#every buff character is so hot in arcane
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l-alan-l · 2 days ago
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NOO THERE ARE NO FICS ABOUT MY BEAUTIFUL KING LORIS
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freshbakedbreadstick · 5 days ago
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Missing You, Needing You - Season 2 Arcane Sevika x F!Reader
Arcane Season 2 Sevika x F!Reader
Summary: After everything that has happened in Zaun, Sevika is forced to be the one to step up in place of Silco. Because she is so busy, she does neglect you, but she will do whatever it takes to make it up to you. 
Warnings: All my fics are 18+ regardless of the content. Spoilers for season 2 of Arcane, be warned. Reader is described as having a vagina and uses she/her pronouns. Mentions of masturbation, vaginal fingering, dirty talk, established relationship, submissive reader, grinding, girls kissinggggg, one armed Sevika (i love this big buff woman), that's it i think (other than this being PWP). Brief mention of canon major character death. 
Word Count: 2.5k
A/N: I'm not okay after act 2 . . . Anyways I wrote Sevika PWP to comfort myself after this because she's hot and I'm terrified something will happen to her in act 3 😔 enjoy besties !
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Sevika sighs, forehand in hand as she reads over the hundreds of papers on her desk. Demands, pleas, apologies, and even curses littered the pages, all addressed to her. Her hand fell onto the desk with a plop as she rolled her eyes at the latest letter's contents.
"I'm not made for this shit," she growled to herself, fingers creasing the corner of the paper.
The light of the window streamed in, darkening every corner of the room as it fell on her. She hunched over the desk, back to the door as she had for days now. 
Just outside, your hand hesitated at the door, hearing her grumbling just beyond it. Her voice was thick and raspy, more than usual, and it worried you to no end. But no matter how many times you begged her to take a break, to get some extra rest, to take care of herself a little more, she always said the same thing.
"I need to fix this mess for him," she would murmur, "Even if he isn't around anymore. It's the least I can do..."
Always so loyal. Guess the rumors were true, she really was like his loyal dog. 
The bags underneath her eyes seemed to darken as she looked up to the door, watching you step in, wearing the silky nightgown you knew she loved to see you wear. The one she would moan and palm, murmuring how smooth it felt on your skin and how it flowed perfectly over your body.
"...Vika?" You whispered, balancing the small tray of tea in your hands as you went inside. 
Her head snapped toward you, dark eyes hardened by the years of life in the Undercity softening at the view of you stepping into the light. She sighed softly, gaze dropping back down to that damn paperwork.
"Sweetheart..." she murmured, "Not right now..."
"I know, I know... m'sorry." you stepped closer, feet padding softly toward the desk to place the tray down at the edge. 
"Just brought you a little something to keep you going..." 
This made the corners of her mouth twitch upward. 
You knew there was no point in fighting her anymore; you just couldn't stop her from spending her days and nights trying to get Silco's mess back in order once again. So you gave in, deciding to do what you could to make this process of grief a little more comfortable for her. Whether it was making sure she ate or brushing her hair back, you would do it. 
She would insist she was fine, brushing you off or pushing your hands away, but you saw the way she left the plates of food completely empty and the way she would still when she felt your hands on her hair. 
Sevika sighed, leaning back in her chair. You listened to it squeak with a small frown, moving to pour the steaming tea into the cup. 
"Two sugars, one lemon wedge," you announced, smiling softly as you placed the cup to the side. 
She said nothing, continuing to glare at the stack of papers in front of her. 
Your hand scooted the cup a little closer before you stepped back, hugging yourself while watching her carefully.
Her eyes flickered toward you, eyeing you before eyeing the steaming cup. It lured her with the soft scent and the golden liquid, glittering as the wedge bobbed softly. It smelled heavenly, like laying in a soft bed with a cooing lover after a long day with no sleep, how she desperately wanted to be. 
But she couldn't.
With a small growl she turned back around and sat up straight, glaring at the larhe empty chair in front of her before going back down at the papers with even more ferocity than before. Her hand came down, fist pounding on the desk and making everything rattle. 
"Stupid fucking idiot Silco..." you just shook your head at her voice, hearing the annoyance laced with grief spill from her lips before she went quiet. 
After a beat of silence, she sat up and spoke again, "...Come here." 
Your eyebrows shot up, body still. 
"I said come here."
Her demanding voice made your feet begin to move before you could even react, moving toward her and stopping right beside her.
"Yes-"
"Sit."
You blinked, watching as she spread her legs, leaning back to give you some room to slide upon her lap. You know she loved to have you perched on her lap, but right now? While she reads over laments of grief over the loss of Silco and the supposed downfall of Zaun without him?
"U-uh... baby," You murmured, "Are you sure-"
"Sit on my lap, fuck!" She moaned, exasperated. 
Quickly, you placed yourself on her lap. Your movements were careful, but her hand soon came up to your hip and tugged you back against her.
"Vika..." you whined, cheeks dusted with a flush as a strap of your nightgown fell off your shoulder. 
You felt your exposed skin press against the leather of her shirt as she pressed your back against her chest, making you shiver a bit with a stifled whine. You couldn't see the way she smirked, eyes focused on you instead of the paperwork. 
She pressed her nose against your hair, blatantly inhaling the comfort of your scent. 
"Damn place is falling apart and I have to pick up the pieces..." she rumbled, voice so close to your ear that you jumped a bit. 
Her hand, still gripping the plushness of your hip, felt hot through the thin material of your gown. It was large, gripping you tightly against her in a way that made your heart race and thighs press together. 
"But..." her nose pressed against the side of your head, lips by your ear, "I still have you."
This made you hum, "You do..."
"So that's worth something..." 
Both of you smiled to yourselves. 
Her hand wandered, pressing against your body as it slid up your side to grip the softness of your chest. Her thumb caught the edge of the strap that fell, twisting it as her palm enveloped your skin. 
"Still got you and these pretty tits all to myself..." she breathed. 
Her warm lips began to press against the skin of your neck as your head lolled to the side, giving her ample room to feverishly kiss you, teeth nipping as she panted. 
"Been neglecting you, baby..." she murmured, teeth gently biting you before sucking sweetly as an apology. 
There's definitely going to be a mark there tomorrow, but you didn't mind. All the marks she would leave on you have since faded, bites and love marks lost to time. She was very diligent in marking what was hers, taking the time to replace the old ones with the new.
"Gotta show the world your mine," she would murmur as you panted, her fingers buried deep in your drooling cunt as her mouth continued its assault on your skin. 
But it's been a while now that she has locked herself up in the office, mulling over complaints and going into meeting after meeting. She had been neglecting you, forcing you to bury your face into one of her shirts inhaling her scent as you cried her name in the darkness of night, alone, your fingers trying to imitate the roughness of her pinches and thrusts. But you failed every time, leaving you to gasp and whimper as you laid back, the unsatisfied feeling in the pit of your stomach making you roll over instead of finishing yourself off. 
But by the way her hand slid down your body, smoothing down the nightgown before she reached the edge that hiked up your thighs. Her hand slipped under it, eagerly moving to catch the lace of your panties. 
"Wore my favorite ones?" She murmured, hot breath hitting your ear and sending goosebumps down your spine.
"Y-yes, just for you baby," you whispered, stuttering.
It felt like it had been ages since the last time you two were like this, making you feel like a bashful virgin letting their lover grope them in the cover of darkness for the first time. It made you flush, clit throbbing and pussy no doubt leaving a wet mark on your panties. 
Sevika gripped your panties, gently tugging the front of them to press firmly against you. You whined, hips rising with her actions as she laughed at the way you reacted to the feel of the rough and wet lace sliding against your neglected clit. 
Your skin felt hot, chest rising and falling with every pant as you felt the sparks of her touch on your skin, fingers opting to let go of your panties to slide down the front, down to the puffiness of your labia. 
"Oh sweet girl," Sevika cooed, fingers stilling when she was met with the soaked fabric, "Miss me that much?"
"Like you have no idea..." you moaned, head falling back against her. 
She smirked, watching your reactions carefully. With a lick of her lips and narrow of her eyes, her fingers carefully pressed against your panties, putting more and more pressure. 
One of her knees slid between your legs, knocking them open in one clean movement. Her hand then dove into your pants, pushing aside the fabric to press her thick calloused fingers against your clit. 
You cried out, hips bucking and head jerking at the sudden movement and sudden pleasure, feeling her hand making small tight circles right over where you needed it the most, exactly how you imagined all those restless, lonely nights. 
"Oh sweetness...." she murmured, smirking, "Making all these pretty noises for me? From just a little touch?" 
A strangled cry came from your throat, cheeks burning from the patronizing tone she used, but fuck did she sound good. Her movements were fast and rough, making your hands slap onto her forearm, nails digging into her skin. She laughed heartily at the sight of the crescent marks you left behind, a slight shiver going through her body as she bit her lip.
"Gonna mark me up too, babydoll? Gonna show off to everyone I'm yours?" She moaned into your ear, listening to the way you cried out jumbled words. 
It's like your hips had a mind of their own, foregoing whatever shame you had to thrust up and meet her fingers, putting more pressure right where you needed it the most and making the knot in the pit of your stomach tighten.
"Fuck need it so bad Vika," you slurred, drool dripping from the corner of your mouth.
