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#like special items not proccing twice when they should
biteapple · 5 months
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i do also feel like The Pale Beyond holds your hand TOO much in some aspects but not enough in others
#there are parts in the story where literally a popup appears telling you why one of your traits made a character say something to you#and thats something i would MUCH rather like. interpret or figure out on my own. in a story-based game#and also makes like ... makes me feel like i can SEE behind the curtain of the game. that should be secret to me.#let ME think about why someone said something or did or didnt do something. dont TELL me why in a convenient popup#and in some parts of the game doing certain actions seemingly arbitrarily ends the day or is final when i really wish the game was like#just a small sentence telling me what actions are progression-based and what aren't. SOME of them are color-coded but not all#there was one point where the game was like ''you can choose one of these'' and then prompted me to assign someone to something#so i thought *I* could choose one and assign a person to another because a prior event had me do that#and me assigning the person WAS my one action. just wish it was clearer in some aspects in wording its finality.#espectially when it mirrors what the game has taught me prior and then does the opposite of what the expected outcome is#there are certain mechanics that feel unfair where (potential spoilers ahead) you can assign people to the med bay to rest but...#if there's open beds and you forgot to assign someone else into the bay you're out of luck and cant pull up the menu again#like. why cant i? the engineering panel allows me to pull it up again. as does the cooking pot. as does every other panel. why not this one#that specifically just feels like an oversight. that among OTHER things#like special items not proccing twice when they should#there's one item that when warming up freezing crewmates#the engineers will warm 2 instead of 1. but. if you assign two engineers to the task the same time#then they'll only heal 3 people total because the code accounts for the action preformed not the amount of engineers assigned to the action#and if you assign them in succession they'll do it successfully. which is annoying to have to remember and a huge oversight
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crystalelemental · 4 years
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Alright, I have reached the League in Platinum.  We’re going in.  I’ll be doing one long post again, instead of the breakdown per character, to avoid cluttering Dashboards.  The team:
Eleanor the Dusknoir (Brave, lv 60).  Elemental Punches and Shadow Punch.  I had wanted Trick Room, but can’t find a justification to remove any of the coverage.
Cadence the Chimecho (Modest, lv 58).  Extrasensory, Shadow Ball, Charge Beam, Hidden Power.
Florence the Cherrim (Timid, lv 58).  Solarbeam, Hidden Power Fire, Leech Seed, Sunny Day.
Arianne the Floatzel (Rash, lv 58).  Surf, Waterfall, Ice Beam, Crunch.
Perrine the Gliscor (Careful, lv 57).  Earthquake, Rock Slide, Aerial Ace, Swords Dance.
Melanie the Skuntank (Naive, lv 56).  Night Slash, Poison Jab, Flamethrower, Strength.
As always, I don’t use items during the match, but will heal up between matches.  If a Pokemon faints, however, they’re out for good.
First up is Aaron, a guy who claims to be Bug, but whose main I am certain is Drapion.  I decided to lead with Perrine, since I’m not taking any chances early on, and Rock/Ground coverage should clear this entire team.  I was confidence the Yanmega lead was Speed Boost, unfortunately I had guessed Protect and tried to boost first, so it got two Air Slash on me.  Thankfully, one Swords Dance let Perrine absolutely demolish his team.  That said, I’m pleasantly surprised by his spread.  Scizor was terrifying, I wasn’t sure we could OHKO, and Heracross covers the Rock/Ground coverage that’s so good against the rest of his team.  Gliscor is just a surprisingly hard counter.  I also really enjoy Air Slash/Speed Boost Yanmega as a lead.  That’s pretty nasty.
Next up is Bertha.  I always kinda liked Bertha.  Anyway, this is Florence’s time to shine.  Gliscor was scary.  Fire Fang as I set sunlight, I am astonished we didn’t die.  Once sun was set, though, Solarbeam took it down.  And took down everything else.  I didn’t feel like messing with Hippowdon.  I could feel something was up, and we were too low on HP and Sandstorm was active.  I swapped over to Arianne.  Turns out, I was right to do so.  Stone Edge crit.  That would’ve killed Florence, but Arianne survived and got the KO with Surf.  So far so good.
