#Primal Vanguard
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autoacafiles · 5 days ago
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stonecrusherdrawsthearts · 2 years ago
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destiny2skeleton · 6 months ago
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[ Test Doodle Comic ] Prison Interrogation.
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♠️ ‘ ‘ Do you understand what you’ve stand with?! So all that, guardian roles that you held so high on a pedestal was just a fucking joke?! How can you even live with yourself after that, that, bloodbath?!’ ‘
⚜️’ ‘ Trust me when I say I wasn’t too pleased, and quiet down. Your bickering isn’t a good look. Plus, those roles I’ve grown to find are worn and old… so don’t act all high and mighty about them..’ ‘
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♦️’ ‘ You think i’m stupid enough to believe your sob story, why don’t you cough up real answers.. we saw how you were.. how you spoke while with ghaul. You turned your back on your ghost, your fellow guardians, on your vanguard…’ ‘
⚜️’ ‘My vanguard? tsk. please, I can’t count on both my damn hands the mistake you and your so called VANGUARD made over my years of risen. Trust me, I don’t have anything else to do- so please. Let. me.fucking.list.em.
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🪶’ ‘. . they put that muzzle back on you..’ ‘
⚜️’ ‘what of it..? I’m dangerous.. Just waiting for another lash out, to snap and-‘ ‘
🪶’ ‘Primal.. you know their words aren’t true.. you know your innocence.. so I will say this… don’t believe what people say, you know your story, nobody else needs to change it…’ ‘
⚜️’ ‘ . . . ‘ ‘
🪶’ ‘You look tired… have you slept at all down here..?’ ‘
⚜️’ ‘ *sniffle* I…I want to be in my own bed again.. I want to go home.. I-i want to go home…’ ‘
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thesketchykids · 2 years ago
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Grinning Vanguard's Triumph Over Primal Council: Conquering WoW's Vault of the Incarnates
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transformerskinkfest · 4 months ago
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Transformers Kinkfest Prompt List 2024
The prompt list is HERE! Thank you all for your suggestions!
Each day has one Transformers kink and one alternative, more general kink (in italics at the end) - use one, use both, combine them any way you like! (Each kink also has a little blurb, but this is just to give you a bit more context on the more unusual ones. Don't feel bound by the explanation - if you want to take a prompt in a totally different direction, go for it!!)
Please remember to tag #transformerskinkfest or #tf kinkfest when you post your work. You can also post to the AO3 collection here!
PROMPTS:
17 October: Alt mode interfacing. What it says on the tin - sex in alternate mode! (Alt prompt: Collar)
18 October: Faction play. Could be two (or more) characters of different factions, or characters pretending to be different factions than they are. Not limited to Autobots and Decepticons - if you want someone pretending to be in the Primal Vanguard or the DJD, go for it! (Alt prompt: Roleplay)
19 October: Xeno. Human (or humanformer)/Transformer pairings, or Transformers with any other sentient alien species. (Alt prompt: Threesome or moresome)
20 October: Fuel siphoning. Siphoning or pumping fuel out of or into your parter(s), and all the sensations/emotions that could go with it. (Alt prompt: Feeding)
21 October: Compatibility modes OR cultural differences. Playing with cultural differences - between citystates, colonies, factions, or Cybertronians and other species - in the berth. This is the compatibility mode concept, from the person who suggested it: "The concept is that bots for whatever reason (forged, constructed, modded, upgraded?) have "compatibility modes" that allow them to more easily interface with beings on other planets. i e Eurythman mode is more sonic focused, or Lithonian mode includes piezoelectric features standard Cybertronian mode doesn't have, or Quintesson mode has more tentacles, etc. And the bot(s) with this kink want to run compatibility mode even when interfacing with another Cybertronian for whatever reason. Like, "let's do it like they do in Menonia, or Odessyx, or Nexus Zero."... How is that mode different, how did they learn of it, what's fun about it for them now with current partner(s)?" (Alt prompt: Public)
22 October: Sentient vehicles. Driving, flying, or just being completely enveloped within your partner (or having them completely inside you) in alt mode. (Alt prompt: Overstimulation)
23 October: Tentacles. Lots of beings - and a fair number of bots - have them... maybe more than we think! (Alt prompt: Bondage)
24 October: Remote transfer. Getting thoughts/information/sensations beamed into your brain by your partner - even at a distance. (Alt prompt: Sensory deprivation)
25 October: Plug 'n' play. Sex via physically plugging into your partner. (Alt prompt: Pet play)
26 October: Obsolete or unusual equipment/abilities. Some bots may have systems that don't initially seem compatible with (or are just a surprise to) their partners - maybe because they're older models, maybe they were created for a specific purpose or person, etc. Doesn't have to be limited to interface equipment - could include other body parts (hi there, Tailgate's suction cup mouth!) or even unusual/Outlier powers. (Alt prompt: Double penetration)
27 October: Sentient weapons. Alt mode sex meets weapons play! From the person who suggested this prompt: "Either A. a bot wants a sentient weapon (gun-former, targetmaster, Mini-Cons that combine into a sword, etc) to be involved in their interfacing with another bot, while in their weapon form; or B. The character(s) who is/are the sentient weapon initiate the request to be involved with a bot or bots interfacing while remaining in their weapon form." (Alt prompt: Biting)
28 October: Tactile interfacing. Basically, sex outside of the sticky or plug 'n' play models: sex that consists of touching your partner's frame, toying with their wires, playing with their EM field - your imagination is the limit. (Alt prompt: Orgasm denial)
29 October: Body control/system takeover. Controlling or hacking your partner's body, either via plugging in or remotely. (Alt prompt: Domination)
30 October: Wing kink/kibble kink. Wings, doors, wheels, antennae - it's all good! (Alt prompt: Size difference)
31 October: Free choice!
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armoredisopod · 2 months ago
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Arknights Thank You Celebration 2024 PVs
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New Operators
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Figurino, 5* Merchant Specialist
I have a lot to learn, and right now, i'd like to start by making a new suit.
Crownslayer, 6* Welfare Executor Specialist
"Crownslayer", that's the name we're familiar with, let's keep it.
Vulpisfoglia, 6* Pioneer Vanguard
I appreciate the acknowledgement. But you know this means in the future the people who are hunting me for bounty will come to Rhodes Island first. Will that be fine?
Lappland the Decadenza, 6* Limited Mech-Accord Caster
Is this your way of trying to get me to settle down, or do you also think this game needs more excitement...
I just can't guess you, no wonder i like your trust in me!
2 new operators to the voucher shop
Contrail, 4* 巡空者 (Air Patrol) Specialist
Philae, 5* 本源铁卫 (Primal Protector) Defender
Operator Outfits Update
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Total of 6 new outfits, 2 new additions for the Cambrian brand, 1 new addition for the Epoque brand, 2 new additions for the Test Collection brand and 1 new addition for the 0011/Tempest brand
Cambrian
At the Warm Velvet Corner - Warmy
Travel Freely - Sussurro (Login Event)
Epoque
Il Segreto Della Notte - Texas the Omertosa (21 OP)
Test Collection
Allmind As One - Executor the Ex Foedere (24 OP)
The city lights up. I can sense everyone's presence, and everyone's absence. We are together——— as one "Laterano".