Her gray eyes trained themselves on your body, feeling her own hips thrust up to meet your movements, "Yea? Fucked your fingers to the thought of me everynight?" 
You nodded rapidly, crying out, "N-never enough, couldn't cum without you!" 
Sevika laughed again, moving her hand to slip her fingers down, pressing against your entrance. She slipped in easily, making you cry out at the feeling. The heel of her hand returned to your clit, moving from side to side as she fucked her fingers in, "I know sweetness, I know... would sometimes come back to watch you through the crack of the door... my poor girl missed my thick fingers in her cunt, didn't she?"
Her thick fingers stretched you, sliding against your gummy walls as she finger fucked you on her lap. You could feel the way you dripped over her hand and onto her lap, most likely going to leave little wet marks on her pants. She was going to tease you about it after, for sure, but you didn't care right now. 
"Fuck, need... so bad..." you slurred, eyes watery and vision blurring at the delicious way she sucked on your neck and made you feel so good.
"Cum for me, use that pretty pussy of yours to drench my fucking fingers, miss the way you taste, the way you sound, miss you so much." She moaned, hearing your cries. 
"Vika, gonna... gonna cum!" You whined, hips stuttering. 
But her force never relented, hand jerking against you nonstop as your words got more and more high pitched, reaching the overwhelming peak of your orgasm.
"Oh pretty girl!" She moaned out loudly, feeling her own clit throbbing as you rode out your orgasm, your hands squeezing her thighs as you came. 
"V-vika!! Mmm, fuck, baby!" Your voice was unrecognizable to yourself as you screamed, head swimming and eyes screwed shut.
Her hips bucked against you as you bucked against her hand, grinding against one another. Your arms ached as you gasped for breath, coming down slowly with every thrust. You could hear a deep rumble coming from her chest as she hummed, soothing your trembling thighs.
Her fingers slowed, becoming teasingly slow as you slumped against her, a mess of whimpers and heavy breaths.
You could feel the way her thick fingers slowly slid out of your pulsing hole, gently rubbing against your clit in tiny motions. 
"...feel better?" She said after a while. 
You nodded, head falling back onto her shoulder as you laid limply against her. She smiled softly, eyes half lidded as she carefully brought her hand up to her lips. 
You could hear her greedily sucking as you looked at the blurry ceiling, body feeling heavy and pussy throbbing in the aftershocks of your orgasm. 
"Mmm... taste as good as I remember..." her voice was husky as she purred. 
Her sticky hand came to grab your face, fingers pressing into your cheeks as she turned you to look at her. Before you knew it, her tongue was sliding between your parted lips to give you a taste of yourself. 
"Mmm," you both moaned, the combination of her and you sending shivers across your bodies. 
Pulling away, you could see the small string of saliva connecting from your lips to hers glistening under the light of the room, reminding you of where you were. But before you could squirm at the sight of the office, the view of her parted lips and glistening gray eyes took your breath away.
The two of you stared at one another, pausing to take in the way you both looked so wrecked for one another, lips swollen, cheeks flushed, hair messy, and tongues tingling with the taste of one another. 
"Come on, this can wait," Sevika suddenly murmured, eyes flickering over you before moving to stand, her arm firmly wrapping around your body.
She took you with her as she got up, making you yelp as you were placed onto your feet in such a quick motion that you were wobbling like a freshly born doe.
You could hear her chuckling at you, but were too focused on the way she threw down a pencil onto the abandoned sheets of paper littered all over the desk. 
"Need to remind you how much I love you some more..." she said softly, feeling your gaze on her. 
You were giggling in her arm in no time, your arms wrapped around her neck and clinging to her as she whisked you off, secure in her embrace, leaving behind the stacks of paperwork, the now cold cup of tea, and her grief behind. She would eventually come back to clean it all up, but for now she needed you... and you needed her. 
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juniper-sunny · 4 months ago
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Arcane characters play “Palworld”
Silco is extremely efficient, min maxing the crafting and resource gathering at the bases. He has no tolerance for weak Pals and will butcher them if they have the mildest debuff. The only exceptions are the cute ones that Jinx gets attached to. He has multiple bases set up in all the best resource spawns. Password protects all the storage chests and only shares that password with Jinx.
Jinx is all about catching the cute and so-ugly-they’re-cute Pals and giving them silly nicknames. Don’t underestimate them if she attacks you though, they’re strong af. She has a seemingly endless amount of ammo, thanks to a dedicated crafting team of Pals set up by Silco just for her. Her favorite Pals are the ones with Partner Skills that enable you to use them like weapons.
Vi prefers running around and exploring over staying in the base. She’ll catch most Pals and is sure to pet every single Pal that she uses regularly. She likes fighting alongside Pals and will always recall them before they faint.
Caitlyn is all about finding a balanced team. Her nicknames for the Pals aren’t the most creative but she likes them anyways. Always gets upset when she accidentally kills a Pal that she meant to catch.
Ekko likes making the base neat and tidy. Will spend most of his time there but somehow still knows the best tech and Pals for navigating the world. Building the hot springs and cozy beds are his priority when it comes to Technology Points. He always keep the foodstuffs stocked with the best meals. Still has a strong team even if he doesn’t leave the base a lot.
Sevika prefers to explore by herself and will usually rebuff your offers to accompany her. Is almost undefeated unless she’s mobbed, and even then she’ll take down an impressive number of them before she goes down. Will laugh at you if a Pal breaks out at 99% captured. Has a smallish collection if Pals but they’re all tough as nails.
Mel briefly considered butchering Pals since it’s an easy way to get Pal loot, but it was only very very briefly. It upsets her too much to go through with it. She prefers catching Pals to engaging in combat, but you couldn’t ask for a better exploration partner. She has sharp eyes and will always call out enemies and Pals that are about to aggro you. You’ll never be caught off guard with her by your side. She’s great at strategizing for boss battles too.
Viktor likes experimenting with different Pals and their attacks. He’s always looking for interesting combinations; some might not be overwhelmingly strong, but the rotations he comes up with are reliable and efficient. Gets agitated when he sees a Pal imprisoned by the Syndicate and prioritizes rescuing them. His team is made up exclusively of those rescues.
Jayce has so much fun crafting that he sometimes forgets to go out and catch Pals. Is always happy to help you craft things you might need. His favorite Pals are the ones that specialize in Handiwork. He gets a little too excited about crafting Weapons until he sees the damage they wreck with his own eyes.
Singed is always fucking around with breeding, always getting the best Pals with the best buffs. Somehow knows exactly what Pals to breed in order to get the rare ones. He won’t tell you if you ask him though. The game won’t let you take someone else’s Pal forcibly (yet), but if he could he would. And he’d be sneaky about it too. He also has no qualms about butchering Pals. 
Finn likes raiding and griefing other players. Gets salty when he gets stomped on and is quick to plan revenge.
Heimerdinger mostly nitpicks the lore and worldbuilding, and is especialy confused by the hypocrisy of the Free PAL Alliance. He doesn’t understand that the hypocrisy is a deliberate commentary.
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abitohoney · 2 years ago
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It‘s the fact that sevika is hot enough to make people question their sexuality…
RIGHT?! I mean just look at her! Who could resist this woman? She's hot, gorgeous, buff, sexy, pretty, strong, smart, and cool af!
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Nonny, you have no idea. Okay, idk, maybe you do. But I must admit that Sevika single-handedly ripped out my heterosexuality and stomped it into tiny, insignificant pieces. She was definitely what led to my awakening (but Grayson, Ran, Ambessa, and Vi all get honorable mentions). All the women, and the lovely enby, are all so unique in appearance, personality, abilities, etc. Impossible not to fall hard for them.
And now, not only do I find myself identifying as pansexual, I also have a very strong preference for the ladies. I'm very interested in how many people have had similar experiences, particularly with Arcane. I feel like every character in the cast is very fascinating, especially in comparison to other shows. I haven't been this obsessed over a show or character in YEARS.
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itsrainingfeathers · 3 years ago
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I watched Arcane! It was amazing!!!! Here's some things I liked about it:
A word of warning! That gif flashes!!
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- Let's start with the obvious. The animation. The Animation. It was so. Fucking. Gorgeous. Every single frame pure beauty, every movement and facial expression and such so fluid, the scenery magnificent...I am in love.
- That scene with those guys n dudes, Silco, Sevika and that gas? You people know what those little rainbows made by soap in water look like? How that gas looked exactly like them? Genius, perfection, love love love
- The character designs!! They were all so great and creative, and even the more "ordinary" looking characters looked interesting in their own ways. (My personal favorites in no particular order: Ekko, Jinx, older Vi, older Marcus, Mel, Caitlyn's mom, Shoola, Silco, Sevika, Jericho)
- I was practically drooling over Sevika every time she was on screen. Yes she was evil but also strong buff gorgeous lady? Gimme
- Apart from maybe Jayce after he became famous, the characters were super interesting personality-wise too! (And famous Jayce wasn't that bad either)
- I could listen to Caitlyn (Katie Leung) and Grayson (Shohreh Aghdashloo) talk forever
- The voice acting was all over really good, and no voice sounded out of place or anything
- (except for Finnish dub Silco. should be considered a war crime.)
- The amount of beautiful color!!
- how Jinx's inner turmoil and mental health issues were shown with the flashes of scribbly faces and stuff. You know what I'm talking about.
