
Zelmanov
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What does your character wish for for Starlight?
Zelmanov replied to Maril's topic in Character Workshop
The snows in Coerthas to stop...so that they can get back to brewing his Ishgardian Brandy -
Planning to make them. Anyone wants to be direct adversary to Orrin, please, do tell.
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Came in here hoping Berod had answered. Not disappoint
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balmung Tiergan's Red Lotus Story Arc + FAQs
Zelmanov replied to Tiergan's topic in Chronicled Connections
Name: Orrin Halgren Trait : Obsessive (Or if that doesn't work, Dragoon paragon) -
Congrats! but I believe this may be the wrong forum for this sort of thing >_>. If someone more well versed could move it if it is the case, thank you!
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Why is there constantly stigma with Dragoon?
Zelmanov replied to mantraofyosuga's topic in RP Discussion
I was thinking of Attack On Titan but chose to leave it out. I like your head cannon Aya. We'll definitely get a lore dump when heavensward drops.... I just really hope its a jeuno situation and not ISHGARD IS TEH EVLULZ. -
Give me dat ls invite ryoko!
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And how much of it makes you go "Well that makes so much sense for FFXIV" http://www.cracked.com/article_21718_6-horrifying-implications-most-popular-rpg-universes.html
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Why is there constantly stigma with Dragoon?
Zelmanov replied to mantraofyosuga's topic in RP Discussion
So much this. As someone who RP's a full blown Dragoon, loyal to Ishgard as opposed to a heretic, disgraced soldier or deserter (I've surprisingly come across few people, if any, actually RP anything else when it comes to Ishgard. This is not a slam against them by the way), I had to make a story that would give my character freedom outside of the icy confines of Coerthas. Why? BECAUSE NO ONE HANGS OUT THERE (unless for specific RP episodes in the region). Everyone is in Ul'dah, for whatever reason why Ul'dah became the place to go for RP it has made the RP outside of the Quicksands rare and lonely. Especially because, perhaps to my detriment, my character wouldn't join an FC (because most FC's are the type that double as IC organizations) I crave contact with as many RP'rs as possible and that means the Quicksands for good or ill. That is why you'll find Ishgardians so far south, because there aren't many of us who RP them and even fewer who'll wait around in Coerthas for a semblance of RP action as for why Dragoon stigma? actually wasn't aware of it till this topic came up here >_>. Maybe its decent writing that has yet to land me in the crossfire of someone's prejudice (lol yeah right) but I guess it is something echoed in the posts that came before me. Dragoons are the hardest to play to lore in a satisfying manner for all parties. (please note following reasons have a degree of hyperbole) -If you aren't Elezen or Hyur, automatic special snowflake. - The existence of a "Novice" Dragoon is nigh impossible, due primarily to the fact that the title is awarded post-dragon killing. So a Dragoon is someone who has -already- proven their worth. Considering how many people have ongoing mastery of their "Class" as part of a character, you can understand why some people may be miffed at the thought that someone enters fully formed while they can only create a small puddle on the floor. At the very least, even a new dragoon is good enough to have gone to battle, killed -dragons- and returned, even if his acrobatics are...in need of polishing. - If you are aspiring to be a dragoon, if you are outside of Ishgard, you have failed. Ishgard is the only nation in Eorzea in -active- war and so anyone in a military position to achieve dragooniness (new word, deal with it) is fighting against dragons or on reserve to do so. Can't go gallivanting about Eorzea, let alone wasting away at the Quicksands. Say you've done everything to mitigate or avoid the above. Then what is your character doing down south and not killing dragons? You are one of their best assets! Most common route I've seen is "I've been caught in the crosshair of inquisitor accusations and fled, valuing my life over Ishgard and I have tossed aside my country" there is nothing wrong with it. In fact, most that follow this tend to not wear the ceremonial armor nor bare the weapon and go a more ronin style RP. aaaand not much else. I've gone the route of well laid out circumstance that could still easily land myself in Special Snowflake territory in a lot of people's books. If the above reasons are not the case for the stigma, I guess it comes to the moments of high contention and drama that comes with RP combat. Someone says they can do this or can't be thrown off guard by that, why? because Dragoon. Then people get -miffed-. Or perhaps people with shoddy rp skill tend to stick out in people's minds the most and then they notice he is a Dragoon as well and just adds that on top in a sort of "Of course he god mods, he's a dragoon" in confirmation bias. -
Hey there, Orrin Halgren in game, have been searching for Ishgard roleplay of all sorts and love to be part of it. check rpc wiki if you are interested.