Diversity Oneness - Virtuosa (24 OP)
Please stay, Sankta. Please tell me, is the Laterano of now a place that is connected to the rest of the land?
0011/Tempest
Ignis Fatuus - Lessing
Lessing's outfit will be up for sale during Zwillingstürme im Herbst Retrospect
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Announced outfit reruns
Young Branch - Muelsyse
Red Countess - Skadi the Corrupting Heart
Operator Modules Update
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All the new operators (except the red cert shop ops) being part of branches with modules immediately get their modules
FUN-X module base effect increases the starting damage of Lappland the Decadenza's drones to 35% of her ATK
SOL-X module base effect gives Vulpisfoglia +8% ATK and DEF when blocking
EXE-X module base effect makes it so retreating Crownslayer refunds 80% of her current DP Cost
MER-X module base effect reduces the DP drained by Figurino's trait effect
Ritualist Supporter branch gets 1 module type
Lessing gets his second module
DRE-Y module base effect allows Lessing to survive a single fatal blow, healing back to full and gaining +30 ASPD at the cost of -60% Max HP, this effect only activates once per deployment
Angelina and Rosmontis get Integrated Strategies specialized modules
These modules' effects are unknown at the time of writing
Events and Stories
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I Portatori Dei Velluti, a Siracusa side story event
Put on your masks and dresses, the show is about to begin in the streets.
Come on, don't be boring - you're probably the least "Carnival" of the bunch!
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Stronghold Protocol, limited time autobattler gamemode, opens during the third week of I Portatori Dei Velluti
Zwillingstürme im Herbst Retrospect, scheduled after I Portatori Dei Velluti
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Operator Archives update for Lessing, Jieyun, Schwarz, Sora, Totter and Vigil
Misc Stuff
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New QoL changes
Added the ability to have preset base loadouts that you can easily swap between
Added the ability to instantly send every exhausted operator into dormitories with one button
Max Sanity cap increased by +45
Refilling sanity using Originite Prime will refill 135 sanity regardless of level/max cap
Added the ability to instantly move to required lower materials when crafting and a button to move back the higher tier material that required it
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Mountain, Kafka and Pinecone added to recruitment
Bagpipe's [Queen, No.1] outfit will be available in the certs shop to players that don't have it
Livestream Stuff
Showcased Lappland the Decadenza, a hyper offensive 6* Mech-Accord Caster with potent self buffs and powerful debuffs
First talent makes her stronger the longer she stays on the field, getting the following buffs in order: increased drone damage cap, ability to inflict Silence, gains more drones
Second talent increases the initial SP of all [Siracusa] operators when she's in the squad
Skill 1 has a passive effect that immediately gives her an additional drone, when the skill activates she gains ATK, releases her drones to attack enemies and her drones will attack idling enemies anywhere on the field
Skill 2 expands her attack range, increases her ATK, gives her more drones and releases her drones to attack enemies randomly within range, her drones have a chance to inflict Panic
Skill 3 increases her ATK and gives her more drones, then releases special drones that actively seek out and hunt enemies, the special drones inflict Panic upon reaching a target and locks onto them; enemies near the drones will have decreased movement speed and take Arts damage every second
Showcased Vulpisfoglia, a 6* Pioneer Vanguard with a strong battlefield presence
First talent makes her attacks deal additional Arts damage for a few seconds after the first time hitting them
Second talent increases the natural DP regeneration by a small amount and lets her recover HP when she hasn't taken damage for a few seconds
Skill 1 is a power strike skill that makes her next attack deal Arts damage and generate some DP, this skill can store charges
Skill 2 lets her immediately deal Arts damage in an area in front of her, Slows the hit enemies and generates some DP. If the enemies were already under the effects of Slow they will be Stunned instead, this skill can store charges
Skill 3 immediately generates DP, expands her attack range, increases her ATK, gives a massive decaying ASPD boost, allows her to attack enemies equal to block count and each attack briefly Stuns the hit enemies. If she defeats any enemy during the skill she will gain Camouflage at the end of the skill that lasts until the next skill activation
Showcased Crownslayer, a 6* Executor Specialist with a unique disruptive kit
First talent sprays a smokescreen on the 8 surrounding tiles around her during skill duration, reducing the Physical and Arts Hit Rate of ground enemies in those tiles
Second talent lets her deal increased Physical damage to enemies that have not landed a hit on her
Skill 1 gives her increased ATK and some amount of Physical and Arts Dodge
Skill 2 stops her from attacking upon deployment, makes her less likely to be attacked and increases the amount of Physical and Arts Hit Rate the smokescreen decreases, when skill ends she will deal a certain % of ATK as Physical damage to all enemies within range
Skill 3 increases her first talent range, gives her Invisibility and sets her Block Count to 0, every few seconds she will appear to attack an enemy within the talent range dealing a certain % of ATK as Physical damage and Stunning them for a few seconds
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Showcased the event mechanic, a fireworks machine that will apply effects on a number of tiles around it when activated
While the machine is active, operators on those tiles will take periodic damage and cannot be healed but will not have their HP go below 1, enemies on those tiles will take constant damage
Players can additionally customize which tiles will be affected by the fireworks machine and have it apply additional bonus effects in the event menu
Showcased Contrail, an experimental 4* of a neat new branch 巡空者 (Air Patrol), a Specialist branch that consists of operators that have 2 Block Count and utilizes the new status "Takeoff"
Takeoff: Does not block ground enemies and will not be attacked by ground enemies, can block aerial enemies
S1 makes her takeoff immediately upon deployment, expands her attack range, increases her ATK and gives her some Physical Dodge
S2 makes her takeoff when activated, expands her attack range, increases her ATK, lets her attack 2 targets at once and is able to attack an additional aerial enemy and her attacks inflict Slow to aerial enemies
Showed footage of the new base loadouts feature
Work rooms and Dormitories are now in separate tabs
You can set up to 3 loadouts for each individual room and press a button to immediately swap out exhausted operators, there is also a button to immediately do this in every room all at once
Showed the button that immediately sends all exhausted operators into the dorms
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Teased even more base QoL features planned for the next Sui sibling event update
Expanded the Reception Room and added the ability to decorate it
Added activity rooms, operators assigned to this room can be manually controlled and move around the base
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Announced the ability to register your birthday, players will receive gift furniture on their set birthday and operators have special birthday voicelines
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Announced the ability to have a list of rotating assistant operators that change every day
Announced the ability to make loadouts for the main menu background/UI theme/assistant operators for quick switching
SSS will get a skip feature, uses the same PRTS Proxy Cards used for annihilation skip
The older SSS maps will become playable again
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Stronghold Protocol, limited time autobattler gamemode
In the gamemode the player will have to prepare their squad and operators before each battle, the player can hire additional operators and have multiple copies of them deployed or combined into a higher tier of that operator
Players can hire reserve operators should they lack usable units and also hire up to 8 friend support operators
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Teased the next event involving Thorns and the history of alchemy in Iberia
Announced some kind of mini game collection "Poly Vision Museum"
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Announced the second expansion update for IS#5
A 5th ending exploring the story of an alternate universe Amiya
The ability to share seeds of runs you completed to other players, completing a seeded run will not unlock higher difficulty/new relics/etc
Max difficulty increased beyond 15
New starting squads
New collectibles and thoughts (IS5 gimmick items)
Teased Arknights anime season 3 [RISE FROM EMBER]
Announced U-Official mini series
Announced Ambience Synesthesia 2025: Best Song Award, the song lineup featured in the concert will be decided via community polling
INVESTIGATED TERRA lore video covering the history and development of Originium on Terra and the technology that sprouted from it narrated by Kal'tsit
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danwhobrowses · 1 month ago
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Since Critical Role's big endgame battle has begun (as of ep. 113) and looks to give us a fair handful of Lv. 20 combat across the board with VM and later the Nein - and also since the Omen Archive are yet to do a level up overview for Bell's Hells to Lv. 15 like I expected them to do after ep. 112 - I find myself optimistically and curiously wondering how Bells Hells would shape up should they reach Lv. 20.
