#ffxiv Jacke
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candycryptids · 6 months ago
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“And nobody’s been feedin’ him extra, right? No table scraps? So why’s that pup gettin’ to be so round…?”
“Not a clue! Besides, it’s not hurtin’ anything is it? He’s a growing dog!”
“Wolf, he’s a wolf, Lev. And if he gets any fatter he’s going to become a cannonball…”
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riceballgremlin · 5 months ago
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bakusoku-sushi · 1 year ago
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nezuko-demon-slayer · 2 years ago
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Blake from RWBY and Jacke from FFXIV would have such a good ship dynamic, I think it may become my favorite crossover ship
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scribbleybear · 2 years ago
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Smooches him
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tritoch · 7 months ago
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i know a lot of people (very understandably) dislike the paladin job quests in ffxiv, particularly HW, but i do think it's fun that, now that the pre-ShB MSQ revamp is complete, paladins now have a very cool and thematic in-game storyline that happens without a word being spoken: the development of passage of arms.
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none of the below is directly stated in the script, but imo it's a fairly obvious gloss on what the game presents, if you assume a paladin warrior of light. spoilers for all expansions through the end of 6.X.
in the new version of steps of faith, as vishap breaks through each ward protecting ishgard from attack, lucia mounts a final desperate effort to hold him back, with a very familiar looking animation:
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but even lucia can't hold back vishap's flame alone, so the temple knights surge forward to assist her. their efforts make the shield visually more powerful and larger. the temple knights here band together in defense of ishgard, and their knightly resolve to protect their home is the difference between victory and defeat.
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lucia and the knights do ultimately succeed in defending the last ward, as you have to defeat vishap before their shield falls or you lose.
later in heavensward, obviously, we will get ffxiv's most famous (failed) attempt at blocking something with a shield.
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this moment can be read as fairly impactful on the warrior of light's development; as i've noted elsewhere, after the trauma of watching haurchefant bleed out in their arms at level 57, at level 58 paladins learn to channel their magic into healing (and it's called "clemency," or mercy. mercy for whom? who was guilty?), and as someone pointed out on that post, at level 58 dark knights used to get "sole survivor", letting them heal in response to a marked target's death.
for a time, you literally carry haurchefant's shield with you, and 3.3 very much literalizes in genre fashion the idea that even when you are standing alone, your fallen friends stand with you. you don't need to call any allies to stand at your side and raise their shields with you because they are already there, in spirit.
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stormblood marks a pretty important turning point in the warrior of light as a combatant, in my opinion, and the text makes this clear in several ways. first, in pretty much all your jobs, you've now far exceeded your trainers and are pioneering new techniques. this is no less true of paladin, which for 60-70 abandons any trainers at all for you to show off your peerless skills in a tournament.
second, stormblood is straight up a story about you getting stronger. at level 61, zenos kicks your ass. at level 70, you kick his ass. why? because you fought and got stronger and developed incredible new techniques and became a one-man army.
for a lot of classes, this story lines up nicely with the big rotation changes or flashy new finishers on the way from 60 to 70. SMN is now busting out bahamut and casting akh morn; RDM gets verflare and verholy; DRG starts harnessing nidhogg's power directly through dragon sight and nastrond.
the tanks are divided in two: warriors and gunbreakers get huge damaging upgrades at 70 in the form of inner release and continuation, each of which lets them hit the same button many times for lots of damage and satisfying animations. paladin and dark knight get more protective abilities; dark knight gets the blackest night, and there's been plenty said about that already by pretty much everyone.
paladins get passage of arms. instead of a relentless new attack (and you get requiescat at 68, which is a way bigger deal for your dps rotation), your big reveal at 70 for zenos in your fight in ala mhigo is a superior way to protect your party, a shield that lets you stand for your allies so they never have to fall for you again. it's lucia's same shield, except you need no allies' shields to reinforce you, proof of your martial prowess and your ability to transcend limits, and perhaps in truth a reminder that you never really stand alone.
