Forge of Destiny(Xianxia Quest)

Spirits don't exactly learn arts, they develop inborn ones, tho they can pick up some basic utility tricks from other spirits
And I suppose anything more specifically referring to Zhengui would be heading into spoiler territory...

Still not sure but for now,

[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
Adhoc vote count started by Grigori on Oct 10, 2017 at 1:09 PM, finished with 36 posts and 21 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

Ling Qi needs more offense punch.
 
[X] Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

Speed i am speed.
 
So, interesting thought here. If we did the "Gather spirits from the storm" mission would there be a chance to find a good wind aligned site? I mean, baby wind spirits would probably gravitate towards sites that were naturally wind aligned. As wind is one of the sites that we want the most right now, that mission might be a good one to find said site.
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

For now unless more info comes up. Which is unlikely.
 
@yrsillar I have a question. If we come back to take another of the ZB+, will it get the same benefit as the first one? Or is it just one ZB, one ZB+ that is possible and if we want to get another ZB+, we would need to train Zb again.
Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:12 AM, finished with 401 posts and 52 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:13 AM, finished with 413 posts and 59 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:13 AM, finished with 414 posts and 60 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:15 AM, finished with 13 posts and 9 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [x] Fleeting Zephyr

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:16 AM, finished with 316 posts and 59 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:17 AM, finished with 315 posts and 59 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:17 AM, finished with 414 posts and 60 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:20 AM, finished with 414 posts and 60 votes.
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

This one enhances our long-range projectiles. AC is meant for melee, I don't think they overlap much if at all.
If not, then Fleeting Zephyr , because our own an our grups speed is more useful than defense right now.
But our biggest issue right now is that we lack attack power
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
 
Hmmmm.

Well a Big Consideration is that from now on Zhengui will soon be tagging along with us. Thus when we look at these arts we should look at how they help him. Then how they help our other allies. Then how they help us.


[] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

[] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

[]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.


Driving Zephyr:
Zhengui is a melee fighter and doesn't have any ranged attacks that I know of. It doesn't help him.

Xiulan has ranged, extremely powerful ranged. Suyin has ranged. Meizhen is a melee counter puncher with a Flying Sword that may benefit. The rest of Golden Fields is not ranged focused. From the text it probably has to do with accuracy, so good dice bonuses around that.

It will boost our FSA and throwing knives. Passives are likely to be quite good though FSA will likely continue to be our armor piercer.

Zephyr's Heart:
Zhengui is a tanky melee fighter, knockback is not helpful.

Helpful for Xiulan, extremely so, and helpful with Suyin. Meizhen doesn't really benefit from this. Golden Fields doesn't either.

We get some pretty great bonuses from this since when coupled with TRF it becomes very very difficult for enemies to hurt us. Passives are something I am not sure about... only thing that comes to mind is something like Tranquil Walk of Peace, some kind of passive effect which slows enemy movement.


Fleeting Zephyr:
Definitely helps Zhengui, his weakness is a lack of speed. With this he can close and stay in melee with faster characters.

Helps Xiulan and Suyin. Helps Meizhen, her build makes her somewhat slow from what I remember. Helps Golden Fields melee fighters get into the fight.

With us it boosts our speed even in bright light and may provide initiative passives. General speed boost passives.


Looking at it I like Fleeting the most.

[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

As an addendum I also think that if any element is going to lead to flight, wind is it. I don't expect Fleeting to allow flight but it's going to be interesting if it may lead into that with later arts.
Adhoc vote count started by BungieONI on Oct 10, 2017 at 1:32 PM, finished with 46 posts and 27 votes.
 
Last edited:
Driving Zephyr:
Zhengui is a melee fighter and doesn't have any ranged attacks that I know of. It doesn't help him.
Pretty sure Zhengui spits fire, agree with the rest of the analysis though :p
Adhoc vote count started by Grigori on Oct 10, 2017 at 1:48 PM, finished with 48 posts and 28 votes.

Adhoc vote count started by Grigori on Oct 10, 2017 at 2:18 PM, finished with 54 posts and 33 votes.
 
Guys, remember the passives!

Driving is very likely to give bonus dice to offense if using projectiles, and likely even more range.
Note that so far, Zephyr's Breath has not given us extra range to our bow. The range bonus was to projectiles that had a range of <25m.

And Fleeting Zephyr gives us speed passives, which are no less important than range passives.
 
Last edited:
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focusesupon offense, driving forth allied missiles on the scathing eastern winds to strike home in theheart of the enemy
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

I really think we need a damage increasing art.

We can potentially do a boat load of damage with a bow, we are stealthy enough and skilled enough to really make a difference.

Ling Qi herself acknowledged that she would have fared far better in the last battle, had she paused playing earlier and began to do damage.

We do need a good bow and a good art to really make damage, and Driving Zephyr would give us that.
 
Last edited:
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

On the practical side, as others have said this would help Zhengui's speed issues somewhat. And a group movement art is something she is currently lacking. Moreover, on a thematic side this fits Ling Qi the best. Wind is her element, and what does she want most? To be free of all bonds that shackle her.
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

On the practical side, as others have said this would help Zhengui's speed issues somewhat. And a group movement art is something she is currently lacking. Moreover, on a thematic side this fits Ling Qi the best. Wind is her element, and what does she want most? To be free of all bonds that shackle her.

Mechanically on the other hand it's a waste. She's damn fast already, with other people only able to match her on short bursts. On the other hand, every dice of passive added to our ranged attacks makes them all better.
 
Back
Top