Admittedly, I do remain worried about how underleveled they are; I know it's intended since the Hells are the 'underdogs not meant to be in this position' group but still, for comparison Essek debuted at Lv. 15 in C2 and Vox Machina ended their campaign at Lv. 18 when the stakes were slightly lower than what we have with Ludinus, the Vanguard, the Imperium, and Predathos. Still, with nothing we can do but pray they make it out alive - and I hope they do - I've decided to indulge that rare bout of optimism and deep dive into what would their Lv. 20 state look like? While also considering what they may add during this final arc should they level up in between like they did the last time they were on Ruidus.
We're gonna go through each character one by one for this, so I'll start with my favourite (aka the one I wanna talk/ramble the most about).
Ashton is perhaps the easiest endgame build to tell class-wise, it's likely Tal will have them go the full 20 since Grog has already done the Fighter dip and there's not many other multiclasses that can be of a greater benefit to them; the intrigue however with Ashton focuses on the ASI they get at levels 16 and 19, the first one particularly if there's still a level up mid-battle. The obvious route for the first ASI is to get back the CON they lost in the shard incident - which I still find an unfair penalty since they gained nothing from surviving the bold and deemed impossible action, 'your reward is you get to live' doesn't stick with me given that the 10 rolls (well, 9 plus the resurrection ring) are proof of survival anyway - and absorbing Dusk Hunger sadly didn't give back, adding to their DEX instead - which, also kinda stubborn of Matt, adding 1 AC isn't exactly worthy of absorbing a legendary item especially compared to what Orym got with Ishta, they were better off trying to dual wield it if Matt's not gonna give stats that'll suit Ashton's wheelhouse, STR and CON, and let the tank be a tank - so it will likely fall into Tal's hands to get Ashton's stats to where they want them to be. Either way, Ashton's STR and CON are going up if they hit Lv. 20 as pure Barbarian, Primal Champion adds 4 to both and increases their max to 24, so without ASI Ashton will have 22 STR and 20 CON by Lv. 20 anyway, with ASI however Ashton can go 24/22 in either direction - and we can't rule out more absorption in the future, since Legendary loot may be yielded from this endgame battle plus Otohan's Backpack, Zathuda's storage cloak and maybe any other armour from the two could be Legendary items just gathering dust among the group, but if Ashton were to take any of them they'd have to wait a day since the Harness only grants 1 permanent and 1 temporary buff per person, and each person who uses it on the same day risks it breaking by 20%. However, we also can't rule out Ashton taking a feat instead of ASI, it's a slim chance but there are some feats that can be of use for Ashton in general or specifically vs Ludinus; Mage Slayer, Strike of the Giants (Hill or Stone Strike, of the two I'd go for Hill because of it causing the prone condition, which will help Ashton and allies, like Orym with that 1d6 extra Force Damage, stack critical damage), and Great Weapon Master could be powerful if they don't focus on ASI. The Tough feat is always good for being tanky too, but such a feat would likely only be used at the Lv. 19 ASI/Feat domain to get the most out of it. The only other places Ashton can get major potential buffs - outside of any new enchanted items that aren't armour - are from Dunamancy and their Titan powers, but neither have provided a clear opening for improvement as of yet. Ashton hit their final Dunamancy path at Lv. 14, where they got Mark of the Messy End (which compared to Essek getting access to stuff like Reality Break doesn't seem to balance out but I guess Wizards are glass cannons so Dunamancy does more with them), but there is a quiet, lingering mystery over how Potions of Possibility and Luxon Beacons will behave if Ashton and their Dunamancy brain interacts with them, given how they have many potions on hand, in general and gifted to them by the Kryn Dynasty before they met with the Nein, and Ludinus using Luxon Beacons as power sources, there is potential for Ashton's Dunamancy to increase that way - or simply through Matt adding an extra Dunamancy path in place of an ASI/Feat, a Dunamancy-based feat, or swapping Primal Champion with something else. The Titan Form could also improve by level, and I kinda hope it does, it's powerful but given the time limit and Exhaustion it's still below the level of Grog's Titanstone Knuckles in terms of utility, if more power or less limitations are imposed the higher their level it could scale Ashton up further in a similar manner to having a Vestige or, in Orym's case, a Relic of the Red Solstice.
Speaking of Orym, you'd assume that he'll also go for the clean 20, but this is Liam O'Brien we're talking about - he gave Vax a Druid level for his love of Keyleth, so you can't put it past him to add a level in Bard for Dorian. Like Ashton, Orym has 2 ASI waiting for him at levels 16 and 19, due to maxing his DEX - and absorbing Ishta overclocking it (a DEX increase that actually makes sense as a Finesse blade Fighter, adding +1 to AC and attack rolls and a higher DC for enemies to save against superiority die attacks) - Orym has already dipped into feats a lot but could always find room for more. Great Weapon Master, Shield Master, Mage Slayer, and Tough again at level 19 are viable options for Orym and his build, but there's also a unique option of, instead of taking a level in Bard, Magic Initiate: Bard in lieu of Dorian; taking the feat lets him gain the 4th attack Lv. 20 Fighter yields while adding some handy Bard magic such as Friends, Thunderwave, Command, Bane or Cure Wounds - all of which are Level 1 Bard spells. While adding a level in Bard would be a nice gesture, the Magic Initiate feat would probably work better for Orym's build if he wanted to reference his connection to Dorian this way, since he doesn't need 4 extra 1st level spells and he already has a lot of proficiencies and bonuses to cover his rolls anyway, plus he still carries the sending stone if he doesn't want to do either. If he went for ASI, Orym could try to rival Ayden's passive perception by buffing his WIS, but I doubt anybody would hold it against him to be less perceptive than a god. Regardless of ASI and feats, a pure 20 in Fighter does up Orym's lethality immensely, getting a potential 12 attacks with two Action Surges - the second gained in Lv. 17 - in one round (16 attacks if hastened and 17 if hastened and a Time Rage Mark of the Messy End - which I believe allows you to attack with Bonus Actions - is used on an enemy), which would make him an extra efficient killer and protector for combat, which suits his character as well. While multiclassing is an uncommon trait to reference a partner, in Orym's case it's probably moreso cute but unnecessary flavouring.
