#featherbow
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sillymultifandomgirly · 6 months ago
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Enclaire fanchild.
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I can't think of a name for her- Feel free to leave name suggestions :33
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abitcaughtinthemiddle · 9 months ago
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Photo credit @featherbow
We need to talk about this scene. Yes, I was taken aback by the ABSOLUTE WHIPLASH of flipping from Vaxleth angst to Scanlan pain to Perc’ahlia, -ahem, being together. What a bold choice and I think it’s bloody brilliant. Here’s why.
Not only was this scene a great way to showcase the Vox Machina romantic relationship drama all at once but it also foreshadows how we find each relationship at in the current canon.
First, we have our tragic, doomed-by-the-narrative couple: Vax and Keyleth (these two always break my heart). Each sitting on the other side of the door, alone, yearning for each other - so close but so far- the tragedy of Vaxleth is that Vax will never have enough time and Keyleth will have all the time in the world. Vax, blanketed by the sun doing down, nighttime creeping in. And Keyleth in her dark bedchamber: dark, cold, and alone.
Second, we have our short but sweet Pike and Scanlan. The future divorcees. From what we I know in the current timeline (admittedly I am behind in C3), after divorcing Pike, Scanlan is out traveling Exandria with his daughter. Pike is still connected with her found family of Vox Machina (again, as far as I am aware) while Scanlan has been more transient- him being the one to walk away after their miscommunication and missed connection. The sunset, beautiful and short lived.
Finally, we have my beloved Percy and Vex. We see them together (horny little devils those two I love them), in a moment of (to put it in a less sexually explicit way) connection and passion. They’re the only ones still together: ruling Whitestone with their horde of children (they’re just practicing that bit for now- haha). Perc’ahlia is the lucky couple of these three- defying their seemingly hopeless future together, becoming stronger through each other and helping each other grow and be loved. The warm glow of the light behind them.
Anyway, I can’t stop thinking about this. Well done, just well fucking done.
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missamyrisa2 · 1 month ago
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Hi Miss Amy! Last night I had a dream that there was a new super competitive tickle sport, and I was the newest member of the black team. The rest of my team and I had traveled for the Ticklympics, and were staying at this big house with the rest of the teams.
We all decided to get some practice in, and this girl from the pink team volunteered as our subject. All the other teams when first, and they were pretty good, but they couldn't get her to fully break. Then it was my turn, and everyone was goading me, telling me that black team sucks at tickling, and that I would totally fail. What they didn't know, was that I was actually the highest ranked tickler in our region.
So I sit there, and I start tickling this girl, really lightly all over to make her squirmy, and then when I hit her thighs she bursts out laughing. I realize that the reason nobody could break her is because her worst spots are her inner thighs and the backs of her knees. So I work her over, alternating between light scritches and firm pokes, until she yields.
In this tickle sport, the reward for winning is that you get to make your opponent ticklegasm. I thought that wouldn't happen, because it was just practice, but everyone, even her team, tells me to take my reward. I go back to tickling her, this time over her panties, and she bucks into my hand and starts begging.
I don't know what happened next, because that's when my alarm went off, but fun dream, yeah? Wish I was on a tickle team in real life
Oooh I loveee the competitive tickling team angle ~ whether with one on one matches as people hold up coochie coo signs and tickle taunts or a big tickle royale with a bunch of players on a battlefield with all sorts of tickle trapsssss and hidden caches of tickle toolsssss like tummy seeking featherbows and crackling gigglewhips and automatic makeup brushes and long range concentrated tickle beams, not to mention ticklebot sentries and bullybots and tush teaser tanks y'knowwwww just typical stuff and I definitely haven't spent a lottt of dream time in the ticklyyy battlefields ~<33 Mmmh I love the ticklegasm as the spoils tooooo ~ it would be so perfect if the team held the loser, like both for support and to make sure they get their punishment for losing ~ fingers laced with teammates as those wickedddd ticklehot tickles come down to coax the royal area into giving up the sparkles.
Mmmhh it all makes me want to get back to writing some more ridiculous tickle tales in a ticklyyyyy universe ~<3
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natelm2nd · 26 days ago
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Just wrote an equivalent to "poob has it for you" on Reddit. Except in this case @featherbow is Poob and what they have is "character art/stats for the new CR mini-series"
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siren-brainrot-boogaloo · 1 year ago
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I caved I drew Seros (my Featherbow OC for Unicorn Overlord) with Aubin 😳
Should I make like… an official post about his backstory and dealio? I wanna talk about blorbos…,,,
Shout out to @a-anima for enabling me (you are a good friend)
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crystalelemental · 1 year ago
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Did you know there's a tier list maker for Unicorn Overlord classes now? Time to have opinions no one else agrees with!
For context: I am ranking this solely based on combat performance that I achieved. There are classes I have seen people rank far above what I do, and whether that's because they understand something I don't, or they had particular setups I didn't piece together and got better results out of it, it doesn't matter. I am rating this on how I experienced the class playing through twice.
