Forge of Destiny(Xianxia Quest)

Bai Meizhen (Early Green/Bronze)
Sun Liling (Early Green/Bronze)
Cai Renxiang (Early Green/Peak Silver)
Chu Song (Early Green/Bronze)

Fu Xiang (Peak Yellow/Silver)
Kang Zihao (Late Yellow/Silver)

I was looking through the info section and was thinking about who might be competition for the inner sect.

""A tournament," Bai Meizhen replied evenly. "As is traditional," she added, eyeing the vuilding looming up ahead cautiously. "The top eight performers are accepted into the Inner Sect, with their tournament ranking determining their initial position. There is a less martial contest for for those with production talents, with similar rules.""

Should we try to get some strait up combat for the tournament or just keep with our stealth build? I copied the ones who are already green level, who we probably would have trouble with or loose to right now as well as a couple who might make green soon. Should we worry about it or should we have enough time to even stuff out even with our non dueling focus?

That is a bit out of date you know. Also, Fu Xiang isn't competition.

The actual list goes like this:
Combat:
Sun Liling (Early Green/Bronze Appraisal)
Bai Meizhen (Early Green or Green Appraisal/Early Bronze)
Cai Renxiang (Early Green/Bronze)
Chu Song (Early Green/Bronze)
Kang Zihao (Peak Yellow/Silver. Currently attempting breakthrough)
Gan Guangli (Peak Yellow/Silver)
Han Jian (Late Yellow/Silver)
Ji Rong (Late Yellow/Silver)
Lu Feng (Late Yellow/Mid Silver)
Gu Xiulan (Late Yellow/Mid Silver)
Huang Da (Unknown. Likely Late/Late)

Production:
Fu Xiang (Early Green/Peak Silver)
Yan Renshu (Early Green/Bronze)
Xuan Shi (Peak Yellow/Silver)
 
@wakshazi

We can absolutely use stealth... if we have the cover of FVM.

One of the reasons I want a dedicated stealth art, is that I am hoping for something that is practical for countering detection arts.

Anyone who knows anything about us will be loaded for perception. We simply don't have time to respec as a dedicated bruiser, but a dedicated stealth art would level the playing field a bit more.

I doubt they'll load up three or more perception arts. If they did, we'd probably be able to stomp them because they didn't pack enough combat applicable arts.
 
If we got an anti perception art we could use it to help us steal things and trap people in the FVM.

We already have a sizable backlog of arts to get and train. This doesn't strike me as very high on our priorities list.

And just to show what the list looks like when we break through to Green. This is rough:

Top priority: SCS/FVM/EPC/Spirit buff

High priority: TRF/AM/Expression buff or another music art

Mid priority: AE/FSA variant/Stealth art/Anti-dispel art to resist FVM dispels/AC

Low Priority: AS

As it is anti-perception would be wayy down. We're already super busy as it is, and a stealth art is better for us than anti-perception. Stealth arts do help us on heists after all, which anti-perception can't do (what, are we going to lower the perception of static formations?).
 
We already have a sizable backlog of arts to get and train. This doesn't strike me as very high on our priorities list.

And just to show what the list looks like when we break through to Green. This is rough:

Top priority: SCS/FVM/EPC/Spirit buff

High priority: TRF/AM/Expression buff or another music art

Mid priority: AE/FSA variant/Stealth art/Anti-dispel art to resist FVM dispels/AC

Low Priority: AS

As it is anti-perception would be wayy down. We're already super busy as it is, and a stealth art is better for us than anti-perception. Stealth arts do help us on heists after all, which anti-perception can't do (what, are we going to lower the perception of static formations?).
And why is the expression buff or music art unable to confuse or reduce people's ability to notice things around them? If we can trap people in the mist we will eventually win. We can hide from them as the wander lost through the mist slowly losing as the mist consumes them. I don't feel that FVM's debuff's are able to keep someone perpetually in the mists.
 
Honestly, I'm curious if we can find an Water/Wind Archery Successor. But we'll have to see what our options are.
 
