#time to go read the guide
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otlwoozi · 1 year ago
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queenoftheantz · 1 month ago
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cant stop thinking about the guy who came up to me at the comic festival this weekend, looked through my dungeon meshi stuff, then when he didnt recognize the winged lion told me he stopped reading because the world building wasn't solid enough.
The world building wasn't solid enough. In dungeon meshi.
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comediantragedy · 4 months ago
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do you ever find that fanfiction that’s so good that it fundamentally changes your view on that character/relationship forever and you still think about it years later even when you’re not in the fandom anymore
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xxplastic-cubexx · 4 months ago
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Mr. Cube I have a question of utmost importance for you as literally the only Magneto main I know of. HOW... DO YOU PLAY HIM. Do you have any tips. I want to look at him.
So You Want To Be Pretty OK As Magneto In Marvel Rivals
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(3 March, 2025) a beginner's guide written by your resident magneto main snapperoni because now i get an excuse to talk about marvel rivals magneto extensively and in gross detail
*this guide will be treating you as though you have never used magneto in your life and will go into extreme depths at explaining his abilities as well as what it means to be a tank player. if you feel confident in understanding his abilities, feel free to skip the abilities section and head straight to the bottom for talk on strategy and tips
TABLE OF CONTENTS:
TLDR ROLE INTRODUCTION ABILITIES Melee/Greatsword Primary Fire/Iron Volley Secondary Fire/Mag Cannon Metallic Curtain Metal + Iron Bulwark [TEAM-UP ABILITY] Metallic Fusion [ULTIMATE] Meteor M [PASSIVE] Magnetic Descent TIPS AND STRATEGIES Iron Volley + Mag Cannon Combo Bubble and Shield Usage Two Tanks Are Better Than One Metallic Fusion How to Use Meteor M CLOSING THOUGHTS
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Too Long, Didn't Read:
Magneto is a poke tank meant to be played at medium-to-close range whose priorities should lie in acting as a living wall for his teammates. preserving his abilities mostly for himself yet sharing them when the situation calls for it.
While his priorities should be defense-based, when it comes to going on the offensive you want him to target strategists and duelists and only engage in tanks if the rest of the team is with you. As far as aiming goes, he's very friendly and isn't hitscan reliant, and you should find yourself picking up his aim style easily with time.
He's not a super flashy character like the rest of the cast, but he's far from useless and, at this moment in time, stands as one of Rival's best tank options alongside Doctor Strange and Hulk, whether you're running two tanks or running solo.
Overall, the two-star difficulty he is awarded is very fitting: available to newcomers to pick up and start playing, however offers a little something extra to those with a better understanding of him; he's generally straight forward as far as tanks go, but picking up a few extra tips and tidbits never hurt anyone. Except your enemies, of course.
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Role Introduction: Vanguard/Tank
As a vanguard unit, Magneto's top priority should be taking the brunt of the team's damage on the front line and should give the team either opportunities to push forward, or shoot behind the cover you provide.
With 650HP (without shields), while he has average health for a vanguard, his defensive kit allows him to be a formidable wall when his abilities are used tactfully and you work in tandem with your support/s. Unlike dive tanks like Venom and Captain America, Magneto is much more stationary, and his kit rewards playing defensively and close to the team.
A common misconception with FPS games is that your top priority is to get the most eliminations as possible and to exclusively hunt for the next kill (unless that is the objective of the specific map you're playing on, then kill away). There are several errors with this philosophy: for starters, you begin to neglect the objective, which can lead to a game loss.
The amount of kills you have won't matter if you stay off point and the other team takes the objective. No matter what anyone says, don't stress about your eliminations so long as you know you're protecting your team, securing the point, and overall providing value to the game (though it is important to be able to land a shot....).
Moreover, playing under this philosophy is a sure-fire way to not only get you killed and remove your time away from the field (which should truly be your game philosophy: die as little as possible), but specifically as a tank you'll bring your teammates down with you as they lose what should be a reliable line of defense. As a tank, you should be opening up opportunities for your teammates to get the eliminations and protecting your strategist/support units.
All of that said, tank is not for the passive player: as tank, you need to be firm about the playing field being yours and making sure the enemy team knows they're going to have a hard time taking it from you. Fitting for Magneto, really.
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Ability Review
Before dissecting Magneto's abilities, I will preface and say I calculated his damage using Doctor Strange (600HP) and Scarlet Witch (250HP) as damage dummies. The numbers I have here may not be accurate, so to circumvent this potential error I'll describe how many shots it takes to use a specific skill in order to eliminate certain enemies.
Melee/Greatsword
Attack speed: ~1 second
Damage Output: 40 (About seven swings to KO a 250HP enemy)
Utilizing Doom Bot remains, Magneto swings with a grandiose blade. The problem with this sword is it's not only one of- if not the- slowest melees in the game as of right now, but it has very little to compensate for its poor speed. Should very rarely be used in place of a well-aimed primary fire.