- So many lovely aquiline noses
- Those fish things Vi ate actually looked kinda good? Or maybe they looked disgusting and the reason I think they looked good was bc Vi clearly liked them. Who knows.
- Vi and Caitlyn. Do I even need to elaborate. Just kiss already.
- "You're hot, Cupcake" 10/10 hilarious and very gay.
- Rio (the axolotl looking creature). My dear deserved better.
- Powder is such a nice name. Might use that one for a really fluffy cat or something
- I was expecting this huge fight scene between Vi and Jinx in the end, but that confrontation was such a clever, tense, wonderful, and first and foremost, surprising scene. Yeah it was pretty obvious that Silco was going to die, but everything else was great and good! Liked it a lot
- Judging by his tone of voice and body language when he first talks to Powder, Silco seemed to plan to simply manipulate a little girl and use her for his own personal gain. I truly expected him to play the classic "I never loved you and you were just a tool for me"-card with Jinx at some point. And I'm really glad that didn't happen. (He did manipulate her for sure, but not like that)
- Sure, Silco was definitely not a perfect father, not even a good one, but he cared about Jinx, and Jinx cared about him, and their relationship was really interesting and the writers did such an amazing job with it.
- The enforcers' masks. Really liked the hissing noises
- Viktor being the very embodiment of some Victorian (hehe) guy dying of tuberculosis
- How the steam and smoke were animated
- and fluids like blood and Shimmer
- the amount of blood was just right. Not too much, not too little, very artistic splatters and stains
- A thoroughly interesting and captivating plot, and the very real issues and conflicts (filthy rich people and poverty, violence, corruption, pollution and the illness it causes...)
- The Firelights' outfits
- "It's not enough to give the people what they need to survive. You have to give them what they need to live." who is cutting onions
- how Shimmer was not just Silco's tool to create monsters to fight for him, but also a powerful drug and a way to control the undercity
- that guy from ep1 who returned later as an addict and explained to Caitlyn why he took Shimmer. Imo a great way to make the audience care about and feel more empathy towards those other characters like him.
- "You're perfect." not again with the onions
- the scenes with Ekko and Heimerdinger! This duo seems super interesting already.
- Vi parkouring her way around Zaun on xgames mode while Caitlyn is just trying her best
- Jayce and Mel gleefully smashing away while Viktor is literally dying is so fucking funny to me
- The way Jinx's eyes glow after she's been given Shimmer
- I admit it, I'm a liiiiittle bit bothered by the fact that Silco kisses the leather strap instead of Jinx's actual forehead/brow (reminds me a bit of Mother Gothel kissing Rapunzel's hair), but it was nonetheless a very cute and loving and tender and fatherly gesture (and said leather strap was in the way so yeah)
- The rat? bat? man and rat? bat? child at Ekko and The Firelights' place
- Usually I let the intro play for the first 2-3 episodes and then skip it, but with Arcane I let it play on every single episode. So good.
- The musical score and songs! I'm sure I'll be listening to some of them for a long time to come
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So yeah, can't wait for s2!! I might edit this post a bit in the future to add some bits here and there, bc I like a lot of things about this show and couldn't possibly remember everything right now. Hope you liked it!
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abbysfrenchbraid · 3 years ago
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Every fandom shrinks at some point, Arcane will have its time 😔 but TLOU fics weren’t a thing until Part 2 came out bc of the hot girls
Yeah totally, I just jump on the bandwagon every time a new buff character comes out. I only got back into fandom at all because of Abby, she’s the reason this blog exists!
All I can hope for is that when the HBO show comes out tlou will have a lot more traction, and that maybe they’ll renew it for a season with Abby in it 🤞🏼🤞🏼 or that the next game has Abby but both of those options will take years so I’ll just have to let this go at some point probably…
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grailfinders · 4 years ago
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Fate and Phantasms #76: Mordred
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Today on Fate and Phantasms, we’re making the Knight of Treachery, Mordred! This build gets a little funky, but by the end of it you might just have enough martial prowess to make your dad notice you. Might.
Check out the build breakdown below the cut, or his character sheet over here!
Race and Background
Mo’s a Homunculus, an artificial human that grows and dies quickly. That’s not really a human, but we need a feat some time before level 9, so Variant Human will have to do. This gives him +1 Strength and Charisma, Acrobatics proficiency to make up for low dexterity, and the Tough feat for two extra hit points every time you level up. Your favorite solution to problems is beating them into submission- best make sure you can outlast them.
Despite how you left the order, you were still in it for most of your life, making you a Knight of the Order and giving you Persuasion and History proficiency.
Stats
From highest to lowest: Mordred’s a “Might makes right” kind of guy, so make sure you’re right all the time by making your Strength as high as possible. Your Constitution is also going to be pretty high; getting out of the way of attacks is for weaklings. Your Charisma is also pretty strong; you’d be an inspiring king if someone would give you a chance. Your Wisdom isn’t too great, looking for things is fine, but you’re a bit emotionally stunted. Your Dexterity’s a bit low, nobody ever taught you the value of dodging. Finally, dump Intelligence. You’re not stupid, but you haven’t had much practical experience.
Class Levels
1. Paladin 1: Like most members of the round, you’re a Paladin. At first level, you have proficiency in Wisdom and Charisma saves, as well as Athletics and Intimidation. You have Lay on Hands, a pool of HP equal to 5 times your paladin level you can use to heal yourself (or others, I guess) as an action. The pool refills on long rests. You also have a Divine sense, letting you spend an action to sense celestials, fiends, or undead within 60′ of you. A surprisingly high number of your fathers can be put in that category, so it’s somewhat useful.
Since we’re starting out here, we’ll also talk gear: Heavy armor would be more in-character, but it’ll quickly become a problem. I’d keep it on the heavier side of medium armor. Also, Clarent is a pretty great sword, let’s call is a Great-Sword.
2. Paladin 2: Second level paladins get a Fighting Style, and Great Weapon Fighting will help make Clarent just a little bit greater, rerolling 1s and 2s on damage rolls. You also learn how to cast Spells at this level, using your Charisma to cast and prepare them. If you don’t feel like using spells, you can also make Divine Smites by burning spell slots for extra damage on attacks. It’s not a beam, but it still hurts plenty.
You’ll get more spells in your subclass, but if you’re itching for some now, Thunderous Smite is great for adding a bit of muscle to your swings, dealing extra Thunder damage and forcing a Strength save or the target’s pushed away and knocked prone. 
3. Barbarian 1: You’ve got some anger issues, and a few levels of Barbarian should help you work through them. Or make them worse, I’m not a psychologist. Either way, you can Rage twice per long rest for more attack damage, advantage on strength checks and saves, and physical damage type resistance as long as you’re not wearing heavy armor. To help out, you have Unarmored Defense, giving you an AC based on your constitution and dexterity while not wearing any armor. This isn’t good, but it’s better than nothing at all.
4. Barbarian 2: With this level, you can make Reckless Attacks, gaining advantage for a turn in exchange for taking advantage for a round. You also have a Danger Sense, giving you advantage on dexterity saves from things you can see. You might not be that nimble, but you know when to get the hell out of Dodge.
5. Bard 1: I admit Bard’s a bit of an odd choice here, but It was either that or ranger/wizard, and this is the closest fit. Multiclassing into bard nets you Deception proficiency so you can be a treacherous Knight of Treachery. You also get a new set of Spells that also use charisma to cast, and some Bardic Inspiration, d6s you can hand out to other players as a bonus action to help with Attack rolls, Saves, and checks, which are regained on long rests. Don’t worry, we’ll get a more self-focused use for them later.
For your spells, grab Light to help your dumb human eyes see in the dark, Mending to patch up your gear, Animal Friendship to make friends with cats, Cure Wounds for even more healing, and Heroism to inspire your party a little bit. Also grab Disguise Self for a way to hide your identity; we’ll get a more flavorful way to do this later,  but this will work for the couple of levels between then and now.
6. Bard 2: At second level you become a  Jack of All Trades, adding half your proficiency to non-proficient skills. You also have a Song of Rest, adding a d6 to healing done on short rests.
For your spell, learn how to push yourself with Longstrider for an extra 10′ of movement.
7. Bard 3: Third level bards get to pick a College, and the college of Swords is great for someone who likes to use them. You get a Fighting Style that doesn’t really matter since they don’t apply to you, and Blade Flourishes. When you attack, you can add 10′ to your speed, and upon hitting you can spend an inspiration to gain an extra effect. You roll the inspiration die, and add that to your damage, and then one of three other options occur: a Defensive Flourish adds the roll to your AC until your next turn. a Slashing Flourish deals the extra damage to another creature within 5′ of the first. a Mobile Flourish pushes the target away by 5+your roll feet, and you can react to follow them.
You also learn second level spells this level, and Enhance Ability will push one type of your skill checks to a new level. You also double your carrying capacity if you boost strength, reduce fall damage if you choose dexterity, or gain temporary hp if you boost constitution.
8. Bard 4: Use your first Ability Score Improvement to grab the War Caster feat, letting you cast spells while holding a weapon and giving advantage on concentration saves. Your dad gave you that sword, you should hold on to it. 
Well, “gave” is a bit strong, but that’s more reason to keep it close.
