Forge of Destiny(Xianxia Quest)

[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


Ideally there'd be a damage buff somewhere in here. Works for knives as well as the bow, and knives are the things we really need more damage on.
 
[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
 
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.
But a group bonus to speed and initiative will help our allies quite a bit, especially Zhengui. Which makes it quite strong mechanically.

Man, this entire situation...
"Ok, the Space Marine is willing to teach you, what do you want to learn?"
"Lasgun maintenance."
Jiao isn't a space marine. He was head of the secret police and has been said to extremely yin focused. I would be rather surprised if he has a combat spec. I mean, he's an elder, I'm sure he's fairly good at everything. But a yin based utility art is probably the closest to his focus.
 
[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.

Does this mean we'd be Lucio? I think we may be turning into Lucio.
 
[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.
 
I wanted to get more damage from ZB+ but I think a speed boost is the most useful direction for our support repertoire. For personal attacks, we still have FSA and we'll be training AC and ASA. Plus I feel like going for the branch with the best chance of turning our little turtle into a rocket, so with a heavy heart (and hopefully a less heavy turtle)

[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.
 
Curses, I wanted Offense and Movement!

... hmm... tricky.

I'll go with DZ for now to keep things competitive.

[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'm a stinking Traitor! NOOOO

[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

Rather than making our allies and Zhengui try to become more like us in terms of speed, let us help them end fights faster. Projectiles are a thing that we are good at, and a lot of our allies have some sort of projectile (Zhengui with fire breath, Li Suyin with needless of doom, Xuilan with fireballs), so lets try to advance in that direction. Also, out of all of our arts, we don't' have a single one other than ZB that increases our allies attack. Rather, they all focus on decreasing our enemies defense. AC might increase our allies attack, but we don't know for sure and we don't have it yet.

I may switch again though, all of these are so appealing.
 
[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

You are now imagining Zhengui as the blue she'll in Mario Kart - deadly, unstoppable, homing, and hilariously fast as he zooms through our mist.
 
Inserted tally
Adhoc vote count started by Grigori on Oct 10, 2017 at 3:47 PM, finished with 65 posts and 40 votes.
 
Well nothing particularly surprising in there. I don't see the point on trying to boost our turtles speed this way. He will never he super fast so trying to help him move like us is a waste compared to putting him in our dantian and mpvong our self.

[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
 
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[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.
 
Ok, let's look at how these could work.

In terms of our current techniques, AtW is closest to movement (though it could map to any of them), while GZ is offense, and wind shield is defense. They're where the techs will probably get most enhanced...

Offense obviously supports big DPS. Archery-wise, it supports an artillery/turret playstyle well. It's good when we want to rain fire down with our team, or get that big snipe off. Being able to do more damage in one shot is also handy if we're swapping to bow to finish a fight quickly before the mist drops.

It is also useful in a skirmish however. Being able to to do more damage with our knives is really helpful when we're wanting to keep playing.

Movement is more complex. Tactically, being able to control positioning can be huge (though it's less clear mechanically) - especially for a ranged support fighter like us. I'd expect both movement debuffs (AtW+), and movement buffs here, and this could have a huge effect. Both in terms of kiting and maneuvering inside a fight - but also (and perhaps more importantly) in being able to dictate the terms of engagements, and escape at will. I know a lot of people are going to say that clearly more burst is what we wanted in the jungle fight, given how short it was... However. I would suggest that the optimal strategy would have actually been to just outrun them. Being able to choose your fights is hugely valuable, and more movement helps us to that.

Similarly, for all those people who want more archery action, movement could allow us to escape to a safe distance to rain arrows back down on people, rather than being stuck at close range all the time.

In a skirmish, it supports our dodge tank kite and wear down strategy, which I know is controversial. It could also be handy if we're wanting to use our bow since it helps us to kite around and maintain a useful distance, rather than being stuck with people up in our face.

I would characterise it as the scout's option. It can give us a lot of advantages strategically and tactically, as well as useful utility. It is, however, probably less obviously strong in terms of increasing our raw numbers than offense.

Overall, both options are strong, and have a lot to offer us.
 
And yet, it won't come even close to SCS, by virtue of the quality difference.

We already have a top tier movement art. We are already stupid fast. What we need it to bring our offensive clashes up to the high-20s in terms of dice.

And Driving Zephyr helps with that.
 
