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#i thought the only problem was me getting to lvl 65
ryllen · 5 months
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goldensunsetchild · 1 year
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Mixed Self-aware thoughts
A couple of days ago an idea popped into my mind and I think it's thanks to all those SAGAU fanfictions that I've been reading since last month. There was this one in which the plot followed the Impostor!Reader thing but it was not only a Self aware AU of Genshin it included to Honkai. So... *takes a sip of her hot chamomile tea* I decided to doddle up something regarding this but instead of Honkai I decided to put Obey Me.
Speaking in terms of why I think the brothers would defend me in a possible Impostor!Reader, it basically reduces to these facts:
I've been playing Obey Me for two years already (would have been three if I didn't uninstalled it because I was getting impatient but then I downloaded it again because I wanted to play something and I was bored of the last MMORPG game I was playing).
My lvl on Obey Me it's 65 (also I already made pact with all the brothers and currently I'm on lesson 23)
I started playing Genshin this year... well it was last year but I had to uninstall it because of lagging issues (yk typical phone experience problems).
So yes, I highly believe that the Genshin characters would chase after me trying to kill me but then I would be rescued at the last minute by the brothers, alongside with: Lord Diavolo who cannot let his favorite human die, Barbatos because he cannot let his young master go alone, Simeon and Luke because they insisted in participate on their friend's rescue and of course Solomon too because he cannot possibly lose his apprentice.
Now in a fight between The Seven Archons and the brothers, I bet all the money I have that they would win against the archons. Why? Well we are talking about that they are the seven rulers of Devildom, the most powerful demons right after the Lord of Demons himself (Diavolo's dad) and even if it's kind of difficult imaging someone like Ei or Zhongli losing we must remember that they are not the same as when they were on their prime time (talking of Zhongli because Ei succeeded her sister Makoto). Even mythologically speaking demons like Lucifer (pride and the first of the fallen), Mammon (greed), Leviathan (envy), Satan (wrath. Which name should have been Amon according to the mythology), Asmodeus (lust. A prince of the hell according to the Ars Goetia), Beelzebub (gluttony. Another name in the Ars Goetia) and Belphegor (sloth); are really powerful.
So umm yeah, I just don't see the brothers losing so easily. Mammon would be like:
"Y'know Gigi, ya should better be grateful that The Great Mammon came to rescue ya"
Yes Mammon, yes *speaks with a sarcastically tone*
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acradaunt · 5 years
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EON Playthrough - Week 3
Have to take back what I said about not getting my fill of the sixth stratum. Its associated mini-dungeon gave me more than enough of the region's sliding floor puzzles. Etrian Odyssey definitely slips into puzzle-game territory at certain points, usually regarding avoiding FOEs, but this is possibly the most complex it's ever gotten. Think I spent like two hours just boring holes into the DS's screen trying to figure the sliding-tile puzzles out.
About them, I've thus far liked the mini-dungeons a decent amount. They usually show up a short while after finishing their associated dungeon, and basically act as an optional bonus floor with one extra-hard enemy showing up in random encounters. While I could certainly do with some enemy setups just being like six normal enemies instead of the new guy ALWAYS being in the encounters, it's still reasonable enough. Since they all have bosses so far, it's a way for the game to put in optional bosses during the main game, instead of backloading literally a dozen of them all at once at the lvl 70 mark. Or 99, as the case may now be.
But forget about all that. So I got the ability to subclass far, far sooner than I expected. I heard frequently that it wasn't unlocked until extremely late in the game. I got it when my highest level person was 45. I was expecting around 55-60, since it only follows suit after getting veteran skills at 20 and masters at 40. Yes, that would be stupidly late in any other EO game, but since I also know the level cap is 130, not 99, I also expect to be fighting the 'story' final boss at around 90 instead of ~65.
So yeah, rather than talk about my 'main' party this week, (they're doing fine; stratum 7 was quite enjoyable actually, and 8 was tremendously short but had some tricky encounters; the general immunity to pierce attacks saw Olga take a break for Stella, of all people; she still performed poorly, but better than Olga was faring), let's talk about the more eclectic things I've come up with for subclassing. You've got a whopping 60 slots for characters, so of course I've got ideas for all of them. Lots are fairly predictable, so again, eclectic ideas.
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Kahna the Landsknecht / Harbinger - I mentioned before finding Coral, my Shield-oriented Landsknecht, to underperform at Linking due to her only average speed. And that's fine, for her. But for Kahna, the hardcore Linker, I needed something more. Nightseeker and others with Speed Up seemed obvious options, but Harb struck a better chord for me. Sure, Miasma's speed bonus is time-limited, but it provides a little extra defense, AND the Lands' Shield skills count as debuffs as far as it's concerned, so it can reactivate Miasma Armour. So yeah, it seems those Shield Breaks are inescapable, haha. Looking back, perhaps Shogun's bonus for multi-hits would be better for Linking, but ah well. Better to guarantee that speed than have better Links at the cost of being so slow the others all went first. And yes, she has seen some use, unlike the rest, hence the higher levels. For random battles, Links are generally better than Breaks, and being a Landsknecht makes it trivially easy for her and Coral to swap gear. For some inexplicable reason, I'm currently avoiding getting my levels too high. I feel bad when I enter a new area, and the game thinks I should bust up the FOEs here and now. Though they're finally back to being red on arrival, so I dunno anymore. Terminal Alt-itis, I suppose.