You also get Message to chat with your master, and Heat Metal. I don’t have Mordred in my Chaldea, so the only thing I know him well for is that he built a metal house on an island that got super hot, so I had to involve that in the build somehow.
9. Bard 5: At fifth level, your Inspiration improves to a d8, and you become a Font of Inspiration, regaining inspiration on short rests instead of long ones. For your spell, you get Nondetection, giving you (or someone else) protection from Divination spells. I’m not sure what True Names would work as in D&D, but it’s probably Divination. So slap this on a helmet and you’re good to go.
10. Paladin 3: Now that we have some fancy skills, let’s get a bit angrier. Vengeance paladins have Divine Health for immunity to disease, plus two Channel Divinity options. Abjure Enemy forces 1 creature to make a wisdom save to frighten it. On a failure, it’s frightened and its speed is reduced to 0. On a failure, its speed is halved. In either case, the effect lasts 1 minute, or until it takes damage. The Vow of Enmity uses a bonus action to give your attacks advantage against a single creature for a minute, or until it dies. 
You also get two subclass spells; Bane weakens a creature’s attacks and saving throws, and Hunter’s Mark adds to your attack damage and makes it easier to track down creatures if they run.
11. Paladin 4: Use your next ASI to buff your Charisma for more flourishes and better spells.
12. Paladin 5: Fifth level paladins finally get an Extra Attack, adding a second attack to your attack action. You also get second level spells, including subclass spells Hold Person and Misty Step. Both of them are great for when you’re absolutely sick of one creature’s nonsense and want to absolutely destroy them. For other spells, you can Find Steed to get a horse (maybe your father’s), and Magic Weapon to get a cooler sword (definitely your father’s).
13. Barbarian 3: Third level barbarians set down a path, and the Path of the Storm Herald makes your anger a little more elemental. Your Storm Aura forces a dexterity save, dealing 1d6 or half that in Lightning damage to a single creature when you begin a rage or as a bonus action while raging. We went from one attack to sort of three in two levels. Nice.
14. Barbarian 4: Use this ASI to bump up your Strength for more and better stabbing.
15. Paladin 6: The Aura of Protection adds your Charisma Modifier to all allied saves that happen within 10′ of you. That’s a plus 4 bonus to everything, which is also pretty cool.
16. Paladin 7: Seventh level Vengeance Paladins are Relentless Avengers. After making an attack of opportunity, you can move half your movement speed without provoking attacks. If someone’s trying to get past you, you can slap them and keep up; the fight’s not over until you say it is.
17. Paladin 8: Use this last ASI to improve your Charisma for stronger spells and saves, plus more flourishes.
18. Paladin 9: Ninth level paladins have third level spells, like Haste, which doubles your movement speed, adds 2 to your AC, and adds an action to your turn for a minute, and Protection from Energy, which gives a creature resistance to an arcane damage type for up to an hour: acid, cold, fire, lightning, or thunder. One of those is more generally applicable than the other.
If you’re looking for a spell to use outside of your subclass, Elemental Weapon is like Magic Weapon, but the damage it adds is a d4 instead of a flat number, and it deals that damage in an arcane type. Sadly this is concentration, so you can’t have a lightning sword and lightning lightning at the same time, but you’ve got a theme going now.
19. Paladin 10: Tenth level paladins have an Aura of Courage, preventing allies within 10′ of you from being frightened as long as you’re conscious. You can be pretty inspiring when you want to be.
20. Paladin 11: Our capstone level grants you an Improved Divine Smite, adding 1d8 radiant damage to all melee attacks for free, no spell slots required.
Pros:
You’re a pretty good gish, with classic buffs and debuffs like Haste and Hold Person, plus Heat Metal to spice things up. If that wasn’t enough, your Concentration is great. You’ve got a +7 to constitution saves plus advantage, so you can be in the thick of things and not have to worry about dropping spells.
All these different classes makes you very flexible in combat. When you want to be fancy, you’ve got spells and flourishes to back you up. When you want raw damage, go with rages and smites. Have fun with it, mix things up.
Hold person plus smites means you can do a lot of damage in a short time. Drag those other knights off their high horse and show them why you deserve the throne.
Cons:
Mixing a mostly gish build with barbarian levels means you have to make rages and spells play nice, and they don’t. Be careful you don’t end up raging while hasting someone, that won’t be pretty. 
This build would work best with heavy armor, but rages and armor don’t work well together either. 
Even with all your check and save enhancements, your low intelligence means you’ll probably get tricked and used easily. Word of advice: don’t trust your mom.
Next up: Thunderbolts and lightning, very very frightening!
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the-npc-gallery · 4 years ago
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This is a modification of one of my previous played characters. I played her in Pathfinder and made her Magus. Adapting her to 5e has proved to be a bit of a challenge. This is my best try to make a frontline wizard. Could potentialy be a artificer if you so want. Which really makes her the mix of her parents.
Constance
Cleric/Wizard - 1 lvl forge cleric - rest wizard (abjuration or war mage)
BG: Acolyte, Cloistered scholar or Sage
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Keywords- Daddy issues, Anger manegment problems, and a intelligent brain to function.
Your early childhood might look good for an outsider. Your family were quit wellfy. Your dad an archmage and your mom a more simple women. Good with her hands. Smithing. Mostly making jewlery, but also beautifull weapons. Your dad was never home and when he finially was, he was always in his study doing god knows what 'importent' things. But primarilly he is out on assignments. You quickly found out that you must fight to get his attention. You try mostly everything. Which leads to you acting reckless and having issues with emotionel-control.
It gets worse as you grow up, your dad getting more work and is more stressed than ever. You just trying to think of your early childhood, with him loving you. He is a work-a-holic, and when he goes on until the middle of the night. Trying to stop his overintelligent brain by drinking. He starts argueing with mom, but only after you suppose to be asleep. One night it all becomes to much for you. Your endless sceams to get a glims of his time and affection. So you go down to confront him, to just say it honestly, that you miss him and need him in your live. You start argueing, and with non of you being good at these kind of things, it esculates, quit fast might I add. With emotions running high, he hits you. You black out.
After that you wakes up in the hospital. Your mom is there. But not your dad. You still love him, adore him. He is your hero. Your mom starts to speak. She says, that you must learn to function with other people. So instead of helping, she just ships you of to her temple, after a long speech about religion helps putting people on a better path.
This only thoughers you constant need of aproval. As you grow up your learn methods to try to control all you rageing emotions. To chanel them into your work. But mostly you read. Read every book in their libriary. History was your bedtimestory, Arcane books before breakfast, and a quick one on religion around noon. You must have inherited more than just your emotionel issues from your dad.
As much as you try to fit in, you just can't. Your heart is with the books not the craft. You know more than most, because between the books nobody would judge you. They cant walk away and leave you. And somehow you feel closer to your dad. Even though this is where your parents left you, you always fells like you dont quit fit in between these pumb religious fanatics. So you leave and join a wizard school. To follow in your fathers footsteps. Maybe this just might get his approval. That might even let you go home. Might let you join his work, help him out. But it never seems enough. No matter how hard you try. No matter how much knowledge you gain, or your rank in the wizard school. It just never seems enough.
After some years when you figure out that you never be enough by staying. You leave. He might stop you if you go into danger. So you join the closet war just to do something, and for the first time make your own desitions that is not guided by others approval. Trying to gain your own independence.
You learn that you dad is working for a real bad organisation. So you take a leave from the war, and sneak home and into his office while nobodys home. Here you find hidden papers from the queen. Is he a bad guy? Maybe he is a spy for the queen? Would that make up for all the evil stuff he did within the organisation? Should you turn your own dad in? You have so many questions. But you know asking won't give you the answers. You love him, flaws and all. But how can you keep living like this constantly trying to get his approval. When he has no time to spare for you. So you leave for good this time. Not to the war, no you leave fare away were his shadow can not influence all your desitions. You leave so fare away that people will not regonise you, to start over. And here an adventuring group picks you up. Because which group doesn't need a buff know it all.
At first glance you meet a women with her broad shoulders, huge frame, rough hands and heavy armor. So when she opens her mouth an sofisticated and well thought out words come out, anyone is shocked. You learn fast not to judge this book by its cover, because she ain't just one book she is the whole damn libirary. You need to know something she can help. Ask away. But everything has a price. Dont forget that, because one day she will ask for the favor back. An eye for an eye. She might not have any goals, or a clear heading in her life right know. But she damn sure about everything, haveing an opinion on every subject, and will shoot wholes though all your planes, really putting you in the hot seat. But then again, you are prepared for anything and everything that can go wrong then, so she is really just saving your ass in her own way. She will (even though she might never admite it) do anything for praise. For your thanks and acknowledgement of her skills and superior knowledge.
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aion-rsa · 4 years ago
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World of Warcraft 9.0.5 Patch Notes Pave the Way for the 9.1 Chains of Domination Update
https://ift.tt/eA8V8J
As revealed at BlizzCon a few weeks ago, there are quite a few new things coming to World of Warcraft this year. Not only is The Burning Crusade getting the Classic treatment, which brings the classic game’s first expansion back to its roots (with a few modern tweaks), but Shadowlands is set to get its first major update in the coming months.
