Jump to content

Kellach Woods

Members
  • Posts

    2382
  • Joined

Everything posted by Kellach Woods

  1. Saying you're X race so you must act like this is... kinda making me uncomfortable. Leads to so much bad territory.
  2. Again. We don't even know if it's canon that Godbert was there or not since there's two versions of the cutscene.
  3. Oh yeah, not saying that. I'm just casting doubts on people who specifically joined the server because it was touted as the unofficial RP server who had no intentions on getting into the RP game or griefing RPers. Besides, that doesn't solve the problem of maintenance being the only window of character creation.
  4. Usually unofficial servers do go into the higher tiers of population, but saying that people joined up knowing it was gonna be the unofficial RP server without having any intentions to RP/grief RPers is kind of a stretch to me.
  5. Guys, who outside of the RP community actually knows that Balmung is a RP server before joining up? It wasn't made an official RP server.
  6. the only thing I can be mad about my university years is being stupid enough to believe in the "if you go to university you'll have A JOB guaranteed" mantra that was spouted to the youngins of my generation. Yes, this was said regardless of degree. arguably, actually going to university in the first place. it brought me absolutely nothing beyond more blows to an already abysmal self-esteem and lost years I could have done anything else and be somehow more productive. I graduated, but my grades were not good enough for grad school. am I fortunate to not be in the US thus stuck with a debt I can't possibly repay with what meager salary (granted, a few of you would probably be like that shit ain't meager, but that is only recently that it got bumped up - I was doing minimum wage otherwise) I make off of whatever work I do that isn't related to my degree in the slightest? You bet I am. However, that doesn't make me less angry at myself for being a gigantic tool nor does it make it the fault of humanity at large. So carry on.
  7. In that case I shouldn't be blocked - I've a legitimate ping of 25 on average to the server. Not because my pipes are good, but rather because I live around 20 minutes away from where we think the datacenter actually IS. That's off-topic tho. * * * Y'know, I'm starting to think the login server doesn't check population (aka anyone logged in) but characters created. If Balmung's a legacy server, then there's bound to have a TON of those.
  8. honestly think we're trying to look for stuff that isn't there. also, Hildibrand is the kind of NPC you just cannot introduce in MSQ without severe suspension of disbelief. See, Godbert is actually... COMPETENT so his placement in the overarching lore makes sense. Hildibrand... isn't.
  9. Roleplayers are also not a significant marketshare enough to even warrant such thought. I'm thinking that Balmung's Legacy Server status also limits the new character creation much more harshly than Gilgamesh, if the population numbers are to be believed. I wouldn't be surprised if, assuming the Legacy Server status actually does something to the lock, that it also introduced a bug that doesn't clear character creations from the queue, or does it abnormally, making it believe there's more than is actually created.
  10. This hinges entirely too much on ifs and unconfirmed stuff when there's a much easier way to justify it. Godbert looks at Pearl Lane, sees how the Ala Mhigan refugees are treated. Why the fuck would he subject another group to that treatment knowing what we know of the guy? No need to think he's funneling money into Mor Dhona (Besides, Rowena is doing SO WELL on her own that she pretty much owns the place now) or use any placeholder lore. Accepting new refugees does not mean actually caring for them. He'd certainly be aware of at least that. Plus, his presence on that vote entirely depends on whether or not you did 2.2 Hildibrand before that cutscene. They can EASILY say that he wasn't there for the vote due to his wanderings.
  11. I can tank or do some damage. Fair warning, if it's IC, I cannot do Stone Vigil HM on either for fairly obvious reasons.
  12. Nah Steel, YOU have a serious lack of catbois. I'm swimmin' in 'em. * * * Welcome to Balmung, plenty of stuff to do for RP, that's for sure.
  13. Instance bots. Why? SE please implement captchas to get into instances
  14. The way I see it, if you can present a good story, I don't care about whether your class matches or not. That being said, if you want to pick up crafting for the fun of crafting, you can get a sick looking blacksmith outfit at 50. I'm probably not a good person to comment on this as I plan on using ALL the classes as glamourdumps, but yes.