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in many respects passage of arms should really feel like a paladin signature move to you now if you are playing it at this point, because you should be popping it in pretty much every fight (you are using your mits, right...?). basically every FFXIV fight has at least one big AOE with downtime that warrants passage of arms usage, usually after the mid-fight add phase with slowly filling bar. since that AOE usually drops during downtime, there's no reason not to pop passage of arms (which otherwise restricts your movement and actions), and even on normal, sometimes every little bit counts on a damage check even if it means dropping DPS (thinking here of harrowing hell P10N on release, which was...less consistent for a lot of roulette parties than you might hope).
so from 70 onward, passage of arms is in a sense a paladin warrior of light's signature move, and certainly the one a player gets to most actually enjoy (since if you're using it, you're by necessity not doing anything besides moving your camera and admiring your sick animation). it doesn't have any competition in terms of spectacle until confiteor, and those you're usually throwing out in the middle of movement.
it's such a signature, in fact, that the only other person shown using your one-person version of passage of arms is your greatest admirer, who studied your legend for over a century.
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and it's when he fails (should've popped arm's length, bud) that the warrior of light decides they can't let their friends fall for them, and sends them away with the transporter beacon. this is all wrong: you were meant to die for them, not the other way around. yours is the shield that stands between your allies and defeat. it is you who will win this passage of arms and break your opponents lance. and you do.
and then later, when they need to quickly establish zero's domain as a place of fallen grandeur, the home of someone who once believed in heroes but is now a cool and cynical vampire hunter d, what do they use? a decayed statue of someone in the paladin endwalker gear doing the passage of arms animation, of course.
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from a visible instantiation of knighthood as a joint effort to defend what is sacred, to a tribute to the fallen friends whose memories stand by you and animate you, to a symbol of the wol's power as emulated by their allies or darkly mirrored in other shards.
not bad for a mit button you hit once per fight and otherwise never think about!
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kokiri · 4 months ago
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Consider: Dragons in Final Fantasy XIV are capable of creation magicks.
If not something similar to it. They just didn't achieve the societal potentials, regulations, and limits that the Ancients reached before the Final Days. The biggest thing that supports this is simple:
Dragons do not mate to reproduce.
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All dragons are capable of an unexplained form of asexual reproduction¹. Physical relations are unnecessary² and dragons do not exhibit notable sexual dimorphism. After all, any dragon, regardless of their personal gender identity, is capable of reproducing even if they have been separated from their consort for hundreds of years.
We see that Orn Khai, from the Stormblood Dragoon quest line, is an example of this.
Orn Khai is a dragonet who was brought into the world by Vedrfolnir, his father, likely ~700 years ago³, during the interim of a thousand years separation from his consort who fled to another continent that long ago to escape Nidhogg's thrall. Orn Khai doesn't even meet Faunehm, Vedrfolnir's aforementioned consort and Orn Khai's mother from our perspective of families, until the end of the quest storyline.
Most importantly, dragons are unsundered beings.
That I can tl;dr about in detail in a future post, otherwise this post will get too long. But with that being said...
Dragons are functionally immortal when it comes to lifespans, to our knowledge, not unlike the Ancients.
On that note, it's also funny to think that, based on comments from Ancients and the Lopportis, unsundered children were very small. Much like dragonets!
Dragons, especially Midgarsormr and the First Brood, contain a wellspring of aether that far exceeds that of any sundered beings. This wellspring of aether found in dragon eyes has been used to summon Primals without a surplus of crystals. Captured dragons from the Meracydian horde even maintained the continuous physical existence of Bahamut for countless years.
While it doesn't 1:1 correlate to the creation magicks of the Ancients, dragons do undergo physical transformations by aspecting to different elemental aethers. They may even adopt a form more suitable for their personal desires and needs, such as developing dexterous hands for crafting and gathering, like we see with Ehll Tou in her custom delivery story!
I'm sure there's also something somewhere to be said about how, as a result of their ancestors feasting on Ratatoskr's aether, dragon blood causes Ishgardians to take on draconic forms. It could be an unsundered power thing or an eldritch horror caused by drinking an alien being's blood. I just thought it was still worth noting.
Notes and resources, because I'm an autistic stickler about it sometimes:
¹ "Although dragons will identify their gender as either male or female, be it for the sake of convenience or individual preference, every member of the species is capable of reproducing asexually." Encyclopedia Eorzea 1, page 270 [x]
² "Wait, do you mean to say you require two of your race to mate!? It is a wonder you have not gone extinct considering the brevity of your lives. It is so much simpler for dragons─only one of us is required to lay our eggs!" Orn Khai, Dragon Sound [x]
³ "I've lived tenfold your years." Is what Orn Khai tells Estinien in the side story Echoes of Delusion, meaning he's ~320 years old. [x]
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mosthuggableffxiv · 7 months ago
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Most Punchable Class Trainer (levels 1-30)
Admittedly calling K'rhid Tia and Silvarre trainers is a bit of a stretch, but I had the space so I thought I'd give y'all the chance to punch them anyway.