While Blizzard hasn’t announced a release date for Update 9.1: Chains of Domination just yet, the latest 9.0.5 patch, which is set to release on March 9 in North America and March 10 in Europe, does begin to pave away for the much bigger update. Quality of life changes, tweaks to Covenants and Legendary items, bug fixes, and some cosmetic flourishes are the focus of 9.0.5, a bit of of housekeeping before Blizzard drops Chains of Domination later this year.
Chains of Domination will introduce a new subzone called Korthia, City of Secrets, located in The Maw. A new raid, the Sanctum of Domination, is also coming to the MMO, featuring a gauntlet of 10 bosses, including Sylvanas Windrunner. Then there’s Tazavesh, the Veiled Market, a new dungeon that revolves around the Brokers, a merchant faction that operates in the Shadowlands.
You can check out the trailer below for an introduction to the story of Chains of Domination:
Below, you can find some of the most important updates included in the 9.0.5 update:
ADVENTURES
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Kyrian Covenant Companions
Kyrian Phalanx health increased by 16%.
Developers’ note: Phalanxes still feel underpowered relative to Halberdiers, so giving them some additional durability to allow them to fill the tank role before players have maxed out their roster.
Necrolord Covenant Companions
Fixed an issue where Bonesmith Heirmir Serrated Shoulder Blades weren’t inflicting damage back to the enemy.
Maldraxxus Plaguesinger’s Plague Song has been redesigned – Plague Song now deals damage to ranged enemies every round.
Rencissa the Dynamo spell effectiveness increased by 40%.
Assembler Xertora spell effectiveness increased by 10%.
Rattlebag spell effectiveness increased by 20%.
Developers’ note: We fixed a few issues where some Necrolord Covenant Companions weren’t dealing damage reliably. Additionally, a few companions have received an improvement that fits with their purpose.
Night Fae Covenant Companions
Qadarin spell effectiveness increased by 24%.
Blisswing’s damage reduction now correctly applies to enemies.
Yira’liya health increased by 16% and spell effectiveness increased by 50%.
Duskleaf health increased by 20% and spell effectiveness increased by 25%.
Lloth’wellyn health increased by 33% and ability damage increased by 25%.
Developers’ note: A few Night Fae Covenant Companions were not as well established in their different roles as we hoped, to address this we’ve improved many abilities and decreased some Companions’ overall fragility.
Venthyr Covenant Companions
Venthyr Nightblade attack increased by 25%.
Developers’ note: We’re generally happy with how the changes to Venthyr in the 9.0.2 landed, but wanted to offer some additional help for players using Nightblades to fill out their compositions.
CHARACTERS
Undead cloaks will now be as tattered as the forsaken wearing them. Your character customization settings will now inform the appearance of your cloak for Undead characters.
COVENANTS
Necrolord
Covenant Ability
Fleshcraft has been redesigned – Form a shield of flesh and bone over 3 seconds (was 4 seconds) that absorbs damage equal to 40% of your maximum health for 2 minutes. While channeling, your damage taken is reduced by 20%. Passive effect – Moving near an enemy’s corpse consumes their essence to reduce Fleshcraft’s cooldown by 1 second.
The slime creatures within the Plaguefall dungeon will now grant their buffs when their corpses are consumed by Fleshcraft’s passive effect (was when Fleshcraft was used on their corpses).
Soulbinds
Volatile Solvent (Plague Deviser Marileth) now triggers when Fleshcraft’s passive effect consumes a corpse’s essence (was when Fleshcraft is cast).
Resourceful Fleshcrafting (Bonesmith Heirmir) has been redesigned – When Fleshcraft’s passive effect consumes a corpse, the cooldown of Fleshcraft is reduced by an additional 1 second.
Anima Conductor: Flowing Power – House of Rituals
Skeleton Command now summons a skeleton when Fleshcraft’s passive effect consumes a corpse. This effect has a 5 second cooldown between summoning skeletons.
Night Fae
Spirits within The Queen’s Conservatory are eager to return to life and will now automatically provide players with their reward without having to speak to them first.
Soulbinds
Fixed an issue that sometimes caused players to die through Podtender (Dreamweaver) if the lethal blow had a large overkill.
Venthyr
The Ember Court
Permanent RSVPs
Guests who you have reached Best Friend status with now give you a permanent RSVP.
The Permanent RSVP will allow all characters on your account to invite that guest to future Ember Courts without completing their RSVP quest again.
Temel in Sinfall now sells a Bind on Account book at Exalted with the Ember Court. The book will teach your Dredger Butler how to handle the Cleanup and Restocking quests that follow the Ember Courts.
One-time reputation items from Temel and Lady Ilinca will no longer appear once learned.
Droman Aliothe’s RSVP no longer requires players to venture to Bastion and Maldraxxus for items.
Soulbinds
Fixed an issue that allowed Service in Stone (General Draven) to be parried.
RUNECARVING LEGENDARY ITEMS
DEATH KNIGHT
Blood
Phearomones now grants 10% Haste while inside your Death and Decay (was 8%).
Crimson Rune Weapon now causes Dancing Rune Weapon to generate 5 Bone Shield charges and reduces the cooldown of Dancing Rune Weapon by 5 seconds (was 3 seconds).
Vampiric Aura now increases the duration of Vampiric Blood by 3 seconds and grants 5% Leech for the duration.
Gorefiend’s Domination now also grants 45 Runic Power when Vampiric Blood is used.
Unholy
Reanimated Shambler explosion damage increased by 5% and now procs approximately every 1.75 minutes (was 1.5).
DEMON HUNTER
Fel Bombardment’s buff duration has been increased to 40 seconds (was 30 seconds) and the chance to trigger increased by 5%.
Darkglare Medallion’s chance to trigger increased to 40% (was 20%) and now also refunds the Fury of the casted Eye Beam or Fel Devastation.
Havoc
Burning Wound damage over time damage increased 100% and Immolation Aura damage increased by 65% (was 50%).
Vengeance
The casted Eye Beam from Collective Anguish’s summoned ally now always deals critical strikes.
Spirit of the Darkness Flame’s Fiery Brand instant damage increased by 20% (was 15%).
DRUID
Feral
Cat-Eye Curio now restores 30% Energy (was 25%).
Frenzyband now reduces the cooldown of Berserk by .3 seconds per combo point-generating ability (was .2 seconds). During Berserk, combo point-generating abilities cause the target to bleed for 150% of their damage (was 100%).
Guardian
Legacy of the Sleeper’s Berserk description now notes that the Druid is immune to crowd-control while active.
Restoration
Verdant Infusion extends the duration of your heal over time effects on the Swiftmend target by 10 seconds (was 8 seconds).
HUNTER
Beast Mastery
Dire Command now has a 30% chance to trigger (was 20%).
Rylakstalker’s Piercing Fangs critical damage increased to 35% (was 20%).
Flamewaker’s Cobra Sting now has a 50% chance to trigger (was 25%).
Qa’pla, Eredun War Order now resets the cooldown of Kill Command (was reduces the cooldown by 5 seconds) and has an additional passive effect – Barbed Shot deals 10% increased damage.
Marksmanship
Surging Shots now causes Rapid Fire to deal 35% additional damage (was 25%).
Eagletalon’s True Focus now also increases the duration of Trueshot by 3 seconds and reduces all Focus costs by 25% (was 50%).
Serpentstalker’s Trickery no longer triggers Wild Spirits (Night Fae Ability) twice.
Survival
Latent Poison Injectors damage increased by 15%.
MAGE
Disciplinary Command increases Critical Strike damage by 20% (was 15%).
Expanded Potential procs per minute increased to 2 (was 1.66).
Arcane
Arcane Harmony damage per stack increased to 8% (was 7%) and the effect stacks up to 18 times (was 15).
Fire
Molten Skyfall now calls down a Meteor after casting 18 Fireballs or Pyroblasts (was 25).
Sun King’s Blessing now requires consuming 8 Hot Streaks (was 12) and grants Combustion for 6 seconds (was 5 seconds)
Frost
Cold Front now calls down a Frozen Orb after casting 30 Frostbolts or Flurries (was 60).
Freezing Winds now triggers Fingers of Frost every 2 seconds (was 3 seconds).
MONK
Shaohao’s Might now causes Tiger Palm to have a 40% chance (was 10%) to deal 300% of normal damage (was 250%) and reduce the remaining cooldown of your Brews by 2 additional seconds (was 1 second).
Brewmaster
Mighty Pour now causes Celestial Brew to increase your Armor by 50% (was 25%) for 8 seconds (was 7 seconds), and causes Purifying Brew to have a 35% chance to not consume a charge (was 25%).
Mistweaver
Clouded Focus healing increased by 20% (was 15%) and mana cost reduced by 20% (was 15%).
Windwalker
Xuen’s Battlegear critical strike chance increased by 50% (was 30%) and Fists of Fury cooldown reduced by 5 seconds (was 2.5 seconds).
PALADIN
Vanguard’s Momentum increases Holy damage done by 4% (was 3%) for 10 seconds (was 8 seconds).
Of Dusk and Dawn buff duration increased to 12 seconds (was 8 seconds) and Blessing of Dusk damage reduction increased to 4% (was 3%).
Holy
Inflorescence of the Sunwell increases Infusion of Light effects by 30% (was 20%).
Shadowbreaker, Dawn of the Sun buff duration increased to 8 seconds (was 6 seconds).
