#you can turn your shields into heals which. again has a cooldown on it
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man. i sure do feel a way about sage
#it’s a job I got to 90. it was my first healer#i did the ShB and EW role quests as the job#I cannot tell you how to play the job Well sndnd#it’s a healer I still have no idea how to effectively play#i understand where it fits in the grand scheme of playing content#but man…..it’s so dogshit at recovery#you have your little charges which. run out sndjdjd#you have your one (1) regen which has a cooldown#you can turn your shields into heals which. again has a cooldown on it#i know there’s stuff to boost your healing potency but like#but why not take that and give Sage more than it’s two baby single heals and group heals?#I know it’s strength is in the shields and it has big boy shields#but I’ve been in so much content where there’s only a sage left after people die and they cannot keep people alive#imo it’s kinda the worst healer to have as a option for a higher level healer#for someone to pick up and run with#it’s not a bad healer it’s really not it just struggles#like astro doesn’t have as many good single target heals as whm does#each healer has a push and pull on what it does best#and sage just pushes that to the utmost#owen plays ffxiv#i don’t hate sage I really don’t#it’s just a healer I leveled and I like the glam and that’s about it
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MetaDoom explained part 4, check this tag to catch up.
Inventory:
This mod has one like Heretic and Doom Eternal’s shoulder gun.
Multiple items are “infinite” but they have individual cooldowns to avoid spamming (Some longer than others, depending on how powerfull/special they are) Originally, they had a shared ammo system and weren’t infinite but that changed
HAND GRENADE:
Based off D3's grenade but physics come from D4's frag grenade, but it still explodes on impact with foes
Spawns next to rocket ammo
SYPHON GRENADE:
D4 item that sort of stuns enemies, while sucking their health to heal the player
It explodes into a giant red shaking orb to do its job
Spawns next to Plasma ammo
TESLA ROCKET:
D4 MP item that is thrown at the air and travels to one direction, while damaging foes nearby with electricity
When it hits walls it explodes and that can hurt
Spawns next to Plasma ammo
DOG COLLAR:
Doom RPG item that spawns next to bullet ammo
You shoot a yellow thingy that turns dog enemies into melee weapons
These dog guns can gain armor points from hurting enemies and if you're tired of this, you can throw them at enemies and they'll go boom
Like in RPG, they absorb damage like shields, which means they can die/take hits from other enemies and explode even if you don’t throw them (Their explosion still hurts them and not you)
WALLSHIELD:
D4 MP item that spawns near health
It creates a solid transparent wall (May or may not resemble shield from D4 possessed security) that stops most enemies attacks, while yours go right through it
Its color reflects your personal color in GZDoom settings
HOLOGRAM:
D4 item that creates a holographic image of the player to distract enemies from the real you
Spawns near Hastespheres
KINETIC MINE:
D4 MP DLC mines that pawn near backpacks
These mines can be put on walls/ceilings/floors and take less than a second to activate
When they detect a target, them jump/fly to them and explode
If they don't detect them, however, they just take like 20 "ticks" to deactivate and become pickable again
ARTIFACT:
Doom 3 Resurrection of Evil's magic heart that spawns near Plasma guns but only if you got a BFG
When you use them, they slow down time for 5 seconds, giving you lots of opportunities
To most items, picking up one that you already have drops the cooldown: The Artifact is an exception
FLAME BELCH:
Eternal’s shoulder equipment launcher, restricted to just the Flame Blech
Can spawn near blue armor i think
When used, it performs a mid range fire attack that causes enemies to drop armor pick ups, either as time goes on or when they’re hit by any weapons
The flames also last a short time and can damage both enemies and player, when in Eternal it’s harmless to both
Flames can also be dropped on floor but not on liquids
#doom#classic doom#id software#someone else's content#doom modding#modding#doom 4#doom 64#doom 3#doom eternal#doom 2016#doom rpg#doom 2 rpg#analysis#flawed analysis#long post#trivia#doom bible#metadoom#gameplay mod
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big eldar scrolls on line post about what i thought about it
may have some spoilers for the morrowind storyline and sidequests idk also I am inevitably gonna compare it to ffxiv a lot as it’s the only other mmorpg I’ve played good luck
Writing this after finishing writing the rest wow this got too long there is a tldr though haha
so the first thing I will say is that eso’s overworld exploration and sidequesting blows ffxiv away completely, there is so much to do and fun to be had in eso simply by exploring around! the enemies feel cool to fight, there are delves and solo dungeons to just stumble across with quests in there, skill points just lying around if you look hard enough, gathering spots that you can just gather from without having to be a specific profession or something, WORLD bosses that you need a group to battle just OUT there it’s really cool! Ffxiv does have some really beautiful environments but in terms of actual stuff to do, there’s literally just fates and they’re pretty shit to be honest, and i guess the sightseeing log??
and sidequests! all my time in the game was spent in the morrowind area (vvardenfall I think? my eso lore is zero watch out) and every sidequest I did had a really engaging storyline. They do mostly amount to fetch quests and slay monster quests in terms of gameplay with some puzzle moments sometimes, but the storylines were captivating enough to justify most of what you had to do. compared to ffxiv which is BLOATED with boring fetch quests with uninteresting storylines eso has it figured out. the characters you meet and their dialogue is great and sometimes you can even make choices which affect the final outcome of the quest which is always fun (your character having the personality of a brick aside). I actually think I enjoyed certain sidequests more than the main story of morrowind they’re that involved
Also there are world events but I didn’t really get into them, there was like a huge tornado which spawned some enemies that give you massive exp, but my horsey was too slow and I only got there at the tail end because they’re great for farming so every player in the world goes there and kills them instantly they seem cool though
in terms of lore, I’m not someone who is super interested in the lore of the elder scrolls universe but I found myself learning a whole lot of very crazy stuff from the friends I was playing with who DO know all about it, and I will say that if the lore of the elder scrolls universe interests you in any way you’ll love this game! so I learned that there are Eras in this universe, and eso takes place in the second era I believe. The other main series games all take place in the third or fourth I think, so eso is able to like set the groundwork for those games and explain the history behind stuff going on in all the main games, which I think is a really good idea, perfect for fans of the lore and stuff. Like I remember the funny talking dog from skyrim and he’s like the primary antagonist of the morrowind main story like woah
The combat is where I think the game started to fall off for me, again with the ffxiv comparison but it just wasn’t reaching levels nearly as interesting as the combat in that game for me.
Firstly, there’s no tab targetting (unless there’s a setting in the menu somewhere i missed?) you actually aim all your attacks, single target, aoe, whatever. for me this made it harder to be able to gain a situational awareness, and I have to keep my camera aimed at the boss and I’m not able to move it around to see if there was anything else going on. I do see how aiming your attacks could actually make the game more appealing to some people, though, as it does give a sense that you are more actively participating in the battle and not just standing there pressing buttons, but for me this sort of thing doesn’t make any difference
The second thing was the amount of abilities you have at any one time - you have 10 abilities and 2 ultimates slotted at any one time. Five and one ult are active at a time, and you have to swap weapons (it’s as easy as the press of a button) to switch to your second bar with the other 5 and 1 ult. This does make the game a lot more accessible I think, but it also means the stuff you get to do is just gonna be a lot more straightforward and spammy compared to the interesting and involved rotations you get in ffxiv. as a tank, I set myself up to put three dots and a debuff on the enemy and then spam my one damaging attack, until I had to reapply the stuff again, and that was basically it. I had some tank cooldowns too like a shield, heal, a grab and so on. I did look up the Most Complicated Rotation to see how hard it could get, which seemed to be stamina nightblade, and even that has “Ability x11″ or something in its rotation
Simple rotations would be fine for me if the bosses themselves were more difficult or complicated to compensate, but honestly nothing was any more difficult or involved than ffxiv. On youtube I’ve watched like 5 dungeons and a trial on the hardest Veteran difficulty, and the dungeons don’t look like anything more than what you would get in other mmos. The trials looks like really great content honestly, but there’s no party finder for them as far as I know so you have to manually gather 11 other people which is never something I enjoy trying to do in multiplayer games lol
i also didn’t super appreciate that the game wanted to like hide a bunch of info from me by default? like a few hours in I complained that it was impossible to know when my dots and self buffs ran out because all I had was like little particle effects on the enemy/myself to go off, and my friends were like “oh yeah you need to turn on these tooltips in the options” like huh?? I need to know this stuff come on
There is some really cool stuff in the combat though! Every player has like a basic bash attack, which can interrupt certain attacks, and then a basic heavy attack, which can knock down staggered enemies (they get staggered if you interrupt them) so there is more to do than just your abilities.
One thing I will mention though, is that I think a huge part of the combat is resource management - you spend stamina/mana on your abilities and if you’re not careful it’s easy to run out. As a tank, blocking takes up stamina, and sometimes I would not manage it correctly and run out and be unable to use my anything for a bit. You get it back by doing heavy attacks (contrary to every game ever) and other like passives unique to whatever build you might have going on. A lot of the game’s difficulty in harder content might come from this, but I didn’t get that deep into any of that sort of thing
I think the way you pick your abilities is really cool - you level up a whole bunch of different skill trees at a time, and you can slot any ability from any tree at any time (other than weapon skills specifically, you must be weilding that weapon) into your 10 slots. Your class has three unique trees, then there’s like a tree for every weapon type, for mage and fighter’s guild, this weird guild called the undaunted, werewolf and vampire, probably more I forgot about. All of them have 5 skills that you unlock as you level that tree, and all of those skills can be morphed into one of two “strong” versions of that skill once you level that specific skill. So there is a huge amount of player choice in how you build your character! I remember getting loads of advice from my friends but also just thinking to myself “but this skill though...” (i am so sorry). There are loads of passives too but they’re kind of lame and you just sort of put your excess skill points in them to make yourself passively stronger. I am sure there are Optimal builds, but playing casually you can literally just do anything
I do think levelling them can sometimes be a pain though because like, if you want the fifth ability in Skill Tree 1 but you don’t really use any of the first four, well actually you do have to start using a bunch of those skills you don’t want because you gain more exp for that skill tree the more of its skills you use, sort of a minor thing I guess
Finally I will talk about how I really do not like the execution of the loot system... So you get armour sets in this game and if you wear 5 of them you get a very significant passive, like whenever you crit you summon a big ghoul to shoot acid, or all of your aoe abilities also taunt. I think this is a super cool idea in theory, and it allows for even further personal customisation of the kind of character you want to play. However..
So the max level is 50, but the real max level is like 180 or something because at 50, you continue to level up but each level just gives you a point to put into these big huge bonus passive skill trees which continue to increase your stats up to the 180th point or something like that. In eso, though, you can go anywhere and do anything and all the enemies are scaled to you. But, it’s actually that you are scaled to the enemies - while below level 50, you get an invisible buff that makes you as strong as a level 50 character. This means that every level you gain, you actually get slightly weaker, if you’re not updating your armour.
Armour drops at whatever level you are, up to the cap of 180 where you are the strongest you can be. So ultimately what this means is every piece of armour you get up until you reach the level cap will quickly become obsolete. Every time I collected 5 pieces of a set and got a cool passive, all I could think was “this will be fun for about 4 levels” because I knew I’d need to swap it all out for stronger stuff. Essentially I felt locked out of seriously farming for the gear sets I wanted until I reached Max Max level, which made everything I collected seem pretty pointless to me.
Also, always being as strong as a level 50 character did kind of make it feel like I wasn’t really levelling up at all? It’s why I broke my rule of “I will get to level 50 before stopping” because I actually was level 50 all along, I got all the abilities from my skill trees that I wanted and ran a bunch of dungeons with them and I was in the 30s, but there were no other skills I could really see myself swapping out so I was essentially “max level”, as far as I was concerned.
so yeah tl;dr these are my two main opinions:
This game is an awesome time running around and exploring the environment, doing quests and running dungeons! If you’re a fan of the elder scrolls world and lore it is absolutely a must play!
Customising your character’s skills and armour sets is a lot of fun, but I do think it comes at the expense of not having a really finely tuned, coherant combat style, it feels a lot like I’m Just Hitting All The Buttons.
The end lol
#long post#i didn't comment on crafting because I didn't do it#tl;dr here as well I think the overworld exploration is awesome but I don't think the combat gameplay is engaging enough to play long term
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Fate and Phantasms #87: Fionn mac Cumhaill
Today on Fate and Phantasms, we’re making the golden King of Spooks, Fionn mac Cumhaill! Finn mcCool knows the shape of water, and can use it to smack around enemies or heal allies. He also knows everything, as long as he’s biting his thumb.
Check out Fionn’s build breakdown below the cut, or his character sheet over here!
Next up: Bring me the biggest spear you have. No, not “a big spear”, the biggest you have.