Ugh. yuck, ZB+ won off of bandwagoning...why is Ling Qi picking up a late red art at late yellow and then spending Elder training on it.

[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

You want 'immediate impact' then fine. Take immediate impact. I would be so much happier if Ling Qi went to the second floor of the archive for some other art—ZB+ is worthless to her and is not worth the effort to level.

can't she find it, decide it's too low level, and then search for something else? I know it's a pain for QM, but seriously...

this is why normal living people don't work off of week plans like robots.
 
Ok, let's look at how these could work.

In terms of our current techniques, AtW is closest to movement (though it could map to any of them), while GZ is offense, and wind shield is defense. They're where the techs will probably get most enhanced...

Offense obviously supports big DPS. Archery-wise, it supports an artillery/turret playstyle well. It's good when we want to rain fire down with our team, or get that big snipe off. Being able to do more damage in one shot is also handy if we're swapping to bow to finish a fight quickly before the mist drops.

It is also useful in a skirmish however. Being able to to do more damage with our knives is really helpful when we're wanting to keep playing.

Movement is more complex. Tactically, being able to control positioning can be huge (though it's less clear mechanically) - especially for a ranged support fighter like us. I'd expect both movement debuffs (AtW+), and movement buffs here, and this could have a huge effect. Both in terms of kiting and maneuvering inside a fight - but also (and perhaps more importantly) in being able to dictate the terms of engagements, and escape at will. I know a lot of people are going to say that clearly more burst is what we wanted in the jungle fight, given how short it was... However. I would suggest that the optimal strategy would have actually been to just outrun them. Being able to choose your fights is hugely valuable, and more movement helps us to that.

Similarly, for all those people who want more archery action, movement could allow us to escape to a safe distance to rain arrows back down on people, rather than being stuck at close range all the time.

In a skirmish, it supports our dodge tank kite and wear down strategy, which I know is controversial. It could also be handy if we're wanting to use our bow since it helps us to kite around and maintain a useful distance, rather than being stuck with people up in our face.

I would characterise it as the scout's option. It can give us a lot of advantages strategically and tactically, as well as useful utility. It is, however, probably less obviously strong in terms of increasing our raw numbers than offense.

Overall, both options are strong, and have a lot to offer us.

It should also be noted that Ling Qi has had to constantly slow down for her friends when they're running away from something, essentially slowing down the group. You can notice this with Su Ling (when running from the River Spirit and the trap), and with Gu Xiulan/Fan Yu when we were running away from Yan Renshu's minions.

Hopefully FZ helps us with this, making our teammates capable of catching up with us to allow us to run away. Especially since it seems it's becoming more and more relevant...
 
I would not be salty about this vote if it was 'search for Wind Art on 2nd floor', but it's ZB+ SPECIFICALLY. it's not about getting anything useful at all, it's just about inflexible plan makers defending their baby art.
 
Knock that shit off, it doesn't do anything but anger people.

Just because it's late red doesn't mean it's a bad choice. Not if it's on the second level. FSA is late red and yet it does its job with aplomb.

The big draw here is getting bladework training with one of the better blademasters. ZB+ is just the art we're going to try and train in the meantime.
 
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Driving Zephyr would be a great if we were planning to lead (or be part of) a squad of archers. As is, it applies a AoE buff to something that most of our allies don't even do. Why bother, when we can instead buff our allies in other ways, or debuff our enemies? At the end of the day, they all just boost our team's damage relative to our opponents', after all.

In contrast, Fleeting Zephyr actually gives us meaningfully new options in a scenario where we need to run away. Those scenarios may not happen every day, but they do happen with nontrivial frequency, and when they do happen they are pretty critical.



We don't need another support ability to trigger in ordinary combat; we've got enough of them, and this one is pretty lackluster besides. Now, a utility art that enhances something OTHER than combat? That, we can use.

[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.
 
Second level neither correlates to level nor to quality or power. It is an access description and nothing more than that.

FSA, as a late red art, is...okay. But Ling Qi is not an 'okay' cultivator. She's 14 and aiming for green within a year of beginning to cultivate. If I said I wanting Crimson Flow or whatever that water art was at the first art vote, then people would tell me to knock off and stop digging through old shit that won't keep up. Ling Qi would get a different, more relevant water art first. And between that folly and the ZB+ folly is only a difference of degree, not type.
 
[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.
 
Yeah, after doing that analysis, I think that the tactical utility of FZ gives it the advantage here.

[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.
 
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