Primary Fire/Iron Volley
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Reload time: ~1 Second
Damage Output:
Direct Damage: 80 (About four shots to KO a 250HP enemy)
Edge Damage: 40 (About seven shots to KO a 250HP enemy)
Fall-Off Damage: 40 (About seven shots to KO a 250HP enemy)
Magneto's Iron Volley asks that you lead/predict your shots. Moreover, his Iron Volley will explode automatically once reaching 25M(eters), whether it hits a target or not. At 25M, your shot will no longer do 80 damage, but will do half instead. As noted before, Magneto's primary fire will explode when it comes into contact with a wall, floor, or enemy. As such, the explosion has a small hitbox- doing just about half of a regular, direct shot. Because of this, you shouldn't be too stressed if you're not the greatest at aiming: Magneto's primary fire makes up for any minor imperfections and is rather generous so long as you're in the general area of your target.
Secondary Fire/Mag-Cannon
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Reload Time (Without Bulwark Aid):
One Ring: ~4 Seconds
Two Rings: ~8 Seconds
Full Power: ~12 Seconds
Damage Output:
One Ring: 40 (About seven shots to KO a 250HP enemy)
Two Rings: 80 (About four shots to KO a 250HP enemy)
Three Rings/Full Power: 100 (About three shots to KO a 250HP enemy)
Edge Damage: N/A
Similar to Iron Volley, you will need to lead your shot when firing off a Mag-Cannon. Unlike his primary fire however, Magneto's secondary fire will keep going until it hits a wall or enemy. Moreover, it doesn't suffer any damage fall-off, nor does it offer any edge damage. How many rings you possess show both on Magneto physically, but they can also be tracked by the purple arrows below your crosshair. As a bonus, the Mag-Cannon momentarily stuns and pushes back any targets it hits which can either cancel an enemy's advancement, or open the floor for a follow-up attack.
Metallic Curtain
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Recharge Time: 3 Seconds
Replenish-to-Full Time: 10 Seconds
Duration: 1.5 Seconds
Shield HP: N/A
Putting up an impenetrable wall just shy of two seconds allows Magneto and his allies to pull back safely from oncoming damage or provide just enough cover to make an adequate push forward. Not to mention, this indestructible wall scoffs in the face of any ult coming your way. Once the shield has been spent, a white bar will appear on the right side of your crosshair. This bar indicates how long you can hold your shield up the next time you use it before it's fully charged, where then the bar will fade. Finally, you can put your shield down early. While this means you'll have to wait the full three seconds for it to be available again, this means your shield will have more durability the next time you use it.
Metal Bulwark + Iron Bulwark
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Recharge Time: 12 seconds
Duration: ~3 Seconds
Shield HP: To be calculated, but it does exist: be cautious of the damage you and your teammates take.
Magneto can spring a magnetic bubble over either himself or an ally. The bubble not only negates any incoming damage and protects allies from Scarlet Witch's Reality Erasure, but once the bubble has popped or faded Magneto will regain some Mag Cannon rings relative to the damage absorbed.
[TEAM-UP ABILITY] Metallic Fusion/Chaos
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Recharge Time: 30 seconds
Duration: 10 seconds
Damage Output:
Direct Damage: 100 (About six shots to KO a 600HP enemy)
Edge Damage: N/A
Being his only team-up ability as of writing this post, this father-daughter duo ability allows Magneto to fire at an impressive 100 damage per second as he finally finds use in his otherwise-inadequate greatsword, adding a truly dangerous ability to his typically defensive kit. It's as though every shot taken was a Mag Cannon with a wider hitbox- however this hitbox varies from being vertical or horizontal and thus can be a little unpredictable if you aren't aiming carefully. Is used best at medium-close range, but don't neglect its potential to snipe enemies from across the map.
[ULTIMATE] Meteor M
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Duration: 4 Seconds
Magnetic Range:
Lowest to the ground: 30M
Nearest to the skybox: 5M
Damage Output (No Charge):
Edge: 150 (About over half of a 250HP enemy's health bar)
Direct: 300 (About half of a 600HP enemy's health bar)
Damage Threshold Before Explosion: To be calculated, however can be tracked by the counter below the crosshair
Automatically floating into the air, Magneto stays true to his name and acts as a magnet for all incoming projectiles; extracting enemy projectiles to build the power of his metal meteor and granting Magneto the ability to float freely, Magneto's ultimate doubles both as an offensive and defensive ability. You're able to see your magnetic field + blast radius by observing the purple ring on the ground. Remember: you can rise and descend freely so long as your ultimate is up, use this wisely. I affectionately refer to the meteor as "rock", however this ultimate has garnered a reputation for not doing as much as some believe it should. Hopefully this guide helps you in ensuring your meteors make the impact they deserve.
[PASSIVE] Magnetic Descent
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Manipulating the magnetic field around him, Magneto decreases his fall speed by 50% when holding the jump button. Nuff said. People have a hard time aiming up in FPS's so if you find yourself with the opportunity to float around a bit (especially using Rocket's jump pack) then by all means terrorize from above as you descend.