  15. Trial (Hard Mode) The Sage, the Kell and the Sinner 8 man trial Requires : Level 50 Story : An ancient library containing secrets of magics untold has been discovered by an adventurer, who promptly used these to threaten the three city-states with unreasonable conditions. Retrieve the library and stop him at all costs, lest Limsa Lominsa, Ul'dah and Gridania be annihilated! Area : A rectangular arena composed entirely of strewn about ancient tomes that are somehow targetable (though impossible to attack), with bookshelves adorning the sides. There are three circles, each adorned with twisted unknown symbols resembling guild crests. Will change during the course of the fight and the arena descriptions will be added with each phase. Phase 1.1 : Ancient Archmagus Description : A hooded man in elaborate, strange garb. What little can be seen of his skin shows it is dark. His eyes gleam of a black never before seen. Intro : So, you found this ancient library and seek to stop me? My ultimatum is tantamount to Eorzea's survival! If you will not remove yourselves, then I will not suffer your presence, nor your lives. BEGONE! Attacks : Swinging Staff : Allows the Ancient Archmagus to attack while casting. Pacification will prevent the Swinging Staff from attacking. Twisted Thunder : Small ground persistent AoE. Anyone within 30 yalms of whoever is struck also takes damage. Fabulous Flame : Snake-like AoE that will do minor damage. If it strikes a book that is strewn about, will spawn a Burning Book that will self-destruct for massive damage, causing enough damage to 1-shot a DPS/Healer. If the Fabulous Flame hits someone before hitting a book, it dissipates. Insane Ice : Rain of ice over a given area - will deal constant damage to people standing in it even after the cast. If standing in it for 3 seconds, causes Confuse for 10 seconds. Wild Wind : Raid-wide AoE that does minor damage and displaces all the currently active persistent AoEs several yalms. Activated every 20% life loss. Erratic Earth : Cast on two people inside the raid. If they use an ability in the next 10 seconds, they are stunned for 10 seconds and get a healing reduced debuff. Weird Water : Bubbles resembling Scylla's thunder/fire/ice balls are linked to 4 people. These can be used to extinguish a Burning Book before it explodes. At 45%, the Ancient Archmagus will disappear from the arena and reappear in three different spots marked by the twisted guild symbols. The Conjurer is dressed in black garb with white eyeglow, the Arcanist is dressed in blue with red eyeglow, and the Thaumaturge is dressed in white with purple eyeglow. Phase 1.2 : Mid-fight interlude : Your might is considerable, yet flawed! You are nations divided, unable to fight the Garlean Empire, much less one man! Your own magics will be your end! Attack: Arcanimoconjurathurgical Antipode : All three Ancient Archmagus start casting this spell, which is essentially a DPS race. All three archmagus gain an instance of Protect, Manaward, Galvanize and Stoneskin. All four effects can be taken away by any ability that has that capacity. Any of the perpetual effects from the previous phase are now permanent until either the Antipode is fully casted, which wipes the raid, or all three Archmagus are defeated. Phase transition : The three archmagus become one, in the center of the map. He cannot be targeted as he falls to a knee. Massive quantities of aether surround him and blasts the library to bits. What remains is transported to the void. Transition text: That... that was a mistake. I should have known the powers of a divided people would not suffice. No matter... if I can't have this power... I will erase it from existence! As I fell to the dark, SO SHALL YOU! Phase 2.1 : Kellach Woods Description: A black young man with a dark red battle aura surrounding him. He is wearing a Star-Spangled subligar, some tightly wound boots, and gloves with bracers as well as a feathered circlet. There are numerous scars strewn about on his face. Intro: Surprise! Time to take matters into my own hands! Area: A perfectly square floating block of granite floating into the aetherical void. There is an aether wall surrounding the block. Attacks: Most Electrifying Punch : A AoE attack that is almost impossible to dodge. Marks 2 people with a debuff that will knock them back several yalms if they are close together. H'rlem Heat : Flame cone AoE attack that will set the affected area on fire for 15 seconds. Anything that walks through it gets a Burning debuff for 30 seconds, which causes damage over time. Glacier Smash : A punch to the ground with a slowly advancing ice projectile. If it hits anyone, it encases them into an ice block. If it does not, once it reaches the aetheric wall, it bounces into 3 projectiles in a trident format, not unlike the ice spikes of Fenrir, causing moderate damage. Ice block prevents Hurricane. Hurricane : A timed attack occurring at 75%, 