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Boo the Hamster

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Everything posted by Boo the Hamster

  1. Rage of Halone combo x50 for single target. Press flash/Circle of Skorn for the aggros on aoe fights. Rotate targets every now and then with Rage of Halone combo to keep up threat on the other mobs. Yes I'm serious. Only other thing I can think about is that roulette is a gil mine, and there is no reason not to participate in those if you are the needed role. Edit: Eventually, you'll generate enough threat to where using shield swipe won't lose aggro. This is around 600 TP or so. Go ahead and use that every chance you get, since that conserves TP extremely well.
  2. Second Coil of Bahamut is located there. It'll be populated until the next set of Coils. Then it will be abandoned. Again. Closest you have to Goldshire is the Quicksand, and that's just because of how conveniently placed the city is, though it's not nearly as bad.
  3. I know I thanked you twice before, but I am glad that it turned out this way. Thank you, it turned out really well.
  4. Only if everyone else gets to use The Flash. Brb, leveling Gladiator to 50.
  5. Isn't that the point of the Grand Alliance though? To bolster the defense of all as well as to be a united front against the Garlean empire? Within the Grand Companies, there is no restriction when it comes to who they recruit so long as they are part of the Alliance in some way, shape, or form, including those of outside forces, while they can stick with tradition with their main guilds. Yes, they fight off poachers and are posted throughout the Shroud, I must have omitted that somehow, but this much is true. They will have defenses there of course, but that isn't the point I am trying to make. The problem with making a special division of Wood Wailers is that they have only wielded a specific weapon, through tradition and history, with consent of the Elementals. When they require ranged weaponry, that is what the God's Quiver is for, with consent of the Elementals. When they require magical aid, this is what Conjury is for, with the consent of the Elementals. Getting anything done, to the point of aiding a dying child, is rather whimsical at best, which can only be done with permission from the Elementals. Gridanians in general distrust outsiders, as the damage done to the Elementals were great, with the ideas of trade being damaged greatly, mostly at the hands of Ul'dahn merchants who tried to scheme, steal, and kidnap for profit. I would imagine they would feel the same thing when it comes to classes/jobs outside of Gridania, with the Twin Adder tolerated since they are a part of the Alliance alone. I feel that the Wood Wailers are too steeped into tradition to just suddenly make a radical change for what feels like a random reason like the one bolded when the Twin Adder already solves that problem. I am not sure whether the power of the Elementals have gotten to the point where one cannot acquire Wood-Sin or not, but I assume that most Gridanians would have the same distrust if they knew basics of how one acquired Wood-Sin. Papalymo and Y'da had Wood-Sin by simply being in the Shroud in specific, forbidden areas as an outsider in 1.0. To OP: I honestly don't know how to quote either besides the old copy/paste. Your idea is logical with the powers and rules and what not. But it sounds like Twin Adder in the RP is better off. Possibly the Petty Officer/Soldier area and pretending one is not part of the Commissioned Officer groups. Again, from what I read on the lore, I think Wood Wailer's are too steeped into tradition to have another weapon of choice. In your example of the Wood Wailer being arrested as well, it is more likely that they will be punished just because they left the Shroud more so than the Ul'dahn people arresting them. I tend to follow lore to the letter, so I try not to get too involved if needed. Most of the lore I get is from this site here. http://ffxiv.gamerescape.com/ I will admit that I could be wrong in these points, but with the logic of material conditional, that is how I came to these conclusions, which I feel Gridania strictly follows.
  6. Honestly will need more info for that to consider whether it's 'viable' or not. Is it a 'mercenary' group that eventually became assimilated into the Wood Wailers? Is it just 'unofficial work'? From what I recall, the Wood Wailers are restricted to the Shroud alone, and will not leave under any circumstances, as the priority is the Elementals, and the city of Gridania itself. They don't really have a specific branch, and as far as I know, act as the militia. They specifically wield the lance and the lance alone, and I have not seen a -single- Wood Wailer that doesn't use it as their weapon of choice. Other groups have done something similar with the Sultansworn and the Red Wings. Lore should be respected when it comes to playing law enforcement and dealing with criminal rp, in all aspects if possible. And as far as I know, I'm not seeing much evidence to say that it is viable, but that could also be that I don 't have enough information, or enough information is given by SE. From what little information there is, it might be better off having origins with the Twin Adder.