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Tips and Strategy
Iron Volley + Mag Cannon Combo
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A basic tip, but a valuable one nonetheless. To eliminate an enemy with 250HP- assuming you land all your shots directly- it takes about 3 seconds, four shots. Again, this is assuming you hit all your shots and if the enemy doesn't regenerate any health. Alternatively, utilizing the PRIMARY-SECONDARY-PRIMARY combo allows you to not only stun an opponent with your secondary fire, but it should take nearly half of the time spent then if you only used primary fires, so make sure to use your secondary shots responsibly. Remember that your primary fire has, at max, 25M of utility: afterwards, it won't be able to do much. Fine for picking off low-health enemies while they're fleeing, but don't expect to hit any enemies close to the skybox or far away from you without moving in a little bit first- that's what your secondary fire's for. As Magneto, your targets should be squishy characters like support and DPS. Because of his relatively-slow DPS, Magneto doesn't fair well against other tanks and shouldn't engage in 1v1's if possible (they're not unwinnable, but they could be a great distraction and leave your team vulnerable).
While I'm here, I'm just going to stress to not use your melee. Like. At all. You're much better just using your primary fire. At most you can set it up as Hulk's turning into Bruce if you'd like but that should really be it: your primary fire is much more effective than your sword.
Bubble and Shield Usage
As a tank, you want to act as a wall for your teammates, and this can be done effectively by being more conservative and selfish with your shields: you are the wall. Remember. Draw the enemy's fire towards you by being an irritant. While Magneto is healthy in shields, remember you have natural cover from stage obstacles and structures as well. Magneto can be regarded as a 'poke' tank: a tank who is meant to attack sporadically and in short bursts. He is best played at a medium distance from the enemy front line and to not to be wholly damage focused when he is much more defense focused. 'Poking' the enemy from behind structures is not only a great way to conserve your abilities, but it utilizes Magneto's primary and secondary fires well due to their moderately-slow start up and overall DPS, letting him take cover when need be.
While attacking on the front line, once you notice your health start to dip below half or you feel as though the crowd is about to overwhelm you, raise your Metallic Curtain and step back to give yourself some air. Bubble yourself as a last resort if you still need to back up- be sure to fire your Mag Cannon beforehand so you'll immediately have it replenished if your bubble pops during your escape. It's important to remember Magneto has zero movement abilities and it takes 5 seconds for him to traverse 30M: it doesn't sound too bad, but when there's a large crowd in front of you, you'll wish he could move faster. Don't push too far ahead, and be aware of exits around you.
That being said, be conscious of your teammates. This is a TEAM game after all. We've covered Magneto and Scarlet Witch's team-up ability before and how valuable it is. As a result, you'll need to learn to play well with any Scarlet Witches on your team, and this means having your bubble ready to protect her when she decides to ult (this also means making sure to check the scoreboard occasionally for your teammate's ult charge as well as, again, being ability-conscious of those around you). Only when she's in immediate danger do you bubble her, not before: this ensures the bubble lasts long enough for her to get her ult off (or there's a better chance it'll be executed, anyhow). If you feel as though you won't be able to react fast enough, then you can try to bubble her beforehand; don't stress out about timing the bubble perfectly, just make sure she's protected. In general, bubble your duelists when they're deep in a crowd to give them a chance to escape (but don't stress out about protecting them. After all, there's only so much you can do before you put yourself in danger or use a bubble inappropriately when someone else could have better benefited from it). Besides Wanda, it's naturally best to look after your support units and to make sure they're not being overwhelmed. Don't helicopter them and neglect the rest of the team, but just make sure to check on them every now and then. Ultimately, your bubble priority should be Supports -> Yourself -> Others. After all, your support/s can't help you or the team if they're dead.
Two Tanks Are Better Than One
Magneto has the fortitude to be able to tank by himself comfortably, however the rare days you find yourself partnered up with a second tank, know these are the days you can be more generous with your bubbles and shields to your teammates. Your second tank will help cover with you and should make it easier for you to escape the crowd when need be, so bubble-hogging is less of a necessity. Make sure to help your tank too if they're in a bind and they're out of defenses/movement abilities (but again, not at the detriment of yourself or your supports: once more, Magneto can tank by himself if need be so long as you use your abilities carefully).
Metallic Fusion
It's tempting to want to use Magneto and Scarlet Witch's team-up ability the second you have it, however it's best to save it for crowd control. That being said, once it is active, make the absolute most of it: there's no consequence to holding down the primary fire, so just let loose and go crazy (with reason, of course: don't run in and get yourself killed and don't forget your teammates).