The highest I beat was Tactical. I did try Expert, and beat the maps just fine, but I have this known brain problem where anything timed starts to stress me out if it runs too close, and I was constantly running too close. I never lost a map through the 8 or so hours I played it, but I couldn't stand the time pressure and kicked it down to have a more relaxed time of my life. Make of that what you wish.
S-TIER
Breaker. I feel like the surest indication of an S-tier classification is not having to think about it at all. While some will argue for the best possible performance being the indication of tier, I argue the opposite. I don't think many people are going to dig into the game that hard, and thus many aren't going to see the glory of incredibly fine-tuned tactics that let you beat Arena at level 15 with like three guys. Most are playing normally, and encounter stuff that just naturally works, and that, to me, is the surest sign of potency for a class, because there is nothing hidden that makes it good, you feel it right away. That in mind: Breaker is the most mindless win condition in the game, and my personal assertion for best class. Enrage is dirt cheap at 1PP, stacks, includes accuracy for consistent hit rates, counters armors, and has a row-wide attack that can't even be blocked or guarded. Once armor is removed, Assaulting Blow will recharge 1AP for every KO they land, potentially sweeping the entire enemy team, with no more support than "make sure they don't get hit." Anyone with cover and the tactic of "prioritize Highest Phys Atk" will do the job.
Gryphon Master. Gryphon Master is a bit more dynamic than Breaker, but no less devastating. Row-wide damage for 1AP is exceptionally strong, and they don't suffer the Berserker's accuracy penalty either. Add in cav effectivenss, and they're unspeakably strong. Being flying, they can front row dodge tank. Late in the game, they can pivot to Fatal Dive, dealing true damage to foes and denying guard, which can easily annihilate back-row foes and chip bulkier targets enough for follow-ups to finish. Griyphon Master has so much going for it, and very few legitimate flaws. So long as arrows are covered, they excel.
High Lord. Alain is ridiculous. Not because of anything offensive, but because defensively, he is unparalleled. Blocking is a huge deal to me, I like covering for squishier allies, and Alain's access to specific equipment giving him a much easier time hitting 4/4 means he adds a lot of defensive backbone, without suffering poor Mag Def, and contributing some DPS through anti-cavalry tech and row-wide offense. That anti-cav tech also removes AP and PP both, while inflicting Guard Seal, which is exceptionally potent. His potential to disrupt and defense a team cannot be understated.
Featherbow. At time of writing...this is my favorite class. Consider this bias if you must. Featherbow is S on utility. Row-wide Blindness in response to an attack leaves little room for foes to counter. She is not bound by the Rogues need to hit, and is instant enough that removing this status is impossible prior to them attacking. Photon Arrow hits two targets for -50% Phys Def and Passive Seal, which is devastating if aimed correctly given her high initiative, potentially shutting out a healer completely. Even Saint's Shot can be devastating, just removing 1PP from a target, or 2 if they're non-flying. As a flier themselves, they have evade potential on the front row, and can use their own blind effect to deny archers specifically. Featherbow is a metric ton of fun, and can really disrupt entire teams with good play.
Snow Ranger. Snow White Strike. That alone gets this an S. Follow-up attacks are generally good, accounting for typical shaky accuracy, but Yunifi defies that will solid bow accuracy and a devastating Freeze effect. This is an excellent way to keep an opponent locked down, and the damage doubles if someone else freezes for her. Triple Counter can be devastating as well with enough evasion on her; a full power retaliation that hits three opponents is amazing. Yunifi is interesting in that it really is her passives that make her tick, but Glacial Rain can be used on the back line to really hammer an enemy team with full AoE damage and a freeze effect that shuts down everything. The accuracy is shakier, but to my understanding, only one arrow has to hit for freeze to work. Yunifi is fantastic, and I adore using her.
Dark Marquess. I admit, my first run, I did not really respect Berengeria. I get it now, though. On-entry passive that cuts the initiative and attack of all foes is excellent. So long as foes are afflicted, she recharges PP on multiple attacks, including a 1PP follow up move for infinite regain that also heals her. When she's attacked, she boosts Atk/Initiative and gets 1AP back. She has row-wide offense that inflicts Stun. While it requires afflictions to be present, which can be slightly restrictive, she still has strong options even without that condition met. Dark Marquess is just very persistent and incredibly strong, with a powerful opening move, and it's hard to go wrong with her presence.
Elven Augur. The elf girls are very, very strong, but Augur is definitely stronger. Offensively, an on-entry row-wide attack that inflicts stun if it doesn't kill is great. Much like Sibyl, Augur has a good synergy between skills. Primus Edge restores 1PP if at 100% HP, even if it misses. Elemental Impetus will use 2PP to recharge 1AP, making this a good, steady source of recharge. The main draw, however, is Elemental Roar, a 3AP move that hits all foes and gets stronger with more active fairies. Her opening skill is strong by default, but adding a fairy into an AoE burst is outstanding. Very little investment needs to go into Augur for their magic to devastate, and they even pack a little recovery that can specifically heal up a Cleric-type if they get hit with status, keeping your team rolling without a care.