Next up is Flint, who has always been my least favorite.  I think Diamond and Pearl made me mad at him.  Fire-type Elite Four, but only two Fire types out of the five.  Pathetic.  Anyway, Platinum has more options, so I confidently lead with Arianne.  We take out four of his Pokemon with Waterfall alone, but Flame Body procs with Magmortar, so it wasn’t a perfect run.  Still, I’m disappointed.  At least he has all Fire types, but come on.  It’s kinda like Volkner, just a stream of the same type, all easy to handle with a counter.
Now for the asshole.  Lucian is a pain in my ass every time.  Anyway, I decide to go Eleanor.  Maybe it’s a mistake, but I feel like she can take him.  Unfortunately, my decision to not play Trick Room comes to bite me instantly, as Mr. Mime uses Reflect.  Uphill battle from turn one.  Thankfully Shadow Punch still OHKO’d.  Espeon has Shadow Ball, and got the lucky Sp. Def. drop.  So that’s bad.  Eleanor is basically dead on her feet when it arrives.  That fucking Bronzong.  I switched to Florence.  He got a crit with Gyro Ball, and evaded my Leech Seed the first time, necessitating a second.  So that’s great, two Calm Minds for his special defense.  If this could be going any worse...  I swap to Skuntank.  Thankfully, I got it right, Psychic.  I opt for Night Slash.  While not as strong, it seems the safest option.  It knows Earthquake.  Of course.  God dammit, Lucian.  Only half damage, and a bit of Leech Seed healing keeps us alive, but wow, we have three injured Pokemon and he’s only half done.  Alakazam’s next, and I briefly entertain the idea of switching before realizing that would be a disaster and stay put.  Focus Blast hits, and Skuntank lives with 17 HP.  That...was scary.  But now it’s worse, because we’re staring down Gallade.  In the possibly worst call, I switch to Perrine.  He hits with Stone Edge, because misses don’t happen for him.  Thankfully, I have a Flying move with Aerial Ace.  Unfortunately, it survives.  But a second one finishes it.  Four severely injured Pokemon, but no deaths.  What a painful fight.
But not nearly as bad as the ultimate being.  God, Cynthia is such a badass, I love her.  I decide to lead Florence.  I know, I know, risky business with the Milotic, but I really don’t have a good lead against Spiritomb, so I have to trust in this game plan.  I go for Leech Seed to get some passive damage and healing, and plan to switch to Skuntank next tu-oh god she knows Silver Wind.  OH GOD SHE GOT THE BOOST.  FUCK, IT’S TURN ONE AND WE’RE ALREADY ON RED ALERT.  Okay, switch to Skuntank and another Silver Wi-IT GOT IT AGAIN, FUCK ME.  I try twice to poison with Poison Jab.  No dice.  I try to finish it before Full Restore can be used with Night Slash.  It survives.  Skuntank goes down.  DOING GREAT, GUYS.
At this point, it’s full-on red alert, I go straight to Perrine and start the Swords Dance boost as she Full Restores.  I get to the second, and find out Shadow Ball absolutely trucks through Perrine’s weaker special defense.  That Careful nature isn’t saving you for shit, girl.  I take the shot with Earthquake.  And it hangs on by a thread, and gets a KO with Psychic.  We are so, so fucked.
I bring in Florence, and to my surprise, she doesn’t heal again.  Spiritomb gets a shot off as I set up Sunny Day, but we’re not dead.  A small victory, but I count it.  Togekiss comes in.  I can’t beat that.  I try to Leech Seed.  It evaded the attack.  Why?
I bring in Cadence, realizing that we really cannot bring in the other two right now, and...oof.  Togekiss outspeeds.  And knows Air Slash. She gets a flinch on the second hit, and now Cadence is down.  If this could get any worse, it’d be a miracle.  But Arianne can...oh my god id only dealt like half damage with Ice BEam, and she nearly killed me in one shot with Shock Wave.  Good god, why is this happening?  Roserade’s in, Ice BEam does shit-all, and Arianne is down.  Only Eleanor remains.  She wins, but not before taking some damage.
Lucario hits Stone Edge, because I haven’t suffered enoguh.  Fire Punch doesn’t even one-shot.  Another full restore as I punch again, and no luck.  Also it knows Shadow Ball.  And got the special defense drop.  And to end the match, Milotic got a crit on Ice Beam.
I have never experienced such intense bad luck in a match before.  Christ.