How to Use Meteor M
Someone asked me this midmatch once and I scrambled to come up with an answer. Both because the round was about to start in five seconds but also because I truly didn't know the answer at the time. The longer I've played though, I think I finally have the answer- or a better one besides "spray and pray" at least. As noted before, Meteor M is a fickle ultimate and how you use it is dependent on the situation (many such cases about anything, honestly). At times, you'll want to play higher to the skybox to ensure your meteor doesn't explode immediately. Alternatively, a quick throw of the meteor might do the trick in some situations where it's both safe to build meteor charge close to the ground, and the faster you remove a target/s, the better. This is also dependent on how many projectiles are being thrown out onto the field: if you're in a situation with predominantly melee opponents, it's best to use your meteors to single-out troublesome duelists and supports- there's little chance your meteor's going to exceed 30+ charge in those kinds of matches. Generally, you'll want to use it to counter support ults like Cloak + Dagger and Luna Snow (NOTE: a raw meteor will NOT KO an ulting Luna. You need at least 30+ charge before a direct hit can KO her. Cloak + Dagger can be KO'd from the get-go with a direct hit). Don't be afraid to throw out a meteor if you see a cluster of low health/squishy enemies without any defenses, however. Just remember it's ok to hold onto an ult if it means it gets greater value later on, and that you shouldn't hunt exclusively for team wipes. If you find yourself popping ult and the crowd's dispersed, support units should be your default priority (unless there's a duelist/DPS unit using their ultimate: take them out instead if you can). Initiating Meteor against Punisher's Final Judgement can be tricky if you aren't fast enough, as Frank's ammunition will quickly push your meteor to its limit. If you don't throw your meteor fast enough, you could potentially risk your teammates their lives and waste an ultimate in the process. Use your meteor against Punisher with caution. Similar notes to be said about Star-Lord's Galactic Legend, only now your problem is also throwing at a flying enemy. If he's close enough to your 25M range, I personally would shoot him down with a regular primary/secondary as his DPS isn't nearly as grand as Punisher's and a meteor could be superfluous. Otherwise, focus on getting to cover and protecting your vulnerable teammates. You'll especially want to be wary of enemy tanks and their shields as they'll without a doubt cancel out your ult with ease, more specifically enemy Magneto's and Doctor Stranges. Be cautious that Captain America can deflect your ultimate, though I personally have had minimal trouble with Captains. In general, you should track enemy ability usage, but especially the prior two if you hope to pop your rock soon.
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Closing Thoughts
Ultimately, improving at Marvel Rivals in general comes with time and willingness to acknowledge you're bad at the game sometimes but to not let that stop you from playing who you wanna play, whether you're playing as Magneto or not. While you can do your best to improve your aim in Rivals' practice area, things like game sense are something that can only really be accumulated through experience and playing the game.
Sometimes I watch back old games/moments of mine to figure out where I could've gone wrong to improve next time, but you don't HAVE to do that: just play the game, have fun, and love Magneto.
And throw a rock at every support you see for me okbyethankyouforreading
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Bonus: My Credentials so you can determine if i'm reliable or not. or something.
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[PS: every hero Not Mags/Wanda/Adam is purely my brother i swear im loyal]
#marvel rivals#magneto#snap chats#idk how valuable my opinion is i'm just a plat player but like Hey Its Something focus on my hours and trust me vJLAERKEAKJ#hours mean nothing if you dont learn from being balls... whatever... moving on...#i'm not checking this over i'm just throwing it into the wind no one's going to read this anyway#i thought of having more gifs to show stuff but i thought thatd be overdoing it <- this whole post is overdoing it#maybe ill pin this to the top of my blog idk. took a long time to type...#NO ONE'S GONNA READ ALL THAT WHY DID I TYPE ALL THAT#i think ive gotten enough inquiries about My Magneto Playing to finally write a semi-professional guide about it vJELKJAEKL#wrote all of this to get my PhD in Magnetism thats right baby#WHATEVER if you read all of that i love you i'm giving you a box of mochi donuts#if you take anything away from this post uhhhh Please Dont Forget Your Teammates THIS IS A TEAM GAME#ok thank you.... i hope you enjoy my. nonsense#yk im so glad my school group hates me cause i got to spend all day doing this jvLKAKJ#NO TELL ME WHY i try contacting my group last week to ask when we can meet and no one says anythign#and now people getting cross with me for us not meeting sooner... i TRIED NONE OF YALL EVER ANSWER ME#WHATEVER. whatever...#for a mfer just talking about teamwork My Team is making me want to eat gravel#anyway!!!! again if you read All That hope you enjoyed my inisght and input#again this is just from my experience playing magneto and some tank experience from overwatch so#take it how you see fit#if you guys care one of my fave rivals/ow youtubers is flats and he's always got great input for tank players#check him out if you like :)
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shroomerr · 7 months ago
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minor spoilers for @mantequillamcwhoremick ‘s fic Chaos Plan, Chapter 20!!
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How I pictured that one moment in chapter 20 when Kenny spotted Kyle and Stan
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ivoryratdoggerythethird · 2 months ago
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i could've gone my whole life without learning about hector as more than the boyfriend-killer because what do you mean. what do you mean he was favored by apollo. what.
apollo who is the god of prophecy? apollo whose prophetic powers were a of gift of cassandra? fucking cassandra of troy, the mad oracle, sister to hector? cassandra who rejected him?
cassandra who was then cursed to never be believed about her visions. cassandra who saw her kingdom fall and her brothers die and her own murder play out. cassandra whose eyes were blessed and doomed but whose voice was denied. by apollo.
apollo who was supposed to help hector triumph. apollo who would rather let the seer be harked as hysterical and mad than compromise his ego. apollo who let even his champion be deaf to the prophecies of their loss. of his own death.