50% and 25%. Causes severe knockback to everyone that is not behind an Ice Block. Gigantoad Splash : An icon appears over a non-tank member of the raid. The tank must rush to that person's side to transfer the icon. Causes water AoE upon landing, which knocks back a few yalms. Stone Crush Stunner : A large, staggered AoE circle appear throughout the squared arena. Once it finishes casting, anyone standing in the AoE is stunned until attacked. Party members can attack people affected by Stone Crush Stunner. Special Mechanics: Any time a player is knocked into the aether wall, they take severe damage. Not enough to kill them if they are at full health but enough that they require extra healing stat. They are also dangerously close to the wall, allowing more knockback abilities to outright kill them. Phase 2.2 Mid-fight interlude: Y-you can't defeat me! Not after I've gone this far! THIS WILL NOT BE THE END! Phase transition: Kellach rushes to the center of the platform and is untargetable. He'll stomp his foot for a minor AoE (Arm of the Destroyer) that will shortly silence anyone who's in its range. This gives him access to the following buff and additional attack, which is up as soon as the transition ends. The Aether Wall is smashed. Attacks: Omnifist : Kellach gets the following buffs - Increased damage Increased knockback Regular attacks cause knockback Any ability hitting except Most Electrifying Punch causes Heavy Stoneskin appears on Stone Crush Stunner hitting Gigantoad Splash leaves a water puddle for 10 seconds that causes anyone walking inside it to slip. Doomed Lariat : Kellach disappears and goes, in a straight line, from one end of to the arena to the other. Anyone caught within is carried to the end of the arena. Special Properties: Due to the Aether Wall being smashed, anyone knocked off the platform is dead and cannot be resurrected. We love Titan/(EX) Leviathan mechanics, don't we? Phase transition : Kellach falls to the ground, dying as the aether maintaining the pocket dimension or wherever they were transported starts transforming. The squared platform grows into an aether-shaped gladiator's circle. Once the arena is constructed, familiar faces (Primals and discarded designs for them, as well as other references from monsters pas) assist in their final fight. Transition text: I... I only dreamed... of the three city-states... uniting against a common enemy. Is this... what they have done here? Are your bonds... stronger than I believed? Phase 3.1 : Kellach Woods Description: He has returned to his usual look, though augmented by the residual aether and his primal "friends" that are helping him against Eorzea's finest. All of his equipment is paved in an aether blue/white combination, and seems to oscillate between the different six elements. Intro: We... are now lost to the aether. Whoever wins this final fight will return to Eorzea a conqueror, and whoever loses will be lost to history! Come at me, brave heroes and show the world your mettle! Area: A gladiator arena situated in the Aether, surrounded by primals. There are no mechanics involving the area, though it is quite small, making dodging stacking mechanics quite difficult. Attacks: Auto-Attack : Causes Heavy. Blizzard Cyclone : Kellach targets a character at range and throws a cyclone until it reaches the target (avoidable). The blizzard persists for 30 seconds and causes Heavy to anyone who enters it. Deals damage in both a straight line and circle. Overquake : Large cone-based AoE that stuns anyone who is hit by it, including the tank. Short stun duration. Thunderhawk : Targets a character at range - Deals cleansable magic damage over time, with an initial hit. Ocean of Blood : Targets a non-tank character. Character is surrounded by chains and feared, drawing closer to Kellach. If he reaches Kellach's melee-range, Brined Butcher occurs and instantly kills the target. Fury of Flames : Grants Kellach a melee range of 30 yalms and adds 30 yalms to Overquake, Inner Tempest and Ocean of Blood. Removable (and must be removed or else Ocean of Blood's gonna start wrecking faces). Inner Tempest : Short-range straight-line AoE that knocks back anyone caught in it to the end of the arena, dividing the damage between targets hit. Causes Heavy. Sun's Path : Arena-wide vertical lines AoE that is dodgeable. Does considerable damage. Causes Heavy. Sun's Eye : Arena-wide horizontal lines AoE that is dodgeable. Tank also as a vertical line AoE that spawns where he currently is on a short cast. Causes Heavy. To My Aid, Pinchyshell! : Kellach reaches... somewhere and throws his pet crab at a person. That person is silenced/pacified (determined by job) and has a tiny AoE until another player uses a damaging attack on the other player. Target takes regular damage from the attack. Only one Pinchyshell can be out at any given time. Appeal to Vengeance : Kellach turns to the crowd of Primals for aid. Can only be used six