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varethane · 1 year ago
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Picking up an alt class that starts at level 1 after reaching endgame on your main be like....
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42wv · 1 year ago
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FFXIV x Yu-Gi-Oh! 5DS Signer Dragons (and bonus)
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fisherrprince · 6 months ago
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Do you have any HCs for the Viera? I have been loving your HCs for the Miqo, the Lalafell and the Elezen, I'd love to hear about the Viera!
LES BNUUYS I’ve had this in my drafts forever and just not drawn a viera until now I’ve been lazy—
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las bunuys I think get a lot of very similar treatment to everyone else. which mostly means More Bunny. I like to think they’re almost satyr-like and have the most animal leg out of everyone, they have long fuzzy digitigrade legs and long paws! The heels in game is to lengthen their legs to give the illusion of bunny (and also. conventionally attractive), but in the world this is so their heels have relaxed support while they stand for long periods of time doing guarding and stuff. They don’t actually need them. They’re also way tall but not as tall when they’re just relaxed and standing on their heels so what is their real height. their noses are very cute and wiggly. they have little fluffy curled tails which are also very cute. they chatter or grind like rabbits do when they’re happy, but since they don’t have continuously growing teeth like rabbits do, their back teeth just happen to be Insanely Tough. Some parts of Othard don’t have a “lucky rabbits foot” thing they have a “lucky rabbits tooth” thing. I think Dalmasca is in Othard. Viera DO stomp and binky and it IS cute except for when they stomp and it leaves a little crater.
Viera also have the bunny trait of playing “im happier than you” when they don’t get along with someone, which is a competition of showing dominance or confidence by being the chiller person in the room. They might sit down or sprawl uncharacteristically and if you know they don’t like you, this is not them getting comfortable around you, this is an insult. Sometimes Viera can come off as a little uptight and paranoid? This is probably because they can seem stiff on account of being polite, which body language is “stay very still and be very attentive”. If they didn’t grow up around other viera, these two things might not be present. They are cultural traits.
Like hares, viera don’t have a tapetum lucidum, so despite being very sharpsighted they do not have perfect night vision. but unlike hares, viera are omnivores. Also like hares, they come in a lot of colors! Anything from pure black to stark white to brown to red to almost purple. Some viera, like the veena, will change seasonally from white to brown furred. Sometimes viera will have patterns in their fur, like dots or patches, but it’s pretty rare to have rabbits with patterned skin aside from the large amount of them that have freckles. Except, like miqote, in viera born from a viera/hyur couple. There is something in hyur genetics that turns on Patterns: The Gene. scientifically significant!
This is my child she kicks like a HORSE
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they also have claws. They are NOT retractable! be so careful. Also viera leverets can stand up and start walking by two days old, but this doesn’t mean their brain is any more developed than another race at two days old, so be. so careful.
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mih4nn · 1 month ago
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and final raffle prize: sea and sky pirates meet and do rope pirate stuff >) (jacke is showing leofard some tricks the domans taught him w the ropes cough)
Full over BSKY
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deathflare · 2 years ago
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pt 2 of twitter requests
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vassalor · 5 months ago
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amons-hat-enthusiast · 1 day ago
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Roevember 2024 catch-up: Day 3 & 4 - Invitation / Ship
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After having almost died when her crew's ship was blown up by Bahamut, Blantrachyn could never be a pirate again. Her crew was almost all killed during the Calamity, and no other crew would take in a pirate that is now terrified of fire, storm and open sea. It is only out of respect for late captain Fyrahr, her father, that Blan is allowed to roam the ship of the Executioners.
Joining the Marauders' Guild was out of question as well - the injuries she sustained make it very hard for her to vield her axe. Arcanists' Guild? Pfft, don't make her laugh - she'd grow old and grey before she's able to summon a carbuncle.
Crafting wasn't her deal either. And she sucked at fishing.
She thought she was out of options until this young man showed up.
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She's never seen him before, but somehow he knew everything about her and her...situation...
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Then he made her an offer.
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A new way to fight. A chance to do something that matters.
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She couldn't possibly refuse.
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fourteentheart · 7 months ago
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Sometimes I need to draw non-xiv guys when I scribble. And there are still xiv guys here 😂
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