hector who was graced by apollo. hector, brother of all-seeing cassandra. hector who was denied the warnings of their fates by the god who was meant to guide him. hector, who his patron deity would rather let die and be disgraced and have his corpse paraded around his horrified, beloved city and leave his wife a widow and his son vulnerable to his own murder and his loving king-father left to beg the killer of his son for a cold dead body.
hector who was blessed by apollo to die a gruesome death before his doomed city because apollo would rather punish his sister than keep him alive. cassandra knew, cassandra tried to tell him, to tell anyone. apollo wouldn't allow it.
the hubris and wrath of a god always triumphs over their own favor. aphrodiate would rather her beloved son be miserable than concede to a mortal woman, zephyr would rather kill the mortal he loves than suffer the jealousy and shame of watching him with another god.
apollo who guides the arrow of paris to avenge hector but what does that matter? for years he kept their sister's words of warning and desperate pleas from reaching their ears, visions that might have saved him, warned him. but of course, the lives of a city full of mortals is worth nothing against a sliver of a god's pride. what the hell.
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themyscirah · 10 months ago
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What runs/stories do you recommend for someone starting WW? Could you please be specific (/nicely)
Yeah ofc!
My Wonder Woman Starter Recs (specific style 😎)
First stops: for an initial introduction to Wonder Woman, I'd generally recommend going to at least one of three places first. These three are:
Wonder Woman: Historia: The Amazons by Kelly Sue DeConnick
Wonder Woman: Year One by Greg Rucka
Wonder Woman: the Hiketeia by Greg Rucka
Of these I generally recommend reading Historia first, as it's a retelling of the origin of the Amazons as a race and how Diana came to be (so it essentially starts from the beginning) and is also the most recent of the them (if that means anything). Something to note about Historia though is that it's a DC Black Label book, so it's events aren't strictly canon in the main DCU and there are some changes and new elements present. I don't think this is something that should discourage anyone from reading it though, it's the best WW origin story out there, and even in strict main canon over the years her origin is one that has had many fluctuations and small (& sometimes big) changes. WW:Historia is three prestige format (longer) issues.
You'll notice the third book there is WW: The Hiketeia. Hiketeia is a great book if you're looking for a view into Diana as a professional and experienced hero. It's a graphic novel so standalone and not too long, and has a great Diana and really interesting plot (Diana vows to protect a young woman and finds herself pressed against the wheels of Greek Tragedy). This is also the first work with Diana done by Greg Rucka, one of her most prolific and loved writers. A sampling of this work (and also Historia) I think gives a good guide to where to go next in terms of runs on her main title.
Wonder Woman: Year One is the second book on the list up there, but I'm mentioning it last here as it's a bit more complicated in terms of format. Unlike other year one books, WW: Year One is actually a series of issues on her main title, showcasing Diana's arrival to man's world in Rebirth (and also current p sure) continuity. The issue numbering for this one is strange (only the even issues 2-14 on WW (2016)) so I recommend looking for this in trade form if possible.
These 3 books I think give a taste of some of the best standalone stuff in the Wonder Woman mythos, and give the reader a good idea of where they may want to go next in terms of longer runs on the title. So I'll break that down here as a Step 2.
STEP 2: WHERE NEXT?
Here I break down some highly recommended runs based on what they have in common with the standalone books from step 1. As a rule, these runs are going to be much longer than the above and generally more connected to the wider DCU and other books. Look for the italics to see the introduction to each new work. Explanation paragraphs follow after each italic/bold rec.
Curious about Greek mythology in WW and the Amazons' origins after reading Historia? Liked the prescence of a supporting cast and Diana learning about Man's World from Year One? Willing to read a longer run? I recommend: Wonder Woman by George Pérez
George Pérez's time on Wonder Woman totally reinvented the character after Crisis on Infinite Earths, and is fundamental in establishing many core concepts of her lore. At 62 issues, 2 annuals, and a 4-issue crossover event at the end (War of the Gods), it's definitely a commitment to read, but it's the most enduring and well-loved run on Wonder Woman for a reason--it's just that damn good. Lots of focus on mythology (although with a lighter tone than Historia) alongside Diana learning her role in relation to Man's World & establishing herself as a hero and ambassador. Pérez's run also has almost-certainly the most expansive and developed supporting cast in WW comics, something that really drives the emotional core of the series, especially in later issues. Obligatory note that this series was written between 1987 and 1992 and contains some very occasional aspects that I thought were in some way dated/uncomfortable etc. while reading (details of Cheetah's origin, depiction of the Bana-Mighdall, Hercules) but despite that I still highly, highly recommend this run. The word fundamental cannot begin to describe it.
Liked the experienced Diana of the Hiketeia? Interested to see her attempt to balance the high stakes responsibilities of an ambassador and superhero? Looking for some really badass moments and fights? Haven't read enough terrible tragedy? I suggest: Wonder Woman by Greg Rucka 2003 EDITION.