A-TIER
Shieldshooter. Again, I like blocking. Shieldshooters can block while recovering HP to allies. Shieldshooters also have competent offense in Heavy Bolt, making them a good two-skill focus unit. Their follow-up is fairly weak, but can be nice as I believe it cannot be interrupted, finishing off units that get Holy Cradle or otherwise barely survived. As a bow user in the front, she can aim specifically for back row as well, taking out core supports or big threats with hilarious precision. If anything holds Shieldshooter back, I'd say it's that they don't quite excel at what they aim to do. Heavy Bolt is good damage, but she lacks the same kind of hilarious disruption as Alain does against cavalry, or the row-wide offense he can pack, leading to her being more about sniping a particular target in a match and otherwise existing for defense. Still one of my favorites, though.
Swordmaster. One of my favorites. Swordmasters are about precision removal of specific enemies. By default, this is Scout. In some situations, it can be the fliers. With Runic Sword and some backup with Inspiration, it can include Armor, which legitimately feels like their best utility. But Swordmasters rarely carry. Their damage can be good with proper support, but maintaining that is difficult. And without it, their damage drops precipitously. I do compliment their anti-meta properties, like Meteor Strike being the easiest way to just blow through Galerius' Dark Armor, but they have trouble answering as much as they counter. Outside of Runic Sword, which is a one-time item, they have no means of getting around armor or guards. They're evade tanks whose Parry doesn't work on range, so arrows can break them, and truestrike remains a problem. Their PP generation is a bit challenging as well. Two swords means less flexibility on accessories. But for the sheer depth of what they can do for a team, and how well they can be crafted to serve any comp, A feels right.
Wyvern Master. Look, I don't know why I like Gryphon Master better. I think better early tools, but Fire Breath doesn't take long to unlock and is arguably stronger. Column-piercing is really good too, easily slapping someone out of commission on the back row. I think Wyvern Master is fantastic, but for some reason it just never felt like it worked as well as Gryphon Master, despite having comparable tools. Maybe I'm just biased. Maybe I just really liked Fatal Dive. I cannot give a satisfying answer, because they do rule.
Druid. Druid's great. Probably the strongest on-entry skill in the game, coupled with immediate debuffing of a target's offense as they attack. Defense Curse wildly improves damage and prevents Guard entirely, which is exceptional for offensive cores. I think the only reason I don't respect Druid more is that I didn't use Druid more. Their kit is truly excellent, if hard countered by Clerics.
Prince. Buffing alternative to Druid. Seriously, it's the same thing but reversed. Buffs initiative on entry instead of debuffing, buffs attack instead of debuffing defense, grants truestrike instead of inflicting Guard Seal. Prince does fantastic back-row work. I think I value Druid just a little more, solely because I think the entry skill is stronger, and Guard Seal slightly more valuable than a truestrike.
Elven Sibyl. She's a healing version of the Augur, whose on-entry skill is a heal that provides a nullification to one debuff for a row. She also has Primus Edge/Elemental Impetus, allowing for fantastic generation. However. My problem lies in her AP skills. Elemental Roar remains the boom it is on Augur, but her 2AP skill goes entirely to waste using it, and it's a row-wide heal that provides nullification of one attack to a whole row. To put it bluntly, this is insanely good. Evade tanks have a backup that can now prevent certain death, solely because Eltolinde was present to provide it. And yet...this comes at the cost of Elemental Roar. I talked about this positively in other classes, having strong variability, and I think that's Sibyl's strength too. You can use her as either Elemental Roar AoE damage for a wipe, or you can use her as a healer with built-in blocks to damage for an entire row. But you cannot do both. And that's why she's down here in A. Because the S class options? They can do everything they want in one set. Eltolinde cannot. She makes much harder concessions.
Valkyria. I wish I could put this higher, but I do think it's fairly limited at times. Boosting team defenses and guard rate on entry makes the entire team a lot stronger, and 50% guard rate is percentage points, meaning even your frail back row has better than average odds to guard and reduce a lot of damage. This is not what sells her. What sells her is Maiden's Hammer, a Truestrike move that deals better damage the lower her HP, and is a counterattacking move. This is an excellent utility move. Combined with her natural ability to hit Flying with Vertical Edge, she's like a heavily defensive variation on Swordmaster. But. Swordmaster has that magic attack to blast armor apart, being much more offensively competent. Valkyria relies on Brandish, which is expensive and never deals as much as you want. She can eventually break through, but definitely needs support to see it happen.
Dreadnought. I feel like Dreadnought is a boring, overly straight-forward damage class with exactly one interesting tool. Unfortunately for me, that one interesting tool is hilarious and extremely powerful. When a foe guards an attack, Dreadnought kicks them in the face, inflicting Stun and Guard Seal. That is. EXTREMELY good. It turns a lot of offensive focus options from middling and in need of support, to potentially just blowing right through armors. With her self-buff to get truestrike and sure crit, she's able to obliterate pretty much any individual enemy she sets her sights on. And with greatshields, even in the back row, she tends to be excellent on defense. Initiative can be a problem, but just kicking open a guard for allies is a massive boon.