Maraad’s Dying Breath’s healing bonus to Light of the Martyr no longer increases self-damage taken. Additionally, Maraad’s Dying Breath now causes all Light of the Martyr self-damage to be dealt over 5 seconds
Protection
The Ardent Protector’s Sanctum has been redesigned – When Ardent Defender saves you from death, it restores 40% additional health. When Ardent Defender expires without saving you from death, its remaining cooldown is reduced by 40%.
Fixed an issue with The Ardent Protector’s Sanctum that caused Ardent Defender casts to put nearby Protection Paladin’s Ardent Defender on cooldown.
Fixed an issue that caused The Magistrate’s Judgment to be consumed when casting a free Word of Glory through Shining Light.
Retribution
Final Verdict damage has been increased by 15%.
The Magistrate’s Judgment now grants the proper amount of Crusade stacks when Holy Power is spent while under its effect.
PRIEST
Cauterizing Shadows’ healing increased by 36% and can now critically strike.
Discipline
Cauterizing Shadows now functions with Mastery: Grace.
Kiss of Death reduces the cooldown of Shadow Word: Death by 12 seconds (was 8 seconds).
Holy
Divine Image now casts Searing Light when Shadow Word: Pain or Mindgames (Venthyr Ability) are used, and casts Holy Nova when Unholy Nova (Necrolord Ability) is used. Additionally, if the Priest is crowd controlled while Divine Image is active, the image will cast single target healing spells on nearby low-hp allies.
Divine Image spell-mirroring cooldown removed (e.g. queueing a Shadow Word: Death after a Holy Fire will now trigger 2 Searing Lights).
Flash Concentration buff duration increased to 20 seconds (was 15 seconds).
Measured Contemplation is now cleared upon starting an Arena match.
Shadow
Painbreaker Psalm generates up to 30 Insanity (was 20) and now functions with Death and Madness (Talent).
Painbreaker Psalm will now grant Insanity if Shadow Word: Death kills the target.
Shadowflame Rift’s damage has been increased by 40%.
ROGUE
Mark of the Master Assassin now only affects auto-attack and Rogue abilities’ critical strike chance.
Tiny Toxic Blade now causes Shiv to deal 500% increased damage (was 350%).
Essence of Bloodfang damage increased by 30%.
Assassination
Doomblade now deals an additional 45% Bleed damage (was 30%).
Fixed an issue that was causing Doomblade’s bleed effect to incorrectly be affected by Armor.
Duskwalker’s Patch reduces Vendetta’s cooldown for every 30 Energy you expend (was 50 Energy).
Outlaw
Guile Charm increases your damage dealt by up to 15% (was 10%) and lasts up to 12 seconds (was 10 seconds).
Greenskin’s Wickers increases the damage of your next Pistol Shot by 300% (was 200%).
Concealed Blunderbuss now has a chance to fire your next Pistol Shot 3 additional times (was 2).
Subtlety
The Rotten now causes Backstab to deal 50% increased damage (was 30%).
Deathly Shadows increases all damage dealt by 20% (was 15%) for 15 seconds (was 12 seconds).
SHAMAN
Elemental
Echoes of Great Sundering now causes Earthquake to deal 120% additional damage (was 175%).
Enhancement
Legacy of the Frost Witch now causes Stormstrike to deal 30% increased damage (was 15%).
The debuff from Doom Winds now persists through death.
Restoration
Jonat’s Natural Focus now increases the next Chain Heal by 20% (was 10%).
Spiritwalker’s Tidal Totem now reduces mana cost of Healing Wave and Chain Heal by 40% (was 25%).
WARLOCK
Affliction
Malefic Wrath duration increased to 10 seconds (was 8 seconds) and damage per stack increased to 35% (was 25%).
Wrath of Consumption duration increased to 30 seconds (was 20 seconds) and periodic damage increased to 6% (was 5%).
Wrath of Consumption now properly increases the damage of Scouring Tithe’s (Kyrian) periodic effects.
Demonology
Implosive Potential’s Haste buff duration increased to 12 seconds (was 8 seconds).
Balespider’s Burning Core increases the damage of Demonbolt by 15% per stack (was 8% per stack).
Grim Inquisitor’s Dread Calling increased to 4% per stack (was 3% per stack).
Destruction
Madness of the Azj’aqir duration increased to 4 seconds (was 3 seconds).
Embers of the Diabolic Raiment now properly generate 6 Soul Shard Fragments when dealing a critical strike with Incinerate.
WARRIOR
Arms
Enduring Blow’s chance to apply the Colossus Smash effect increased to 25% (was 15%) and duration increased to 6 seconds (was 5 seconds).
Battlelord now triggers from Overpower (was Slam) and reduces the Rage cost of your next Mortal Strike by 15 Rage (was 12).
Exploiter’s Mortal Strike damage bonus increased to 50% (was 25%) and the damage bonus for Venthyr Warriors increased to 36% (was 18%).
Fury
Cadence of Fujieda duration increased to 12 seconds (was 8 seconds).
Will of the Berserker duration increased to 12 seconds (was 8 seconds).
Reckless Defense now triggers from all Rampage hits (was Rampage critical strikes) and reduces the remaining cooldown of Recklessness and Enraged Regeneration by 1 second (was 3 seconds).
Protection
Reprisal has been redesigned – Charge and Intervene grant you Shield Block for 4 seconds, Revenge!, and generates 20 Rage.
Unbreakable Will now also grants an additional charge of Shield Wall.
Seismic Reverberation damage increased to 75% (was 40%).
You can find the full patch notes here.
The post World of Warcraft 9.0.5 Patch Notes Pave the Way for the 9.1 Chains of Domination Update appeared first on Den of Geek.
from Den of Geek https://ift.tt/3emYJko
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cantfoolajoker · 5 years ago
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s.e.e.s. as dnd classes
after my last post on the thieves, i have now returned to talk more about using dnd classes and subclasses as character study opportunities with the focus now being on sees (plus hamuko bc she counts)
since the post is lengthy, its going under the read more
so, for starters, minato/makoto is a shadow magic sorcerer. sorcerers are based on the idea that rather than learned arcana or given magic, you inherently have it inside you and can produce said affects with your sheer force of will, or your charisma. shadow magic sorcerers are linked specifically to the shadowfell, which is the negative energy to the feywilds positive energy, and sorcerers uniquely display quirks depending on their lineage; two i’d propose for minato/makoto would be “when you asleep, you don’t appear to breathe (but you still do to survive)” and “always cold to the touch”, since they seem the most fitting in my opinion for him. they get things such as strength of the grave, which says that on a successful saving throw on an otherwise fatal hit, you’ll drop to just 1 hp due to your constant state of being between life and death, and you also get the umbral form at 18th level, which allows you to change your form to a shadowy state that is resistant to all damage except for force and radiant that also allows you to move through other objects or creatures (man does that remind you of a certain battle a bit). 
in comparison, minako/hamuko is a totem barbarian in my full honest opinion. the reason i say this is because one of her defining traits is her hot headedness and impulsiveness to jump into situations, making her a prime candidate for barbarian due to their rage state and ability to tank hits. they get martial weapons, allowing her to pick up some weapon similar enough to a naginata, and the main aspect of the class is the ability to pick a totem spirit, which provides buffs depending on which animal you pick for your totem. personally, i throw my vote in for the wolf totem because it functions as a leader with the ability to land advantage melee hits on any creature hostile to you, the ability to track certain enemies and move at a stealthier natural pace, and the ability to just knock a large or smaller enemy prone when you hit them with a melee attack, all of which benefits minako/hamuko very nicely and lines up with her fighting style in both p3p and pq2.
alright so i know yukari uses a bow and arrows, and i know ranger exists, but also rangers are kinda bad in dnd overall and also yukari isn’t really a scout in any way. luckily dnd has an answer to this in the form of arcane archer fighter. arcane archers fuse magic into their archery methods in order to protect and deliver damage, mixing both yukari’s magic usage with her weapon of choice. they get the ability to literally redirect their arrows once shot to new targets and second wind, which lets them regain hp as a bonus action once per short or long rest. arcane archers essentially get an arrow type for like every school of magic, which makes up for the fact this would mean yukari has lost most of her healing spells since arcane archer fighters focus on dps more than they do support, though its not like ranger wouldve made up for that anyway.
so since junpei wants to be the leader so badly, i decided a champion fighter was gonna be the best bet for him, both because in a meta sense it is usually the First Pick newcomers do due to its simplicity of hit and hit more, but also because the class focuses on dps and raw physical power pushed to perfection, which junpei does end up getting when he learns to use a bat rather than a sword with the way he swings. this class and subclass is super straightforward: you get More damage to do the more you try to hit, and you get a higher chance of critical hits along with a more flexible fighting style and the ability to regain hit points with the survivor feat. they also get remarkable athlete, which lets them use half their proficiency bonus for any checks made while using one of their physical stats (so strength, dexterity, and constitution, all of which junpei def has) to have a greater chance at passing said checks.
akihiko's a monk. i literally don’t know what anyone expected. he’s a way of the open hand monk. open hand monks generally focus on debuffing enemies, which is akihiko’s staple in the party next to his all around good stats, which monks possess too in form of natural armor, increased movement speed, and having a hit die for throwing punches rather than dishing out 1 point of damage per hit, which increases as they get stronger. they can also heal themselves which akihiko has with his dia and diarama spells, but that isn’t the focus of it as much as it’s just a neat add on. overall, the guy’s a boxer and needs to dish out punches and monk does literally exactly that.