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LATE AF Build Thursday: Troll Leader (Magicka Healer/Debuffer Nightblade)
Oops, Lady La La has been slacking and I am so sorry guys. Had to take a break from a lot of stuff for my own sanity and sadly this got the axe :( BUT never fear, I am back and I will be posting a new build with lots more fun in honor of April Fool’s day: The Troll Leader (also, I’m gonna be trying a new format)
Picture this: There's a zerg defending a fort, who have heals and DPS and tanks and are unusually well organized for such a big group. They have a strategy that includes rushing a single target at a time, identified by a Nightblade in their midst. You see the tell-tale beam from one of their healers casting Mutagen tho! You can take out one of their healers, maybe throw off their strategy! But their healer vanishes as soon as you focus on them, before popping back up at full health just nearby... and you are the one marked now, with your health reduced and your damage nerfed... Nightblade healer, one of my favorite combinations of all time, with some DPS and tankiness thrown in.
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So something I've noticed about leading PVP groups is that if you go down, you're usually the priority to be picked up. This happens whether you ask it or not and can be a boon if you're the healer. At the same time, other players usually melt if they have a full group focusing on them. SO why not combine these two concepts to create a badass group leader that can keep their team on their feet and make it really easy for your team to pick out one person to beat down? At the same time, we want to have some survivability so that our team doesn't wipe because they're trying to get us. Credit goes to one of my friends (he'll know who he is once I share this :) You rock for giving me evil ideas for the armor setup)
What do our sets look like, you may ask. The Trolliest ever, I respond.
Monster set: Troll King, both pieces. +2% heal is great, but the 2nd effect is what will make us a truly superb healer while still staying up: "When you heal a friendly target, if they are still below 60% Health, their Health Recovery is increased by 1548 for 10 seconds." Think about that for a second. If your heals tick on someone whose health is below 60%, fairly common in Cyrodiil, their health recovery is increased drastically. This applies to you, too, and meshes well with our main heavy set. Full Set: Juggernaut. This has a pretty nice 5 item bonus: "When you take damage while under 30% Health, heal for 18060. This effect can occur once every 1 minute." So if your enemies figure out who's healing your squad, this will provide a HUGE heal if they get you low. Not only that, but if your health is high enough (via glyphs and item bonuses) this could end up activating your Troll King set. That's just not fair to try and fight against, and makes you tanky as hell. Partial Sets: So, we're left with 4 more item slots, and for this, we're going to go with more tankiness. Bastion of the Heartland gives us more health, healing received, and reduces the damage we take from other players. It's one of my favorites, I'll admit. Akaviri Dragonguard is a good one while you don't have the full BOTH (also my favorite acronym lol) giving us magicka recovery, health, and healing received.
What about before you hit 50CR160? There's a nifty little set called Whitestrake's Retribution. Max Health, Health Recovery, and Spell Resistance is great, but it's 5 piece bonus is pretty similar to Juggernaut. Instead of actual health, however, it gives us a damage shield. Not quite as good, but it can happen every 15 seconds, as opposed to 1 minute. If you can find someone to craft it all in training (and there's no reason why you can't, srsly, most good PvP guilds have crafters who'll do it for the materials only) even better. We want to level as fast as possible, and as fun as non-vet PvP can be, Troll King <3.