Race and Background
Fionn’s a Human, giving him +1 to all ability scores. He’s also a Knight of Fianna, or more generally, a Knight of the Order. This gives him proficiency in Persuasion and Arcana. He has plenty of magic knowledge on top of his magic fish knowledge, so he should be able to know some stuff even without biting his thumb.
Ability Scores
Fionn’s smart, but we’re going with Strength as his highest stat. We won’t focus on it too hard, so it’s important that it starts off strong. Second is Intelligence; Fionn’s surprisingly intelligent, and trained in spellcasting. Third is Constitution: you hit people with a sharpened stick to fight, you’ve got to be prepared for some pushback. Your Wisdom is a little low, considering your classes, but we’ll fix it in post. Your Dexterity is also low, but you can get away with that; you actually wear armor. Sometimes. Dump Charisma, you’re famous for your marital problems.
Class Levels
1. Fighter 1: You are a lancer, your main method of combat is Sharp Stick A Goes in Enemies 1-3, and that means you’re a fighter. At first level, fighters get a Fighting Style, and Dueling will help balance out your spear’s damage between one- and two-handed modes. You also get a Second Wind, letting you spend a bonus action to heal yourself 1d10+your fighter level.
2. Fighter 2: At second level, you can use an Action Surge once per short rest to add an extra action to your turn, for when you really need to push yourself.
3. Fighter 3: At third level, you get a fighter subclass, and the Eldritch Knight will pick us up a couple spells that we wouldn’t be able to get otherwise. They use Intelligence as their casting modifier. You also learn how to make a Weapon Bond. It takes an hour but can be done while resting, and bonding with a weapon lets you summon it as a bonus action if it’s on the same plane, and you can’t be disarmed unless you’re incapacitated. You can have up to two bonded weapons at a time, but can only summon one per action.
For your spells, Shape Water, Ray of Frost, and Frost Fingers will give you some useful ways to use water, whether for utility or combat. There aren’t really that many damaging water-based spells, so we have to reflavor ice instead. Also pick up Shield, because everyone deserves a good shield, and Healing Elixir from the Unearthed Arcana “Starter Spells” to create a healing potion that lasts up to 24 hours. This is the most accurate version of your healing water we’ll get, but there’ll be plenty of other healing options later as well.
4. Cleric 1: Your powers of wisdom came to you from a fish, but it isn’t nearly as needy as a warlock patron, so a Knowledge Cleric is your closest alternative. At first level you can cast and prepare Spells using your Wisdom. You also get a Blessing of Knowledge, giving you doubled proficiency in History and Nature.
For your spells, Guidance and Resistance help you figure out ability checks and saving throws respectively, adding 1d4 to the next one the target does while you’re concentrating on the spell. Light creates light to help your dumb human eyes see in the dark. You also get first level spells, including the domain spells Command and Identify, which don’t count towards the number of spells you can prepare per day. The former is part of your subclass’s mind control spells, which don’t fit your build at all, but the latter lets you bite your thumb to find out more about a magical item you’re touching, or the spells affecting whatever it is you’re touching.
For other spells to prepare, Create and Destroy Water and Purify Food and Drink both give you more water creation spells, and Healing Word is another way to use your water to heal someone as a bonus action. Just hope somebody else has prestidigitation so they can dry off afterwards.
5. Cleric 2: Second level clerics get Channel Divinity options. Turn Undead forces all undead near you to make a wisdom save (8+your wisdom modifier + proficiency) or be forced to run away from you until they take damage. The more in-character option is Knowledge of the Ages. Spending an action biting your thumb gives you proficiency in one skill or tool for 10 minutes. Regardless of which one you choose, you can only use them once per short rest.
6. Cleric 3: Third level clerics get second level spells, including the domain spells Augury and Suggestion. Again, ignore the mind-control and check out how Augury lets you determine how a strategy you’re about to put into action will turn out within the next 30 minutes. Everything you got before this point only helps you determine things that already happened, now it’s time for some true wisdom.
For non-domain spells, Lesser Restoration and Protection from Poison both increase your ability to to heal and protect your party members.
7. Cleric 4: At level seven we finally get our first Ability Score Improvement. Round up your Intelligence and Wisdom for stronger spells and more prepared cleric spells.
Speaking of spells, pick up Mending to help yourself repair your armor when it inevitably gets cut up by your next marital spat.
8. Cleric 5: At fifth level, your Turn Undead becomes Destroy Undead, automatically killing any undead of CR 1/2 or lower that fails your wisdom save. You also get third level spells, like your domain spells, Nondetection and Speak with Dead. Sometimes even your thumb doesn’t have the answers-check in with the local skeleton for another shot at figuring out what’s going on.
You could also use Clairvoyance to see other areas, or Spirit Shroud for your first new offensive option since level three. It wraps your weapon in water for extra cold damage, and slows down enemies starting their turn within 10 feet of you.
9. Cleric 6: You can now Channel your Divinity twice per long rest, and you can use it to force a creature to make a wisdom save. On a failure, you can Read their Thoughts for up to a minute, or until you end the effect to cast Suggestion on them for free, and without a saving throw. This probably isn’t really in the Salmon of Wisdom’s wheelhouse, but it’s your campaign, use what you’ve got.
10. Cleric 7: Seventh level clerics gain access to fourth level spells. Arcane Eye lets you create an invisible spy drone that lasts for up to an hour and has unlimited range. You also get Confusion.
For out-of-domain spells, Divination gives you an even more powerful augury, with a time limit of a week instead of 30 minutes. You could also use Locate Creature to lock onto a target, or Control Water to, you guessed it, control water. This lets you create a flood, part the water, redirect the flow, or create a whirlpool within 100′ cube of water. The spell lasts for up to 10 minutes, and you can change or continue your chosen effect each turn.
11. Cleric 8: Use your next ASI to bump up your Strength for a stronger spear. Also, your Destroy Undead kills creatures of CR 1 or lower, and you gain Potent Spellcasting, adding your wisdom modifier to the damage of any cleric cantrip you cast. If only you knew any...
12. Cleric 9: Ninth level clerics get fifth level spells, like Legend Lore and Scrying as part of your domain. The former gives you information about things you already know about as long as it’s legendary, and the latter lets you spy on a creature that fails a wisdom saving throw or location you have seen before. As long as you can stand the taste of your own thumb, you’re truly omniscient.
Pretty much every other spell we’re interested in past this point is another kind of healing, so I won’t keep pointing them out to you.
13. Cleric 10: Tenth level clerics can get Divine Intervention; as an action, you can roll a d100, and if you roll equal to or lower than your cleric level, your god descends from on high to aid you. You can use this once per long rest, with a seven day cooldown after a success. I’m not sure how much a tasty salmon will be able to help, but maybe you need help distracting some bears? You also pick up Spare the Dying, in case your healing hasn’t been enough already.
14. Cleric 11: Eleventh level clerics see their Destroy Undead kill creatures of CR 2 or lower, and they get 6th level spells. Unfortunately, it’s more healing- you’ll just have to upcast your damaging spells if you want them to keep up.
15. Cleric 12: Use this ASI to empower your Wisdom for more and stronger cleric spells.
16. Cleric 13: Use your seventh level spell slots for Regenerate, or even higher casted spells.
17. Cleric 14: Your Destroy Undead reaches its penultimate form, killing creatures CR 3 or lower.
18. Cleric 15: You gain 8th level spells for even more healing. Frankly, the dearth of cold spells in general is appalling, but especially so at higher levels.
19. Cleric 16: Anyway, use your last ASI for more Constitution, for better concentration checks and more health.
20. Cleric 17: Your capstone level is a pretty sweet one. Your Destroy Undead increases in power, destroying undead of CR 4 or lower. You also gain Visions of the Past, letting you meditate for at least one minute to receive visions of the recent past. You can either meditate on an object, learning about the most recent owner of the object (other than you, obviously), and learning about another owner for each extra minute you spend. You can also meditate on an area, seeing a different significant event in the area for each minute you meditate. In both cases, you only see visions from up to a number of days equal to your wisdom score ago, and you can use this feature once per short rest.
You also get access to ninth level spells, like Power Word Heal, the most powerful healing magic you could have.
Pros:
You’re a solid Healer, like most clerics are if they want to be.
As a knowledge cleric, you’re probably the most learned member of your party. with the ability to be proficient in any skill you need to be and your ability to learn the impossible, very few mysteries will stay that way for long while you’re around.
You’re also pretty hard to kill as a front-line fighter. Combining your weapon skills with your amount of healing means you can last a long time in combat.
Cons:
Your eldritch knight spells make up very little of your spell list, but they’re also the majority of your magical damage, so that splits up your casting modifiers and makes it harder to level either one up as high as you could otherwise.
Multiclassing into fighter gives you extra martial options, but it comes at the cost of missing out on a guaranteed divine intervention at level 20 of cleric.
There aren’t that many spells that do cold damage in the cleric spell list, especially at high levels, so your ability to deal damage doesn’t grow with you as you level up.
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5e Lux, the Lady of Luminosity build (League of Legends)
(Artwork by Riot Games)
Quick it’s been a whole 3 updates without Lux getting a skin! Make her a D&D build instead!
Jokes aside (which are actually inaccurate since Ezreal currently has the most skins but...) I’ve been having a blast playing Lux personally in soloqueue. Along with the fact that she is practically the poster child for both Demacia as a Region and League of Legends as a game it’s only fair to make a build for her.
This build is going to give me some sort of terminal illness though because I get to make a full level 20 build in one of my infamously most despised classes to build characters with.
GOALS
Illuminate the enemy - Lux is a light mage, so we’ll need a whole lotta light spells. Light Cleric? Nooo that’s crazy talk.
We can do this - Unlike most full AP “supports” Lux actually has a shield, which at least gives her more to do than just steal kills.
The superior tactic is to never give up - Lux also has a good amount of CC in her kit with Slows and Roots. And the laser; can’t forget the laser.
RACE
You may be surprised to hear that Lux is a human, and unlike most magic humans where I make some excuse to use the Eberron Dragonmarks this time Lux will actually just be a plain old Variant Human! Variant Humans get an increase in two Ability Scores of their choice: Intelligence and Wisdom will let you focus on the tactics, focus on the enemy, and focus on the battle. You also get a skill of your choice like Deception to hide any secrets you may have, and a language where we always pick Celestial for the Demacian good girls.
Of course the main feat of Variant Humans is their ability to get a Feat at level 1. The little light needs a single spark so Magic Initiate will give you that spark! Go into Cleric to get a Lucent Singularity in the form of Sacred Flame, and while you could grab Word of Radiance for a close-ranged burst of light I’d instead suggest Guidance: magic can be used for protection or harm. For your first level spell Shield of Faith will let you throw out your wand to shield your allies. Sure there are probably stronger spells to pick but this is the most in-character.
NOTE: If you want a stronger build with less Radiant damage Resilient (Constitution) or War Caster are very good picks to keep Concentration spells up.
ABILITY SCORES
15; INTELLIGENCE - Lux is a master of superior tactics. That is to say that this isn’t a Cleric build.
14; DEXTERITY - For once this isn’t “something something Medium Armor” but rather that I’d just like to have AC that’s not godawful?
13; WISDOM - In part so that Magic Initiate isn’t terrible, in part so we can see the truth in people.
12; CONSTITUTION - I have no reason for this other than “it’s nice to not have completely godawful health?
10; CHARISMA - There has to be some reason Lux is getting all those skins but ultimately we need other stats more.
8; STRENGTH - You’ve got a big brother to do the heavy lifting. It’s your job to keep smiling!
BACKGROUND
Lux is many things depending on what skin you decide to wear, but officially she’s a Noble of the Crownguard family. As a noble you get proficiency in History and Persuasion as well as a gaming set of your choice. (Lux seems the type for chess? So choose a Dragonchess set unless your DM allows Tellstones instead.) You also get a language proficiency of your choice so pick whatever your ADC will understand. Unfortunately Giant Ape isn’t an option.
As a Noble you have a Position of Privilege. You are welcome in high society, and people assume you have the right to be in suspicious places. Commoners make every effort to accommodate you and other nobles treat you with respect. And if you need to you can have a meeting arranged to meet the local nobles.
(Artwork by Riot Games)
THE BUILD
LEVEL 1 - WIZARD 1
END MY SUFFERING. Welcome to my favorite class of all time to talk about: Wizard! As a Wizard you get two proficiencies from the Wizard list like Insight to see into the hearts of others and Religion since Lux probably went to church. Truthfully just about anything makes sense but these are the two that make the most sense. Feel free to take Arcana if you have to be the obligatory Wizard with Arcana proficiency.
As a Wizard you get access to some Cooldown Reduction thanks to Arcane Recovery, which lets you recover a number of expended spell slots on a Short Rest. The total level of the slots is equal to half your Wizard level (rounded up), and you can’t recover any spells that are higher than 5th level. So in short if you’re level 5 you can recover three total levels of spells: either three 1st level spells, a 2nd level spell and a 1st level spell, or a 3rd level spell.