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Give Orrin Halgren a call in game if you need a Dragoony foil, I crave for RP outside the quicksands
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Scenario and setting: Coerthas, Ishgardian Cathedral. 8-man raid. barely clear at i100, easy stomp at i115+ DragoonFall: Description: Beyond all recourse and in a desperate haze, Orrin aims to replicate the summoning process performed by Iceheart. This time it is to revive another hallowed legend from Ishgard's past in order to combat the Dravanian Horde. Haucherfant, fearing loosing a power beyond control, enlists you and your trusted allies to reign in this rogue Dragoon, even at the cost of death. Driving Concept for the fight: In wanting to create some hilarious irony, the fight was designed to mimic the weaknesses of the class pre 2.45 and have them placed upon the entire party. Generally means making it a healer's nightmare as normally hardy fighters become squishy. and prone to undodgeable damage. Likewise sustained damage is made difficult and burst reigns supreme. Despite low hp Orrin's fight lasts long due to the times he is untargetable or too mobile. Opening Cutscene: Queue pipe organ as screen fades into a stained glass depiction of Haldrath prying the eye out of Nidhogg with his lance, zooming out and panning down to ground level, pews over turned and half covered in snow, a spotlight at the exact center where Orrin kneels, back to the camera and spear in hand, in front of a mass of crystals and the stained glass painting. cut to a profile shot of boots of player character walking down the middle of the aisle. Cut back to front of Orrin, whole party in view as he stands up and takes his weapon in both hands, ready to fight. cut to front of Orrin extending spear towards the party with one hand before cutting to front of party where they draw their weapons, queue blurry thing that happens before the fight begins. Quotes: "Could it be? The Azure Dragoon returns?" (Said upon pull if Dragoon is present) "To the 7th hell with you before Ishgard's fate is decided by outsiders" (Normal pull quote) "Halone grant me power to deliver Ishgard" (upon hitting 90%) "Is this the power of the Azure Dragoon? Halone smiles upon -me-!" (first time channeling Dragonfire Dive) ((Not so sure about this one, since people argue whether or not dragon fire dive is a run of the mill dragoon ability or not)) "Haldrath, to thee I give my strength.." (On defeat) Attacks: [Jump] - Orrin chooses one non main tank for high spike damage, instant no channel. Competency check as HP goes down, Orrin will trigger this ability after almost every AOE/non OHKO ability.Opens up with this ability as first move. [Full Thrust] Orrin's "Auto attack" mimicking dragoon's 1 2 3 combo, final hit results in a frontal cleave [skewer] - introduced at 95% Hits tank with debuff "Skewer" which makes [Disembowel] an OHKO [impulse Drive] - Channeled attack, will follow with [Disembowel] right afterwards, [Jump] is introduced between Impulse Drive and Disembowel after 90% [Disembowel] High tank damage, must be mitigated. [Pentathrust] at 85% Orrin will use this move after every [Disembowel]. Orrin will stun tank and become untargetable and jump to random cardinal angles (N,S,E,W,SW,NE,NW,SE, can be same direction multiple times), before stabbing at the tank an incremental number of times depending on percentage (first time used is 1, at 75 % it is 2, 65% it is 3, until it maxes out at 5) dealing damage akin to Bahamut's Favor. after that is done a wind blast centered on the tank will shoot out in the direction opposite of the stab in order of the stabs being applied with a width of t1 laser beams (EG: if stabbed from the north side then west, wind blast shoots straight south, hitting anyone in its way then east). Speed of these blasts will be that of second heaven's fall and have no ground indicators. Jump will follow instantly after Pentathrust upon reaching 2 directions. [Chaos Thrust] - Used at 65% Orrin will use this before [Pentathrust] from now on, applies 2 uncurable DOT's that will last the duration of [Pentathrust]. Skill is meant to punish people who eat the blasts and, as per the name, cause chaos in the dodging. Dot will drop off before jump occurs. Healers need only worry about keeping the HP of affected people high when Pentathrust starts reaching 4 and 5 thrusts, making the dot tick long enough to make the following jump a kill on DPS and healers even if they dodged Pentathrust perfectly. [Dragonfire Dive] - Used at 50% Orrin channels for 15 seconds, harsh DPS check with variable results, less damage dealt the less injured Orrin is and thus can jump higher to come down harder in a fiery ball