High Priestess. This may seem a bit mean, but I don't consider Scarlett as potent as other unique classes. Her healing leaves a bit to be desired, and while her main attacks remove buffs, the fact they can miss creates issues. It's not like her damage is exceptional either. What keeps Scarlett in A is really just how rare buff removal is, and how nice having a shield to halve incoming damage while denying status can be in good hands. But the later you get, the more allies can find items that make them immune to status anyway, and thus her shield goes largely to waste. This is especially true for evade tanks, who just...move out of the way of the attack, rendering that shield moot. Scarlett has good tools mired by problems that kept haunting me, but I fully acknowledge what she brings.
B-TIER
Bishop. Standard healer. What gets Bishop in my good graces is Refresh being row-wide, and access to some good AP skills from staves, most notably Lyrical Wand. Most of their AP skills are pretty whatever, so the wand skill is free, and recharges AP of a target. I do think Bishop can be a little finicky, though. Specifically targeting what you want and when can be a challenge on the tactics, with their default sets healing every single hit no matter how minor resulting in consumption of 1PP. It's a necessary class, but not an exceptional one.
Featherstaff. Featherstaff has some solid traits, but I feel like initiative is their worst enemy. Unless they get Overheal or Holy Cradle up right away, it's easy for opponents to just slap something and ruin your plan. Holy Cradle in particular feels like shit outside of PvP/Arena contexts. It's 2AP that could go into just keeping you from dying, and very little in main game can threaten to one-shot you. They're overly specific for single matches, which is why I put them below Bishop.
Wereowl. Very fun but very finicky. Wereowl has basically one truly good trait, and that is granting 1PP to an ally after they use one. This combos into some hilarious shit, especially when you look at things like Featherbow's row-wide blind response, or sustaining healing or guarding, or counterattacks, etc. That said, getting that PP where you want it to go and not having them burn through all of it is very, very challenging. I will give credit for having pretty whatever AP skills. I think they're another that really likes the staff effect to be their primary, though Night Vision for huge accuracy buffs is nice.
Feathershield. What if your tank could dodge? Feathershield is fun because they are flying armor, which means they both take hits well and can evade, making them excellent at sticking around. That said...is it just me, or are there like no greatshields that have passive abilities to shield allies? Is no one else bothered by this? It's like the one fatal flaw. If I could get this guy to both reflect spells and jump in on attacks against the healer, I think we'd be set. I do want to specifically complement synergy with Valkyria. Iron Will with his buff to Mag Def for the entire party makes for some outrageously tanky units.
Great Knight. Cavalry Call. That's basically the class in a nutshell. They have a great buff that applies to all cavs, and are able to rush a column both with their base move and with a follow-up. In addition, they pack the usual AP recovering stuff, but with two different forms of attack, including a 2AP multi-hit move. Great Knights have a lot in their favor. I don't really respect them. I feel like a lot of their utility relies entirely on a full cav team that makes them hysterically easy to counterpick. I think they put so much in offense that every comp tends to lack wildly for defense, and their results in a map are either a clean sweep of massive damage, or getting half the team killed. I think without someone to proc boosted initiative or debuff foe's initiative, they tend to move too slowly and eat a lot of damage. They live attached to Selvie. Outside of cav comps, while they have decent tools, their offenses are significantly less pronounced, and I feel like they falter. They're really fun and have one of the more mindless overall setups, but it's such a hit and miss tactic that's so, so easy to counter.
Doom Knight. I don't really favor sacrificing HP for power. I admit they have a good system going, as well as good bulk and potential to recover damage they do take. I recognize their fire-base AoE move is tremendous damage with a lot of benefits. I just can't put them higher than this. Similar deal to the Great Knights, I think they tend to be easily bowled over at times. Tactics matter a lot, and if their conditions aren't in place, they falter wildly. Without a Cleric, or at least some means of active healing, they're very easily KOd. I like them well enough, but not all that much.
Sergeant. Granting Sure-crit can be specifically tailed for Maximum Funny. Granting 1AP to any ally at the cost of 2PP is also really nice. Sergeant doesn't have the best offensive profile, but column-piercing and cav effectiveness isn't bad, and they add some response to fliers as well. They're a decent all-arounder with no particularly outstanding traits, but some really fun concepts to play with.
Elven Archer. Ice Arrow is one of my favorites, I love freeze and they have the initiative to back it up. I've also seen talk of their on-entry skill resulting in Scarlett granting a PP back with some healing, kicking off their party-wide heal and instantly recovering the team to full not matter how battered from the last encounter. It's something! But I feel like Elven Archer often fails to dazzle. Damage isn't great, they don't have the same truestrike as base archers, their on-entry skill is nice but not one of the better options out there, etc. I do like them a lot, though.
Elven Fencer. Similar deal but worse. They rely heavily on evasion, and can sure-dodge, but only when conditions occur that grant the effect. Otherwise, they have sub-par evasion for a frontline tank, and are always hoping to recharge AP on successful dodges. They rely heavily on allies to set conditions for dodging, and are as easily bopped by truestrike as other evade tanks. At least they have really good and fun offense that has a magical edge, allowing them to hurt armor types.