Adding an element of their partner into their build is something Imogen has done already with decent effect, however. Imogen is another pure 20 likelihood; she has 2 ASI, a Metamagic choice, her final Origin Feature - Warping Implosion: essentially you teleport and anyone within 30 feet will be caught in a gravity fissure - and Sorcerous Restoration - 4 sorcery points restored per short rest - waiting for her at the full 20. As alluded, she already has Laudna influences in the Shadow Touched feat and a vial of her blood in her equipment so she needn't use a feat or a multiclass in further reference to her, which means it comes down to what options she chooses for her ASI/Feats and future skills. With her CHA maxed out already, the two ASI would need to go elsewhere or to feats; War Caster could be used to help her concentration spells, such as the reskinned Hunger of Hadar, Telekinesis, and Investiture of Lightning, unused spells such as her mother's Reverse Gravity, Hold Person, or Globe of Invulnerability, or future 8th-9th level spells such as Dominate Monster, Gate, and Mass Polymorph (turn them all into horses!). Otherwise using one of those ASI to add 1 to INT and WIS will add to saving throws of those stats (+1 for INT and +2 for WIS), she can also remove all her stat negatives by adding an ASI to her STR in place of a feat. Imogen also has options with choosing a final Metamagic from Sorcerer; she has Quickened, Distant, and Twinned Spell already, so the next one needs to also be helpful in combat; the potential of Extended and Transmuted Spell are decent, but Heightened Spell may be the best fit for her - spending 3 Sorcery points to impose disadvantage on a spell save can be very useful when using Imogen's spells such as Psychic Lance, especially against powerful magic users like Ludinus. Going a little extra meta with things, Imogen at Lv. 20 is only going to exist in one-shots or guest appearances - which means short rests aren't likely to faze her as much, also recovering 4 out of a total of 20 Sorcery Points per short rest isn't a lot when you get all of them back after a Long Rest. If Imogen were to pull a swerve and multiclass she could simply sacrifice an ASI for an 18/2 split or just take a 19/1 dip without it doing any negative effect to her current build. Of the multiclassing options, I find that the Tempest Cleric could gel pretty well with her build; connecting her lightning magic and her storm analogies (and her attempt to reach out to the Stormlord) from a narrative perspective, while combat-wise she'd get to use Wrath of the Storm to damage anyone that attacks her (as many times as her WIS, so 1-3 depending on her ASI usage) and, if she goes for the 18/2 split, she can use the class' Channel Divinity to max out a spell's lightning damage - which if used on a 9th Level Lightning Bolt is 76 damage without enhancements! - she also gets some minor healing to add to her repertoire, and with a group without a pure Cleric you can't really have a shortage of players who can heal even if it's a little bit. I can't see any other dip doing her as much benefit, so the full 20 is more likely, even if the maxed out Lightning Bolt would work wonders.
You know who also knows Lightning Bolt? Well, a fair amount of players and NPCs but also Dorian! Let's talk our Boy in Blue - no I did not say 'Blue in Boy' in my head when typing, shush! - he's our last PC likely to be a pure 20 of the group, also because the rest have already multiclassed, but like Imogen there is also the opening for a little bit of multiclassing. The ASI in levels 16 and 19 are probably best put into maxing his CHA stat that's currently at 16, DEX could also go up to 20 for additional Gambolcleft damage but the sword is pretty powerful as it is - it depends if Robbie wants Dorian to focus on Spell or Melee output for stats, but casting is probably the better way to go. Not many feats would help Dorian outside of maybe Tough and War Caster, perhaps Slasher but they do seem like minor additions he can go without, so ASI is likely the best route to take for him. Unlike with Orym where a dip in Bard wouldn't do much good mechanically, Dorian could easily take a dip in Fighter and have it be a solid investment; the Bard's Lv. 20 ability Superior Inspiration only helps if you've used up all of your Inspiration, and as said with Imogen that probably won't come up in a one-shot scenario where Lv. 20 Dorian would likely appear, but by Lv. 19 he will already have added spells from any magic class via his final dip into Magical Secrets - and honestly I have no clue what one he could take because like, all of the spells! Wish is probably the go-to one but Dorian doesn't want anything from the gods so maybe not? - and he'll already have a 9th level spell slot from earlier levels. A 1-level dip in Fighter can give Dorian Second Wind for some self-healing and another Fighting Style to choose from: either Superior Technique - like Orym has - or Duelist would suit best, and if Robbie sacrifices an ASI he can go up to a 2nd level for Action Surge, which is handy should he focus on melee. There aren't many other 1-level dips that would suit Dorian narratively, there was probably Warlock potential in EXU: Prime when the crown was in play but since, again, the group lacks a pure healer, Dorian is probably better off investing his stats and skills towards Bard spells - which in turn bolsters DPS as well as healing.
From one Bard/DPS healer to another, Braius debuted with some pretty high stats to begin with, with only WIS being a negative modifier. As a 12/3 multiclass he can go a few different directions - much like his character arc and selection of deity - but it leaves him at a crossroads - also like his character arc. The 12 levels in Oath of the Ancients Paladin means he's locked out of getting Bard's Magical Secrets, if he maxes out his remaining levels in Bard he gets 2 ASI, a College of Tragedy feature (make crits be at rolls 18, 19 and 20 after an ally is hit with a crit plus a '+10 on a roll but a -10 penalty on the next' skill), Countercharm, and his Bardic Inspiration dice will go up to 1d8, but all of those are kinda covered by Dorian's higher level Bard class and Ashton's Mark of the Messy End while in Luck Rage to a higher or better extent. The 3 levels in Bard however has locked Braius out of Paladin's Aura improvements and the big Elder Champion buff, which is a big loss, if maxed out in Paladin they'll get Cleansing Touch - end a spell on yourself or anyone you can touch as many times as your CHA, one ASI, a 5th level spell slot (handy for Banishing Smite, Circle of Power, Destructive Wave, and Summon Celestial), and Undying Sentinel - which is just a once-a-long-rest Relentless Rage with no CON save. Build-wise, it would be best for Braius to go one of three different paths; either go for a 15/5 split - so no 5th level spell but he gets 1 ASI, Undying Sentinel, and Font of Inspiration for the 1d8 inspiration - a 14/6 split - where we swap Undying Sentinel for the college feature, or go the unique path and add a third class - while the 5th level spell slot has powerful spells Braius' combat is much more melee-based so it is a less likely option. A 14/3/3 triple split sacrifices his ASI/feats but 3 levels in Fighter gives him another Fighting Style, Action Surge, Second Wind, and a Fighter subclass to add to his combat prowess. One unlikely Fighter subclass that could suit Braius is the Rune Knight; with 3 levels Braius will have access to 2 runes, which can be tied to his character's artistry, to add to his gear - the Fire and Cloud Runes being the most useful to him from what I see - they would also get Giant's Might as a skill for an extra 1d6 of damage once per turn. Fighter isn't the only class Braius can benefit from though; he would only need to dip 2 levels in Cleric or Druid to gain their subclass-based abilities; a Shepherd Druid would give the group a slight benefit with the Hawk Spirit skill, using a reaction to attack with advantage and having advantage on perception checks, but similar to Imogen he'd probably benefit a bit more from dipping into Cleric - particularly Grave, War, Ambition, and Peace Domain Clerics, who each have abilities that can further empower him. A dip in Barbarian would be handy for Danger Sense - not so much Rage because you can't use spells - maybe opting for the Zealot path subclass, which also suits narratively, for an extra 1d6 damage, or a dip in the Monster Hunter Ranger to aid in picking out weaknesses. A 12/4/4 split could also work, forgoing Cleansing Touch to grant Braius 2 ASI or feats if Sam wanted them; with that they can balance their WIS to 10 and then max out their CHA and another +1 elsewhere, or just do a feat like Fey Touched - since he was touched plenty by a Fey Hag all across her manor - to max the CHA and gain a spell like Hunter's Mark to aid in combat.