And of course with the ability to recover spell slots you get access to Spellcasting, which is my favorite part about Wizards because they get an absolute boat load of spells at first level! So with that in mind...
CANTRIPS
If you want to illuminate the enemy grab Firebolt, because light comes from fire after all.
For a little light Prestidigitation will let you do a bunch of things, including create a little light.
Of course the light mage needs to know the Light spell.
SPELLS
It may seem weird but you’re gonna want Alarm. Trust me.
To shield yourself grab both the Mage Armor and the Shield spells.
To protect others from dangers outside of Demacia take Protection from Evil and Good.
If you find any strange stuff around old family tombs then Identify will be helpful. That, and you are the Wizard.
For some offensive light Color Spray will let you blind enemies for a turn, based on their health.
We may not have much yet but we’ve all gotta start somewhere. Now you’re probably wondering why I didn’t pick Light Cleric for this build. Well that’s because...
LEVEL 2 - WIZARD 2
Second level Wizards get a Prismatic Barrier if they go to the School of Abjuration. Along with being an Abjuration Savant (letting you learn Abjuration spells at half the cost and time) you also have an Arcane Ward. When you cast an abjuration spell of 1st level or higher (this includes your Magic Initiate spell!) you create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence modifier.
Whenever you take damage, the ward takes the damage instead. If the damage would reduce the ward to 0 you take any remaining damage. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell, even if the ward was at 0. At the end of a long rest the ward disappears, and you have to make a new one.
Hey that’s why I told you to take Alarm, as you can ritual cast it to heal your ward! (2 HP at a time!) But speaking of Alarm you can learn another 2 spells: while Detect Magic might be more of Sylas’ thing you are still the party Wizard, and if you want to actually do some damage Earth Tremor is a good replacement for Lucent Singularity. I mean, it does bludgeoning damage but it slows in an AoE!
LEVEL 3 - WIZARD 3
Third level Wizards can learn second level spells. Weird I know. Regardless Hold Person will let you root the enemy with Light Bindings, and Scorching Ray will be a beginner spark that only does Fire damage.
LEVEL 4 - WIZARD 4
Fourth level Wizards get their first Ability Score Improvement. Naturally as a Wizard your main stat is Intelligence, so increase that.
You also learn 2 more spells along with a cantrip! For your cantrip to keep yourself from getting dove Thunderclap is a big burst of AoE damage that also causes a big boom. For your leveled spell Flash is always good to bring so grab Misty Step, and to keep yourself hidden I’m actually going to recommend Nystul’s Magic Aura, which will help you hide your true self from any detection spells. Yeah you probably won’t need it but it’s still incredibly good to have in case the Mageseekers come looking for you.
(Artwork by Riot Games)
LEVEL 5 - WIZARD 5
5th level Wizards can learn 3rd level spells and hey look I’m actually allowed to take Fireball without it being “not in-character.” Big burst of light big damage woo! Other than that it’s kinda your job to cast spells like Counterspell so...
LEVEL 6 - WIZARD 6
6th level Abjuration Wizards can finally shield their allies with Projected Ward. If an ally within 30 feet takes damage you can use your reaction to make your ward take the damage instead! Of course if the ward breaks protecting them they take the remaining damage as expected.
You can also learn two new spells at this level. You know what shoots in a big line and doesn’t do Radiant damage? Lightning Bolt, because it does lightning damage. Meanwhile if you want to keep your allies safe from anything stupid they might do Remove Curse will get rid of the stupid for you. Shame that you will still be eternally cursed to have a Yasuo on your team.
LEVEL 7 - WIZARD 7
7th level Wizards can learn 4th level spells. Time to grab our first Radiant damage spell with Sickening Radiance. Burn enemies with the light and slow them down with Exhaustion. Magic isn’t evil!
For a more instant detonation of your E Vitriolic Sphere will do a sudden burst of not Radiant but Acid damage in an AoE. I assure you magic isn’t evil!
LEVEL 8 - WIZARD 8
At 8th level you get another Ability Score Improvement which means it’s time to cap off that Intelligence.
You can also learn another two spells and you know what I like? Lines of damage. It’s a bit more than a “final” spark but Wall of Fire will let you create a big line of damage for the enemy to deal with. And again because it’s kinda your job Banishment will let you hit an enemy with Zhonya's, taking them out of the fight until you lose Concentration. More of Bard’s thing but you are the Abjuration Wizard here.
(Artwork by Riot Games)
LEVEL 9 - WIZARD 9
9th level Wizards can learn 5th level spells like Dawn and Wall of Light, to banish the shadows! That’s all the Radiant damage Wizard spells at 5th level!
LEVEL 10 - WIZARD 10
As a 10th level Abjuration Wizard you have Improved Abjuration, letting you add your proficiency bonus to abjuration spells that force a skill check like Counterspell. Consider it a boost to your shields to block oncoming skill shots.
You can also add two more spells to your spellbook: Hold Monster is like Hold Person, but it works on Dragons. And because it’s my build grab Synaptic Static because I like this spell. Hey: slowing the enemy does make it harder for them to hit you or dodge your attacks!
You also get another cantrip! Message will allow you to speak outside of /all.
LEVEL 11 - WIZARD 11
11th level Wizards can learn 6th level spells. Hey you know the joke that Lux’s ultimate has no cool-down? Well Sunbeam will let you shoot out Final Sparks with no cool-down to do massive damage and blind them. If you want a more deadly, single-use laser however try Disintegrate to turn your enemies to ash! Nope: magic still isn’t evil!
LEVEL 12 - WIZARD 12
12th level Wizards get another Ability Score Improvement but seeing as your Intelligence is maxed out you have a few options: you can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
I can suggest new spells for you though: we’re actually going to hop back a few levels for Dimension Door at 4th level to teleport back to lane, and Tasha’s Hideous Laughter at first level because... well that’s certainly a way to describe Lux’s laugh.
(Artwork by Riot Games)
LEVEL 13 - WIZARD 13
13th level Wizards get 7th level spells. More Radiant damage, anyone? Crown of Stars gives you some radiant projectiles to fire at enemies for big burst of illuminating damage!
But if you want to hold Lucent Singularity for awhile take Delayed Blast Fireball. As the name suggests the spell is delayed, and it gains power as it charges up. Keep the enemy in the AoE until they explode! "Shine bright!"
LEVEL 14 - WIZARD 14
14th level Abjuration Wizards can now buy Adaptive Helm. Spell Resistance? Advantage on all saving throws against spells? Resist all magical damage? Yes please!
And you get two more spells: for some varied light take Prismatic Spray, and if you need to teleport back to base? Use Teleport!
LEVEL 15 - WIZARD 15
Hey 8th level spells! Time for the final Radiant Damage spell: Sunburst! Other than that I think the ability to respawn would be nice: Clone lets you do exactly that, granted with a hefty cost on your CS so... do try not to die too much.
LEVEL 16 - WIZARD 16
16th level means another Ability Score Improvement:
You can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
You also get two more spells. Want an Elder Dragon buff? Illusionary Dragon will summon a big (illusionary) dragon to fight for you! Need a safe place to hide from it all? Demiplane will let you do just that.
(Artwork by Riot Games)
LEVEL 17 - WIZARD 17
17th level Wizards can learn 9th level spells! These are your ultimate powers, and boy are there a lot of them! Start with a Deathcap special: Meteor Swarm! For an ultimate spell of protection Prismatic Wall does a lot of stuff but will absolutely stop your foes with the power of light!
LEVEL 18 - WIZARD 18
18th level Wizards have Spell Mastery, allowing them to cast a 1st level and 2nd level spell at will. By this point your cantrips are probably more effective than your low level “damage” spells, but you can still use some defensive aid from Mage Armor (if you haven’t found something better than Mage Armor to defend yourself with) or Shield. For your second level spell if you’re still fighting humanoids Hold Person will always be useful, but if you want to open the training tool unlimited Misty Step is a powerful option!
And with two more spells in your spellbook you may as well grab the ones at 9, because even if you only have one 9th level slot these spells still cost a ton to learn normally. For a massive burst of magic grab Psychic Scream, and of course you can’t have 9th level spells if you can’t Wish upon a star.
LEVEL 19 - WIZARD 19
19th level Wizards get our last Ability Score Improvement:
You can increase your Dexterity for better armor, Constitution for better health and Concentration checks, or Wisdom for better Magic Initiate spells. There are also plenty of feats you can take like Tough for more HP, Warcaster or Resilient (Constitution) for better Concentration checks, Elemental Adept (probably for Fire) to make your attacks stronger. Heck, you can even grab Actor to pretend that you’re not actually a mage or Healer to provide some Redemption. These are all just suggestions though so take whatever you think will be good, since I can’t make your character for you completely peace meal.
You do also learn 2 more spells but by this point you have so many spells I can’t give you many more to choose from. Just grab whatever you like since its unlikely you’ll even get to level 20 anyways. (Abjuration spells would be a good idea though.)
LEVEL 20 - WIZARD 20
20th level Wizards get signature spells! Choose two spells of third level: these spells will always be prepared, and you can cast them once at third level without expending a spell slot. If you want to cast them again or cast them at a higher level you’ll use the slot as normal. Naturally you’ll want constant access to Lucent Singularity, so take Fireball to always have it at the ready. And if you want lasers Lightning Bolt makes sense, but technically you are still an Abjuration Wizard so Counterspell is kinda your job?
Oh and don’t forget you get two more free spells.
FINAL BUILD
WHY NOT LIGHT CLERIC?
As stated earlier in the build the main reason I went for Abjuration Wizard over Light Cleric was the Arcane Ward ability from Abju Wiz. But Light Cleric doesn’t have much that would be in-character for Lux: Warding Flare could work as a shield but Lux doesn’t really blind people, and the ability is just generally far more limited than Arcane Ward. Radiance of the Dawn lets you banish the shadows but Lux doesn’t have a light burst that originates from her own position, and likewise Corona of Light isn’t something Lux does.
There’s also just generally the fact that Lux doesn’t do Cleric stuff? She doesn’t heal nor does she get her power from god. Lux is mostly a Wizard who focuses on casting many powerful spells. But that being said there are a lot of good Cleric spells that are very Lux-like (Flame Strike, anyone?) and if you wish you could easily make a Lux build going full Light Cleric instead of full Abjuration Wizard. Heck, you could even split between the two if you want.
PROS
No more holding back! - You’re a fully level caster. That means 9th level spells, accompanied by all the spell levels beforehand! Shape the world with your magic!
Take courage in the light - You are also a very powerful support with a 45 health Arcane Ward to shield allies and yourself, not to mention plenty of Abjuration spells and general spells to keep enemies at bay.
A beacon in battle - Even if you’re a squishy Wizard Spell Resistance will give you, well, resistance to most dangers at high levels. Almost everything at high levels is magical, and you take half damage and have advantage against it all! And if they come at you with martial weapons? Well there’s spells for that too!
CONS
Curiosity's gonna kill one of us - Even with resistance you’re still a squishy Wizard with a little over 100 health if you’re lucky. Power Word Kill, anyone?
I don't have dark secrets; I have bright ones - You’re not the most adept out-of-combat, having very few non-combat utility spells and rather weak skills for socializing and exploration.
Into battle with hearts aglow - I took Magic Initiate mostly for RP. Truth is that the feat isn’t good for you. I’d really recommend taking a different feat instead, or at the very least grabbing Healing Word instead of Shield of Faith.
But there’s few problems that can’t be solved with a smile, and even fewer that can’t be solved with a laser. Blast away your enemies and defend your friends: focus on the tactics, focus on the enemy, and focus on the battle! And keep laughter to a minimum. Please.
(Artwork by Riot Games)
#dnd#DnD build#dnd guide#dnd wizard#yeah it's full wizard#League of Legends#League of Legends Lux#DnD 5e#sunshine#double rainbow
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And for fun while we’re here I created a tier list of the playable characters
Amazing: Lucy
Slow to start, becomes amazing: Mark, Apan
Good all the way through: Linda
Strong start, drops off: Kevin
Not terrible, not great: John
Bad: Joey
Reasoning
1) Lucy is, essentially, a ranged magical unit. She does have a few difficulties early on, but not many. She has good range, her second ability gives her good crowd control, and most of all she has a passive ability that gives her three hits of invulnerability. Not just for the dungeon, either, if she gets hit you just have to wait around for ~8 seconds and one of her shields will respawn. Needless to say, this makes her kind of busted. She has strong performance in the dungeons because of the aforementioned range and crowd control, and she has strong performance in the boss fights because if you start taking damage or getting low you can just hang back and evade for a few seconds to have that extra layer of protection + range is almost always a boon in boss fights. Paired with some of the other abilities that unlock for the whole family (namely, John’s health regeneration effect) just makes her even more busted.