C-TIER
Sainted Knight. This one would get me killed on Reddit. I don't think Sainted Knight is all that good. I think the blocking of magic can be divine, and the combo with Legionnaire is obviously decent. But I think their problem is often passivity, and being too cluttered with AP. Yes, they can deal hilarious magical damage. If they aren't using Row Heal. But then you need someone else dedicated to healing. Which causes its own problems. But keeping healing means they don't do much in the way of attacks, and that magic potential goes to waste. But also there's only two magical swords in the game and Swordmaster is way more proficient about removing armor, while their attacks seem to fail to KO anything with reasonable Mag Def. Even in just general runs, I use Sainted Knight often for mobility and reduction of magical assist attacks used against us, but their teams are extremely hit and miss by effectiveness. I struggle to see a situation in which they feel as good as many claim.
Legionnaire. I like blocking, so here they are. I do think they're highly passive, lacking for damage or healing or literally anything but guard. But it's nice to have someone to just block attacks and take like no damage, you know?
Feathersword. Kinda middling. Yes, ranged attack, decent self-buffing, but their kit is kinda whatever. No particularly great attacks, buffs literally everything but stats you really want like straight Atk, Discharge is their only means of offense but it removes literally every other form of buff. They have a Truestrike but its 2AP, and their lack of sheer crit rate means Gambler's Coin isn't even salvaging them. I have yet to feel like Feathersword truly does all that much.
Landsknecht. What if you were a follow-up class, but your follow-up missed? What if Berengeria were kinda bad? Bastard's Cross is huge damage, but easily guarded and then rendered unimportant. Landsknecht does have good damage potential, and the AP regeneration of Breaker and Great Knight, but it tends to fall way behind on every other metric I care about.
Warlock. On the one hand, row-wide move that can stun, and great follow-up and counter attacks with generalized magic. I do think the shaky 90 accuracy is a problem, as is general initiative woes and frailty. Pure magic classes tend to heavy invest in just their magical offense and everything else is kinda whatever. As a result, Warlock can do some nice stuff, but I rarely consider them exceptional.
Sniper. I barely used them. I kinda dislike them, to be honest. I got one to work in the Virginia/Feathershield team comp I used, but I feel like the biggest issue they have is that damage output feels limited. They're kind of another precision removal tool, in that they can aim wherever they want and are specifically good against fliers, but only okay when it's a wyvern without crits. Taking out back row stuff also relies heavily on what the enemy team's composition is. They can work, but they're not a favorite, for reasons that are slightly difficult to parse. I don't think they're that bad, but I've never had good success with them.
Sorceress. This has to be my most contentious opinion. I think Sorceress kinda blows. Stupid frail, horrendous initiative, magic can get completely hard countered by two class types, getting conferrals to land where you want when you want is an exercise in pure frustration, status conferrals take 2PP and a whole accessory slot which is demanding, and while their freeze is an excellent status, I pretty much never see it because the rest of the team does its job first or the witch dies immediately. They can be good. Devastating, even. But I feel like they're very often a liability. Also now that both are on here: I don't respect Trinity Rain. Way, way too much investment of a team's resources for something that can (1) miss, (2) be blocked, and (3) be entirely shut down by Feathershields and Sainted Knights.
D-TIER
Vanguard. They're just not too useful. I give some credit for Arrow Cover blocking flying attacks as well, and being useful alongside Swordmasters and fliers for the specifics of what it does. But that's about all I can really praise it for. Neat concept, very lacking outcomes. There's a reason they're a 25 Honor promotion.
Werelion/Berserker. They are the same goddamn class and I don't like them. Row wide and then full party AoE damage should be great, but their offense is surprisingly low by raw stats, and all of their attacks are base 80% accuracy. Which is, as it turns out, bad. The only good stat they have is HP, and fun fact: no situation in any game I've ever played has allowed high HP but bad defenses and evasion to work out. Ever. I feel like this could be a way better class if their other stats were a little stronger in some places, but as it stands, very underwhelming.
Werebear. I tried, but never found much interest in them. A greatshield class that can't block anything, and instead specs into attempts at offense that are inaccurate, or completely miss anything not on the ground. Wholly unimpressed.
Viking. Their on-entry skill should be a favorite. There's so much that should be fun with this. I have never, even once, found a situation where I think it's worth it. Other on-entry skills just offer a lot more bang for your buck, and letting everyone bypass guard, while nice, often isn't necessary to taking down armor. There are other approaches. Like magic. Even half-magic like the Elven classes will do a better job than bringing a Viking's low initiative and inaccurate shenanigans. I want to respect them, I really do, but I've never found a significant use.
Werefox. Let the broad opinion being: I do not respect units whose life is evasion. "But you like Swordmaster." For the offense. For its ability to remove, with incredible precision, several different types of opponents as you see fit. Werefox does not do that. It has some offensive utility I'm willing to acknowledge, but I didn't have a great time using them ever.
F-TIER
Werewolf. Werewolf is one I wanted to like. A row-wide 15% Phys Atk buff with no other conditions is fairly unique, and they have means of restoring AP for further moves. Unfortunately...I just never encountered success. This feels unfair, I feel like something could've happened if I just found something I liked. But the one (1) time I made a team with one that actually started to work out? It was the Virginia/Fodoquia team. And it turned out the best results for that team? Was dropping the Werewolf for a Cleric. I dunno man! Results don't lie! Maybe I'm using it wrong, but I've yet to see this class accomplish literally anything.