Speaking of Hunters, Chetney may not have been designed to survive the campaign but with Travis rolling the fatal 0 when playing as Grog that old man is still, somehow, kicking. If Travis doesn't pull a Bertrand and allows him to continue defying the odds and live to Lv. 20, Chetney would be in a similar position to Braius - having gone the Tealeaf route and locked himself out of the full 20 in Blood Hunter by having a dip in Rogue - in being in a crossroads of classes. If he invests his remaining levels in Blood Hunter to 19, he still gets a lot from the class; 2 Order Features (advantages on bloodlust saving throws and on any branded creature, then unlimited hybrid transformations on the next feature), 2 ASI, and an extra Blood Maledict. Chetney's 1-level dip in Rogue however means he could also invest into any Rogue subclass for a 17/3 split (or a 16/4 split if he sacrifices a Blood Maledict for 2 ASI over one) instead; Assassin would help his damage output especially since he likes going Invisible, but the Revived subclass would be funny implying that he died but miraculously came back and no longer needed to risk dying in his sleep because he doesn't need to sleep anymore. Chet could also triple class like we suggested with Braius; 3-5 levels in Artificer - since he's a toymaker his toys can be infused beyond the enchanted distractions, going for the Armorer subclass can also be handy for the Thunder Gauntlets ability too, 2 levels in Fighter - for Action Surge, 2-4 levels in Monk - which has decent potential if his chisel is made a dedicated weapon plus the possible boons from Kensei, Mercy, or Open Hand paths, or even 3 levels in Ranger - where Hunter, Gloom Stalker, and Monster Slayer subclasses each have skills that could help Chet in combat, can all be seen as options, but it can also run the risk of being overcomplicated. Despite a Feat sidestepping Chet losing control in his Hybrid Form, logic says that Chet would likely stick with the 19/1 route since the feat only imposes a disadvantage against losing control and he can still do collateral damage, character-wise he'd likely want to keep his Lycanthropy on lock as much as he can. Plus, going to 19 Blood Hunter levels yields unlimited transformations and the second ASI hits at Lv. 19; with the two ASI - which he cannot get from triple classing - he can max out his STR and buff up his CON, DEX, and/or CHA for any additional bonuses, he has no negative stats so any are fair game. I don't see any feats that'd be too helpful, but outside of AC or DC boosts from increasing CON or DEX, upping CHA could also help with persuasion and being persuasive and tricksy.
Persuasive and Tricksy are some of many words you can use to define Fearne, who is also a Rogue multiclass. Her current 10/5 with Wildfire Druid as the majority allows her some wiggle room for her to go a few different directions. The 5 levels in Rogue have locked her out of a second ASI in Druid, the timeless body (not really a big deal for a fey), additional Wild Shape perks, and the 9th Level Spell Slot though, but if she invests only into Druid levels for the full 15 she does still gain one ASI and her Wildfire Feature 'Blazing Revival' - where once per long rest Mister can sacrifice himself (I don't think it's a permadeath sacrifice just like an 'off the board until resummoned' sacrifice) to revive her to half HP if she's downed - alongside a 6th, 7th and 8th level spell slot. If she goes for an even spread of 10 levels each with Rogue's Arcane Trickster however, she gains 2 ASI, 2 more proficiencies, Evasion, Magical Ambush, and a few more lower level spells. Both have valid directions - and as much as Fearne is a 'collector' I think a third class probably won't suit her and will perplex Ashley further - for her character even with mixing the level splits; a 12/8 split will grant her 2 ASI and a 6th level spell slot, while a 14/6 split grants one ASI, a 6th and 7th level spell slot, the Blazing Revival, and 2 proficiencies. Since Fearne doesn't do many sneak attacks and uses her Rogue abilities more for pickpocketing, it would probably be sensible to lean more towards Druid; a 15/5 split if she wants that 8th level spell slot for Sunburst, Incendiary Cloud, or Feeblemind, but a 14/6 split if she can do without - Plane Shift could narratively be on her radar so she can travel to the Feywild as she pleases, but Fire Storm is still a mighty 7th level spell that can be additionally buffed by her titan form which as mentioned with Ashton could also potentially scale up with levels - would give her more stuff to work with, plus extra Druid Levels buffs up Mister's health so he could be looking at 75-80 total HP (5+(Druid Level x 5)) depending on whether Fearne goes level 14 or 15. Since Fearne took War Caster already from her last level and her WIS is already maxed out, ASI to CON could be looked into to add health, AC, and DC, while also improving her chances at holding concentration for her saving throws, alternatively she can up her DEX to improve her pickpocketing so she can finally claim one of those eggs, since she's tragically 0-2 on that. Feat-wise, there is still the Elemental Adept: Fire feat to bypass enemy resistances to Fire too, lots of enemies will have Fire Resistance after all, so if she doesn't want to use ASI there is still that to use it on. So level-wise there is some wiggle room but class-wise she is better off picking one to focus on.
Our final member of the Hells Laudna has already picked her focused class; on a 12/3 Sorlock with her patron bound to a soul anchor - get fucked Delilah - she has implied to go pure Sorcerer from herein. Marisha has previously stated that she saw no gain in any more Warlock levels even when Delilah was still active and while a 6th level in Warlock would grant her an ASI at Lv.4 and unlocks Grave Touched - change damage to Necrotic plus 1 extra damage die when in Form of Dread, which is pretty solid - it does indeed suit narratively for Laudna to avoid more Warlock levels. The 3 levels she has gained from Warlock though have (war)locked her out of her final Sorcery feature of Umbral Form - which would've made her resistant to everything but Force and Radiant Damage, so like Braius' Primal Champion it's quite the loss - but she still looks to get Shadow Walk which aids her mobility, providing that there's darkness or shadows in the vicinity, as well as one ASI and another Metamagic option by continuing the Sorcerer's path, not to mention a dangerous 9th level spell slot. Unlike Imogen, Laudna opted for Empowered Spell in her current Metamagics alongside Quickened and Twinned, doing Heightened or Transmuted probably wouldn't suit Laudna like it does her partner though. Instead, Careful Spell could be a good choice for Laudna since her CHA is maxed out, so she could pick 5 creatures to auto-succeed a saving throw to a spell she sends, but since she doesn't have many AoE spells Extended Spell may be the better fit to keep up concentration on spells like Animate Objects, Mirror Image, or any future powerful concentration spells she'll have access to like Eyebite, Globe of Invulnerability, Reverse Gravity, or Blade of Disaster - which Delilah used pretty effectively in Aeor - ongoing. Even so, the one ASI remains; the Amulet of Health puts her CON to a fixed 19 so if she added one CON it'd be 16 without attunement, which is still pretty good but worthless if she just keeps using the amulet, she could put +1 in her woeful STR so it's a -2 rather than -3, or opt for feats such as War Caster - for those powerful concentration spells - or another Eldritch Invocation with Eldritch Adept, such as Armor of Shadows or Eldritch Spear, which may be more fitting for her fun scary nature.
