Some things to note regarding our build direction, from a perspective looking at our current arts and more or less "set" future arts. (also dammit
@PrimalShadow)
Build core (given by the moon, scale really high, won't be dropped or replaced):
- SCS: mobility, defense, stealth, ambush
- benefits all combat styles
- favors stealth-based combat (as opposed to open engagement)
- enables and rewards high initiative
- FVM: spiritual, music, AoE debuff/attack, stealth (minor)
- base range is close-mid range (sub 30m), melee/short-range projectile. Max-range (80m) expensive but ok with mid-range archery
- requires either more music or more spiritual offense to properly function
- benefits combat stealth (+ stealth in mist, perception debuffs)
- grants a synergistic sound/music based physical melee attack
- AE: spiritual, AoE debuff/attack, minions, juggernaut (stronger the longer the fight lasts)
- benefits a close-range style
- minions benefit more support at the cost of personal offense
- currently doesn't play nice with FVM but I have faith in the moon
- might gain powerful single-target or AoE attack capability (AE3 needs arm), likely short-ranged
Essential arts: (powerful support/buff/atk arts we're unlikely to drop, might replace with function-equivalent ones later)
- AC: physical, melee, group support, anti-armor
- group support effects and PC are mostly style agnostic (benefit p.atk most)
- favors physical offense, especially with allies
- weapon-neutral melee attack component
- talking and rising steam don't lend themselves to stealth thematically?
- TRF: group defense, armor, dispel
- great defense for both us and allies, what's not to like?
- wood element and sort-of expensive qi cost ![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
- benefits all styles
- AM: perception, sp.def
- doesn't care about style, just the sanctity of our mind
- essential perception capability (qi sense), but not something that benefits our combat like a shadow-sense would be
The rest:
- AS: physical, counters, loud
- strong focus on a close-range style
- weapon-neutral melee offensive (instant) component
- counter might benefit archery if allowed to use bow dice
- FSA: bow archery, ranged, physical
- favors mid-long range, ok at other ranges
- benefits other bow styles and more-or-less nothing else
- allows for some serious utility (trick arrows, engagement range)
- FZ: group support, ranged atk/def, mobility
- mid-range focus, ok at close-range
- powerful area and single-target CC techs
- useful utility effect (mobility-focused)
- passives benefit projectile attacks, techs best used with those as well
The future:
- Spiritual Offense buff:
- essential for long-term use of spiritual-based debuffs for our support style
- not a pure music buff due to AE, but if its focus turns out more minions than attacks, music buff might be the way to go
- 4th Argent art:
- we don't know what it is
-- If it's the hadouken Ji Rong used then it might benefit from power/sp.atk and so be a good ranged option?
- elements are even more shit than usual, we're only keeping it if the set bonus is good and requires all Argents equipped
- Stealth buff:
- a good enough art here pushes Ling Qi's combat stealth game to Monster-tier. Likely essential, hopefully moon-given
- benefits cultivation due to EPC
- More music:
- narratively and meta-wise, we're unlikely to drop music as a core theme and part of our combat style
- could be different kinds of debuffs, buffs, or something for more direct damage
- Utility:
- larceny art for better success there and better cultivation, somewhat important to get soon
- formations;
-- can benefit ranged (trick arrows) or others (bone minions? bigger setup traps?)
-- likely to grow passively/from minors, Talent means Major action investment is inefficient
- other supplementary arts to boost our tracking, investigation, survival etc.
Overall impression:
Our core arts (plus EPC):
- benefit a stealth-based close or mid-close ranged combat style
- slight bias to melee thanks to FVM flute attack
- elemental unity in darkness
Our essential arts:
- again, best for close/mid-close combat (due to aura radius)
- bias towards melee thanks to AC (which could grow to match FSA for damage by the time it levels)
- no wind/darkenss at all, bad for qi reduction and +dice talismans. AM in particular since it's neither wood nor water
Of the rest:
- AS could be pretty nice for a melee style, not very in-theme for stealth though even if mechanically it's fine
- FSA provides very strong utility options, and it's current offense dice pool is pretty good
- FZ by itself is very strong, but the ranged focus is hurting it's synergy for our usual use-case
- FZ and FSA mix well together for archery, but don't play nice with the rest of our style;
-- little benefit from our core
-- minimal benefits from AC, likely won't benefit at all from a future debuff/music spec
-- we're outgrowing them soon (they end at peak Yellow), a natural spot to reconsider how much of a ranged focus we're keeping
Of the future:
- with OWS and EPC and a future stealth art we'll likely see more combat stealth
- FSA currently fills our "lots of damage now" niche, but going forward we might want either a music or a melee art to fill that role
- Music focus will require a lot of investment; a buff art and 1-2 music arts
- if we want maintain archery focus (instead of relegating it to utility), we'll need to replace AS, AC and likely build for close-mid range
-- somewhat incompatible with music due to hands and split focus (sp.atk music vs p.atk arrows)
-- exotic solutions may be possible (flying flutes, spiritual archery)
Closing note:
If we had ASA or some other melee art instead of FSA, our only non-synergetic point would be FZ's projectile focus (which isn't show-stopping thanks to knives). Even the loss of max engagement range is mitigated by stealth and our amazing mobility.