A lot of those arts seems to be like they would be coming together, and I'd also argue for a music art before a spirit buff one, but we'll see.
@Codex What are your thoughts one a pure wind/arm bow art + a pure wind/arm melee art?.
It's strongly hinted one of the FSA upgrades is pure wind and another is wind/water, so if people want FSA upgrade that's probably what we'll get.
 
What i was worried about is shown in Codex's list above. How many of them are specced for personal combat? We have a stealth/support build and will need to fight them in a tournament. That worries me.

Getting an upgrade for range would be useful though.
 
@Codex What are your thoughts one a pure wind/arm bow art + a pure wind/arm melee art?.

I'm not super keen on melee arts to be honest. I really don't think we should be attempting to purposefully push ourselves to melee range. AC as it is is great and all, and it works in conjunction with the flute so it's doubly good, but it disadvantages us to bring ourselves to melee range to tussle with opponents, so I don't expect us to melee very often. Maybe when we're in the Inner Sect we can get a more fitting weapon agnostic melee art, but as it is I'm not too keen.

A Pure/Wind arm bow art is what I expect us to get, because I expect there is an FSA successor of that nature. It can build off FSA's nature (reduction of environmental penalties, range and armor piercing boosts) and fit our elemental alignment.
And why is the expression buff or music art unable to confuse or reduce people's ability to notice things around them? If we can trap people in the mist we will eventually win. We can hide from them as the wander lost through the mist slowly losing as the mist consumes them. I don't feel that FVM's debuff's are able to keep someone perpetually in the mists.

Sure, you can vote for that if the option comes up. I don't really care for it, but that's because I don't want the music art to overlap with FVM's effects.
 
Honestly, I'm curious if we can find an Water/Wind Archery Successor. But we'll have to see what our options are.

The problem with two type element art is that they are finicky to swap out.


I mean, let's say we get a bow art with five meridians. Two water, three wind. The only thing we could practically swap is out for is another art with exactly those meridians with zero deviation.

One element type arts, on the other hand, dramatically simplify hot-swapping.

Also, the bow doesn't play nice with most of our arts.

AE range: 20m
FVM Range: 30m
AS range: melee
AC Range: =<30m
Bow Range: 250+50(FSA).

One of these things is not like the other.

Bow just doesnt play well with our support build, and 30m is not much for a third realm cultivator or above.

@wakshazi we don't have a few months to respec out as a bow specialist. Depending on the size of the duel area, having more than a 300m range could be a waste.
 
What i was worried about is shown in Codex's list above. How many of them are specced for personal combat? We have a stealth/support build and will need to fight them in a tournament. That worries me.

Getting an upgrade for range would be useful though.
if anything we should worry about melee not range. i very much doubt the Tournament starts with opponents at hundreds of meters from each other...
 
Our flute attack has a range of ten meters, which fits fine with the fact that most of our arts are ranged at 30m or less.

In other words, our support build is basically melee range already. Our bow is used to best effect from near it's maximum range, which is a range ten times longer than nearly all of our arts.
 
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There's no reason to get melee arts however, except from a support perspective.

If we're trying to get better flute attacks then we should a) get a music attack art like fsa but music, and b) get more music arts to stack those passives.


Anyway, I'm worried about Han Jian. It seems like he might be much stronger than we thought. If the plant monster had 25 dice + 4 autos on attack that means that, barring really lucky rolls, Han Jian can probably get 35+ spiritual defense. That suggests actual spiritual tank arts. Given that his physical defense probably is at least as good, it suggests his defense is about on par with ours. And his attack is probably better than FSA too.

Dicewise this suggests that he's at least as strong as Chu Song - possibly stronger, and that he'd probably win if we fought. FVM would be useless against him.
 
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Hopefully the bone formations can be modified to use wood instead. It might necessitate some additional crafting, though maybe not considering how Hax formations are, but this is the Emerald Seas province. Wood is everywhere.
 
Anyway, I'm worried about Han Jian. It seems like he might be much stronger than we thought. If the plant monster had 25 dice + 4 autos on attack that means that, barring really lucky rolls, Han Jian can probably get 35+ spiritual defense. That suggests actual spiritual tank arts. Given that his physical defense probably is at least as good, it suggests his defense is about on par with ours. And his attack is probably better than FSA too.