so i made a joke with a friend about how mitsuru keeps using marin karin because the ai of p3 is bad, and that led into the idea that mitsuru is a college of swords bard. while bards can be very stereotypically flirty, it’s just based on the fact their casting stat is charisma, so really any charismatic character can be a bard, which mitsuru does have with her formal way of speaking and her way of holding herself to establish authority. swords bard use, if you couldn’t guess, swords to fight, typically finesse weapons that they use dex for to fight, which with mitsuru’s weapon being a rapier, an actual finesse weapon in dnd, it’s an elegant weapon pick for an elegant class. they also get jack of all trades so they’re good at pretty much everything, which reflects the sort of type of person mitsuru reflects herself to be, and as a big joke, they get countercharm which allows them to perform and their allies get advantage when someone attempts to charm them. yeah. anyway mitsuru’s a bard. next.
for fuuka, i took more inspiration from her persona and how it encloses around her while she does her work to come up with an abjuration wizard. the school of abjuration specializes in protection and banishment spells, with outsiders believing it to be a specialization in denial and negation but truly being about ending harm and protecting the weak, which represent fuuka’s character and her bullying arc well. this class is mostly just what it says on the tin; they specialize in closing portals and rifts to other worlds, performing exorcisms, and securing locations that are too important to allowed equally magical wandering eyes and ears from engaging with. it’s also a high intelligence based class, which fits fuuka well. since she’s also a wizard, which gets virtually no hp and also no armor, so she needs to be protected, which everyone should want to protect her lmao.
aigis, for one, is a warforged in terms of races in dnd since they’re the robot race that only act on the goal they are given, But that’s just a side point to the main point of classes, which way of the kensei monk is definitely her. kensei monks train so extensively with their weapons that they become an extension of themselves, with aigis’s without a doubt being firearms due to her robotic nature already making them a literal extension of herself. they’re speedy and precise, both of which fit aigis and her programming to be the best combat unit, as kensei focus almost exclusively on dps output and the ability to just deal as much damage in one hit. unerring accuracy is also a feat kensei monks get, which allows them to reroll any attack they miss and again, really hones in on the combat robot thing aigis has going on.
now i know some of you probably went ‘are they gonna class assign koromaru’ and let me tell you i’m not going to cause 1 you wouldn’t be able to play him anyway in the theoretical sense, but also he’s usually seen as a companion to either ken or shinjiro, so he fits more as a companion animal that you see some classes get like rangers or druids. usually these animals survive as long as their owners lifespan and get extra health and sometimes magic so koromaru is a-okay in fighting still.
now for someone who i’m very excited to talk about: ken. being hellbent on revenge is actually a class in dnd! it’s called the vengeance paladin, which is a paladin whose oath revolves around singlehandedly bringing “evildoers” to justice, though what this justice is would be defined by the individual paladin’s definition of morality and their own vendetta. even in their basic description, oath of vengeance defines anyone who takes it as someone who sees their purity not being as important as the concept of delivering justice where justice is due, which fits not only ken’s theme as the justice arcana, but overall his entire relationship with shinjiro (which. oh boy paladin shinjiro and paladin ken parallels?). paladins get martial weapons which means ken gets his lance he uses, and on their spell list they get hunter’s mark, letting them mark targets to deal more damage. one another thing i want to bring attention to is their 7th level class feature, relentless avenger, which essentially makes it so any enemy that provokes an attack of opportunity can’t truly escape because the vengeance paladin can immediately take half their movement speed to follow after said enemy as apart of their reaction, which i think pretty easily describes the october 4th scene if you know what i mean.
and finally i’m saving the best for last cause i wanna talk about shinjiro. picture this: shinjiro’s a big tanky knight meant to service the people and protect them but a stray spell one day kills an innocent woman and suddenly he’s failed the one thing he swore his life to. giving up his oath, shinjiro turns into an oathbreaker paladin, a paladin who in someway shape or form has broken their sacred oath and now walks a darker path. now oathbreakers, while being stereotypically written as “evil”, don’t have to be evil themselves; being an oathbreaker pretty much is what it says on the tin, with them having failed to fulfill their oath’s rules in some way shape or form. breaking his own moral code and also abandoning his affiliation with sees pretty much solidifies shinjiro as an oathbreaker with him not necessarily being a bad person cause we all know he’s not. oathbreakers get things such as channel divinity: dreadful aspect, which lets them channel their anger into an intense magical intimidation, and paladins themselves are the only class to get the find steed spell, which fits castor’s horse riding-ness. they also get martial weapons and heavy armor, making shinjiro a big tank with an even bigger axe just like he likes to be. as a bonus thing, shinjiro Definitely has the tavern brawler feat (which gives unarmed strikes a hit die rather than a flat 1 damage) so he can wrestle with akihiko
BONUS: chidori’s a life cleric. her entire fountain of life or whatever the thing her persona does right next to her white gothic lolita aesthetic fit her as a life cleric. Or she could be a grave cleric with an atypical aesthetic, but then again, theres been pastel goth grave clerics before too.
BONUS x2: my friend and i had 2 ideas for ryoji while throwing ideas for this whole list around: death cleric, which is yknow, pretty straight forward..... OR deathlock great old one. deathlocks are specifically enemy warlocks that have been brought back from the dead by their patron because they believe that the warlocks job hasnt been done yet, and well, nyx i think counts as a great old one patron.
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entergamingxp · 5 years ago
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Final Fantasy VII Remake — A Beginner’s Guide to Starting Your Adventure in Midgar
April 10, 2020 10:00 AM EST
Whether it’s your first or tenth time in Midgar, here are my recommendations for how to get started playing Final Fantasy VII Remake.
Final Fantasy VII Remake, much like the original JRPG released in 1997, is a game full of secrets, hidden tricks, and more to explore as you traverse throughout the various sectors that make up the sprawling city of Midgar.
The sectors themselves contain tons of people to interact with, quests to complete, and plenty of goodies to collect. Combat, meanwhile, hasn’t been spared the enhanced treatment. The ATB gauge-based action may seem daunting at first glance, but once broken down into its bare essentials, there’s a robust and layered system that can easily be conquered.
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Note: While I’ve kept them to an absolute minimum, there are a few spoilers for Final Fantasy VII Remake here and there. Nothing major, but just keep that in mind as you read along.
Character Breakdowns:
Before we can properly delve into combat, it’s important to break down each character and how best to use them.
Cloud is your standard well-rounded fighter. “Battle Mage” would be the most accurate description for him, with a smattering of tank properties thrown in since he’ll be absorbing most of the damage on the front lines. When attacking enemies, remember to “AUPM”: Always Use Punisher Mode, which is his Triangle skill that alters his stance and greatly increases his damage output. His movement speed takes a huge hit in this mode, but the good thing is that the initial slash in his combo has him jump forward a great distance so if you’re too far away, you can take advantage and close the distance immediately.
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Barret is the long-range tank of the group. He takes hits well and is the only party member who can hit enemies from afar with his normal attacks, special abilities, and Limits. His Triangle move Overdrive fires off strong projectiles from his gun arm. It naturally charges on its own, but you can help it along by hitting Triangle to boost his charges. His other moves tend to rapidly stagger opponents, so he’s excellent for putting pressure on foes and suppressing their attacks.
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Tifa is a glass cannon or a DPS fighter. Basically, this means that she deals great damage while moving fast but can’t take many hits herself. She also needs a bit of setup to be at her most effective. Once you have at least one ATB gauge charged, activate her Unbridled Strength. On the first charge, her Triangle ability “Uppercut” becomes “Omnistrike” and a second charge using another ATB will give you “Rise and Fall.” Now make sure you’re in range before activating and you’ll deal a crazy amount of damage. Be mindful of your range because if you don’t judge it correctly and miss, there goes your gauge.
Aerith is an absolute magical beast. Make sure to keep her away from enemies while controlling her and enemy aggro focused on other characters, as she’s a long-range type but much frailer than Barret. Her Triangle ability Tempest can be used in short bursts for quick combos or you can charge it to deal way more damage. Her other abilities are Soul Drain and Arcane Wind. The former absorbs MP from foes, which means more casting without wasting Ethers. The latter allows her to doublecast spells as long as the buff lasts, and is especially fantastic for healing and elemental magic. She also starts out with Prayer due to the Prayer Materia, and over time it becomes an incredible source of full party healing.
Combat:
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The general flow of combat is as follows:
Dodge or Guard attacks
Deal normal damage to fill ATB gauges
Target enemy weaknesses to better pressure them
Once pressure gauge is high, keep using stronger abilities to Stagger the enemy
When the enemy is Staggered, use strongest abilities to deal major damage
Heal when necessary
Keep in mind that this is not a normal action title, such as Bayonetta or Devil May Cry. As such, the controls are not as tight and certain mechanics you would take for granted (dodge isn’t omnipotent, no invincibility frames, attack animations are committed, etc.) aren’t present here. Some attacks cannot be dodged either.