Rogue. _Lucille_ on Reddit has some excellent takes on classes, and some fantastic strategy. They're the kind of person who can beat Arena before breaking level 20 on the highest difficulty, something I legitimately could never piece together. So when they say that dodge tanks are better than physical tanks, and that Rogue is very good, I'm inclined to believe this is true. Evasion likely is more successful overall if outfitted correctly. But personally? I consider tier based on ease of access as much as anything. If something is stupid broken busted, but only once you've been playing for a while and have a working meta knowledge of tactics and how to specifically counteract all the things that otherwise beat you? That to me isn't success. That requires niche knowledge for success. And on that note: Rogue sucks. Getting it to work is an unending nightmare. So many enemies have Truestrike, and the only means of not dying horribly is knowing AI patters and how to avoid being the target of attacks that threaten, and nothing else. Even outside of this, just letting one (1) attack land the low percentage to hit is instant death, and in general maps, you're encountering so many swings that eventually that 10% will land. It requires a level of precision and calculation that I feel is way beyond what is reasonable as a more casual fan of the game. While their skills feel exciting, I never once found them significant. Row blindness is done infinitely better by Featherbow, and even Druid if you want to use the staff for it. Stealing AP is only ever 1AP despite the translation, and fails entirely if guarded. PP steal can also be guarded against, ruining the attempt. Someone mentioned using them with Viking's War Horn to ensure hits, stealing PP and using that on accessories to buff allies constantly. Great plan! That also cuts into their evade rate because less equipment goes to it, so you get hit more often. Evade stops working the instant archers are introduced, because they just hit you through it. Their bulk is so bad, anything that touches them kills. Their passive skills are bad, with an on-entry that just inflicts Guard/Passive seal on one (1) target, which sucks, but is likely to go first given their high initiative, ruining much better options because only one goes off. I have active contempt for Rogue. I would love to get it to work, just to see what others are seeing, but I feel like their utility ran out before I even finished the demo. I get that no damage is better than chip damage, but you know what's even better than that? Not dying immediately because you failed a roll.
Paladin. I think the basic fact that nothing seems to outline the skills on a Paladin should tell you what you need to know. The class itself is good enough, but Josef is so gimped in the stats department that once you leave Cornia, and start fighting things closer to his level? He's easily overwhelmed on the frontline and contributes very little to a backline. There's no reason to use Josef past the opening. At least the Rogues can be outfitted with something going on, Josef just feels like a burden.
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quietcoastaldeath · 5 months ago
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02•07
pushing through the woods of the park. my legs hurt, but it's this pain that brings strength, along with a temporary high
finding snowdrops among the short frequent green grasses, the scenery is magical, even in the moody grey of Sofia skies. I took three — not enough, another tree; I need them to be seven, you only give an even number of flowers to the dead. I take the seventh one
I walk around stadiums, large and lonely
I see planes, a lot, two, three, they're frequent
now I'm lost in the park near your house, while walking, I thought it'd be stupid to give you seven flowers, so I lose the other six, and give you just one — and I choose the one with the strongest, longest stem
I've found you playing featherbow with your younger brother
"I'm sorry for the wait" — I never say it, and I hold your flower between my fingers. the fingertips pinching the stem are the only warm parts of my palm. I'm watching you.
I was trying bras a while before, almost none fit, I wonder if I'm too big.
The present Earth is the last in the series of creations.
your brown hair, my vision is blurry from fatigue
The transformations of fire — first sea, and of the sea half is Earth, half whirlwind. The death of fire is the birth of air, and the birth of air is the birth of water...
your mom's favorite coffee shop, you ate ice cream here, she said.
"Two hazelnut cappuccinos, please"
"Why is coffee served with water?"
"Because the water clears your mouth and makes you feel the taste more vibrantly, you drink it after every few sips"
почему мы разделены разными преградами? потому что пространство между нами делает наши встречи красочнее, интереснее и чувственнее
"I'll just do it the way you do it."