2) Mark is one of the melee units of the game, and let me just say he starts off weaker than an infant. His whole thing is that he fights hand to hand, which means he has to get very up close and personal with enemies to even land hits on them. Which means you’re going to be getting hit a lot and his crowd control is really garbage in the beginning. Unlike Lucy, he can’t really negate that by hanging back and shooting from a distance.
So what saves him?
Well, a few things. First off, when you hit enemies it builds up an “armor bar” which means Mark starts taking reduced damage. This is key to his survivability. Second, his secondary and tertiary abilities provide decent crowd control, and more important, they stun or knockback enemies. Which means he’s less in danger of getting mobbed, and he can stun enemies first to get safer hits off. Third, his dodge ability (which you’ll be using a lot with Mark) can actually gain the ability to damage enemies. Which means even when you’re dodging you’re still doing damage. Fourth, his terrible range is mitigated, because as you level him up you can improve that somewhat. Lastly, hes one of the few family members that can self heal, which means you can get yourself out of some sticky situations fairly well. If you pair him with one of the blessings that gives a little ranged ally bot and/or a little healing bot (ideally both) he’s basically unstoppable.
3) Apan isn’t really bad at the beginning, but holy hell does she snowball. Now, she’s not technically part of the family and I think she was actually added to the game sometime between when I bought it and now, so I didn’t get to use her very much. Even though I only got her to ~level 6 though I could already see the beginnings of an absolutely busted character.
She’s essentially a mid range attacker, which means she kind of gets the best of both worlds. Her primary attack has a very wide range and good crowd control, and her gimmick is inflicting status effects on the enemies. Sooo many status effects (mainly that slow the enemies down). Her secondary attack inflicts slow down, her dodge inflicts slow down, I believe even her tertiary attack does. Which doesn’t seem like such a big deal, but it gives her great crowd control and at higher levels she starts inflicting more damage on enemies that are statused. So yeah she’s pretty good. She’s also, like Mark, one of the characters that can self heal. Unlike Mark, her’s is actually better though because it’s tied to her tertiary ability instead of a “rage meter” (which means Mark has to build up the meter before he can heal himself, but Apan just has to wait for a cooldown which is much easier in boss battles where you might not be able to get in close to get a lot of hits).
And remember how I said this game has a co-op functionality. Yeah if you pair her with one of the other characters I’m sure she’d only get deadlier. Actually I probably should have put her above mark in the list, but I wasn’t ordering within tiers at the time (mostly because everyone except these two gets their own tier)
4) Linda actually does much better at the start of the game than at the end, but I wouldn’t say she drops off enough to belong in a tier below. Linda is an archer and ranged units in roguelikes already have a leg up, but well, you’ll know that the range kind of stops cutting it later on. She doesn’t get a lot of knockback from her attacks and she doesn’t get a lot of crowd control like Lucy, Mark, and Apan do, but I think she’s one of the best boss killers in the game. She can shoot while moving (Lucy and Apan can’t) and she doesn’t have to get up close and personal like Mark, which means she’s great at being able to dodge while dealing damage. I actually used her for the final boss of the game for that very reason and she performed well. Also, like Mark and Apan, she’s one of the characters that can self heal.
5) Kevin is one of the earliest characters you get and he’s definitely the best melee character you have until Mark gets going. He’s an assassin character and his thing is that the more hits you land, the faster he attacks, and he has a few abilities that let him turn invisible and OHKO some enemies.
The big problem with Kevin is that... he’s just not very good late game. He has a similar small range to Mark, but unlike Mark he never really gets anything to mitigate that. His crowd control isn’t great. His OHKO move is good but it usually only hits one enemy at a time, which means its not that useful because he’ll get swarmed when going through the dungeons. And the biggest thing is his whole “hit more enemies and you’ll hit harder and faster” thing is on a timer.
So the way this game works is usually you’ll go through a bit of dungeon, get swarmed by enemies, kill them all, peaceful bit of dungeon running around for a little while, then swarmed again, rinse and repeat. It’s kind of like FE4 in that sense, lol. So the problem is, unlike Mark’s armor bar, you have to build up Kevin’s combos every. single. new. swarm. because you’re not going to be able to hit anything to maintain it as you go through the peaceful bits of dungeon. When he gets going he’s great! But you have to take a lot of hits and you’ll probably lose a lot of health to get him going, and then you have to do it all over again. That’s fine in the earlier dungeons when there’s less enemies and they’re weaker, but he just can’t keep up endgame.
6) John is the dad of the game, in case you couldn’t guess. He’s another melee unit, only his thing is that he’s got a sword and a shield. I wouldn’t say he’s ever really good, but the shield thing is what stops him from being flat out bad. He can block attacks, as he’s blocking attacks enemies that try to hit him will take damage, and he can still attack while blocking. Which means as long as you keep your shield up and are careful with your positioning, you can negate a lot of damage as John. Unfortunately this isn’t really all that useful for boss fights, where he ends up performing very mehly. The only boss I killed with John I actually had one of those ranged helper bots I mentioned is good on Mark and it did like 90% of the damage.
Now I played none of this game in co-op, but I imagine John pairs very very well with one of the ranged units, so he’s probably a lot better in two player where he can absorb the damage while Linda, Lucy, or even Apan hang back and hit from a safe distance.
7) Joey is the last character you get (unless Apan is, they’re both pretty late joins) so I didn’t play with him much, but yeah I could already tell I wasn’t going to be a fan. He has a big hammer, so he’s a very heavy crowd control, tanky character. Kills many things in one or two hits, but he’s slow so he’ll definitely be taking some punishment in the process. Great crowd control, but again he’s sloooooow. When you’re getting mobbed by a lot of enemies at once that damage can really rack itself up and he can be dead before you even realize it. Maybe he gets better, I don’t know, but I still don’t think he’d be able to keep up with the others in single player or in co-op.
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NPC TRUST: Jellal Ophiuchus
OUTSIDE THE DUNGEON:
Jellal is staring into space. “Hmm? Yes, how can I be of assistance to you?”
Jellal seems a little lost in thought. “Oh--my apologies. I didn’t see you there.”
Jellal Ophiuchus, as either the Bookman or the Blue Spirit, is an incredibly potent magic user. Flexible between healing and causing massive amounts of damage, he’ll have your back and support you no matter what! Jellal is only available as a DPS/healer when he is in his Blue Spirit form, and will never show his face during that time.
Jellal Ophiuchus has joined the party!
SELECTION:
“As long as there’s food and a good fight, consider my magic yours!”
“Pitter patter, we haven’t got all day.”
“Where would you like to go?”
JOBS:
The Bookman (Healer)
The Blue Spirit (Healer/DPS)
WEAPONS:
The King’s Codex
The King’s Star Globe
Dead Hive Rapier
PASSIVES:
MP Overflow: A double edged sword. Increased MP regen, but whenever Jellal’s MP is at full, his HP will slowly tick down.
Always Hungry: Jellal’s stats are cut in half when the buff “Well Fed” is down
Speed Reading: Cards come off cool down sooner than the average AST (does not affect the cooldown timer for “The Wild Unknown”)
The Favour of the Fae: Jellal’s defense and healing magic potency is increased while a fairy is out on the field
AI Behavior:
Jellal is an aggressive healer and DPS, and allows his fairy to do much of his work for him (much to Eos’s dismay). He focuses mostly on dealing damage or providing support buffs to burn MP, and will shield large incoming attacks on the party or the tank and provide burst healing to assist Eos. When the party is on the brink of death, he will automatically change his tactics to focus on providing intensive healing instead at the cost of his damage output. Jellal shields the party prior to pulls, and will use Sacred Soil on cool down to provide further protection. Jellal will usually resurrect fallen comrades immediately, and gives them a shield upon their return to the battlefield.
Due to his endless well of aether, Jellal does not have Lucid Dreaming; it is replaced instead by “The Wild Unknown” which allows for him to utilise Astrologian Cards regardless of his current class.
He will only use LB3 when instructed, and it is called “The Blind Spirit.” He summons a massive aetherical wolf spirit, who does damage and heals the party to full health.
SPEAKING LINES:
When healing:
“What ho! You’re not so frail, yet.” (Variant 1)
“These violent delights have violent ends.” (Variant 2)
“Have you strength yet to stand?” (Raising)
“Perhaps you should take it easy.” (when healing more than 50% of a player’s health)
“May Luck, ever present, turn her back on my foe!” (when using Limit Break)
Summoning Eos:
“If it’s not too much of a bother, darling, might you lend us a hand?”
“Eos, lend me your strength!” (using Dissipation)
Attacking:
“Oh, darling, I love a good fight.” (Variant 1)
“I’m bursting with aether--it’s time to burn some off.” (Variant 2)
“Lady Luck is ever present--and it looks like she is on my side today!” (when using Verholy/Verflare)
“The Futures is never guaranteed--and by my cards, it doesn’t look like you have one!” (using Limit Break)
Using Astrologian Cards:
“May the Twelve bless these cards with fortune, that Lady Luck be in every draw!” (Using Sleeve Draw)
“It’s dangerous to go alone! Take this with you!” (Giving an ally a card)
Death & Revival:
“I’m sorry, my comrades...it looks like I’ll be going no further...”
“Let me rest a while...I will have strength yet...”
“Fuck!”
Revived:
“Bloody hells, that was painful--I’d like to never do that again.”
“Thank you for the assistance! I’ll take it from here.”
Victory:
“Tis a long road to follow, but we’ve made it.”
“I’d kill for a nice hot meal and some wine...”
“[scats the victory them] What? No one else? Come on, everyone knows that song!”
OTHERS:
While idle, Jellal will often be looking at other things in his surroundings, and might wander to and fro. If idle long enough, he will sit on the ground to write in his journal or shuffle a deck of cards and flip through them. Throughout the dungeon, he will also make comments to party members (depending on who is in the group). Typically he will:
say something flirty (if Thancred is in the party) i.e. “What ho! Have you been spending time with the training dummies? You’re looking...mmm...”
comment on the aether in the area (Yshtola will respond if she is in the party) i.e. “Ugh...the aether here is so muggy...it makes it difficult to see.”
recite a poem (he likes the goblin ones for some reason)
talk about a book he read (if Urianger is in the party)
tease Alphinaud or Alisae i.e. “Al, did your spirit naturally make itself so short or was that a conscious decision upon arriving in the First?”
There is a rare chance for Jellal to notice some flowers or for flowers to bloom at his feet. There is also an incredibly rare chance for Jellal’s pet lesser panda, Pabo, to appear briefly while Jellal is idle (he will disappear once the party moves).
Trust template by @locke-rinannis! I wanted to jump in on this for quite some time, but I haven’t had photoshop until recently TTATT
#ffxiv#ff14#final fantasy 14#final fantasy xiv#miqote#keeper of the moon#healer#video games#gaymer#ffxiv trust#ffxiv trust npc#primal rper#primal data center#ultros#ultros server
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Trust NPC: Shining Comet
Initial Unlock
Upon arriving in the First, Shining will be one of your first companions picked up. She hangs around the Wandering Stairs, and offers her shield or bow to you, saying she’d like to help. A native of the Source, she talks to you about the differences of music between the First and the Source, as well as asks for news about how home is doing. She’s lived in the First for approximately 4 years.
Shining is capable of taking any role the party needs, though she has a preference to tank and place herself at the front lines. If she’s not tanking, you might see text boxes above her character that say how she would have tanked something better.
Selection: “Chose the professional, huh?”
Job: Trained as a Free Paladin in Ul’dah for a few years, she has a Paladin’s Soul and access to many of their abilities. Differences are mostly cosmetic, with Passage of Arms being red aetheric wings, instead of blue.
Weapons: Ritter Shield and Molybdenum Longsword. The Shield was a gift from her mothers, spelled to reflect spells, up to ~a Fire 3 spell. It has flowers and is engraved with names of her ancestors.
AI Behavior: Tank: A+ tank. Will not lose aggro, will actively use cooldowns as they come up, and does her best to mitigate any damage that the party might suffer. Actively uses reprisal, divine veil, cover, anything that will help. If the healer isn’t doing well, she will use Clemency to try and help out. If a wandering mob gets pulled, or someone pulls something, she will automatically pick it up with a “Hey, watch it!” Avoids aoes if she can, but if there’s a choice of avoiding an aoe or turning the boss onto the dps/healer, she’ll get hit.
Battle Lines: Engaging Enemy - “Hey stupid, over here!” Skill Use 1 (Common) - “Ancestors shield me!” Skill Use 2 (Common) - [no line spoken, but she sings an aria] Skill Use 3 (Rare/Cooldown) - “I have this in the bag, don’t worry.” Assist - “Watch out now, can’t have you getting hurt.”
Limit Break: Shield of Song: Shining’s shield flies up into the air, and glows brightly, becoming ten times it’s size. The runes on the edge glow, and every party member is shielded by music bars that have the runes in place of music notes.