Some of Diana's coolest moments of all time are collected here. Also one of her most controversial. The 1st Rucka run is very much the story for anyone who liked the Diana of the Hiketeia and the tragedy of that and Historia. 2003 Rucka Diana is a Diana tested, forced to make decisions that are anything but easy, and live with the consequences. She's extraordinarily capable, but her enemies know that and are prepared to that end. This run, along with the Pérez run, rank among my favorite Wondy comics of all time (those and Historia are my top 3). This run is such peak Diana, especially in terms of sheer badassery. Her final confrontation with Medusa is in my opinion perhaps the greatest Wonder Woman fight scene of all time. Her encounter with Athena in the second-to-last issue breaks me every time. Cannot recommend this book more.
*a note abt this run is that it is more context-dependent than the other ones listed here, as it's the run that finishes out the Wonder Woman vol. 2 book and so has some guest appearances from characters introduced in other prior runs (Artemis of Bana-Mighdall, Cassie Sandsmark, and Vanessa Kapatelis, to name a few). I read this run before knowing much (if anything) about any of them, and still enjoyed it a lot, so I wouldn't be worried about this really but just thought I'd mention it.
Rucka's 2003 run is published from Wonder Woman (1987) #195-226. You can also find it in trade and I believe(?) omnibus. Sometimes the Hiketeia is included in collections of this series, as the 03 run is thematically similar in many places, just with a much deeper look at Diana and the world & with higher stakes.
Liked the specific characters and plot threads of Wonder Woman: Year One? Want to see what happens with Diana's exile, or learn more about Barbara Ann? Want a Diana in between the extremes of young and highly experienced? Wonder Woman by Greg Rucka 2016 EDITION may be for you.
...yes I'm putting ANOTHER Rucka book on here. He writes a great Diana, what can I say. This run is the same one that Year One came out of, just the follow ups to that story and versions of the characters. I have this run listed as separate from Year One though, as there's some really big time skips since the events of that first volume. A lot of time has passed since then, and there's more history between the characters, not all of it without drama. This run continues to be weird with the numbering, as well as some artist changes, so I definitely recommend looking into reading this in trade format (physical or digital) if at all possible. My recommended reading order is WW 2016 by Rucka vol. 2 "The Lies" (Wonder Woman: Rebirth Special #1, followed by 2016 main title odd numbered issues 1-11), then Rucka 16 vol. 3 "The Truth" (odds 13-23) then Godwatch (evens 16 through 24) followed by 25? But The Truth and Godwatch combine near the end so that doesn't really work either. This run is so good but recommending it is such a pain because the numbering is so all over the place. On God I never know which order to read this in. Going to revoke my previous statement and say read it as Rebirth Special 1, then only odds 1 through 11, then from 13 through 25 normally. That may lead to some weirdness as you read because the two stories take place at different times and have different art styles, but they come together at the end pretty dramatically so I think it's less confusing to read it this way? Maybe? So strange bc this is one of the go to good starter runs and yet it's set up so unintuitively. If someone has a better way to read this then let me know and ill edit, ik this explanation is super confusing bc neither way to read it is totally ideal imo and I feel I definitely read it in a weird order.
Going to call that a good rundown of some of my greatest recommendations in terms of Wonder Woman comics. If anything wasn't fully clear here or anyone (not just anon) has questions or wants to talk abt WW comics/my choices feel free to send as many asks or dms as you want. Have a good day everybody, & as Diana says, may the glory of Gaea be with you <3
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ferrouskyra · 8 months ago
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woe haphazardly thrown together character sheet be upon ye
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brucewaynehater101 · 10 months ago
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Me: *throughly enjoying a fic*
Fic: *batfam starts forcing a character to do shit the character is obviously uncomfortable with and doesn't want to do all for that character's "best interest"*
Me: "Fuck."
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keeperthemultiversemom · 1 year ago
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What could be consider laws of the multiverse?
Or is there no such thing?
Aight aight
Let's go, explanation for time
For this one I will speak as creator
This is infos I've shared before on my site, and I got the greenlight to share it here !
Reminder that @neonross was the og creator of Out of Bounds and I am merely one of the artist and writers ( and alternatively the lore gremlin that make sure everything is smooth good lore lol ( so for lore clarification yeh I'm the good person to ask haha))
So here are the "laws" of the multiverse and how it works in wttmv specifically !
Those rules apply only in our story, but anyone who wants to use those concepts are welcome, of course ! Neon Ross's og intent was to have rules flexible enough for people to make characters and have fun with the concepts, but we don't mean to be an autority of any kind and ruin people's fun... Anyway, explanation time
It's not really "laws" so much as rules for ourselves and for our story, to give it nuances and stakes and the right amount of lore scratching complexity
Some characters however might tell you that these are laws lmao
✨Out of Bounds ✨
___-Lore Guide-___
Out of Bounds (OOB) is a realm existing beyond the multiverse, operating by its own rules and devoid of time. This guide provides insight into OOB's nature, its role in the multiverse, and the mechanics governing its interactions.
Nature of Out of Bounds
Definition :
• OOB is a space outside of alternate universes, akin to the Void Realm in Towags where forgotten characters and places reside.
• Awareness of this space is limited, known only to those who reside within or encounter its inhabitants.
Television :
• Floating televisions within OOB display AUs, acting as viewports or portals for interaction.