times and is used at 60% and then at 50%, 40%, 30%, 20% and 10%. The order in which abilities appear goes as such : Mistral Song - As Garuda HM, but unavoidable due to no obstacles. (60%) Radiant Plume - As Ifrit HM but the formation is different (50%) Judgment Bolt - As Ramuh HM, but only two arbiters appear (40%) (I tried finding a good attack for this, but JB is the only thing that could match the fight's mechanics) Bomb Boulders - As Titan HM, but bombs appear twice in two different patterns (30%) Absolute Zero - As Shiva HM and still unavoidable (20%) Tidal Wave - Unlike any of the Leviathan fights, this acts more as a Zantetsuken-type mechanic though since Kellach isn't casting it, he is still free to attack - If allowed to cast, hits the entire party for 40k damage. (10%) Special Properties: Every Primal interference with the exception of Garuda/Shiva is a potential wipe mechanic due to the Heavy inflicted by the axe's attacks and how bad the fight itself can get with the perpetual blizzard and Inner Tempest messing with the group's placement. Phase Transition: Kellach dies. Cutscene shows him fading away into the aether after his death, his spirit seems to join with the primals. Outro: I... am finally free. Thank you, adventurers. Do through love... what I could not through fear. With my death... I join my new friends. Victory fanfare and loots! (Gear is essentially primal-touched versions of different outfits - Tons of outfits to get!) (FINALLY FUCKING DONE JESUS FUCK THIS TOOK A WHILE.)
  16. Just figured that I'd want to post that I got some free coffee today because... I seriously have no idea. So, awesome unpredicted things that people do go in here. Oh, yeah, and got permanency earlier this week at work, as well as a temporary management assignation. The second part was expected, but the first... holy shit was that not expected. Much less the "it was a long time coming, for you."
  17. Yeah, chances of me doing Coil is close to zero. And while it may not be tempering, we also have an incident in WoD that shows that even those lost to the Void can return.
  18. Don't worry - I think the first thing I did when I bought the game was hit up Google and go "FFXIV Roleplay community". Character hadn't even been created yet or if he was, I'd barely done the opening cutscene! New, old, it's all good on the RPC bus.
  19. so, all we have to go on is a post that says it's something that can maybe happen. I wonder if you're as bad as Captain Madison, if that can be taken away. Honestly wish they'd go back to him because now that he's in custody, they can probably do something terrible like experiment on him.
  20. Has there been a record of such a thing happening, or are we assuming that the primals can call it back if they so wish?
  21. Godbert refusing to aid the Domans doesn't mean he's not willing to spend time at the Revenant's Toll cafe. I really think it's more that he heard there was a new cafe in Revenant's Toll and figured he'd spend time there in-between hunting chimeras in his underwear or whatever else he does. My guess is that we'll start seeing many familiar faces spend time at the cafe. It's to carry a little bit more lore about them and show more facets of their personality. Also, Momodi's allowed to chill, and I can't imagine she can do that at the Quicksand. ALSO, GODBERT STOP HOGGIN' THE OIL AND GIVE SOME TO ME. KELL GLISSENIN' IN HIS MNK OUTFIT IS THE ONE THING FUCKIN' MISSING TO MAKE IT PERFECT.
  22. Otherwise known as /Sounsyysignal * * * If you need fabulous and absurd outfits, I am your man. And yes, Free Companies have access to several magnitude of buffs to help their members out. From straight up more XP, to more Grand Company seals to even less damage on gear! That is just one of their numerous advantages beyond having a group of people to play with at your fingertips.
  23. 3.1, they move her out of Mor Dhona to establish the Risen Stones, but you still have to return there every freaking quest. In so far as the LBs are concerned, they can be flashy as they want, just make them cancellable.
  24. ...can this happen so we can FINALLY KILL HER and move on to a character that's actually interesting? I'd rather take orders from Hildibrand at this point. He'll be more competent. Saying we should expect Moenbryda to bite it because she actually did shit doesn't make it less frustrating that she does, but rather, it makes it more frustrating that the Scions, aka the NPCs you interact with the most, are about as deep as cardboard. Also, you could say that Y'shtola is safe from harm not because of her Limsa connections (because fat fucking chance they'll revisit the city again what with the focus being on Ul'dah and then wholly on Ishgarde/Heavensward) but rather because Phil from Marketing will veto anything that happens to her. How the fuck she made it as the FFXIV representative in Theatrhythm CC over literally anyone else.
×
×
  • Create New...