On to the fun part: Our skill bars. Bar 1: Focus on the glowing one! Destro Staff: Lightning. There's some passives on the Destruction tree that increase the effectiveness of our AOEs, we may only have 2, but there's only 1 direct single damage attack we use, and I have to admit I just like the Lightning heavy attack better than the Flame heavy attack, which would be our second choice. Piercing Mark: This will make it easier for your team to focus down one enemy, and is also great against Nightblades since it helps you find them even if they try to stealth. That would be great by itself, but it also lowers their resistances and heals you for 40% if the target dies, so there's no downside. Pulsar: A tidy little AOE, with an extra special "Oh Shit!" for your enemies; it lowers their max health for 30 seconds. Combine that with Piercing Mark and your enemies will vanish. Funnel Health: Such an easy one to spam, drops a nice little HoT on you and one member of your squad. Straightforward, keeps your team up and can activate Troll King. Sap Essence: Another goldie from the Siphoning tree, ups your spell damage if you hit even one enemy, but really shines vs zergs. Pops a heal for you and your allies that increases for every enemy you hit with it and is a decent sized AOE on top of that. Dark Shades: Why have one leader when you can have 3? Your two shades not only damage enemies, they also reduce the damage your enemies do by 15%. 4 seconds might not seem like a long time, but it can seem like forever when 10 or more people are melting your health. You can swap this out for Impale if you want a little extra DPS against low health enemies, or prefer a flame staff to a lightning staff. Ult: Sturdy Horn: War Horn is great as is (+10% to all resources, everyone should run with this if they can), but throw in added time and extra resistances and it can make all the difference in taking a keep. Hopefully, you have several people with this on their bar so you can stagger it out, but if not, you should be able to pop it pretty frequently anyway (at least once or twice a siege, when rushing a breach or when a breach is getting rushed)
Bar 2: Let’s stick together Restoration Staff: You're a healer. This is how you heal, but I'd think that goes without saying :) Blessing of Restoration: A burst heal, albeit a minor one, but it hits a large area and increases everyone's resistances. If  your group is running tight, you can hit even a large group pretty easily with only one or two casts. Efficient Purge: Purge is expensive, but it's our only real way to get rid of negative effects on our team. Efficient Purge lowers the cost by about 1/3rd. You can swap in the other morph if you want some extra healing, but Troll King should take care of that for you. Illustrious Healing: An AOE Heal, great for rushing/defending a breach, and another way for Troll King to proc. It's relatively cheap while covering a pretty large area. Dark Cloak: When things get too hot, this helps you duck out to fight another day. Other uses: Burning a forward camp, ambushing at gates, surprising enemy forces when you arrive just too late to stop them from starting to flip flags, AND SO MUCH MORE. While sweeping for people hiding in a keep, this can be swapped out for Radiant Magelight. Anyone who's spent even a little bit of time in PvP should know how useful this is, but for those who aren't familiar with what stealthed enemies can do: two Nightblades and 6 ballista can drop a wall from inside a keep in only a couple minutes, and be a pain in the ass for defenders IF they manage to show up on time. You'll want someone to have this as one of their skills in any group, so it might as well be you. Mutagen: A cheap HoT that gives a burst heal when someone falls too low on health while taking off a harmful effect. That might not sound like much, but if your buddy who insisted on bringing a vampire to PvP catches fire, that'll remove the fire and heal his goth butt enough for you to swoop in with some real heals. (And Troll King ftw) Ult: Soul Siphon: Take a great skill for damage, take away the damage and add super heals to you and your allies AND make you and your allies take more healing makes this one of your best burst heals. It's cheap to cast and can make all the difference when you're getting swarmed.
So, how do our skills all fit together? As a leader, communication is key. Piercing Mark gives a visual aid to your team, to help them know who to go for next, Pulsar and Dark Shades will do passive damage to your enemies’ effectiveness, while Sap Essence and Funnel Health will keep your own forces up. The way I’d fire them off goes: Dark Shades (lasts 15 seconds, gives you some passive DPS) Sap Essence (increase your spell power) Piercing Mark (signal your team) Pulsar (lowers enemy health, plus DPS) Funnel Health (HoT, especially useful if we have high critical chance) If we forwent Dark Shades, hit Impale once your target is below 25% health for an almost instant kill. Weave in Light and Heavy attacks for extra damage and to restore magicka as needed, rinse and repeat as needed. Our second bar comes up more defense than anything else. You’ll want Mutagen to be up pretty much all the time, Blessing of Restoration helps if your team is getting too low on health and can hit a large portion of your group if you’re good, Illustrious Healing can be thrown down where most of your team is standing, and can proc Troll King if anyone runs into trouble, Purge comes in handy if you’re getting hit by siege or any kind of DoT. Dark Cloak doesn’t need any more explanation, I think, nor does Radiant Magelight. Our Ults have different purposes: War Horn is good to pop before anyone needs heavy healing, Soul Siphon is heavy healing. Pop War Horn as you run into a group, hit Soul Siphon as you’re fighting to keep people from going down. Easy enough to remember, I think :)
It’s never easy to level up a healer, especially if you have to be creative with your skills to pull it off (eg: NOT a Templar) but to be a Nightblade healer is definitely worth it. As with any role, mind your resources. It shouldn’t be a major problem, but it can still help to keep an eye on your magicka and not neglect your heavy attacks. Have fun with it, tho, get into PvP early to get Purge quickly, and to build your reputation and learn how to lead. The more you can find good people to play with, the more fun you’ll have running with this build.
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