Level 1: “Watch out!” Level 2: “Brace yourselves!” Level 3 (Shield of Song): “Ancestors on high, protect my friends!”
Defeated Common - “Damn it, not again…!” Rare - “Here’s hoping…”
Revived Common - “Thanks, sorry about that!” Rare - “Why can’t it just take already.”
Selection: “My songs are yours.”
Job: Primarily using a bow, Shining focuses more on singing and buffing allies through her song than doing damage, earning her the title of Songstress, though her damage is decent. Her buffs are extremely powerful, and is best paired with a melee dps.
Weapons: A yew longbow, almost as tall as she is, made of thick sturdy wood. Its seen many years of use, and is completely spirit bonded to Shining.
AI behavior: Her dps is a bit low, all things considered. She buffs people more than doing her own damage, though she does have high burst. Will occasionally get caught in aoes because she forgets that she’s not wearing armor. Will prioritize doing mechanics over dpsing, though because she’s ranged she’s able to dps fairly well.
Battle Lines: Engaging Enemy: “Here we go again...” Skill Use 1 (Common) - "Hope I stocked enough arrows for this one!” Skill Use 2 (Common) - [no line spoken, but she sings a song] Skill Use 3 (Rare/Cooldown) - “You don’t deserve the effort I’m putting in to kill you.” Assist - “Careful, don’t want your song to fade out now.”
Limit Break: Level 1 - “Eh, might as well.” Level 2 - “Will you just die already?” Level 3 (Sagittarius Arrow) - “Return to the Lifestream!”
(Defeat and Revival lines are unchanged from Paladin)
Unlockable Class
Selection: “
Job: Post Shadowbringers, Shining issues a quest to find out what she was doing in all her years in the First. She’s teased and hinted at various escapades, but the questline shows you that she was a traveling witch. She helped out many people, including a Crystarium Guard named Sybella, whom she shares several flirtatious lines.
Uses the Scholar animations, but instead of a fairy she has an elemental sprite next to her, giving her the title of Sprite-Charmer of the Wilds. The element of said sprite changes depending on which area or dungeon you go into.
Weapons: A weathered old songbook, full of hymns and prayer-songs from her home village. In the bars and lines of music lie spells, enchantments, and charms.
AI Behavior: Warns you right off the bat that her healing isn’t the best (though mechanically she’ll never let you get below 30% or so.) Her sprite takes care of quite a lot of healing, and she uses spells to provide barriers and preventative healing. Very, very, very occasionally her sprite is replaced by a Puff of Darkness minion, and functions as her Void sprite.
Said sprite has buffs that change with each element. Wind gives a haste; Fire gives a general damage buff; Earth gives a slight shield that she can stack on; while Lightning causes abilities to have a 10% haste in recast timers; Water is a refresh MP buff; Ice increases critical hit rate. She also has access to Void and Holy sprites, and they use abilities at random.
Battle Lines: Engaging Enemy: “Kill it quickly, please.” Skill Use 1 (Common) - "Sprite, work!” Skill Use 2 (Common) - [no line spoken, but she hums a tiny cheerful tune] Skill Use 3 (Rare/Cooldown) - “Probably should’ve called the fae in for this one...” Assist - “Hey, are you alright? Let me just--” [she casts a healing spell on you]
Defeat Common: “No, wait, wait...!” Rare: “Sibbie, I ... I’m sorry...”
Revived Common: “No one saw that, did they?” Rare: “Just... give me a minute.”
Tagging: no one! I don’t have the brain power for it right now
Tagged by: @dat-paw @rasenkaikyo
Credit to the wonderful @spotofmummery for the banners!!
#Final Fantasy xiv#ffxiv#trust system meme#gods this is a MONSTER#gods i have to still do nive's and hel's... oh no...#Shining Comet
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Rain Plays SWTOR: Veteran Star Fortress
Let's do the Veteran Star Fortresses! These can be soloed. Really. Promise! Once again we’re going in with Viri (Vengeance Juggernaut) and Lana (level 50 influence). Viri has finished all six Veteran SFs.
SHOULD YOU?
For each planet's Veteran SF you complete you will get a piece of armor (you can choose from four styles) and the planetary contact as a companion. If you complete all six, you receive a title and ten of these Sun Generators. I am not sure if you need influence level 10 with the specialists, but Viri also received 999 each of four decorations based on their SF cache abilities.
I did a review of the companions here. If you want ones to actually run missions with, I feel that Veeroa Denz, Rokuss and K'khrol are great; Hemdil Tre is middling, and Leyta and Choza Rabat aren't that good. So if you're only going to do Veteran Mode once for the experience, choose the companion you like best.
PREPARE.
I think everyone knows the deal about how to get the Star Fortress mission, speak to the planetary contacts and blow up the shield bunker. Let's assume you did all that and you're ready to face Veteran Mode!
Getting the Alliance specialists to 10+ influence level will give you some very valuable tools to finish the Veteran SF. I think it's worth it to do so.
The first gifts from your level 10+ Alliance specialists are some buffs. In both story and veteran mode, you pick these up from the console as you start the Star Fortress, in the first room when you drop through the ceiling air duct. They will give you:
Aygo - Increases damage
Sana-Rae - Increases presence
Hylo - Reduces enemies' accuracy/damage
Oghgurobb - increases max health
As you see, Viri's presence score is bumped up past 5000 here, and her health is much higher, so it's worth it to befriend those Alliance specialists!.
The second gifts are supply caches you will find around the Star Fortresses. As you know, if you played the story mode, on each floor of the SF, there are two out-of-the-way rooms. You may find:
1. A paladin (one on each floor) 2. A bonus mission (which will increase your influence with the planetary contact) 3. Absolutely nothing of note.
In Veteran mode these rooms also contain your specialists' supply caches (the blue box seen in the image below). You get:
Bey'wan Aygo: A stationary turret you can set down to blast the enemies. It can be destroyed by the NPCs, but it takes a lot of effort on their part, and while they're trying to kill the turret they're not trying to kill you! Sana-Rae: A lovely little AoE skill that will shake the floors, doing tremendous damage to any NPCs in range. Oggurobb: A kolto probe that will heal up you and your companion. Hylo: I don't even know what it's called but it's useless and I don't even bother using it.
These skills are on a 3-minute cooldown each but you do not run out of them; you can keep using them throughout the mission.
If you only get one specialist to level 10 influence, I'd suggest Oggurobb. There ARE NO KOLTO STATIONS in the Veteran Star Fortress so those kolto probes are really helpful. After that, choose Sana-Rae or Bey'wan so you have something to do some damage.
IN THE STAR FORTRESS
The bulk of the SF is the same as story mode, overall. Same knights, same skytroopers. You still have to fight the Skytrooper Praetorian as your first boss and the box trick still works:
1. Put your companion on passive as you get on the elevator down to the Praetorian. 2. Go behind the boxes on the lefthand side. The skytroopers will come to you. When they're in your lap, take your companion off passive and fight. 3. Now put them on passive again. Go out from behind the box and use a ranged skill to provoke the Praetorian. Go back behind the box. 4. The Praetorian will come to you. As he is approaching, if I have Bey'wan's turret already, I set it up to give him a nice welcoming surprise. 5. Once again, when the Praetorian reaches you, take your companion off passive. Fight behind the boxes. Why are you doing all this? So the Praetorian cannot fling you off the edges of the platform! You're against a wall and box so he can throw you, but you're not going anywhere far.
When you get to the room that is the finale for story mode SF, you will not fight EPHEMERIS again. Instead there will be some gold Knights of Zakuul.
THE HARD PART
*Deep breath* Okay, here we go. These rooms are hard. Stop at that medical droid, take a deep breath and let's go.
1. The skytroopers will drop yellow sun shields, that will appear on your temporary abilities bar looking like a blue bag. Pick up as many as you can. You will need them every time you are crossing the platforms outside the room and grappling from one platform to the next. You will be alerted when your sun shield is gone and you need to use another. If you do not, you can and probably will get zapped and flung to your doom as you try to grapple or cross.
2. Two things make these rooms so bad: very large mobs, and two elites next to the Exarch. I concentrate on the elites.
3. When the mob comes in, throw the biggest AoE skill you have. I like the Heroic Moment's Orbital Strike and Sana-Rae's groundshaker. After that, set up a turret.
4. There are two Photoconduction Drones next to the computer. As soon as the Exarch transfers power to one of them (you will be alerted), stop what you're doing and start killing that drone. Pick up the yellow object they drop - it's a photovoltaic cell that goes on your temporary abilities bar - the yellow tube.
5. Click on the Exarch and then click that cell to drain the Exarch's power. You may have to do this twice. Keep an eagle eye on the computer console. As soon as it turns blue, haul butt over there and click on it. If you're interrupted keep trying. If you are fast enough, you can end the fight very quickly by overloading the console. If the Exarch manages to recharge, you might need to repeat steps 3 and 4.
6. After several rooms...we're going up to visit the Exarch!
EXARCH!!
The fight doesn't start the moment you land on the platform. Take a second. Make sure all of your abilities are off cooldown. Call your repair droid.
You will notice that you have a lot of temporary abilities by now. If you have all four specialist caches, the sun shields, the photovoltaic cells and all eight Heroic Moment class abilities, you are out of room. You will lose the last two HM abilities (Trooper and Warrior) for this fight. Just be ready for that so you're not looking for your Force Choke and coming up empty.
The Belsavis Exarch, Forta Gair, has 666,579 HP. Forta will vanish and reappear with a body slam during the fight.
I use Heroic Moment Orbital Strike , Force Charge and Sana-Rae's groundshaker as my opening gambit.
Keep moving. The entire fight, Viri is running, stopping only momentarily to deliver some hits.
If you are alerted that your sun shield is used up, use another if you have any left. Hey, it can't hurt.
Stay away from the edge. I keep Viri as far from the platform opening as possible. Specifically, I try to keep her with her back to the gate in the very rear of the room.
As the fight goes on, the room may become more dangerous. The windows get blown out, which lets radiation leach in and also gives the Exarch more ways to throw you off the platform. If you can get the Exarch into the radiation you can use it against them but I prefer to stay away from it.
SUCCESS!
Run through the gate toward the blue door. Click it and you get a cut scene showing you and your companion fleeing the Star Fortress, followed by a spectacular explosion.
YOU'RE NOT DONE.
I know, I know! But now you have to find the planetary specialist in the Alliance base and talk to them. Veeroa and Choza are in the Force Enclave; Hemdil is in the Research lab; K'khrol and Rokuss are in the military hangar and Leyta is in the Underworld area. They will pledge to stay with you, at least for now. Mission complete!
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Trust Meme
I spent a long time deliberating over this one; I obviously haven’t actually done trust so I looked at a few others and tried my best on what to write, here is my Contribution to this awesome meme Selection: “For the wellbeing of my allies, I won’t stop fighting.” Job: Paladin Weapons: The only thing on him is his classic sword, a blade with a slight scimitar curve and a golden handle. He’ll handle the dungeon in human form alone with only a little dragon magic cheating. AI Behavior: Esredes goes for medium sized pulls. If he is above 15% health, he will use his cooldowns when necessary. He plays responsible tank, dodging AoEs and stunning when enemies try to do one, though he occasionally misses an AoE. If his health drops below 15%, however, he seemingly forgets all about cooldowns and dodging AoEs and simultaneously gains a damage buff and a vulnerability stack (this status is called “Bleeding Vision” if you hover over it), and his attacks become way more aggressive until he is healed back above 15% or dies, either upon which he will lose the status. And he does not ever use Clemency on himself, or any of the magical Paladin moves.
If an ally drops below 30% health, he’ll use Intervention on them. If they drop to 15% health and he is in range, he will activate Cover on them or. He won’t move on until an ally who respawns has come back towards the party.
If any of the party members lag behind, he will turn around and stare back in their direction, but say nothing and proceed on once they catch up. If the other members don’t dodge an AoE more than twice in a row, he will call them out on it (“<Party member>, let me be the one to endure their hits. You need to stay focused or I will be disappointed in you.”). If they ever added in a deepeye/foper as an enemy in a dungeon, he would freeze up and not attack it, forcing the other party members to kill it themselves to make him move again. His behavior also becomes extra cautious against any Behemoth enemies, and he will always dodge any AoE attacks they give. He also can’t be used in any dungeon containing dragons, as he will outright refuse to attack them, or he’d just ruin the dungeon by talking to them and allowing you to bypass fighting them entirely. Battle Lines:
“Stay by me! I can fend them off!” -Cover
“The rocks around here are attracted to annoying. Try not to invoke them again, will you?” -Shield Lob [because his shield is invisible he just telekinetically throws a rock]
“Don’t worry, I can handle this! The wings of a dragon will protect you!” -Passage of Arms
“Oh, your poor head… you should have been more careful.” -Shield Bash [which is instead his pink beam stun attack that exists]
“You’ve forgotten who it is truly standing in your way.” -Provoke
“Oh, you may think you’ve beaten me down, but I am far from through with you.” -Any Cooldown Ability, Variation 1
“I won’t stop until the floor is painted with your blood.” -Any Cooldown Ability, Variation 2
“<Party member>, all you all right? Here, I think you need this more than me.” -Assisting an Ally [Intervention]
Starting Attack Line:
“With this first blow, I can feel your death is upon you.”