And that's all of them, for a TL/DR I expect Ashton, Orym, Dorian and Imogen to do the pure 20 for their classes, while Chetney will go 19/1, Braius and Fearne go 14/6, and Laudna goes 17/3. But if it were me, the only ones I'd adjust from those would be Dorian (19/1, adding Fighter), Imogen (18/2, adding Tempest Cleric), and Braius (14/3/3, adding Rune Knight Fighter) just from a meta/fun perspective. Either way I'll just be happy to see them make Level 20, so fingers and every other digit I have stay crossed for whichever route they choose.
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anon-e-miss · 1 month ago
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Broken Vows - 8
“‘M gonna go look at habs for ya when ya have a rest,” Jazz told Prowl. He avoided the glyph nap which seemed a little mocking to him. As his frame continued to integrate the delicate repairs and with a fragile self-respair systems, Prowl ran out of energy quickly and recharged off and on throughout the mega-cycle.
“Perhaps you might like to take Smokescreen with you?” Prowl offered. “He would benefit from fresh air.”
“Are ya sure?” Jazz asked.
“I trust you,” Prowl said.
“What about you and Blue?” Smokescreen asked.
“We need more rest than you, Bravespark,” Prowl told him. “I know it is not terribly fun for you when we recharge. There is a fine playground in the park your progenitor and I used to walk in.”
“I’d love to,” Jazz said. “What do ya say, Smokey?”
“Okay!”
“I’ll give ya a list o’ favourites,” Jazz offered Prowl. Prowl just shook his helm.
“I trust you and Smokescreen to select it,” he said. “You know how little I concerned myself with my habsuite.”
“A’ight,” Jazz said. “We’ll do our best.”
Smokescreen was nervous, Jazz knew. His genitor was nervous too. Jazz held Smokescreen’s servo in a firm grip as they walked down the hall and made their way to the tram that would drop them off at the metro. It was faster to drive, of course but Jazz was too nervous to drive Smokescreen and the mechling was far too young to drive on his own. Smokescreen would not have wheels of his own until he was a youngling. Sooner or later, Jazz would give him a ride somewhere but Smokescreen had already gotten lost once on his watch and he was not going to risk getting in a crash with him on their first trip off base. The media were all gone, having been chased off by the Primal Vanguard after Prime had given his speech. That did not mean there might not be opportunists who would sneak a quick shot but Jazz had a plan for that.
“I want ya to wear this,” Jazz told Smokescreen as he magnetized a small device to the collar of his armour.
“What’s it for?” Smokescreen asked.
“If anyone tries to take a picture o’ ya, this’ll scramble it,” Jazz told him. “I know yer ori don’t want yer face all o’er the news.”
“It was the same in Praxus,” Smokescreen said. “He didn’t want me in portraits. He didn’t want Blue either but he wasn’t allowed to say no.”
“‘M sorry yer Ori had to make that choice,” Jazz told him. “I’m sorry I bout’m in that spot.”
“Origin loves you,” Smokescreen said. “And it makes him sad. It always made him sad.”
“He’s got good reason, Sweetspark,” Jazz told him. “I broke his spark. I did it on purpose.”
“You were sick,” Smokescreen defended him and Jazz ruffled his helm. After everything Jazz had said and done, Prowl had excused him to their creation. It was a kindness Jazz did not think he deserved.
“Don’t make the damage any easier to live with, Bitlet,” he said.
“Hmm,” Smokescreen took a seat in the window and Jazz sat next to him. “You feel bad about it.”
“Sure do,” Jazz told him. “I didn’t know I’d kindled ya wit Prowl until I saw yer designation next to his on the casualties list. Even when I was better, I was too scared to face your Ori, even the memories o‘m so I didn’t read his letters, ‘n I lied to myself ‘bout how bad I’d behaved. I didn’t want to remember how bad I’d been. When I saw yer designation I had to face what a monster I’d been. I didn’t think I deserved to mourn ya, either o’ ya. But I needed to. I still carry the ultrasound photos he sent me.”
“Really?” Smokescreen asked. Jazz showed him the ultrasound. “I was just a blob.”
“We all start out that way.”
Jazz knew Smokescreen hoped his procreators would get back together and raise him and his brother together. It was something Jazz was a bit too scared to hope for himself. He loved Prowl dearly. With all the clarity in the world now, Jazz did not shy from this truth. The reality was, however he had hurt Prowl terribly and he had driven him away, laying the groundwork for the direction the Praxian’s life had taken. Every awful thing that had happened after could be placed at Jazz’s peds. At some point, if Prowl ever wanted to hear it, Jazz would like to apologize probably, to make sure he knew that Jazz took responsibility, that he had no excuses for everything he had said and done. He could not ask for a chance to be better for Prowl, for Smokescreen and for Bluestreak. Jazz would have to be better and to let the chips fall however they might.
“I know Origin’s originator and grandcreators were afts,” Smokescreen said. “What about yours? Origin never told me about them.”
“That’s ‘cause I never told’m,” Jazz explained. “My genitors were split-spark twins. They died in a riot in Polyhex ‘n losin’em broke my Ori ’n made ‘m go mad... sorta like I did, I guess. Me ‘n my brother, my twin split up... blamin’ different mecha for what happened. I know they’re alive but that’s all I know.”
“You got better,” Smokescreen said. “I bet he will too.”
Counterpunch had sent Jazz another of his rants that light-cycle. As always, it made no sense. There was no threat to Jazz in particular or the Autobots in general. It was just random glyphs, not even in sentences but almost just splattered across the page. Because Counterpunch did not know he had creations, because Punch had always considered his family to be his and not his alter’s, that he even had the code to the commlink Jazz had only ever shared with his family was still a bit unnerving. Talk of a mechanical spark and grinding gears, even when Jazz read it together with the other notes he had received lately, he found no meaning in it. He wondered if Ricochet got notes like these. His twin would never tell him. Ricochet had blamed Sentinel Prime for the deaths of their progenitors and the madness of their originator, in hindsight Jazz understood why. Ricochet did not forgive Jazz lending is allegiance to that prime as Jazz had blamed terrorists who had worn the Decepticon brand. Whether Ricochet called himself a Decepticon or freelanced, as had been the family business, Jazz did not know. He had not spoken to his twin in millenia and had not laid optics on him for even longer.