Rana the Medic / Pugilist - Monks were the Medics of EOIII, but they were supposed to have pretty different feel to them. Honestly, the fists skills didn't quite pan out in my experience, but I still like their design, even (especially?) if it's more than a little familiar-looking. I've gone at length about the virtues of Medics, and while Pugilists don't do much damage, even less-so from the back, running their binds is more productive than spamming Star Drop again and again. Resonance (does more damage the longer between uses) adds a big-damage option for when there's a safe turn later in the fight. So Rana can heal, bind, debuff, and maybe even do okay damage. Pretty anything-goes, if you ask me.
Tasha the Hero / Gunner - I wasn't very fond of Dragoons at first, but upon playing around with them, their brand of defense kind of grew on me. I see lots of parallels between them and Heros, even if it's not straightforward. Gunmount's two turns of defense and an attack got turned into Physical Shield's defense then a turn-end attack, their unusual adeptness with ranged attacks is innately gun-like, and, um, Afterimages resemble Bunkers if you blind yourself hard enough. Anyway, there's not a lot to this beyond the obvious. A burly shielder with hugely devastating gun attacks for when the coast is clear. Iris is of a similar spice as Protector / Imperial, but this is admittedly a little more versatile, if a less effective guardian.
Keith the Gunner / Landsknecht - On the other end of Dragoon was Buster Cannon, taking a full three turns to properly set up and wanting point-blank range. Gunner's Charged attacks are as close as Nexus comes, but why not take it a step further? Rather than be unbearably slow, a Landy's Vanguard makes them act first, and stronger too. So they can get multiple big bangs off in a few turns, safer and faster than Act Quick could ever hope for. Plus, they get their shield back this way!
Tate the Arcanist / Harbinger - I fumbled between every variation of these two, Medic, and even Survivalist before deciding this fits my Brouni the best. Incidentally, Odette the Hexer is the reverse of this. I always wanted Tate to use Scythes in EOV, since Botanists had access to them, but it never proved practical; Coral's Chains requiring pierce damage to proc pretty much demanded her to use a bow. Which was fine, too. Especially with that endgame bow doing mass Defense-downs. So Arcanist fits with both her steady healing but moreso her Smokes. Auto Chaos Smoke saved my butt SOOO often in EOV's brutal 6th stratum. Harb gives her the Scythe she never managed before, and a debuff or two are back, and who knows, any magical Scythe skills are gonna to preeetty good damage in her hands. And guess what the second WOE just happened to drop?
Stella the Zodiac / Protector - Sounds like a terrible idea on paper, like Stella might take more hits to her incredibly vulnerable face. But that there was the main thought. Her face. Next to dying randomly, a mage's biggest problem is getting binded and being useless for 2-5 turns. So, by giving her hands something to do, she can at least protect others while damage reduction. It's not exactly a Runemaster's Runes, but hey, it's still a form of defense, so it still gets some points for faithfulness. Shields also give her something to do against the numerous enemies who just shrug off elemental damage.
Camus the Protector / Highlander - Perhaps an obvious one, but still sounds brutal on paper. Shield Flare counters any damage he takes for two turns. Bloodlust means he'll counter any time he takes damage. Put 'em together with Taunt, and that's a big owie for anyone who messes with him. Highlander comes with all the physical passives for keeping him alive longer, too.
Melody the Ninja / Sovereign - Even as weakened as Ninja's Clones are, Sovereign's relative independence of its skills makes it an ideal pick. Get those buffs out there at record speed, and those Elemental Arms come cheaper, can be restored faster, and still hit reasonably hard, as Ninjas have pretty decent Int.
Myst the Pugilist / Nightseeker - I always find it fascinating to try and make characters for whom basic attacks aren't just viable, but actually better than skills under normal circumstances. Pugilist / Nightseeker grants 4-8 basic attacks, and with Elemental Arms on, that's nothing to scoff at. To say nothing of its ability to activate Links or War Might...
...Okay, that should be plenty. Obviously, I've got no limit to characters, but lots are pretty predictable or unremarkable combos. Ninja/Ronin, Nightseeker/WarMagus, Sovereign/Medic, Shogun/Highlander, Imperial/Zodiac, Protector/Gunner, Ninja/Pugilist, and so on and so forth. You get the idea.
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