“I know death will come for me one day, but you are not lucky enough to be its reason.”
“My, how has the world allowed you to live for this long? I am honored to be the one to fix that mistake.”
Limit Break:
“My, are you doing okay back there? You seem to be having trouble.” - One Bar
“I shouldn’t have to do this… but I’m not letting you die on me.” -Two Bars
“We cannot lose so close to the end! I won’t allow it! You can’t stop me!” -Three Bars
KO’d:
“You… cannot… stop me… death… will not take… ugh…”
“You’ve… accomplished… nothing… Heresy… will live on… and it will destroy you.” [because I am still proud of this line from another meme]
Revived:
“Oh gods… she let go again.... Thank you, <Party Member>.”
“I’ve been through worse.”
Tagged by: @eirh
Tagging: I am just late enough to this that everyone did it already
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how would you character act if they were an in-game follower?
K’ure Sin’gokh
In-Game Title: Warlord/Battlelord (switches when on non-Azeroth worlds/Azeroth)
Class: Barbarian (fury warrior; dps)
Weapon/s: 2-handed axes, swords, hammers, polearms... nothing really fancy.
Mount: Grinning Reaver
AI Behavior: (Battle) Leaps/charges into the middle of a fight after an enemy is aggro’d. // Will periodically taunt/stun any enemies that go on the healers/player. || (Idle) Takes her weapon off of her back and will either flip it, swing it, or polish it. // Will look at a map of the area they’re in and talk about a nearby raid/archaeological site.
Selection Line: “Xa’zak uya hach’i.” (Be strong and blessed.) [sha-zack oo-ya hawk-ee] // “Yes, what is it?” (K’ure says this if she’s been selected several times in a row; on the next time she’s selected, a debuff is set on the player for 15 seconds, “Blocked,” that has K’ure run a few paces away every time the player attempts to select her again)
Battle Lines:
“You’re confident, I’ll give you that – but today is not your day to claim victory!” (When attacked by enemies first.)
“Do not worry, I’ll protect you!” (Taunting/stunning an enemy that’s aggro’d the player; also, when casting Non-Believer’s Prayer.)
“It is quite unfortunate that we are so divisive. Can we just share stories at Stormstout Brewery over a few kegs instead?” (When entering battlegrounds/pvp areas.)
“Do not be so bold as to assume you will walk away from this betrayal!” (Spoken to once-friendly NPCs that become an enemy during a questline/raid.)
Cool Downs:
“Snack Time” AOE support buff, 10-minute cooldown/1-hour duration (not persistent through death): any time the player/raid loses a food buff, selecting this buff allows K’ure to give them another randomized food buff (if it’s the player, it’ll be strictly buffable food from the expansion available to their current level; for a raid, it’ll be whatever table is available for their average level).
“What’re Those!” combative / “Thanks, It Has Pockets” non-combative buff, 15-minute cooldown/10-minute duration (persistent through death): gives minor defensive stat increases to the player once selected; otherwise, increases bag space by 10.
“Non-Believer’s Prayer” support buff, 6-minute cooldown/30-second duration (not persistent through death): 5% of the player’s health/mana is instantly given, with a shield encompassing the player for 20 seconds that turns into 20% health once the timer ends, giving the player with roughly 25% health and 5% mana overall. (Gives the player a 150-second buff called “Hallelujah,” where any healing coming from another Light-user will be increased by 5%. If Bhoj’ir is in the party as well, it will be 8%.) [This replaces the draenei “Gift of the Naaru” and makes it more support-y!!]
“Calculated Sacrifice” combat buff, 10-minute cooldown/3-minute duration (persistent through death): when the player is soloing a raid/quest that usually requires others, using this buff increases all of their stats by 35% for 90-seconds, but will temporarily reduce that much of the player’s max health for 90-seconds. (Death will not reset this reduction of health; using this ability will put on a debuff for 3 minutes after its use, “Recovery,” in which the player will regain 5% of their max health every 30 seconds. Eating a non-buffable food item decreases the amount of time Recovery will be active by half.)
Exiting Battle Quotes:
“Sûc’x-aru, that was a close one.” (Basically, ‘goddamn.’ [sue-tch a-roo] Used when a battle is ended and she has less than 50% health.)
“We did what we had to. Come, let us dwell on this no longer; we have dead to mourn and a fight to finish.” (Neutral; not dependent on health percentage, but rather how many times the raid/player has died. If more than 75% of the raid died, she’ll change it to “allies to avenge and a war to win.”)
“Hey, it could have been worse. Let us use this shortfall of our enemy to our advantage!” (Used when she has more than 50% health after a battle is over.)
“What a pathetic end! That wasn’t a challenge at all.” (Said when an enemy is killed under 30 seconds.)
KO Quotes:
“Not... yet... there is much I... still have... to protect...” (Usually said if she dies but the raid/player does not.)
“Is this... what peace... feels like?” (Usually said if the raid/player wipe.)
“Please tell my love... that I... tried my best.” (Said at any point; alternatively, if Bhoj’ir is in the same fight, she’ll say, “Maybe in the next life, I won’t fail you so horribly.”)
“Light, do not send me to that Hell again...” (Said once she’s been resurrected once and dies a second time in the same fight.)
Resurrected:
“Back into the fray.” (Said when rez’d during battle; depending on how many times she’s died already, it starts off as a battle cry then goes to a sigh. Said in conjunction with her last KO quote.)
“Many blessings upon you! Just... do not let my love know of this, okay?” (K’ure says this to anyone that rez’s her, in battle or out of it. If Bhoj’ir is in the party too, she’ll add, “He worries enough as it is.” Otherwise, she’ll end it with, “This will be our little secret.”)
“What did I miss?... oh, that’s quite disappointing.” (Said if the enemy has been defeated and she is rez’d after the fight.)
“How embarrassing... I hope no one was watching that.” (She’ll say this if she is killed by an AOE/DOT that could’ve been easily avoided.)
Tagged by: @thekinginblue
Tagging: EVERYONE lol please tag me in this whenever you do it, I want to see what you come up with!!
#ooc#prompt#wow#wow oc#world of warcraft oc#World of Warcraft#K'ure#warrior#warrior oc#draenei#draenei oc
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Alright, let’s talk dino pit fighting.
There’s something I’ve been mentioning in passing, but haven’t really discussed. So JWA has incubators, but they don’t work the same way GO incubators work. You don’t stick an egg in them, and you don’t have to walk a certain distance to open them. Rather, once you activate an incubator, it turns on a timer, and once the timer counts down to zero you can open it and get coins, DNA darts, and little bits of DNA. Sometimes this DNA is for dinos you don’t normally see.
Why do I bring this up now? Well, it’s the main motivation for battling if you, like me, aren’t a laddering person.
By default, you have one incubator that you can activate every six hours. This usually doesn’t give you anything fancy, or if it does not much of it. You can use cash to buy more incubators, but I don’t know if they’re one-time things or they stick around. If it’s the latter I might have to save up some cash.
And yes, cash is the premium currency. And it’s not too cheap. You can earn a tiny bit in-game.
However, every time you win a battle, you get an incubator. There are four types: 15-minute, 3-hour, 8-hour, and 12-hour. The longer it takes, the more you get. 12-hour incubators are absurd, but I’ve only gotten one. Additionally, the possible DNA you can get varies depending on the arena that you obtained the incubator in. Some DNA is even arena-specific, such as for proceratosaurus; you can’t get that dino just by walking about. However, I need to correct something I said in a previous post: you can get DNA for dinos unlocked in previous arenas. So don’t think you have to lose battles to stay in one arena long enough to get DNA.
Like most systems, winning will boost your score, bumping you up to a new arena at certain points, while losing will lower your score, sometimes dropping you into a previous arena until you get your score up. To be fair, losing doesn’t take away as many point as winning earns you. In the lower arenas, winning add 30 points and losing subtracts 20.
That’s a huge incentive to battle. But let’s talk about how battling works.
All dinos have 5 stats, as seen above: Health, Damage, Speed, Critical Chance, and Armor. Let’s break those down a little:
Health: Self-explanatory. Health increases with level, with the green number indicating what it will increase to at the next level. Apparently apatosaurus has the most health.
Damage: Also pretty self-explanatory. Damage is important, and damage output also increases with level.
Speed: Speed is a set stat; all dinos of the same species will have the same speed stat regardless of level. If you and your opponent have the same dino on the field, the one that’s higher level will go first (it’s random if they’re the same level) but that’s the only time level determines speed. A level 1 velociraptor will outspeed a level 20 indominus. Velociraptor has the highest speed stat.
Critical Chance: The chance that an attack will score a critical hit, which will do 1.5x damage as normal. T-rex has a 30% crit chance and that’s kind of absurd, but I’m not sure who has the highest.
Armor: Armor is defense. Not all dinos have it. It will decrease the amount of damage taken by whatever the armor percentage is. This can be a big deal sometimes.
Furthermore, dinos usually have two to four moves, and a few have abilities. We’ll get to those in a minute. We need to talk about how fighting works. I’m going to preface this by saying that JWA is awful at explaining some things so Erin and I are doing what we can. It has a battle tutorial but Chris Pratt doesn’t teach you much.
So, you have decided to do battle. For this, you need at least four dinos, but you can choose up to eight for your battle team, and swap out when not battling as needed. Once you enter the battle, the game randomly selects four of those eight to use in that fight, and you’re given the chance to decide which to send out first. You aren’t shown your opponent’s four, or any of their battle party.
Here’s an excellent tip: if you have a velociraptor on that roster, go for that. I think I’ve mentioned before that velociraptor is broken because pandering. It’s a glass cannon strapped to rockets.
As a general rules, dinos of a greater rarity tend to be stronger (except velociraptor bc it’s broken).
Your goal for every battle is to knock out three of your opponent’s four. Switches will always happen first. So if your dino won’t survive another attack, consider switching it out. This is a great thing to do with speedy dinos who can come in and revenge kill later. You know, like raptors.
Anyways, battle is turn-based, but you do have a timer each turn to decide what to do. There is no fleeing. The faster dino always goes first, unless the other has a priority move (of which there are few). A little yellow arrow will show you who’s faster. Everyone has a free move, which if you really wanted you could spam every time, but…nah. Stronger moves, or moves with special effects, can have a delay (turns before you can use it after sending a dino on the field) and/or a cooldown (turns you have to wait before it can be used again). Above, you can see that Wounding Strike can be used every other turn, because it has a cooldown of one turn.
Also, original and Gen 2 dinos don’t have the same attacks or stats.
There are a couple of special conditions in dino pit fighting, which are removed upon switching out:
Vulnerable: Certain attacks, such as Expose Weak Spot (above) and Vulnerability Strike, will make your opponent take extra damage for a set amount of turns. Specifically, they take 1.25x damage.
Damage Over Time: Basically like poison in Pokémon. At the end of each turn (for a set amount of turns) the opponent will take 0.5x extra damage. This amount is based on your own attack stat, not their defense. Wounding strike does this. For the most part it’s not that great.
Stun: Basically like flinch in Pokémon. A few attacks have a chance to stun the opponent. If they’re slower than you, they don’t attack that turn. If they’re faster, or you attack last for any reason, they can’t do anything (besides the option to switch) on the following turn. If your dino is stunned after you select an attack with a cooldown, you will not activate the cooldown; you can try again next turn.
Lockdown: Exactly what it sounds like. The opponent can’t switch for a set amount of turns.
Shield: Some attacks (like Long Protection) will do damage and put up a shield, but some (like Instant Invincibility) will just put up a shield. Like armor, this decreases the amount of damage taken by a specific amount (determined by the shielding attack). Shield duration varies by attack, and switching out removes shields (you can’t set them up for another dino).
General stat changes: We all know these. There are positive and negative ‘effects’ that will change speed, damage, and critical chance by a set percent. All of them are attached to damaging attacks. To my knowledge, you can only inflict negative effects on opponents and positive effects on yourself (so not like Close Combat). They wear off after a number of turns set by the attack, or upon switch out.
There are, of course, a few other types of attacks: healing moves, cleansing (removes positive/negative effects) moves, ones that bypass armor/shields, a move that does damage then switches the user out for a randomly selected team member…those are the ones that come to mind immediately.
At any point in a battle, you can hold your finger on a move at it will tell you what it does. If it’s your active dino, it will also show on your opponent’s health bar exactly how much damage it will do, but doesn’t account for crits or shields. You can tap your opponent’s dino to see its stats and what attacks it has, just in case you’ve never seen this dino before. They don’t tell you any of this in the tutorial but it’s incredibly helpful and may help you determine if it’s worth staying in or switching out.