of death. Automatically jumps at 44%, failure at 47% or higher. AOE damage and phase change. Afterwards it appears every 2 rotations at reduced potency and failure rate. 2% must be dealt in order to mitigate it its fullest which is approx 2k damage. [Piercing Talon] - Final mechanic and soft enrage, added after Dragonfire Dive, Orrin designates one target with marker and after a few seconds will disappear, he will toss his spear and the player will be pushed backwards. Anyone caught in the path of the spear will be impaled along with the target and launched back with the player. If player hits a wall he is pinned to the wall Orrin will leap to the pinned player, retrieve his spear, dealing an OHKO to whoever got impaled and return back to position. Anyone who is behind the targeted player will reduce knockback incurred by piercing talon and take a debuff for 10 minutes called "winded" which persists through death, making them incapable of stopping another piercing talon push back he will also take damage proportional to how close he is to the targeted player upon push, making spacing further away from the targeted player key to reducing damage. An unmitigated pushback will guarantee being impaled against a wall. A successfully deflected attack will leave the spear lodged in for one autoattack rotation before leaping to the person with the spear and pulling it out, causing spike damage, player must be stoneskinned/adlo'd. This technique shall occur until piercing talon kills the party or Orrin is defeated. Orrin is akin to t10 and t7 where no abilities ever disappear from the fight but only stack on top. Upon defeat a cutscene plays, Orrin staggers and drops to one knee, propped up on his Gae Bolg for support. In desperation he cries out to the heavens and offers himself as tribute. the church rumbles and the floor collapses. plunging everyone into the darkness. Adventurer's find themselves in a cave beneath the church and will enter an instanced area akin to what is between coils. They will then unlock an instance called "Haldrath reborn" Because no Final Fantasy lets you stop the guy -before- they summon whatever ultimate power they were trying to summon. Depending on what people think I may make the part 2 __________________________________ I had always designed Orrin as a character who can go down two paths, one of light and one of darkness, Before the onset of 2.4 I had lacked that darker option barring destroying himself and those around him in his obsession to save Ishgard (find some artifact of immense power or something like that which.) However, with Iceheart capable of channeling a primal which wasn't really a primal till she wished it into being one from her own will, it gave me a very clear "last resort" that Orrin would have when all other routes failed.
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Orrin leans more towards the fantasy elements, he isn't a civilian or a thief, he fought dragons for most of his life, so to deny the fantasy aspects is to deny his background. However in practical RP I stick to the more "Scientific" parts of the fantasy, the aether flow its studies etc, talking mainly about the things that have already been deconstructed and explained in story mode. His talk of business is usually dour and dark fitting an Ishgardian but if he's flirting, well, a whole different man entirely. For fights though, it definitely oscillates. Orrin has yet to get into any real scuffle barring an RP sparring match in the Pugilists guild. In that I write with extreme detail, knowing which arm throws the punch, at what speed where it is aimed, how his body leans into it. Same goes for on the defense, how the punch is reflected or the kick absorbed into the chest, how he moves when thrown off balance etc. Usually resulting in a split second of actual combat time expanded to a half paragraph of information, giving that sort of speed-up-slow-down ramping of action seen in things like 300. I even usually include "fail states" in any attempted block or punch such as "If he missed he'd surely smash his fist into the hard Ul'dahn pavement, tenderizing his knuckles into a bloody pulp." So that the opponent can write more than just a dodge but effectively counter attack. Should Orrin get into an actual battle say against an NPC dragon or another competent fighter while in full armor and weapon, it will come down to how the opponent plays.I find writing fight scenes to be obscenely entertaining and getting across a clear image of the action, which makes it easier for my RP partner to comprehend and react. If I see physics breaking for the rule of cool then I know those gloves are off, but I don't think I ever throw the first "punch" in that regard.