The main goal of Final Fantasy VII Remake, therefore, is to control and attack long enough to fill ATB gauges, then unleash their moves through those gauges. Think of it as the original FFVII but one in which you can move characters in between turns and deal some damage, while mitigating damage from enemy attacks through guarding and dodging.
An important difference between vanilla FFVII and Remake is that once you hit your Limit, it becomes a separate command under Abilities and doesn’t require an ATB gauge to activate. This means you have the option to actually conserve it for later use. So make sure to save it for when the foe is Staggered for maximum damage and remember to time its activation, because you can miss a Limit and completely waste it.
Here’s another hot tip: as soon as you can, go to Options in the Main Menu and set Camera Distance: In Battle to 3. This gives you a much better view of the battlefield, which prevents most blindsiding by enemies. It’s also a good idea to play around with some of the other settings, such as the controls to toggle between enemy units and party members. Don’t be afraid to test out different options and see what feels more natural to you.
Enemy Strategy:
When fighting against Shinra troopers, take out the weak frontline fighters first as they have a habit of interrupting your combos. The attack dogs are fast and powerful but tend not to attack as often, so they can wait. However, if a battle starts with grenade or flamethrower firing MPs, take them out immediately. They deal tons of damage and will hurt your party badly over time.
Riot Shield Troopers are annoying to fight head on but can be taken out with a single Fire spell. Their stronger counterparts, Hunters, can be eliminated by repeated use of Fire magic, by countering after a Guard to knock them off balance, or by attacking them from behind if they engage other allies.
Shocktroopers and their variants are annoying, can dodge a huge chunk of attacks, and deal high damage. The best way to beat them is to wait until they start a combo, then immediately interrupt them and keep on the pressure until they’re Staggered.
Any machine is weak to Thunder magic, so don’t be afraid to pile on the spells. They’re especially effective in pressuring them, leaving them open for even stronger abilities. And while Barret focuses on attacking any hard to reach mechanical foes, party members can provide support by casting Thunder magic.
Weapon Customization System:
A feature new to Final Fantasy VII Remake is Weapon Customization. This allows players to take any acquired weapon and enhance them using SP, giving them abilities that strengthen character stats, add Materia slots, and work with Materia effects to produce better results.
The best part of this feature is that it doesn’t become a game of augmenting weapons just to toss them aside for “better ones” as you progress. You can keep modifying your favorites throughout the entire game, and if you decide to switch to something else later on, every weapon gains the same amount of SP, so there’s no need to grind SP for backups.
As you progress through the game, more sub-cores open up for deeper customization. At first glance it resembles the linear fare of Final Fantasy XIII’s Crystarium system, but fear not — you can absolutely skip enhances and even cycle between cores as you see fit. This means even more customization options depending on what direction you want the character to go into when choosing where to best spend your SP. Even better is if you screw up your allotments, Chadley can reset any weapon enhancements for a price.
Materia and What to Use:
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The beauty of the Materia system is the ability to enhance a character’s natural potential. By incorporating equipment that compliment these Materia builds, the resulting synergy can grant even larger bonuses and better usage for your party members. Another benefit is that, unlike the original, Materia in Final Fantasy VII Remake doesn’t lower your stats so players can equip them with abandon.
A couple builds that work wonders for some characters is to combine First Strike ATB with Magnify and Haste. This means that potentially the player-controlled character can start off with nearly an entire ATB gauge filled, then allow them to cast Haste on multiple allies to speed up their gauge fills. Having First Strike ATB with Magnify and Manawall is another great combination to bolster defense early on.
And for Tifa, who’s already an excellent DPS, pairing two Luck Up Materias with her gloves that bolster critical hit ratio means even more devastating hits. Pair that with Chakra Materia for healing (based on how much damage you took in battle), and you’re looking at a completely self sufficient fighter.
Thunder magic is incredibly useful in this game, because there are plenty of enemies in the reactors and Midgar at large that are weak to it. Not to mention it gives you proper options against normal enemies that are too hard to reach, as well as later bosses who might jump out of reach or just have way too much HP to whittle down. So when you first can buy Materia in Chapter 3, take advantage of it and buy another. Later on, you can find at least one more in the field. Human enemies tend to be weak against Fire, making it another valuable element to have at your disposal.
Deadly Dodge is an interesting Materia that adds a bit of variety to standard combos. After a character dodges an attack, their initial counterstrike gets an added AOE effect. Many players would immediately choose to equip Cloud with this Materia, since he’s on the front lines and the character that would most likely see the most action. Combined with his Punisher stance, this means some excellent damage and crowd control. Despite that, I still have a hard time recommending the use of a valuable Materia slot for Deadly Dodge when his fighting style is better suited for countering after a guard.
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Tifa, in my opinion, would be the perfect candidate for this Materia. Her overall damage output potential is much higher than Cloud’s and she is tailor made for her dodge-based counter style. Plus the crowd control option is something she desperately needs.
Parry (which lets Cloud attack after dodging while guarding) would be better suited for Cloud’s fighting style, since it gives Cloud another counter option tied in to guarding. Though you can also argue that Tifa would thrive with this equipped and it would provide players an incentive to guard with her more often, as well as give her an option for guard countering, Cloud already has this built into his natural moveset.
Minigames:
There are tons of minigames in Final Fantasy VII Remake; some are merely a fun way to progress the plot and others are optional games that must be unlocked or discovered. They’re not only fun, but a great way to win special prizes if you do particularly well.
The Darts minigame can be found in the Sector 7 Slums inside Seventh Heaven as soon as you first get access to the bar. Learn how to play well enough to beat Wedge’s high score in the Leaderboard (you’ll need to finish a game using less than eight darts). Before the main party departs for the Sector 5 Reactor mission, speaking to Wedge again after the cutscene in the bar prompts him to reward you with a Luck Up Materia.
In a side mission before the Sector 5 Reactor mission, you will engage in motorcycle battles in both the Corkscrew Tunnels and the Midgar Highway.
During the Sector 5 Reactor mission, there’s a switch minigame that has the party trying to time switch pushes to unlock doors. One is required for story progression, while the other is a bonus minigame that nets items pilfered from the Air Buster.
The Sector 5 Slums has a minigame in which you destroy as many blocks as possible for a high score, with higher block numbers requiring stronger attacks.
The Sector 6 Slums offers several minigames, with two of them accessible in the Gym — squats and pullups — and the last being a rhythm game during the events at the Honeybee Inn. These get you some pretty nice prizes, including rare Materia. There’s also a waterpump minigame between Aerith and Tifa.
There’s another minigame in the Collapsed Expressway in which you manipulate robot hands to move Aerith around.
As you play through FFVII Remake, here are some general tips to keep in mind:
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Tackle pretty much any sidequest you can in the various sectors. Not only are enemies from most of them a great way to grind levels and polish your skills, but the rewards and money really goes a long way. This is especially vital in Sector 7 in the beginning of the game, as Cloud is noticeably low on Gil. After a few missions, you’ll be able to afford an Iron Bangle, Items, and extra Materia.
Most side events and minigames are missable, meaning that after a certain amount of time, you no longer have access to them. The best policy is to do them as soon as they become available.
If you hear random music blaring, be on the lookout for either an Item shop or a vending machine. Either one will be sure to sell a special track for your collection. A lot of these are missable, so it’s best to buy them on the spot.
Discovery is a feature that lets players investigate certain curiosities in the field by going off the beaten path. Sometimes they can alter future events, and other times you get access to Materia and other items. But they’re always worth checking out, as the rewards are often highly valuable.
While in Sector 7, make sure to speak to the woman by the Monsters Defeated sign, near the Weapons Shop. She’ll give you items based on how many monsters you defeat.
Constantly stay on the prowl for treasure chests and Shinra boxes. Treasure chests are a great way to collect tons of healing items and they tend to be tucked away in random corners and dead ends. Once an area is secured, make sure to check it over thoroughly.
The best weapons for Cloud, Aerith, and Barret are ones that prioritize magic enhancement (such as increased Magic stat bonuses, more MP, etc.) and possess multiple slots for Materia. Tifa should be equipped with weapons that prioritize her Attack, Defense, and Luck.
Pay attention to your health. You have tons of it, so it’s easy to lose track until you’re suddenly in the red. But making sure to heal often way before you reach that point is imperative and will greatly increase your chances of survival when facing powerful bosses.
Once you meet Chadley, complete his first and second Battle Intels to get access to the Auto-Cure and Wind Materia before leaving for the Sector 5 Reactor mission, which can be done while completing other sidequests. The former is useful for designated healers, while the latter gives you access to another element. The third and fourth requests can be completed during the Sector 5 Reactor mission, and those give you great Materia rewards as well.
Make sure to have the Assess Materia equipped at all times, as it provides genuinely useful information about enemy weaknesses and how best to take them down.
Once you beat the game, you’ll have the option of selecting chapters to replay through. Use this opportunity to farm both experience and AP. There are tons of ways to do so (such as here and here), and can help you level up your characters to their full potential.
Remember to practice and experiment as much as possible!
Final Fantasy VII Remake is available now on PS4.
April 10, 2020 10:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/04/final-fantasy-vii-remake-a-beginners-guide-to-starting-your-adventure-in-midgar/?utm_source=rss&utm_medium=rss&utm_campaign=final-fantasy-vii-remake-a-beginners-guide-to-starting-your-adventure-in-midgar
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