“This is our stop,” Jazz took Smokescreen servo and led him down the escalator and out onto the street.
It was just around the corner from Mirror’s, nearer than even Prowl’s old hab and been and a short walk to the park. There were other habsuite on his list to look at but if this one was even close to as good as the ad had suggested, he thought it would be perfect. Smokescreen, of course, would be the one to cast the deciding vote. The property manager shook Smokescreen’s servo after he shook Jazz’s and that was a point in his favour. There were lots of families in the building, or so said the manager and that was a point for the building. No one had lived in the habsuite for a while so it was a completely blank slate. Imagining how it might be set up was not a problem to Jazz. He laughed as Smokescreen ran about, checking every room. The mechling definitely needed sometime in the park to release some energy.
“This room for Origin, because it has a pretty view,” Smokescreen pulled Jazz along for a tour. “This room’s for Blue because its right next door. This rooms for me and this rooms for my grandori and uncle when they come to visit.”
“He’s so sweet,” the property manager said. “And so well behaved.”
“His Ori gets all the credit,” Jazz replied.
“Origin’s going to love it,” Smokescreen declared as they left, key card stored in Jazz’s subspace. As Jazz was an officer in the Autobot Corp, the property manager was quick to sign the habsuite over to Jazz, even having never met the principle tenant. Security was good, it would be better when Jazz added encryptions to the lock. Smokescreen had picked a good room for Prowl, it had a few of the park. He would love it.
“He’ll love that ya picked it for’m,” Jazz said. “How ‘bout we go to the park now ‘n ya can run ‘round like a wild mechanimal?”
“Okay!”
“And who is this?” Jazz jumped. The voice was husky. He knew without looking that it belonged to a wispy femme about his originator’s age.
“Dipole!” Jazz exclaimed. He had met her when she had returned from burying her progenitor. The funds that had seen her get there had been stolen and Prowl had hunted the thief down and returned them too her.
“I’m Smokescreen, Ms Dipole!”
“You look just like your Origin, doin’t you?” Dipole said. “Mirror mentioned you stopped by, to pick up a peace offering. Than she saw the news and she’s been as close to a wreck as I’ve ever seen her.”
“Mirror makes the yummy rust sticks, right?” Smokescreen asked.
“That’s right,” the femme replied.
“Prowl’s got some more healin’ to do but he’ll visit soon,” Jazz promised.
“Mirror always thought of Prowl as something of an adoptive grandcreation,” Dipole said. “What with him being all but orphaned.”
“Can we say hi?” Smokescreen asked.
“Uh...” Jazz thought on it. “I don’t want to take the wind outta yer Ori’s sails, Bravespark.”
“Eh?”
“I thought yer Ori outta be the one to introduce ya to Mirror,” Jazz said.
“He won’t mind,” Smokescreen said. “Especially if we bring more rust sticks. And... if Ms Mirror is worried about Origin, she’ll feel better and Origin’ll feel better knowing she’s not worrying anymore.”
“He is very clever,” Dipole said.
“All credit goes to his Ori,” Jazz replied. “Okay, we’ll say hi to Mirror.”
“They were really buried for vorns?” Dipole asked, softly as they headed to the bakery.
“Yeah,” Jazz replied.
“Mirror wouldn’t look at the casualty list,” Dipole explained. “After he said goodbye, she always figured he’d come back. She said he belonged here and not in Praxus but... well he never came back and then Praxus was gone. She didn’t want to know because if she didn’t know than she could imagine he was well, wherever he was.”
“I promise he’s okay now,” Jazz said. “He thought Smokey outta get out ‘n get some exercise while ‘m ‘n the bitty rest more.”
“It’ll be good to see him,” Dipole said. “He was always one of Mirror’s favourites.”
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cozzzynook · 28 days ago
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The Functionist universe and Megs’ adventures there are ripe with potential and I’d like to share this. Senator Shockwave survived and/or cut a deal with the Functionist Council and got the hell out of dodge along with the cold constructed or like minded mechs like Dai Atlas.
Orion Pax, as part of the Primal Vanguard, discovered their hidden world and was delighted to be reunited with Shockwave. Shockwave was trying to convince Orion to stay when he got the strange call from Roller. From there, Orion learns about the growing resistance from Megatron and feels like he has to return to make a difference. Shockwave doesn’t want to see him go but Orion feels he can’t turn his back on Cybertron, not again.
Orion joins the AVL like in canon and does have a reunion with Shockwave. Unfortunately they’re still doomed by the narrative and die together.
Why…why did you do this to me? 😩
At least they had each other
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dissociativecasino · 8 months ago
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Working on the post for “Ask the Guardian/Ask the Pack” post but I also decided to finally fully make present primal’s design.
After Shadow keep he knows the hold the witness had on him for years is so strong. So he decided to step up to be the speaker/Vanguard member. He trained crow when he was found in the reef on his last mission, so he took his place.
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dennydraws · 1 month ago
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I have Dawned the Trail!
It only took me... like 4 months :");;;; I only cried like ten times during the final area. More ramblings under the cut! (good ones, I had good time with maybe some minor gripes!) Obviously spoilers ahead if anyone plays as slow as I do xD;; (I haven't played the patch content yet)
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Ahhh, what a cool expansion! With a slow start. I do understand why the start was the way it was though. For me it was slow, it was like going through ARR all over again while being bombarded with so many names I can't possibly pronounce let alone remember xD;; BUT!! This was Wuk Lamat's ARR arc. That was her journey's start. It made sense she goes through the "young adventurer" journey like we did so long ago. I wish some parts were shorter or hint/foreshadow of the "curious things ahead!" . Jungles aren't exactly an aesthetic I enjoy, everything started blending together after one point...safe for fantasy Texas. I think this largely contributed to me struggling to push through part 1 which is purely on me.
I heard some complains about Wuk being like Lyse on steroids before I started playing and I could see that at first but ...weren't we too? Excited new Warriors of Light, once upon a time? I enjoyed her pep and energy :D;;; Yes, in the first part I can see it can be a little annoying - like how can you be this naive!? But then a friend pointed she is like 19 and suddenly my brain clicked - oh.............. ok that makes a lot of sense. So idk, cut her some slack, she is new to adventuring and energetic bean.
Furthermore, Wuk was needed in part 2 because she had to put to test all she learned in arc 1 and I enjoyed that a lot. She felt a lot more grounded and I'm glad we got attention on Erenville and Krile too. I'm glad the Scions were there but not very active - I feel like they got their share of development so it's ok to step back a bit.
Ok, I can't possibly remember all the Ja Jas names but Taco Stomper's development surprised me in a very good way. I though there is like a parallel between him and Brother Ja - both gifted/miracle children with huge expectations and pressure of delivering results...except that Taco Stomper spoke up and got help instead of bottle things up like Brother Ja. Admittedly I feel like they should've added more scenes where Wuk and Koana try to reason/reach out to him or papa Ja Ja shows concern but they did mention they have tried in the past I just wish I saw that in the expac rather than be a random line.
Well with that said, the 2nd part carried the expac hard for me... like so very hard xD I took month break trying to push part 1 but part 2 I devoured in like 2 days or something.