  7. Imprisonment, assimilation, and execution are the main three punishments for the pirates. There's extremely little tolerance for those who continue to choose piracy/banditry around the area before and since the Calamity. The pirates were the main law, above the Barracudas before, but their position has lowered drastically since the Calamity, with the complete destruction of their ships and Hyllfyr gone missing (the leader of the Bloody Executioners). Most of them are pirates in name alone, for now. Though the Bloody Executioners, the Sanguine Sirens, the Kraken's arms, and various minor pirate groups still live, there's been a lot of damage done to them. They live because it is necessary. They are outlaws, but have enough sway within the community where it can be disastrous to have them against the Maelstrom. So as long as they follow Limsa Lominsa's laws, they are allowed to live. Most of the crews that have stopped their 'privateering' are out in the Lower/Middle/Western areas of La Noscea tending fields. The big three pirate groups are in Limsa Lominsa due to their reputation. They're above the law in a sense, but not fully. It's been known that some of the Knights of the Barracuda have infiltrated the ranks of each group, but their alliance has been shaky at best. Some joined the pirate group officially and act as double agents, while others are completely loyal to the Knights. Mortality rate is largely unknown for anyone really outside of old age. Eorzean's in general are a brutal people in a brutal time. It's difficult to say the age rate of anyone that lives outside of the City States, let alone the pirates themselves. The Maelstrom were pirates, once, so I assume it depends on their loyalties, the consequences of their actions, and how often they get caught.
  8. Honestly just giving resistance IC. There's some lore I thought was questionable before, but it is free game for now until the eventual expansions/quest lines that develop into it. I /was/ going to plan something big, but I realized it would require me getting killed off, so nope.
  9. There is the idea of your family being from outside of the Grand Alliance territories if you wish. The continent and the islands one can't access isn't the whole world, and about one third of the continent is conquered by Garlemald. Though, that method tends to be shooting yourself in the foot once they get implemented in the game, -if- you like following the lore to the letter. Then again, people made the Red Wings FC, so I guess it isn't that big of a deal if people are willing to gamble with those odds. As long as you don't do something ridiculous like the child of a primal, you should be fine. I would suggest tracing your lineage from Doma if you want to have a strictly IC lore or not want to bother with rewriting your bio once SE can and will implement the area, as the entire continent will be unlocked eventually. Otherwise there is the risk of the isles of Pearl and Maalgys, the Dravanian half of the northern continent, the mountains of Xelgkatol, and the territories of Garlemald, which have very little, if any lore. You'll have some -very- unwelcome guests in your RP if you choose Dravania from characters that are raised in Ishgard if you are open about that heritage though, fair warning. Garlemald and its territories will also make others nervous, as the Grand Alliance has been at war with Garlemald for several years (If the RP'ers in question care about lore, that is). There's the option of being from one of the factions of Keepers as well within the Shroud (I don't remember the exact name, and that one seems to fit) The RP'ers I've met who choose areas outside of the Grand Alliance are usually quiet about their heritage for a reason. If WoW's story (if you played both sides) gave any hints about how each character is, not everyone is merry and perfect in the Grand Alliance.
  10. Hearing no ring from the bell or the pearl, he paid the innkeeper his fee for the room before heading out toward the Ruby Road Exchange. He looked out toward the benches with their bushes of shrubbery, and the occasional two or three that would sit around, chatting endlessly about trivial things. He considered joining them, though he imagined that his time would be brief, and not enough to be recognizable within the throngs of people that dwell here. His eye grew curious at the steel object along the brick and mortar. What is that anyway? Some sort of shrine? It was a good place to stand, right by the planter boxes and enough support for his waist to rest on. As he did this, his eye caught the figure of that familiar form a few fortnights ago. That Lalafell he insulted, only to keep appearance of being someone else while they questioned that criminal. It was a few fortnights ago, right? Or was it sooner? He should begin writing in his journal so he can keep track of the suns and moons better, he thought. Besides the eye-patch, he doubted he could be recognized. He did make up a personality on the fly, after all. Though his logic pattern followed the same as his merc persona, and he would certainly be recognized by voice. He wasn't exactly an espionage type. It was just a one time thing anyway. Even if he did recognize me through the full suit of chain, I'll act the way I should as my lady's retainer and see what will come of it. He turned his eye toward the steel object once more, inspecting every ilm of steel as he let his mind wander off.
  11. Enju grumbled as he awoke from his sleep within the Quicksand, the words ringing clear within his head. He shook his head, placing his palms along his face to wash away the scowling face. Putting on his seneschal's garb, he listened for the sound of the bell, then attached his pair of cesti on his sarouel with a heavy woolen string as he heard no ringing. He took out his journal, scribbling furiously within. "I wake up to the talk of traitors within the Sultansworn in Ul'dah. I have a feeling I already know who that one is. She must still act under that one's will. I was such a damned fool to let that one go." He set his journal down, his scribbling growing so furious that the lines made no words, just the ink spilled along the page and into the next as his quill pierced the parchment. His hands shook as he set the bottle away, the quill swiveling between his fingers with each movement he made. He should have killed them both when he had the chance, when their guard was lowered, witnesses and life be damned. There's no way it could have been a dream. The claim of being a child of that damnable being, the one who wreaked havoc upon the land seemed ridiculous. Utterly insane. It was only that thought that stopped him from drawing his spear and butchering the both of them that night. It was all too obvious that woman was tempered, and that idiot girl claimed her lineage aloud in the Quicksand. Why did nobody care? Still, if he was to keep his duty, he would have to uphold the law, even in a place where the law has become a running gag as Ul'dah had made it out to be. Why hasn't the Sultana taken action yet on that one? Perhaps it was a farce? He let out a soft sigh. He wasn't the Sultana's servant after all. Ul'dah's politics are beyond him, as he could only see it as a city where Gil is the law, and only Gil will satisfy when it comes to any act, no matter how heinous or cruel. Mayhaps it is better now, but the past was all too recent to shake that thought from him. He takes his steps into the main hall of the Quicksand, an eye covered with that coeurl eye patch, listening in to the commotion as he awaits the inevitable call for his services from his liege.