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charaday5e · 9 months ago
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Character Count 5R
It's been a long time since I counted the characters on this blog. So I'm splitting the list into two, separated by edition/revision. 5e Revision (2024) Rak 1st, Barbarian Guard Orc Philmore 1st, Bard Wayfarer Human Mort 1st, Cleric Hermit Dwarf Gwen 1st, Druid Scribe Elf Rad 1st, Fighter Soldier Orc Zim 1st, Fighter Farmer Dwarf Poe 1st, Monk Sailor Elf Splendor 1st, Paladin Noble Human Yoku 1st, Ranger Wayfarer Elf Tesco 1st, Ranger Guide Human Wisp 1st, Rogue Criminal Halfling Keu 1st, Sorcerer Charlatan Dragonborn Juno 1st, Warlock Wayfarer Tiefling Kane 1st, Wizard Criminal Human Deagan 1st, Wizard Scribe Dwarf Legacy 5e (2014) Rak Tak’Kaz 1st, Barbarian Outlander Half-Orc Philmore Sangbringer 1st, Bard Charlatan Half-Elf Lydia Callessa 1st, Cleric Folk Hero Wood Elf Mort Eaglehart 1st, Cleric Acolyte Hill Dwarf Lambert Saint-Germain 1st, Cleric Acolyte Variant Human Leonard Stormshower 1st, Cleric Outlander Variant Human Jyin Tarn 1st, Cleric Acolyte Varian Human Jyin 12th, Cleric Acolyte Varian Human Plotz 4th, Cleric Acolyte Varian Human Gwenole Caedmon 1st, Druid Outlander Variant Human Kive 1st, Fighter Soldier Mountain Dwarf Delancy McDermont 1st, Standard Human Acolyte Fighter Tassle Proudfoot 1st, Stout Halfling Criminal Fighter Boomer Westwind 1st, Variant Human Folk Hero Fighter Rik Whip 2nd, Fighter Hermit Variant Human Lars 12th, Fighter Soldier Variant Human Poe Dansen 1st, Monk Outlander Wood Elf Bainard Fitzroy 1st, Paladin Noble Variant Human Splendor 3rd, Paladin Soldier Variant Human Garr 4th, Paladin Custom Outlander Soldier Half-Orc Garr 12th, Paladin Custom Outlander Soldier Half-Orc Reng 2nd, Paladin Outlander Half-Orc Brutus Callahan 5th, Paladin Outlander Variant Human Dabet Larin 1st, Ranger Folk Hero Variant Human Gunhem Kul 3rd, Ranger Folk Hero Variant Human Lail’eliam Featherbow 4th, Ranger Criminal Wood Elf Wisp Ficklebottom 1st, Rogue Criminal Lightfoot Halfling Wisp 12th, Rogue Criminal Lightfoot Halfling Sarro Malvice 1st, Rogue Noble High Elf Rossum Kould 1st, Rogue Ex-Acolyte Variant Human Simon Ghesh 1st, Sorcerer Criminal Variant Human Iago Brimstone 1st, Warlock Criminal Tiefling Benny Briarsong 2nd, Warlock Criminal Variant Human Azonzaval La’liam 1st, Wizard Sage High Elf Xander Struan 1st, Wizard Noble Standard Human Oliver Trailborough 1st, Wizard Sage Variant Human Tassilo Staunton 5th, Wizard Custom Hermit Noble Variant Human Rei-hito Rog8/Ftr6, Rogue/Fighter Urchin Wood Elf Dugan Myers Ftr3/Rog2, Fighter/Rogue Folk Hero Variant Human
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sillymultifandomgirly · 8 months ago
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Engel and 4 Claires
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Meme reference:
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dragonagepolls · 1 year ago
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Two more of my favourite responses:
@featherbow replied: Saw someone playing it so badly it frustrated me into playing it myself :x
#i was 9 years old and thought I was downloading a textbook about dragons#I’m not even kidding (via @floppycacti)
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teefa85 · 1 year ago
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Yay! Umerus' Recruitment Sidequest netted me availability of the Blacksmith! Maxxed out all the Kings weapons since, ya know, All Stats +5 is a beautiful thing, and put the few remaining pieces of Fevrite I had on some other decent skill weapons. This was especially good for Morganne and Alain whose Kings weapons were the earlier ones.
Next time I need to explore the area and fix the towns, as well as recruit at the nearby fort. I was able to get a Feathersword and Featherbow at the previous one...who I have decided are a pair of sisters who were a part of the rebellion Raenys was in.
I have a thing in games with generic soldiers for dreaming up stories for who they are...started with the crew I had in my first FFT file back in the day.
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siren-brainrot-boogaloo · 1 year ago
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Swords and OC Picrew Prompt!
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I got tagged by @creativegoblin! First we have Seros (he/him), my Featherbow OC who I pair with Aubin, and second is Almas (she/her/he/him), my Radiant Knight OC who I pair with Adel!
OC Picrew
Sword Picrew
I tag @a-anima, and anyone else who wants to show off some OC concepts!
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notfunnydean · 5 years ago
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@featherbow said:
Don't listen to these anons, don't post them, don't reply to them. They're looking for time in the spotlight. They don't deserve it and they're dead wrong. You are wanted, appreciated, and your art is beautiful
I only posted it because I got those messages like 20 times and I just wanted it to stop xD 
But thank you so much for your kind words. I did block them too, but since this happens a lot of times in the past year, I guess they’re more than one or do have mulitple accs.
Anyway thank you <3
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randomnameless · 9 months ago
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Final Squad for Alain was the "Cornian Cavalry" : Alain with Renault and Clive on the front line, with Josef (with the ring of the maiden!) and Monica behind - they couldn't do shit in Albion but at least they didn't die lol
I wasn't that fond of Shooters because I felt like while Liza could withstand one or two hits and not die afterwards, she tended to, well, still die when put on the front line, maybe my team wasn't optimal though but yeah, her dmg output is nothing to scoff at and unlike Berengaria, she knows how to use her great shield.