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Considering that your average adventurer is a walking bank of crystals and clusters, considering that crafters use them by the bucket full, considering that Amal'jaa have to raid for crystal shipments constantly and usually the amount is significant amount to raise red flags. so, just how much is needed to facilitate a primal?
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If your character's very close friends got into a fatal fight...
Zelmanov replied to g0ne's topic in Character Workshop
Orrin works on the tenets that would rule the Azure Dragoon (as role model, he isn't one, calm down) which is a loyalty to justice, even if it is personal. As such loyalty to friends would dictate he would act on their behalf without hesitation though would not forgive a friend who abused his trust. A fight with intent to kill and Orrin will kill without question, fighting dragons and heretics does that to a person. -
Healer found, tank required.
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Upon the bulletin board in the Quicksands, one may have their eye caught by a missive posted at the forefront of the mess of other notices, alerts and announcements, written in clear, rounded letters it read "Seeking adventurers for escort, 2000 gil." Underneath was much smaller writing, a veritable paragraph, one would have to linger to get the full story "Seeking adventurers of fearsome hart and sound mind to aid me in a venture to Wanderer's Palace in La Noscea. We will be heading quite deep into the ruins. Any and all treasures seen fit for looting will be yours. Those with a distaste for Ishgardians need not apply." Beneath it would have several link pearls tied to the bottom of the paper for any interested adventurer to take and use to contact the mysterious employer Message me here or Orrin Halgren in game in Balmung. apologies if this is the wrong place for it >_> OOC info: We will be RP'ing IN the wanderer's palace, so i need a group of one dps, one tank and one healer to brave the depths of wanderer's palace adequately
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It hasn't been mentioned directly, no, but the empire itself does have civil engineers who design Magitek for the every day lives of it's Citizens. I remember that specifically because it was one of my questions on an questionnaire the RPC put together that was then answered on the official forums. Bottom line there is Magitek is not just used as a tool of war in Garlemald, and does have civil applications. It certainly isn't out of the question, though. For example, we know that the empire has their own type of "potion" known as Aqua Vitae, otherwise known as the Water of Life in latin. Cid uses it in a few missions as his healing ability. Could have been something they developed on their own, or with the help of reverse engineering. We unfortunately just have no way of knowing at this point. Either way, if Magitek was indeed reverse engineered from Allag tech, I'm certain there's medical advancements that could have been spurred on by the discovery of Allagan medical equipment. Also Aqua Vitae was another word for very powerful alcoholic drinks...I just though Cid doused you in booze to dull the pain >_>
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Discussion time! Relative military strength of each faction!
Zelmanov replied to Zelmanov's topic in RP Discussion
It's part of the 2.4 storyline. Being 2.4 is in recent memory, all I saw was their talk of just being unwilling to fight anything else period, not that they are ill equipped to handle any other threat..unless you are talking about the lime about them being ill equipped to handle Shiva, in which case, well, every city is, you need either waves of lemmings or someone with echo to fight a primal. Something which all city states so far have gone "Well, hope a hero comes a long before we result in the former tactic" also "OMG A SOUNSYY POST" -
Discussion time! Relative military strength of each faction!
Zelmanov replied to Zelmanov's topic in RP Discussion
How much of a force was dedicated to conquering Ala Mhigo? Is it known? At least in MSQ it gives the impression that if the entire might of the empire was thrown against a single nation, they win. They don't because of want to expand quickly...and if anyone played starcraft, a-moving your entire army is rarely the smart choice for a lasting empire -
Discussion time! Relative military strength of each faction!
Zelmanov replied to Zelmanov's topic in RP Discussion
the monk thing was a more a joke and not meant to be taken seriously. However Ala mhigo was enough of a threat to believe that one city state would fall and eventually push to others. Given how much arm twisting it took for them to band together once more after the calamity and before hand, ala mhigo must have been quite a force. Would you care to pass me the text source about Ishgard being overspecialized? Would love to see it and bolster my lore knowledge -
The way I usually handle wipes/in-game defeats is by RP'ing the team being overwhelmed and falling back, as opposed to actually dying and being revived. It's a slight twisting of the mechanic but it flows better in my eyes. wish I had thought of that. Fortunately that was not the case this time around. we very nearly wiped but both me and my friend came out of it squeaky clean (they rezzed and ran back instantly as we held our own) so we RP played it off as entering the vigil with other soldiers, them dying and being rescued last second by reinforcements. Which in my mind worked quite nicely since the Tank and Healer did not come from an RP server.