The last thing I can think of covering is passive abilities. Not many dinos have these, and so far I’ve only encounter two types:
Immunity: All negative effects are ignore. I’m pretty sure this includes stun, damage over time, lockdown, and vulnerability, but I always forget.
Counter-Attack: Does 1x damage to your opponent every time they attack but don’t knock that dino out. This can be a big pain to fight against.
Naturally, everyone has certain dinos they prefer to use based on their playing style. Erin, and a lot of others, really like edmontosaurus, because it has a high stun chance and that Strike and Run attack, along with good bulk. For me it’s a little too slow to use. However, some do stand out over others (I’m sorry but euoplocephalus just isn’t good; I’m collecting DNA for its hybrid but I’ve never seen a euoplocephalus do much in battle).
Overall there are more than enough options to keep things interesting. Battling isn’t too complicated, but requires some strategy to get things done.
#I hope I don't have to say that all those pictures were from different points in time#Wings joins the DPG#some stuff may not be entirely accurate
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Servant #1: Mash Kyrielight
The very first servant we’ll be working on is Best Kouhai Mash. For this build we’ll be focusing on defense, for obvious reasons. Any Mash worth her salt needs to be able to shrug off at least one NP without flinching, and that’s exactly what we’ll be doing under the cut.
Edit: Her character sheet can be found here! Can’t believe this didn’t have a link before.
Stats:
First, we’ll start with the standard stat array, that is to say 15,14,13,12,10, and 8. You can roll if you want to, but make sure you have enough to multiclass.
We’ll put the highest score into Intelligence. Mash has been personally raised by some of the best casters in the business, she’s a smart cookie.
Next is Charisma. Mash is an eternal ray of sunshine, and everyone knows it.
Third is Strength. Mash isn’t incredibly powerful, but she is swinging around a shield larger than she is. That’s gotta count for something.
We’ll follow that with Wisdom. Mash doesn’t have a lot of worldly experience, but she’s a quick learner.
After that we have Dexterity. Mash can get her shield where it needs to go, you don’t need much more than that.
Constitution is our dump stat. Despite her HP, Mash is canonically pretty frail. Fortunately we’ll have armor to make up for that.
Race/Background:
Sadly, Eternal Ray of Sunshine is not an official race yet, so we’ll have to stick with human for the time being. This means you get +1 to every stat.
For Background, Mash’s childhood fits the Cloistered Scholar pretty well, giving her proficiencies in History and Arcana.
Class Levels:
1. Fighter 1. It turns out a character all about alternating between hitting people and hiding behind a giant slab of metal is a fighter, who’d’ve thunk it? At 1st level, Mash has proficiency in all armor and weapons, as well as Strength and Constitution saves. Mash also will receive proficiency in Athletics and Perception. Her protective stance needs to be unbreakable, and those glasses aren’t just for show.
1st level fighters get a fighting style, obviously we’re going with protection, because that’s what Mash does. As long as her friends are within 5′ of her, Mash can now impose disadvantage on anyone attacking them. It’s like Wall of Snowflakes, but better because it doesn’t have a 5 turn cooldown.
Mash also gets a Second Wind, letting her heal herself mid battle. It’s not exactly what we’re looking for, but we’re not going to complain about it.
2. Fighter 2. Mash gets an Action Surge, giving her an extra action.
3. Fighter 3. Mash becomes a Battle Master, giving her access to Combat Superiority Maneuvers. Mash fights smarter, not harder. She starts off with three maneuvers and four superiority dice. For maneuvers, I recommend Commander’s Strike, Goading Attack, and Maneuvering Attack. Commander’s strike lets your friends attack instead of you, which is good because you should be focusing on defense anyway. Goading attack again works like Shield of Rousing Revolution, keeping the heat on you and not your friends. Maneuvering Attack lets you help your friends friends escape from anything that gets past you.
Mash also gains Student of War, because everyone needs a hobby.
4. Fighter 4. At 4th level, fighters get their first of many Ability Score Improvements. This time around Mash is trading that in for the feat Tavern Brawler. This feat increases Mash’s Constitution by 1, giving her a pretty sizable health boost (the constitution modifier works retroactively, so she gains 4 hp). It also gives her proficiency with improvised weapons, which her shield is. She’ll only do 1d4 per attack, but that’s okay; attacking isn’t really her forte anyway. This feat also lets you grapple an opponent after hitting them, just in case you really don’t want them going anywhere.
5. Fighter 5. Mash gets another attack each turn, letting her do a little bit more to help her senpai.
6. Fighter 6. Another Ability Score Improvement that will be traded in for a feat, this time Mash is becoming a Heavy Armor Master, increasing her strength so she can wear the heaviest armors in the game and reducing all nonmagical bludgeoning, piercing, and slashing damage by 3. Mash’s hit points are as precious as she is, so we need to keep them around as much as possible.
7. Fighter 7. Mash gains another superiority die and two maneuvers of her choice. I suggest Evasive Footwork and Distracting Strike. The former makes you even harder to hit with opportunity attacks, while the latter can be used to give your friends advantage against whatever you’re hitting. You may not do much damage, but the two berserkers behind you certainly can. Mash also learns how to Know Your Enemy. Now she can spend 1 minute out of combat going on gamepress to learn about a creature’s stats.
8. Fighter 8. Another ASI, another feat. Now Mash is getting Tough, giving her 2 hp per level, and an additional 2 hp every time she levels up from here on out.
9. Paladin 1. We’re taking a quick detour into Paladinville to pick up a few spells, but we won’t stay here for long.
1st level paladins also get Divine Sense, letting you notice enemy servants closing in just before battle starts (servants count as celestial, right?). They also get Lay on Hands, giving Mash the option to heal her allies as well. That’s 100% not accurate, but it’s a necessary sin here. Besides, I doubt Mash would mind too much.
10. Paladin 2. You gain a second Fighting Style this level, so grab Defense for an extra bump to your AC. You also get Divine Smite. You won’t be attacking that often, but the extra damage is appreciated.
Of course the big draw of this level is spellcasting. This level, Mash gets two 1st level spell slots and a couple spells she can cast using her charisma. The spells we’re focusing on here are Bless, Compelled Duel, and Shield of Faith. Bless and Shield of Faith can make our allies a bit better offensively or defensively, respectively, and Compelled Duel acts like a makeshift Shield of Rousing Revolution, forcing an enemy to turn its focus on you, and more importantly, your shield.
11. Paladin 3. As a 3rd level Paladin, Mash follows the Oath of the Crown, becoming the good knight of the realm we all knew she could be. This Oath gives her Command and Compelled Duel as oath spells, freeing up a slot in her prepared spell list for one of your choosing.
Mash can now Channel Divinity by issuing a Champion Challenge, forcing any number of creatures you choose within 30′ of you to make a wisdom save or prevent them from willingly moving 30′ away from you. She can also Turn the Tide, healing every creature you choose within 30′ of her for 1d6+her charisma modifier if they are bloodied.
As a bonus, Mash also gains Divine Health, rendering her immune to disease.
12. Fighter 9. Mash becomes Indomitable, letting her reroll a failed saving throw once per long rest. Chaldea didn’t raise no quitter.
13. Fighter 10. Mash’s superiority dice turn into d10s. She also gets two new Maneuvers, but at this point she’s already learned the supportive ones, so just pick your favorites.
14. Fighter 11. Mash gets another attack, bringing her up to three attacks per turn, or six when using action surge. Mash now legally qualifies as a monk.
15. Fighter 12. I know what you’re thinking, but you’re wrong. Mash actually gets to keep the Ability Score Improvement this time, putting it into Constitution to improve her concentration and health.
16. Fighter 13. Mash gets another dose of Indomitable, letting her reroll two saves per long rest. Not even the end of the world is enough to get her down, so a stupid piece of plastic with a 1 on it doesn’t stand a chance.
17. Fighter 14. Another Ability Score Improvement for Mash to dump into Constitution. By now, between her AC, defensive abilities, and steadily growing health pool, Mash is becoming the tank she was born to be. She’s not at 14k health like in the game, but she’s doing her best and that’s what matters.
18. Fighter 15. Mash gets another two Maneuvers, a sixth Superiority Die, and becomes Relentless, regaining one superiority die at the start of combat if she had zero to begin with. This massive reduction in skill cooldown is very appreciated.
19. Fighter 16. Another Ability Score Improvement, this time improving Strength for slightly harder hits and Charisma for slightly better spells.
20. Fighter 17. Mash gets a second use of Action surge and a third use of Indomitable. By now swinging a shield the size of a human being is more of a light aerobic exercise than anything to Mash.
On the plus side, this build is very tanky, with high AC and HP, as well as plenty of ways to focus enemy fire on yourself to make the most use of it and help your teammates when something slips past. Using the default rolls Mash’s HP would reach just over 200 by level 20, but she can get as high as 300 HP with some very lucky rolls when leveling up.
The downside is most of your skills have very strict cooldowns. With only having 6 combat dice, 3 spell slots, and 1 channel divinity, it can be difficult for Mash to keep up with prolonged battles, even if the only thing she’s doing is tanking for everyone else.
Also, unless your DM is forgiving, you’ll still be doing 1d4 per attack all the way up to level 20, so you’ll have to rely on teammates to do most of the fighting for you.
Finally, while Mash off with her highest stat being useless and a very low constitution is very flavorful, it also makes her first couple of levels much more difficult than they need to be.
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Am I a Shitty Healer?
A Very Basic Guide To When You Will Feel Like You Suck But It’s Actually Just Hard
The first job I ever picked up when I started playing FFXIV was White Mage. And I loved healing in this game enough to keep at it, but I found that there were a lot of places where I found myself struggling and really questioning if I was any good.
AS IT TURNS OUT... that’s pretty normal! So lest you find yourself questioning if you’re fit for healing when you’re getting into it for the first time, here’s a bunch of points at which you’ll probably find you’re having trouble. Don’t panic and think you suck... you’ll get through it with a lil perseverance and practice!
In ARR:
Stone Vigil
Aurum Vale
Dzemael Darkhold
The very first time you end up in these dungeons as an at-level healer, you might find yourself thinking you’re in hell. That’s normal. Focus on making sure you have properly upgraded gear, particularly for your main-hand and body slot! Don’t skip your class quests, either... they offer skills that you’ll definitely need.
Specifically, Stone Vigil has difficult AoEs, Aurum Vale’s got a difficult second Boss, and both Aurum Vale and Dzemael Darkhold have rooms where it’s easy to aggro a LOT of mobs while also having hazards that can deal damage. It’s good to focus on where you stand and how you move!
(Keeper of the Lake also sucks at level, and is tricky even when you get it in roulettes later... again, focus on having up to date gear, and try to read up on the boss mechanics before you head in for the first time!)
In HW:
The Vault
Final Steps of Faith
One of these is a dungeon, the other is a trail, but both are places at which you’ll find the difficulty of healing jumping a bit higher than you might expect. For the Vault, it’s extremely vital to make sure you have properly upgraded gear... the 130 ironworks gear won’t be enough anymore! For Final Steps, it’s quite helpful to read about the fight ahead of time, and really make sure you’re familiar with your aoe healing spells. It’s easier now, but it can be intimidating on your first time none the less... luckily, you have a co-healer to help out!
In SB:
The Pool of Tribute
Bardam’s Mettle
Castrum Abania
The Royal Menagerie
The Pool of Tribute is a trial, and an early one which can be difficult in part because it USUALLY TAKES... quite a while to finish. The attack patterns are rather predictable but because it goes on and on, people tend to get a bit messier in the later stages. Keep an eye on your MP!
Bardam’s Mettle and Castrum Abania are notable because the trash pulls in them hit like a truck. This is pretty common in stormblood dungeons, but don’t be afraid to ask your tank to take one pull at a time, because some of the more innocuous looking pulls can be surprisingly vicious.
The Royal Menagerie.... well, just don’t get discouraged if you find it difficult, try to practice not getting too focused on healing to the point of losing track of the fight around you, and having sprint on your bars will prove a useful tool.
So How Do I Get Better?
I couldn’t say too much... I know I’m definitely always improving in my own healing, too, and I’m still realizing things that make my life easier. However, I think there’s some basic things you can do as a healer to help yourself improve!
Read your Action Descriptions Carefully!
It’s easy to miss details unless you actually take a good look at what your actions do, and it’s always embarrassing to realize you were missing something. For example, WHM’s Assize also restores an amount of MP when you use it... AST’s Essential Dignity does MORE Healing if it’s used on a target with lower HP, and SCH’s Rouse makes your Fairy immune to some status ailments (useful if they’re in the path of a Morbol’s Breath!) You should have an idea of what your stances do as an Astrologian or what Fairy Actions Scholar’s have access to!