  12. There is very little lore when it comes to weddings, only inter-racial breeding and Miqo'te breeding specifically when it comes to marriage/couples. I'd say it's free game to come up with whatever you like. The act of wedding exists, but there's very little, if any details on it. -IF- there was lore, however, it would most likely be handled under the Twelve specifically, and not just a certain deity. The Sanctum of the Twelve is probably your best place to look to find information on it within their quest lines, though it didn't seem to work out if I remember right.
  13. Great read Xydane! I love all the threads and RP this plot is generating. And, oh boy, all the twists and turns. I have had so many characters throw IC "curve-balls" at me lately that I am totally expecting the next person Kiht talks with to tell her that they are secretly an Amalj'aa using a magical glamor to disguise themselves as a/an (insert race here), and they are gathering intel on how the city-states operate so that they can help advance Amalj'aa interests. This person will also say that they want this to be a secret, and ask Kiht not to tell anyone..... You are all going to kill Kiht, you know that? You will kill her with stress. :love::lol: Careful, you might get what you're asking.
  14. There is RP around, but beware. There are those who choose to RP and not have consequences for their actions, which can make trying to RP with them rather mind boggling when it comes from a lore perspective. I feel that those who choose not to have consequences for their actions makes the entire story of their character pointless, and makes it difficult to RP in general. When it comes to a story, a character must have positives and negatives, and each of those should have some sort of consequence, good or bad (including losing standing with their supposed faction, if necessary). When people choose to avoid it, they lose the spin that their character brings, and become a Mary Sue, being little more than good conversation. This is a problem with MMO RP as a whole, but it is starting to get more prevalent in XIV. There is good RP around, and good RPers as well, but be selective if you care about consistency within the lore. I've seen too much lore dodging lately, so I've been choosing to RP with a select few friends. RP is mainly centered around The Waking Sands of Ul'dah in Balmung, and there are linkshells dedicated to roleplay within Limsa Lominsa, though I'm not sure what RP there is in Gridania. If you choose to RP in Balmung, feel free to send a tell my way if you got questions or just wish to RP.
  15. Will be running Twin with my static at 6-11pm EST on Saturday. Otherwise I should be available, will update this post if something changes on Sunday.
  16. I should be able to show up for all three. Now that the servers are going haywire, better time to RP than ever.
  17. _HRzKkD20YM Character music isn't something I'm usually interested in, as it can tell too much too soon. I feel this fits though without saying too much.
  18. Songs tend to be very iffy to me, though I'd change the location of the real life places to something in-game if you choose to borrow songs. Or make up the names of said locations since the world isn't fully explored as of yet. Only thing I'd ask is this. Does the music make sense with the sound of a harp? I'd say that it's pretty asinine to say shanties should not be sung though. They're made for a reason and don't involve the political/social jargon that many modern songs possess.
  19. Just felt I would introduce myself. I have RP'd for around four years at this point in time, and find it interesting to watch and participate with others in developing stories. My only character is Enju Abbagliato, a Duskwight. If you see me in game, feel free to send a tell and/or RP. Most of the time I'll be lurking within the taverns or what not and watching conversation. I've heard of this site in 2011, though I had very little reason to participate as I chose not to RP during my time in 1.0. See you all in-game or what not.
  20. Realized I derped and put the responses in the quote box. My answers are italicized. Though it may appear that some tempered are more 'sane', none of them truly are. They will fight, breathe, eat, and die for their primal. Defeat in any form is not only a shame, but impossible to comprehend. They're all equally devoted, from the newly converted to the one that brought the primal onto their race in the first place. As for Odin being able to temper, Oroban, he does not temper. In the fate battle with him, he blatantly states that he has no need for servants. He possibly could, but his thirst for vengeance and battle leaves no room for tempered. Also, Aysun, you do not -need- the echo to fight primals. There are various tools that a band of adventurers used (they're currently retired in Costa Del Sol, or a Nunh for the U Tribe, or other places) that are clearly not tempered, and was used to nullify the tempering from Leviathan/Titan. It's unknown whether these tools are lost, as the lore didn't cover it. I assume none are being created since in the legacy version of the MSQ, there has been a large amount of Echo users as of late.
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