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Note, this not about Twin Badders, Failstroms or Immoral Lames in pvp, this is about some fun discussion about the strengths weaknesses and overall deadliness of each city states military via lore. My thoughts, from strongest to weakest Garlemald Ala Mhigo (before Garlean occupation) Ishgard - Doma (pre-Garlean invasion) Limsa Lominsa Ul'dah Gridania as for why? Garlemald just has massive numbers and magitek, we only contend with 2 out of a total so far of 14 legions in game and we need all except Ishgard to band together to fend them off. Essentially Eorzea is turning into a Garlean Vietnam in my mind at least in terms of "we don't need to toss everything at them" and then they do. Also constant talk of "The instant Garlemald turns all their forces on us, we are toast". Ala Mhigo also forced Eorzea to band together, so they must have been strong. An army of Monks? That dps would be through the roof. Jokes aside, I believe this secures them a spot along with Garlemald. Ishgard has spent 1000 years fighting dragons mostly alone, either they reproduce like rabbits or their military is very very well designed to prevent losses. It is also the only Eorzean military we see with siege weaponry in game...or at least the most commonly. Also, I feel it stands to reason that a military in constant practice would be a more deadly force than more ornamental armies. It has also gotten to the point that death by anything but dragon is unworthy of a grave, that's some warrior race stuff right there. I was unsure of putting Doma here, but according to the Ninja storyline they were doing fine until they were betrayed and had their military movements revealed to the enemy. Meaning their tactics were deadly enough as long as they weren't found out but lacked the raw man power. Limsa Lominsa would have the best navy, period. Also pirates are arguably the most organized of thieves since a poorly run boat will end up sinking in the open ocean. Those who are in Limsa's military, especially in a first generation run (since it was established by Merlwyb only recently) would primarily be composed of former pirates who either still had the blood lust or lost their crews. Basically people who didn't want to be privateers but could not give up the old ways. Also several quest lines have you trying to recruit former pirates to join Limsa's forces. These are people who are already used to killing and ruthlessness and such will not be the first to cringe at the sight of blood. Their efficacy on land is questionable and surely may have issues with splintering command, IE captains going rogue and their crew more loyal to them than to Limsa. I'd argue their proficiency with artillery, what with cannons being a piratey thing would also be quite damn good. Ul'Dah, I feel, would have a very large army that was not the best trained nor the most loyal, but definitely largest of the three city states. I say this because Ul'Dah is a large merchant city, meaning a city composed primarily of artisans and intellectuals and nobility, little value is placed on fighting outside the Colosseum (which is why Ala Mhigans like the one in Hildebrand's story tries to find their fortune there) and those who do well there most likely retire or get hired as personal guards for the rich. Of course there are those like Raubahn but he is the exception, not the rule. As such I believe Ul'dahn military would most likely be primarily composed of the poor and unskilled, not good enough to fight in the Colosseum, not thrifty enough to be a merchant, they fight because being a soldier pays and may be the first to falter (don't pay me enough for this). Gridania is a very secluded, living in the shroud with protection from elementals and has given me the impression (correct me if I am wrong) to have a much lower population. their standing army would be understandably tiny, for defense mostly. However, they seem to be extremely skilled, Wailers and Godsbow all moving quite comfortably and effectively in their own terrain and fighting back Ala Mhigan advances onto their territory. I mean, have you ever tried wielding a giant spear in a thicket? it's a tad inconvenient. Also, having the foremost conjurers and elementals on their side probably means a lot of fights can be salvageable barring a complete and total slaughter due to skilled healers nearby. So while skilled, I believe they lack the numbers and not constantly at war enough to be practiced beyond defense. well there's my buck fifty (because this definitely ain't 2 cents) How about yours?
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I am actually about to tackle this issue in the upcoming weekend, visiting stone vigil (since it is a warzone technically) most likely, due to getting randoms..unless we tag a competent healer and tank we will be quiet and roleplay based on what happens afterwards.. However, don't know how to incorporate wipes due to brain dead tanks and healers >_>
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anyone interested in doing a Roleplay encounter with the primal odin? Just realized this is possible.