-121s were to provide early warning of interloping MiGs and direction of USAF F-4s providing MiGCAP. The two aircraft call signs Frog-01 and -02, took off on 20 November 1970 and began heading towards their orbit points. Frog-01 suffered a ruptured oil line in flight, forcing it to divert to Danang for an emergency landing. Frog-02, now the primary Kingpin aircraft, continued on to its orbit, but once on station was beset with issues in its new equipment. Ground stations in Danang were unable to receive data from the plane, and its IFF processors, despite attempts to reset, would not display properly. The radar monitors were swamped with noise from Navy EKA-3 Skywarriors, who were jamming NVAF radar. Nevertheless, 02 remained on station to provide what data the crew could glean with the Rivet Top/Gym equipment. In any event, Ivory Coast was a failure, as the POW had been moved out prior to the raid.
An EC-121T, similar to Frog-01 and -02, at Korat RTAFB, circa 1971. Note the lack of the dorsal height-finder radome, a distinguishing characteristic of the type. | Photo: Jim Chandler
In October 1971 a number of EC-121T aircraft returned to Thailand under the callsign 'Disco' to provide support to USAF B-52s, who found themselves under threat from North Vietnamese SAMs and MiGs in the wake of Rolling Thunder. The Disco EC-121s took up orbits over Laos and the Gulf, though ongoing communications issues and the dated nature of their radar sets limited their effectiveness. All-in-all, Big Eye, College Eye and Disco aircraft flew nearly 14,000 missions by the time they were withdrawn in 1974, assisting in the downing of 25 MiGs and the rescue of 80 US and allied pilots. The EC-121s in the Southeast Asia theatre completed more than ninety-eight thousand accident-free flight hours, with zero losses.
Approximately four dozen ex-USN WV-2 and WV-3 Warning Stars were modified as part of Operation IGLOO WHITE, the deployment and monitoring of remote acoustic and seismic sensors along the Ho Chi Minh Trail through Vietnam and Laos. The Warning Stars were modified to collect and relay data from the sensors to Nakhon Phanom where the data would be collated and compiled for use in localizing and monitoring PAVN movements. The aircraft, designated EC-121Rs and nicknamed Batcats, were painted in the tricolor SEA camouflage, unlike the USN and other USAF Warning Stars. Concerns over the vulnerability of the Batcats led to their replacement in 1969 and '70 by QU-22Bs (unmanned modified Beech Bonanzas), though issues with those planes led to specially modified C-130Bs being introduced in 1971.
An EC-121R Batcat from the 553rd Reconnaissance Wing over Vietnam in 1969. | Photo: USAF
The EC-121 remained in USN and USAF service after Vietnam, being retired in 1978 by the USAF and 1982 by the Navy. The various Warning Stars were replaced by faster, more modern aircraft like the E-3 Sentry and models of the C-135 in the USAF, and by the E-2, S-3 and EA-6 in Navy service. A number of USAF Warning Stars are on display around the country, including EC-121T s/n 53-0555 at the USAF Museum in Dayton. Nicknamed "Triple Nickle" for its serial number, 555 recorded the first successful attack directed by an AEW aircraft on 24 October 1967.
#aircraft#aviation#avgeek#cold war#airplanes#cold war history#airplane#usaf#coldwar#aviation history#us navy#ec121#connie#super connie#lockheed constellation#Lockheed super constellation#vietnam war#Vietnam#Thailand#royal thai air force#aew#aew&c
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Morning practice Japanese Nationals 2020
Yuzuru Hanyu - program runthrough 2S, 4T3T and 3A (apparently the 2S was intentional to check the take-off) Program is described as very rocky and to get the crowd going. Landed 4Lo and 4S outside runthrough
(Pic 1 by Mainichi, Pic 2 by Sponichi news)
(Information collected by observing my Twitter TL 😅 - check out @axelsandwich on Twitter)
#yuzuru hanyu#because i am awake though i should be sleeping#japanese nationals 2020#figure skating#yuzu
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Everyone says the difference between 4 and 3 is the 3 doesn’t allow their feelings to get in the way of their work or doing whatever they set out to do and will put them on a back burner and ignore them, sometimes never going back to resolve the issue. But do you think a 3 core / fix could be overemotional and unable to ignore their emotions in order to achieve things? Or is this impossible?
It is indeed one of the main differences between 3s and 4s. An healthy integrated 3 will actually understand their feelings are important and need to be taken into account a minimum when achieving anything remotely important or "big" to them. Tho, if they are healthy they are unlikely to reach emotional outbursts since that would mean there was a lot of repression and an inability to communicate them very well, which are not the healthiest adaptation methods. So, they would rather ponder and come back with it in a collected manner (adapted and proper control), all while actually be true and authentic about their feelings.