• Televisions serve as a primary means for Multiversers to observe and interact with AUs. ( While it is the primary way, note that there are exceptions and other ways to travel )
Shows :
• We call "show" the stories within the multiverse. Includes the Original, Variants, Alternate Universes.
• The Original cannot be touched or interacted with by anyone.
• Variants are copies of the original with very minor changes (art style, design, head canons). They can be interacted with on varrying degree, depending on the creator of the variant will.
• AUs are copies of Welcome Home with major or noticeable changes, from the story, to the characters and their designs.
Vintage Tapes :
• AUs are stored within vintage tapes, with the film inside representing the universe's timeline.
• Tapes categorize AUs into Fixed and Flexible, depending on the level of interaction allowed by the creators of each AUs.
Interference Mechanics :
• Interfering with Fixed AUs poses risks, as altering their storylines can lead to universe corrupt and/or collapse.
• Flexible AUs allow more interaction, often featuring crossovers and Y/N scenarios.
Out of Bound Spaces
Channels :
• Spaces integral to the multiverse system, including the Observer's TV room, the Archives, and Admin's film room.
Shows :
• The AUs themselves, contained in the multiverse, then OOB
Lost Media :
• Spaces not categorized as channels or tapes, such as the Keeper's domaine, Trader's space, and Stitcher's atelier. (Often time those are kind of like shells of dead/collapsed/modified AU, or pocket dimensions)
Pillars of Creation :
• Vast space outside of the multiverse, a galaxy-like zone full of stars, that is said to be where the creators of AUs reside. Very few characters go so far in the OOB.
In between :
• The void between the AUs. It is devoid of breathable air, often dark and lightless as well. Some multiversers are unaffected by the lack of air, but stay careful ! We don't know what lurks or leaks in the in-between
Diagram made by Bloomenvogel and Neon Ross for the Out of Bound as we see it in WTTMV
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Note : this diagram applies to wttmv, but feel free to use I with your characters if you want ! Just like all of those rules, we made those to help make the story as a whole
Out of Bound Inhabitants
Natives of OOB :
• The Out of Bound is often said to have a mind of its own... It will sometimes create its own variants of the core cast, for reasons still obscures to this day. Notable characters born from the OOB : Observer, Courier, Messenger
"Refugies"
• Cast or OC characters that had their worlds destroyed/corrupted/collapsed, and who are left to wander in the multiverse. Most often they will end up in Peacekeeper's domaine until they can be rehomed in a flexible tape or new universe, or adapt to the Out of Bounds.
• A character that adapts to the Out of Bounds will then be called "Multiverser" along with the native of OOB
• Characters considered "refugies turned multiverser" in wttmv : Peacekeeper, Filante, Trader, ShopKeeper, Watcheye, Stitcher, Croupier
Multiversers :
• Multiversers are the inhabitants of the Out of Bounds. Often times, they are anomalies that have developped specific abilities allowing them to reside or survive in the Out of Bounds. Those abilities often includes being able to travel to multiple flexible tapes, but not always. A multiverser will almost always be a variant of a cast character, and rarely, if not ever, a y/n or fan oc. (If you wonder why y/n and ocs are excluded from being multiversers specifically, it's because Y/N is at its core a you self insert, but *you* are supposed to be viewers in the story. It's fine when in a pocket universe like Keeper's and Trader, a y/n can exist there, but in the oob it could causes some problems of logic with viewer influence and control, or the focus of the story could go astray to fit a y/n, which is not a story we want to tell. It kinda goes for ocs too)
__________________
I tried to say as much as I could without much spoilers... For the reminder, I already explained the main, general chronology of wttmv on the site
Ik, ik, it's a bit of a hassle to go search and look and all. Tbh the site is kind of a way to give a bit of a treat for the really big fans who are ready to go on a separate site to get lore lmao /lh
But now I get to ramble here too ! Hurray !
TLDR :
OOB is big and weird. The AUs and Variants can be interacted with only if allowed by the creators. Multiversers are the weird cast variants living in the oob. The OOB is kinda like an onion, it has layers. Most characters always stay in the multiverse part.
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queenofshenanigans · 3 months ago
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Do Moiraine and Rand ever get on the same page? Like, obviously she needs to treat him like an adult with agency, and be more forthcoming with him, but I'm not sure exactly what he expects from her and why he hates her so much more than Lanfear who basically treats him like a sex object replacement for her dead lover. Of the two, I think it's Lanfear who treats him more as just The Dragon rather than his own person. Maybe I'm just biased towards Moiraine because she's my wife 🫣 Anyway, I hope in general Rand gets over whatever misogyny he's got going on and Moiraine gets over infatalizing and projecting on her end. I need more complicated mother figure/mentor & son/protege dynamics in fantasy tbh.
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solanumflare · 2 months ago
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wanna hear about plants that can kill you?