In addition, several times you’ll get ‘2′ versions of your existing healing spells... and it’s important to take a look at how they all function, since it’s not a simple case of always using the highest numbered heal you have! Benefic I and Cure I both save you a certain amount of MP and can proc special effects on Benefic II and Cure II, and Medica I and Helios do more raw healing than Medica II or Aspected Helios.
Consider your Role Actions according to what you do!
Some of the Healer skills are extremely vital, and you’ll want to have on your bars most of the time... others are very situational, and can depend on what you’re going to be running and what your style of healing is! For example, most groups will expect Protect at the start of runs, and Swiftcast is an absolute must-have for quick raises in battles...
But Esuna is also an extremely useful tool, and having it quick at hand when someone’s paralyzed or slowed is a great help, and getting in the habit of looking for esuna-able Debuffs is a good one to have.
As for other role actions, it’s great to know that SCH’s Deployment Tactics also spreads Eye for an Eye, Lucid Dreaming gives you increased MP regeneration while it’s active, and Surecast actually prevents knockback and draw-in effects--all tools which can be very valuable in specific cases!
Know your Tank and Co-Healers
Being able to understand how best to work with different classes can make all kinds of runs a lot easier... and particularly in 8-man and raid content, knowing your fellow healers is vital! For example, any character can only have ONE shield effect on them at a time... AST’s Nocturnal Shields overwrite each other and SCH shields and vice-versa... if you’re an AST with a SCH, using Nocturnal Sect will give them a migraine and waste a lot of good healing, and if you have two AST’s the most effective way to go is to have one Nocturnal and one Diurnal healer!
For your tank, each one has a specific ‘last chance cooldown’ that acts differently. Paladin’s Hallowed Ground, for example, prevents ALL damage during it’s duration, meaning you can focus healing elsewhere... while Warrior’s Holmgang doesn’t prevent damage, meaning you need to try and get them back up before it ends and they’re in a bad place! Dark Knight is unusual... their Living Dead makes it so that if they would be killed, they’re instead put in a ‘Walking Dead’ state during which they can’t drop below 1 hp... but they MUST be healed for an amount equaling their full hp before the buff ends, or they’ll die, regardless of if they have hp remaining.
There’s other quirks and benefits you can find with all kinds of classes... from Monk’s Mantra which buffs healing, to Bard’s Warden’s Paean, which can esuna a debuff OR put up a ward to prevent one, to Bard and Machinist’s ability to help regenerate MP, to the different DPS casters being able to transfer a portion of their own MP to you. The more you learn about other classes, the more you can work in cooperation with them!
Know your Limit Break!
Before you hit 50, there’s a pretty good chance you’ll never end up using a Limit Break in a dungeon or trial. Afterwards, however... there will be times when the Healer Limit Break can be the difference between victory and defeat, and having it on your bar saves a lot of heartache.
The Healer LB 1 and 2 are unlikely to get used... but restore 25 and 60% of the entire party’s HP and MP, respectively. Healer LB3 on the other hand... restores full HP and MP to all party members and instantly revives any who are dead at the time! It’s important to note there IS a range on this... people who are VERY far away might miss out, and it locks you in place until the animation ends, meaning it’s possible to bring everyone back only to get caught in an AoE and fall yourself.
This got a lot longer than I meant to, and I’m definitely not any kind of expert... just a bug who really likes to ramble and sometimes gets the burning urge to write guides for things. Still... I think healing in FFXIV is fun as heck, and I can’t help but want more people to feel confident that they can do it, even if they find it tough here and there!
THANKS FOR READING THIS FAR, WOW!
#My brain slipped into hyperfocus and demanded I type a Lot of Words#and now it'd be a waste of several hours if I didn't hit post#but I'm kinda embarrassed
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unpopular opinion: symmetra’s teleporter is better than mercy’s resurrect (even pre-ptr nerf/current live version), and she’s a lot more useful than mercy in some situations.
mercy can rez one person every thirty seconds, assuming she doesnt die, get stunned, or otherwise prevented from the rez. if two people die, game fuckin over for someone. walk back from spawn. mercy has to figure out who to rez, if theyre safe to rez, if they have ut that could be clutch, if they dont want to switch, etc. sure they respawn right where they died, but if they overextended? or theyre in a shit spot? too bad.
the teleporter is more predictable. symmetra doesn’t have to abandon the team for someone to come back. she can continue doing damage while someone returns. people going through the teleporter will know where they come out of and will probably be safe unless someone is attacking the teleporter, in which case: they’re out of position, not assisting their team, and they’re free ult charge. and symmetra will be on her way to destroy them.
if she has a shield generator, then you’ve got a little extra shields. these recharge after a few seconds of not taking damage, and might be enough to win you a 1v1 even if they outskill you. it can build ult charge for your team’s healers as well. it’s a little extra edge that gives you more survivability.
plus, symmetra has massive close range damage and her turrets do a lot. if she can make good callouts, she can place turrets in key locations to alert the team to flankers. they can do a decent amount of damage and slow down enemies, as well as turn all focus on the turrets immediately instead of the objective, or sym’s allies, which can give her team enough time to focus their push against them. squishies will be especially wary of turrets, because enough of them can kill a squishy very quickly.
her lack of healing is a thing that makes mercy better. however, picking moira fills the need for a healer, especially with a sombra or a soldier for off-support. a good moira can out-heal pretty much anything short of massive burst damage (high noon, dva bomb, riptire) while also providing some dps at range or in close quarters. adding orisa and either torb or bastion adds more dps and either less need to heal one person (bastion) or additional health in the pool (torb armor), as well as shield and damage boost with orisa’s ult.
everyone is frustrated with the mercy nerfs, but i think mercy could be left alone if symmetra got a change or rework. she could have more versatility or the ability to heal, and her teleporter will replace the need for rez a lot of the time, as well as making her less of a situational pick. maybe her turrets can heal allies-- she can cycle through picking a damaging turret or a healing turret before placing them by hitting the turret button again. her shield could be a lower cooldown to give her a little more aggressive potential.
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Okay so, Tyrael got a rework. Baseline, he got slightly more base health and lower mana costs, so that’s good. As to his talents though, I’m gonna have to look a bit closer.
Level 1
Salvation - Righteousness (W) shields Tyrael for 25% more and heals Tyrael if the shield is destroyed.
Justice For All - Righteousness (W) shields allies for 100% of the value, instead of 40%.
Ardent Healing - Hitting an enemy Hero with a basic attack causes Tyrael to heal for a small amount of health over 5 seconds, with the duration refreshing and the effect stacking up to 10 times with every attack.
While Ardent Healing seems good, having tested it in a round, it is awful. The healing it gives is pitiful and it does not give Tyrael any way to heal outside of combat.
Salvation is the pick if you need personal durability, and Justice For All is for multi-melee teams where Tyrael will be close to his allies consistently.
Level 4
Stalwart Angel - El’Druin’s Might (Q) grants Tyrael 25 armor while active, and for 3 seconds after teleporting.
Bound by Law - El’Druin’s Might (Q) move speed slow increased by 10%, and Tyrael’s basic attacks extend the duration of the slow by 1 second, up to 4.
Divine Vigor - Smite (E) causes Tyrael’s basic attacks to heal him for 50% of the damage done for 4 seconds.
Bound by Law improves Tyrael’s chase and sticking power, but he doesn’t need to be better at that, he’s already really good, and it does nothing to help his durability or damage.
Stalwart Angel is an interesting choice because it adds a new level of strategy to El’Druin’s Might. Throwing it out early and waiting until the last second to teleport can allow Tyrael a whopping 8 seconds of 25 armor, which makes him very durable.
Divine Vigor is similar to one of Tyrael’s old talents, in fact I think it might be the same, but it benefits greatly from some of Tyrael’s new talents, specifically Purge Evil at level 7. Tyrael’s attack speed means he can get 5 attacks in 4 seconds, assuming you remain in attack range the full duration after casting Smite.
Level 7
Reciprocate - Righteousness (W) explodes for AoE damage when it breaks or expires.
Purge Evil - Each enemy Hero hit by Smite increases Tyrael’s basic attack damage by 35% for 4 seconds.
Swift Retribution - Smite’s movement speed buff is increased by 20%, and also increases attack speed by 25% for 2 seconds.
Reciprocate used to be Tyrael’s usual talent pick at this tier due to being his best damage option but fuck that noise the new Purge Evil is amazing.
35% per Hero hit on an instant cast AoE ability is nuts. 3 heroes hit and Tyrael gets 105% attack damage at 1.25 attack speed. Combine that with Divine Vigor at level 4, and Tyrael gains some truly nasty self-healing if he’s able to stay in range of his target.
Strong as it is though, Purge Evil is contingent on hitting multiple Heroes with every cast of Smite, and being in range to take advantage of those empowered attacks. I see it being a niche pick against teams with multiple melees, or with allies that can keep allies bunched up, like Leoric or Zarya.
Reciprocate is a better damage option if you can’t hit multiple enemy heroes consistently, and/or you can’t stick to them well enough to use Purge Evil’s damage bonus.
Swift Retribution is good if you’re going for a team support build and don’t need you personally to deal heavy damage.
Level 10 - Heroics
These are the same as before, so no need to comment on ‘em.
Level 13
Sword of Justice - Teleporting with El’Druin’s Might causes Tyrael to trade places with the sword, allowing him to teleport back to his initial location by reactivating the ability again.
Holy Ground - Teleporting with El’Druin’s Might creates a barrier that enemy units cannot move through for 3 seconds.
Law and Order - Every enemy hero hit by Smite reduces the cooldown of Righteousness by 1 second. Each allied Hero shielded by Righteousness increases the damage of your next Smite by 25%.
Sword of Justice gives Tyrael some new mobility options, by allowing him to cast El’Druin’s Might, teleport and then retreat, giving him the chance to make some riskier plays. The caveat is that the duration of El’Druin’s Might is unchanged, meaning you only have about 4 seconds to retreat if you teleport at the earliest opportunity.
Sword of Justice also synergizes with any talent that relies on El’Druin being active, as it allows Tyrael to teleport immediately while still retaining the full duration of the effect, making the other talents that much more powerful.
Holy Ground is one of Tyrael’s old talents, and one of his strongest. The ability to create a wall that only blocks your enemies is extremely powerful. It remains a very strong pick, assuming you’re able to effectively use it to block enemies.
Law and Order is a new talent that gives Tyrael some incredible teamfight potential, allowing him to consistently spam his shield to keep his allies protected while simultaneously buffing his damage output. Like Purge Evil however, it relies completely on your ability to consistently shield multiple allies, and hit multiple enemy heroes. Strong pick, but demands the right circumstances.
Level 16
Horadric Reforging - Tyrael’s basic attack reduce the cooldown of El’Druin’s might by 1.5 seconds.
Burning Halo - Tyrael deals constant damage per second to enemies near him. While El’Druin’s Might is active, El’Druin also burn nearby enemies for constant damage per second. This effect persists on Tyrael and is doubled in power for 3 seconds after teleporting.
Smite the Wicked - Smite finishes its cooldown 100% faster while El’Druin’s Might is active, and for 3 seconds after teleporting.
Burning Halo is Tyrael’s unique version of Burning Rage. Like other versions of Burning Rage, it is only effective when Tyrael can stay in melee range for an extended period of time. At that point however, you’d likely be better served by Smite the Wicked.
Horadric Reforging pairs very nicely with Stalwart Angel, giving Tyrael more armor uptime, and gives you better mobility overall.
Smite the Wicked shortens the cooldown of Smite, which means you have better uptime on the effects of Purge Evil or Swift Retribution, making it the ideal choice for damage in most scenarios.
Level 20 - Storm talents
The Heroic upgrades are the same as pre-rework, so I won’t mention them.
Defense of the Angels - Activate to gain 40 armor for 5 seconds. Every time Righteousness blocks damage, the cooldown of Defense of Angels is reduced by 3 seconds. 120 second cooldown.
Seal of El’Druin - Casting an ability increases Tyrael’s attack speed by 50% for 3 seconds.
These talents turn Tyrael into a real monster.
Defense of the Angels is a very powerful defensive cooldown that is more effective depending on your enemies. It won’t do much good against Chromie, but against a dual wield Varian, Tychus, Zarya, Nazeebo, or similar sustained damage hero? You’ll have it up for every fight.
Seal of El’Druin takes all of Tyrael’s earlier attack buffing talents and kicks them into overdrive. With 1 cast a Smite, Tyrael can land 7 buffed auto attacks in 3 seconds. Tag the front line with Smite then use El’Druin’s Might to warp onto one of their assassins and Tyrael becomes a huge threat that is impossible to ignore, one of his biggest weaknesses prior to the rework.
In conclusion, Tyrael still suffers from some weaker sustain and no out-of-combat healing and being mana hungry, but he absolutely has much better teamfight presence and damage output.
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