However, it is true for average 3s that they would do anything to repress and hide their TRUE feelings, as a mean to keep tight control over the image they want to project. I insist on "true feelings" vs "expression of feelings". 3s seek to control the image they project, and so they are aware the display of certain emotions can be favorable to their image as much as some could be "bad", for a lack of better word. Therefore, it is unlikely to see a 3 suddenly burst out of emotions or be unable to control how they feel within, but it is very likely they'll be very expressive especially with Fe.
In fact, 3s whole personality has been built around controlling their inner authentic emotions and actually anything within them that could be seen as "undesirable" (3w2 > 3w4). Also, shame is the One Emotion they have specifically built against, and I can tell you they rather disintegrate to 9 directly when facing it than just live through it.
On the other hand, 4s will not repress their true feelings. In fact, their whole personality revolve around indulging in the core of their feelings. They withdraw to better feel whatever they are feeling and then react as a mean to express and taste the most possible the authenticity of those feelings, as a mean to project their most raw ("unique and authentic") self which is the image they seek to show and incarnate.
Therefore, as a reactive type, 4s will not fret to demonstrate outburst of emotions since this raw expression is believed to be the sole and true way of being authentic and so, unique. While 3s are competency types, so control is extremely important compared to 4s. They want to keep an image, therefore emotions are played with as a tool, but authentic feelings are the opposite of "controlled", thus why they are repressed and 3s are unlikely to burst out or have a turbulent display of inner emotions. Even 3w4 will control their w4 reactions, since 3 is still the central goal and this means controlling how their authenticity will appear (ironically).
However, the other fixes can really make things difficult for some 3s sometimes. I had a client recently who was 3w2 (likely ENFJ... or ESTP) with a 6w7 and 1w2 fixes (and So/sx), and at some point they actually "exploded" because of some people in the group doing (questionable) pranks. But it wasnt going against their 3 core image at first. They felt justified (1w2 fix saying hi) about it and thought other would feel similarly about the situation than them. So they joined the group when there was enough people gathered at the same place and then 3w2 did let them know a piece of their mind... They were pissed. A lot. But, the group started laughing when they exploded, because it was way too much. And of course, 3w2 didnt expect it would turn this way, at all.
I can tell you tho the client was totally perturbated and destabilized with the group's reaction. They went from confident and expressive to doubtful and absorbed, almost apathetic for a brief moment (meeting 9 dis point). They felt confident because of Fe + Soc + 6 + 1 fix beliefs, that what they were disclaiming was Right and for The Greater Good, totally Common Sense even, so how could their reaction be "exaggerated"? They were justified. But it was over the top.
The intensity of their reaction wasnt justified, even tho the feeling and concern they had were. This is where their 3 core mechanisms got hit hard.
When i talked to them they were nervous and felt they screwed up big time. Their image was shattered in little pieces, tho they couldnt admit it at this very moment. They kept trying to justify their reaction at first, in a desperate attempt to preserve their image (likable, good, rightful and correct). But they knew they kinda screwed up and eventually their worries surfaced up. They went as far as believing people would not like them anymore, and it really seemed to concern them. They felt they had to apologize themselves to the group even tho they still felt morally justified and didnt really think they should have to (and they werent necessarily wrong about this situation either, but their reaction was overboard). I heard they apoloigized but they admitted it was to preserve some image, which is big Soc 3 Fe mood there. They learned from it tho, so it was a good thing people didnt react as they wanted them to.
In any case, despite 3s hard maintenance and tight control over their emotions, the fixes, cognitive function and even IVs can make them react intensely to some situation. But the 3/fix component will do anything in their power to restore or manipulate their image in any given situation to make them be seen as whatever the 3 wants to be seen as. But will it be authentic? Like their apology, it can be done by "principle" but not truly felt, and that's why 3s have for challenge to deal with authenticity vs inauthenticity. They have to learn the image they project doesnt mean they Are what they project.
So, it's important to notice why and what makes the person react. Is it an image concern or a head or gut concern? So you can look for the right type to explain the reactivity or lack thereof. When it will come to image, 3 component will manipulate their feelings to make them fit whatever they feel they need to. 4s wont. They'll be blunt about feelings, but you'll notice there is a strong concern for being "uglily authentic".
Lastly, to sum up shame types, they are usually called "emotional type" too, because all their strategy revolves around how they manage and indulge their emotions. 2s by complying and sharing only the desirable ones (positive outlook), 3s by repressing(/controlling) and then asserting whatever they think the feelings tell them they need or want onto others, and 4s by withdrawing to seize the feeling and then reacting to show off their "authenticity". This is what defines them at their very core and thus why 3 bursting out and indulging their authentic feelings is unlikely, but not impossible. It all depends if their authenticity actually guarantees them a desirable image, until they mature and learn to dissociate from their image. 4s on the other hand need to learn not everybody needs to know every single whereabouts of their feelings to make them "truly authentic".
Anyway, I hope it could answer your question uwu ~☆
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what's your favorite card deck that you've collected!
It's got to be the yellow submarine one! Each number has a theme( 2s are 2 Beatles, 4s are 4 Beatles, 6s are numbers etc)
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