Yeah same, I wanted to get a lot of rapport convos but ultimately couldn't do it, fuck those 2k gold Albion sandwiches :(
I got more use of the Feathershields and Featherbows in the final DLC/added quest where you can play with Ilenia and... Alcina, Gary, Beaumont and Eligor :(
(I laughed way too much when one of the generics who joined with Ileina was named "Casimir" and I was just "daww that's Alain's mom who last saw him when he was 7 so of course she brings kid!Alain's favourite knight who used to tell him bedtime stories!" and then I had sad feelings (tm) about the entire situation because can you imagine the WTF Ilenia must be going through after the plot ends?)
The Sages mention something like "causality" but imo, isn't this map basically an AU of what happened in the Norbelle ending ? Basically everyone is red and/or unpromoted (or they are at the level of promotion you get them) and you fight against them on a map that has the BGM of each final stage.
Fave character, personality wise would be Gilbert or Josef himself!
Utility wise, given how Jeremy doesn't know how to count and slaughters units with some bastard cross that has between 10% to 20% of chances to hit, I'll give it to him.
WDYM only Alain can get the killing blow on Baltro???
TFW the Tricorns keep on whacking him to no avail, ditto with Magellan :(
even if plot wise it makes sense
@pandp-author Feathershields are absolutely ridiculous lol, Fodoquir basically exists and makes mage teams/teams where Sorceress try their "surprise you're frozen !" combo completely meaningless !
Sanatio's healing is completely stupid too lol, too bad we can't play more maps with the angels/feathered people, because they're fun to use!
I'll make a more detailed post about the epilogue later but plot wise for the final chapter, as expected, Gharnef Baltro backstabs the Red Emperor, it is revealed Ilenia - Alain's mom - survived in the prologue, but Red Emperor Galerius Galvius when defeated body/soul hopped on hers so she became his unwilling medium (which raises all sorts of questions here, when Alain kills Galvius during the "Rescue Scarlett" mission, did he aleady kill Ilenia and Baltro resurrected her, but she's somehow still alive and not a zombie?) but ultimately she is free when Baltro uses Galvius' soul to open the "gate to the netherworld" or something, to use the souls of the Zenoiran currently in limbo as fuel for his spells.
Given how Baltro notes that the Cornian Royal fam has the blood of the Maiden who survived the sacrifice of the Unicorn and its curse 800 years ago, I guess he implies that is the reason why Ilenia makes for a better host than the random Valmore - the previous human who was Galvius' host - but then it raises the question of Giethe hunting Virginia : wouldn't she have been used as a spare ? Granted, given how Galvius incarnates in the flesh of people who defeat him, the only way to incarnate in Virginia would be for either her or a random to kill Galvius while he's using Ilenia's body (and Virginia would later kill the random).
So I guess if Giethe brought her head Baltro would have been "you dumb fuck", but Alcina's plan to uwu with Gerard in Alain's body wouldn't put a dent in his plans, since he could get rid of Gerard in Alain's body to put Galvius instead if needed.
As cheesy as it was, I liked how the plot unfolded here - despite his "perfect lord" appearances, Alain still wants revenge for his mom and didn't forget what happened 10 years ago : if the player chooses to give Alain his vengeance, despite learning the plot and the truth about Zenoira, he... actually kills his mother, and Baltro is still Baltroing around.
If he acts as the better person and the "saviour", he tries to offer mercy to Galvius, despite him killing his mother and plunging the continent in a sea of blood, which gives Baltro the occasion and opportunity to betray Galvius, thus freeing Ilenia without killing her, and it gives the party the occasion to kill/banish him to oblivion instead.
The usual "follow the plot = you're rewarded + vengeance is meaningless" trope.
Of course I can't talk about the final map without ranting about the green NPCs that are here to "help" you - nice nod to have them be Drakengardians to echo Gilbert's earlier (at the end of arc 2!) words of sending Drakengard's help to help Cornia when it will be needed - sure his help is green units + Hermann (one of his retainer that is blue this playable \o/) but it's a nice nod to the former plot and you can honeypot about the political ramifications of this move (the Liberation Army led by the Cornian prince helped free Drakengard, so now the Drakengard Army will help the Cornian prince to free his country?).
No such lines about the enemy Bestrals - who as Bestrals can't be soul snatched - who are recruited by Dyna who basically tells them "wtf dudes stop fighting with them and join us instead!" but I confess I laughed at their names (il y en a qui s'appelle Paulo mdr, pourquoi pas Bébert pendant qu'on y est?).
Too bad the named minibosses aren't more developped, but I wonder if in the Norbelle aka worst ending we get to fight Reimann and pals instead.
Oh well, I'll have other occasions to replay that map to get the different endings - at least the normal one on this PT (the one where Alain kills Galvius but fights off the possession thanks to his magical plot ring that resonates with the plot ring of his partner).
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bowtieladystuff · 5 years ago
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Feather Bow Tie and Brooch Sets make fabulous stocking stuffers. Order by December 15th for guaranteed delivery before Christmas 🎄 additional colors are available www.tiedupbowties314.com #featherbow #stockingstuffers #bowtieswag #bowtiegifts #christmasgifts #bowtiesarecool https://www.instagram.com/p/CIhn2-yML-p/?igshid=pmwphh71ctwn
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junkochild · 8 years ago
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Bayonetta
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