Dicewise this suggests that he's at least as strong as Chu Song - possibly stronger, and that he'd probably win if we fought. FVM would be useless against him.
Which is interesting when you consider he has just gotten to late silver, and has much worse dice than us at learning things. This heavily suggest that he has prioritised his spiritual defence buffs.

I suspect his "Golden Dawn" art is a powerful spiritual art that boost both spiritual and physical defence in high amount, a sort of Area SCS without the movement/stealth aspects, and that it's the art he has been pushing the most and managed to cap it for yellow.
 
There's no reason to get melee arts however, except from a support perspective.

If we're trying to get better flute attacks then we should a) get a music attack art like fsa but music, and b) get more music arts to stack those passives.


Anyway, I'm worried about Han Jian. It seems like he might be much stronger than we thought. If the plant monster had 25 dice + 4 autos on attack that means that, barring really lucky rolls, Han Jian can probably get 35+ spiritual defense. That suggests actual spiritual tank arts. Given that his physical defense probably is at least as good, it suggests his defense is about on par with ours. And his attack is probably better than FSA too.

Dicewise this suggests that he's at least as strong as Chu Song - possibly stronger, and that he'd probably win if we fought. FVM would be useless against him.
He can beat our melee and our archery, but can Han Jian beat our Stealth Archery?

Edit: More seriously, we beat him on qi so even if he has a dice edge we have a solid chance to win.
 
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I've said this before, but I think for our next spiritual or musical art, we should try to get something with a focus on single target debuffs. We'd probably squeeze a few more dice out of it that way.
 
There's no reason to get melee arts however,


Allow me to bullet point for you then.

*Can be used with our flute, which is explicitly considered a melee attack with a ten meter reach.
*can stack with two of our three argent arts, as well as AE potentially.
*doesn't require a weapon swap, and so no risk of hemorrhagic qi trying to maintain FVM if the fight drags on.


We cannot capitalize on the range advantage of the bow while using the lion share of our art list. 30 meters is not far enough to play keep away with third realm cultivators, but that is our current engagement zone.
 
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Zhong Peng did recommend we go for a closer range art than FSA if we wanted to keep with archery, so presumably being close to the enemy wouldn't be a problem for those arts.
 
Zhong Peng did recommend we go for a closer range art than FSA if we wanted to keep with archery, so presumably being close to the enemy wouldn't be a problem for those arts.
That works if we want to focus on archery but's not much use otherwise. Right now we use music as primary and archery for range. A close range archery art will just confuse things further and ZP made his recommendation under the assumption that archery will be our main form of attack.
 
That works if we want to focus on archery but's not much use otherwise. Right now we use music as primary and archery for range. A close range archery art will just confuse things further and ZP made his recommendation under the assumption that archery will be our main form of attack.
...yeah, looking back I misremembered why he said that. He recommended a shorter range art if we didn't get a long-range perception art, not because of any supposed synergy with our music or support arts.
 
Anyway, I'm worried about Han Jian. It seems like he might be much stronger than we thought. If the plant monster had 25 dice + 4 autos on attack that means that, barring really lucky rolls, Han Jian can probably get 35+ spiritual defense. That suggests actual spiritual tank arts. Given that his physical defense probably is at least as good, it suggests his defense is about on par with ours. And his attack is probably better than FSA too.

Dicewise this suggests that he's at least as strong as Chu Song - possibly stronger, and that he'd probably win if we fought. FVM would be useless against him.
Quoting this again because upon thinking on it more I think we are being dumb. I refuse to believe Han Fang, a mid-yellow phys bruiser, has 40 spiritual defence, even with buffs. @yrsillar could simply have had the techs used be oo dots, and Han Jian and Han Fang use Serene Reflection.

Much simpler and probable than Han Fang having significantly stronger mental defence than Sun Liling at mid yellow, and it also works with Xiulan losing her roll, as she is spiritual focused and doesn't have AM.
 
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