Sphene was such an excellent "villain". I loved her so much. I consider her like the primal Alexander - primary task before all, even if it means destroying yourself. It's so very tragic when you think of it - she is just a pile of memories, likely selected ones that present her as the benevolent queen they all knew. Would the real Sphene had gone to such extremes as to keep the Endless, or even created them in the first place? They created her and put her to the task without any way to even have an option to say no... ;n; Needless to say as FF9 lover the whole part 2 fed me well and I devoured everything with great appetite. Ok, these rambles went long xD
I enjoyed the expac, I wish part 1 was a bit better paced/shorter.
Some scenes felt like they needed VA but didn't have for some reason.
Vanguard had the best music!
Taco Stomper owes me tacos
I'm yet to poke the patch... '-';;;;;;
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autoacafiles · 1 year ago
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Have a lot of insignias!
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ferrocyan · 4 months ago
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FFXIV ask game, 9, 19, and 28!
ill answer from the bottom
28. i dont rly have a full-baked idea for this but tbh id love a crossbow phys ranged. i want something like arknights tactician vanguard so its like a summoner but with an automaton instead of carbuncle. "thats just machinist" yes but without the 286463829928469 weaves in the burst window bc Fuck That
19. favorite villain: zenos and fandaniel. zenos has been perfect since stormblood but him and fandaniel together are so fucking funny and delightful i love you dannyyyyy
9. favorite song aghhhh ive already said dedicated to moonlight i want something else. triumph, the stormblood boss theme. it gets me so pumped and gives me so much joy
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maybe the worm's tail is better though
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that's ingame songs but we cannot forget the primals. amatsu kaze band version is the goat
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honorable mentions to scream and exponential entropy and a long fall (I WANT TO INCLUDE THIS BUT YOU SHOULD EXPERIENCE IT FIRSTHAND DO THE DUNGEON IN THE CRYSTARIUM WHEN YOU UNLOCK IT OKAY. OKAY!!) shadowbringers theme. the eternal wind motif in that song is what hope sounds like. all of pandaemonium music there were no misses in that raid series. primals honorable mention to metal: brute justice version TRUMPETS RULE SOKEN UR THE BEST okay i need to stop i dont even like music that much
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honourablejester · 6 months ago
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PF2e Character Concept: Tengu Oceanic Kineticist
So I was browsing the Kineticist class, because I do enjoy Constitution-based classes as a concept (see also Starfinder’s Vanguard). And it is very much Avatar the Last Airbender, elemental manipulation, you channel raw elemental power through a kinetic ‘gate’ inside your body. It is pretty cool, but Avatar style bending isn’t necessarily the most exciting thing to me? It’s fine, but I’m not enraptured or anything.
Unless. I still don’t care about AtLA style bending. But the concept of raw elemental power, on a sailor. The raw power of the ocean. Sea and storms and air and lightning. That. That I can get behind. If you’ve ever gone swimming in high weather, if you’ve ever been immersed in the sheer power of the sea. It’s stunning (sometimes very literally, try to be with company in case you get smacked off the sea floor by a wave and need somebody to pull you out).
So. A sailor. A dual-gate kineticist of air and water. This is probably going to be a Shackles-adjacent character, I would like to play them on or near the sea. I want the full vibe of a sailor with the seed of storms quite literally in their blood. We don’t necessarily have to go actual pirate here, though. I was thinking more deckhand for background, partly because it’s Acrobatics instead of Athletics, and given the storm and air part of this character, we’re going to want flight later. Just your average sailor, spending most of their time up in the rigging.
And if we’re talking sailors, and storms in particular. I think we’re going to make a Tengu. A crow person. Because Tengu have a strong association with migration, with ships, with luck, with superstition, with storms. Their ancestral deity is a storm god. They’re good luck charms on ships. They’ve spread across the whole world from Tian Xia. And, for a kineticist, they also tend to be a bit … they don’t differentiate as much between primal and divine magic, they tend to hold nature itself as holy in its own way, even if there’s not a specific god attached. For a character who’s going to channel the raw forces of nature through their own flesh, that feels rather appropriate. A tengu sailor who has the sea so very literally in their blood. Bones. Body in general. Heh.
Again, because of the storm thing … I’m torn between either the Skyborn or the Wavediver tengu heritages, depending on whether we want to focus on the water or the wind. Actually, Stormtossed could be an option too. (See what I mean about Tengu being very thematic here?). But I’m me, so I want Skyborn, so we can get racial flight options later. That’ll eat two of our ancestry feats, so dealer’s choice for the others. I kind of like Mariner’s Fire, despite the fact that fire is not one of our tengu’s elements, just because of the St Elmo’s fire sort of feeling it gives.
Which brings us back to Kineticist and elements. And I’m going full theme here, this is going to be a Dual Gate Kineticist of Air and Water. Yes, I could focus Single Gate on either one of them, but I want the feel of the storm, of the high seas, of the raw power of the ocean. But because of those two elements, they also get some nice support type options, which I think works for the highly communal tengu, and the feeling of a sailor that’s part of a crew.
So I think I want some things like Air Cushion, feather fall, which works well on a deckhand up in the rigging. Ocean’s Balm and later Torrent in the Blood for some watery, oceanic healing. For offensive impulses, Tidal Hands and later Storm Spiral and Crowned in Tempest’s Fury. For some area control, Winter Sleet, Glacial Prison and Barrier of Boreal Frost. For flight, even though we’ll have racial flight as well, I think I still want Cyclonic Ascent, partly because it feeds into Crowned in Tempest’s Fury, and I’ll also be able to share the flight later that way. And then, a couple of other really pretty little things that I’d love. Sea Glass Guardians, for an ‘eerily beautiful’ protective aura that looks like elemental sea creatures, for example icy jellyfish or watery eels floating around you, because that’s just gorgeous. And I also enjoy Wiles on the Wind for a more tricky, pirating, nautical mirage sort of a feat.
I really, really like the oceanic feel you can get with a kineticist? Druid also works for me, I love druids, but kineticists have a much more tactile, immersive feel in some ways. The ocean’s power poured through your body. I do love Con-based classes, I really do. Heh.
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thesketchykids · 2 years ago
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Grinning Vanguard's Triumph Over Primal Council: Conquering WoW's Vault of the Incarnates
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destiny2skeleton · 6 months ago
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Prison Primal.
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⚜️ ‘ ‘ After that horrid period of time Ghaul had me basically as his mindless slave, rebooted and forced to remember over and over.. I woke up to that fucking prison cell.. Tried to talk to the Vanguard of what was going on.. all I got were cold glares and horrid remarks.. The worst of them all being cayde.. he couldn’t even look at me I was behind those damn bars.. I didn’t get to plead my case I was shoved into the damn reef. Back then I was angry.. confused.. the other person who spoke to me, hearing me out was ikora.. bless her heart. But, when it was Cayde’s turn.. he did the worst outta me…
I couldn’t forgive myself for what I had done, yet I knew I wasn’t in control.. but I refused to fix my story, cause what I saw that day.. was that I had to remember.. anyone. could turn. on me…
I fought for my title as a guardian back, but.. it wasn’t easy..’ ‘
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