#text post#poisonous plants#I love poisonous plants soo much#I own like three field guides to them and I've read so many articles all about them#I'm perfectly hinged of course when it comes to the topic of them#I have never in my life started a conversation by talking about how many apple seeds you would need to eat to get cyanide poisoning#never. you trust me right. *bats eyelashes*#I love thinking about poisonous plants#every time one is brought up or referenced in something I get wayyy too excited#see: deciding solanum was my favorite outer wilds character (before ever going to the quantum moon)#solely because solanum is the name of a poisonous plant family (nightshades/solanaceae)#most of which contain the toxin solanine#one of my friends is into star wars and got me to watch the bad batch in which a villain character is named hemlock#and yeah of course I'm gonna infodump about poison hemlock. of course#you just gave me the opportunity#I have the autistic special interest that makes me sound like a murderer swag#oh ALSO#scarlet hollow my beloved the second castor bean was mentioned I had to fight myself to not start texting one of my friends#a list of the symptoms of ricin poisoning#anyway all this to say :) hiya :)#if you like poisonous plants or want to learn about poisonous plants talk to me#I am really normal#wait fuck this is technically outer wilds spoilers uhhh#outer wilds spoilers#great tag to put on a “guy rambles about poisonous plants" post#while we're at it actually#scarlet hollow spoilers#I guess#special interest#autism
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donnatroia · 1 year ago
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me trying to comprehend the Late Stage Batman Pre-New 52 Saga (ressurection of ra’s al ghul black glove batman rip final crisis batman reborn red robin b&r 2009 batgirl 2009 return of bruce wayne)
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luc1ferian · 10 months ago
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okay so Ford Prefect is an oingo boingo listener right.
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mariyekos · 4 months ago
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Thoughts on the new DMC trailer?
Going to be honest I haven't watched any trailers since the trailer at the Game Awards (or whichever one I have those 2 breakdown posts for) 😅 I keep seeing the trailer announcements when I don't have my headphones on me, and I've been behind on watching them once I have the time... maybe tomorrow I'll finally get to watching them! Tonight I'm dead tired so I don't think I'd be in much of a good mood and I don't want to start off on the wrong foot, so to speak. When I watch them I can make a write up on it though! Would probably be fun.
#work is exploding and also i'm trying to read more and study latin#and i'm also doing ultimate raising in ffxiv and have been making guides for my static bc most of them haven't cleared yet#raiding not raising*#then yesterday i had a game (sports) so i really just had no time for anything....#i've been trying to get through my backlog of ao3 comments too#so with all that taken into account....i have barely had any time for absorbing new fandom material or contributing#i haven't written any fic in a week or two#actually. have i written anything since the dmc3 anniversary nearly a month ago...?#i think i opened a fic once but i doubt i added much#most of my time in my docs has been devoted to analyzing moby dick#...which i'm doing for fun#but yeah. so many obligations. i've been pulling unofficial overtime for work. and i'm kind of over my head right now#so i haven't had nearly as much time for dmc stuff as i would like...#i spent part of my drive home today thinking about something i'd like to do with one of my wips#(when i wasn't panicking about that one person who tried to ram into me for about 10-12 minutes in bumper to bumper-#-traffic in the rain. that was 'fun'. and by fun i mean terrifying. i got the heat inducing anxiety and if that person didn't let off-#-soon i was genuinely considering calling 911 because it was. bad. they nearly hit me so many times and kept honking....#even though there was nowhere to go..mand almost rammed me into the barrier on the bridge...#today has been a very long day. it's 9:14pm and everything i've done today has been work or raid besides like 20min of tumblr)#okay enough rambling for now i've gotta get ready for bed#i didn't even get home from my basketball game until after 10 last night and i had to be awake at 5:30 and barely slept last week#so i'm running on many days of sub 7hours of sleep and i am not good at that. i get so exhausted.#so yeah!!!#ty for question i really do mean to watch it i just haven't found the time#i want to give it the proper attention when i watch it. and by it i mean them. all the trailers#erurandomness#erudmc
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clumsypuppy · 1 year ago
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I CANT USE CSS ON ARTFIGHT...............
#I WAS REALLY HOPING TO FIX THE FUCKING. PARAGRAPH WIDTH. SIGH#idk why but it stretches across the ENTIRE page like. it takes up the full width of the browser and it BOTHERS ME. ON ALL THE PAGES#i could try manually putting shift breaks but im worried it might not look so good on mobile. ugghh... auyggghhh.....#im already learning CSS and API so i thought i could put it to good use but. AUGH#this whole time ive had to go into the inspect panel myself and change the padding so i dont have to read the length of the screen#like a fucking typewriter... i would have also loved to use custom fonts and animations......#i did find a guide for BBCode which the site uses on default and it covers basic styling but its not the same. sniffle#you CAN unlock CSS if you donate $25 to the page which seems fair. and if i could do it i would but. i do not have any way of#sending or receiving money online </3 i really need to figure out how to do that so i can set up comms like i said i would last summer#but it intimidates me.... and im already kept on a short leash when it comes to that so it feels like a lot of things could go wrong#i think toyhouse allows CSS or some sort of code...?? i remember seeing some oc pages with custom layouts#if thats the case i'll try fiddling with it but im not very familiar with using toyhouse so thatll take a while#(thanks again for the code sal ^_^ ill put it on my pin once its ready but im trying to learn my way around the site heh ;;)#at least i can use my pixel dividers.. ive been digging around for pixels to use and found some really cute ones#yapping
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