- Location
- The Garden
Awww.
No no, to be fair Morgan tirelessly researched those six days barely ever stopping.... but still awww.
Awww.
You can spare the ten seconds needed to write 'The barrier is going to break soon'By the way, do we head out right this instant upon accepting, or will Cerys talk about what Gaia showed her first?
You know we can force the issue or at least confront her on this, I know she's been making moves to slowly make the transition but it we don't really know what she's doing and it might be fast enough. After this it might be prudent to get her to talk about her plans and maybe even nudge her to speed it up.I am with the rest, though; the masquerade should drop... and probably will do so soon.
This is bad.Health: 21,000
Base Damage: 680
Base Resilience: 1700
Magic Modifier: 230
And this makes it worse.Harbinger of Decay
-The Peluda is a long lived and well known Legend in France. Because of this, its existence is constantly enforced upon the world. Existence is classified as Legend and regain 20% Health per turn.
Well, they wouldn't need to hide the remains of the village any more...Edit: Actually, I just realised... another five levels in Juggernaut Wave would push the damage to 32k. Enough to one-shot the Peluda.
What would people think about us if we did that?
Ah, I see.Well, they wouldn't need to hide the remains of the village any more...
I'd rather get our halt to lvl 5, and lock it down. I think we get lock down then, which prevents spells from being cast.Okay, let me analyse that.
This is bad.
And this makes it worse.
Basically, we need to deal more than 4,200 damage to it per turn in order to wittle it down.
It can do nothing to Daiyu due to her Abilities (which should also prevent the poison because it can not get that into her body), but we die in two hits. On the other hand, its Spell is fire... so we should be immune to that at least.
Staying in the air above it does sound good.
Problem is, the Fire Breath has Primordia; it can use that to intercept our spells.
Which means that we have basically two choices:
1) we push one of our spells quite a bit higher to blast it (Plasma Sphere or Juggernaut Wave, the latter would grow far faster), or push Thermal Spear and build it up for an alpha-strike with 40 Spears
2) We Alpha and Omega it into oblivion. I am not sure how big it is exactly, but we should remain out of jumping-range if we stay fifteen metres above. Problem is that it coul leap out of that with little trouble, so Daiyu needs to keep it in place at all times while being unable to hurt it.
A third option would be to push everything we have into Infinity Edge and hope that our bonuses are enough to do non-trivial damage... but this is not at all safe.
I'd rather get our halt to lvl 5, and lock it down. I think we get lock down then, which prevents spells from being cast.
Ah, I see.
I do remember there is some kind of punishment involved with breaking the masquerade.
How does the rest of the Thread feel about taking the risk?
How about we just level Juggernaut Wave enough to kite it well flying? We don't need to one shot it.
The last time we did an alpha strike with thermal spears, we got 40 of them.Yes, that would work.
But how do we hurt it enough to get around its healing property? Alpha and Omega actively eats our magic, so it would take away Halt as well and we have nothing else strong enough to do the trick.
Problem with that is that Juggernaut Wave has 4 turn cooldown. 80% of the Peluda's health comes back to it by the time we use Juggernaut Wave again. and we'd have to stall it for those 4 turns.
The last time we did an alpha strike with thermal spears, we got 40 of them.
If we get that many again, we deal ~15k damage with the opening strike, because of double cast without having to even level it.
Yes, but we can only cast two per turn; charging this up takes 20 turns... and the Peluda regenerates its Health back far faster while we have nothing else to hurt it with.Why not pull that same move we did on that other monster. Fly up far enough they can't see us, spawn mad lances and with the help of our battle sister make it stationary enough to drop down the light of the righteous.
Yep, which is useless. We have four hits per turn at most, which would do less than the 4.2k-threshhold it regenerates per turn.Meaning we make 0 - 500 damage per hit with our sword, even if we raise it a lot.
It is not being hit with anything during those turns. It is an alpha strike. It is not a part of battle. There will be nothing for it to regenerate from.Yes, but we can only cast two per turn; charging this up takes 20 turns... and the Peluda regenerates its Health back far faster while we have nothing else to hurt it with.
Would need levels in Thermal Spear for that.
If we kill it with the alpha-damage. Otherwise we have to charge that up again, so it is basically putting everything on one shot.It is not being hit with anything during those turns. It is an alpha strike. It is not a part of battle. There will be nothing for it to regenerate from.
This.Diayu is explicitely a tank. She can tank hits Preluda hits, while Cerys can keep enemy within range of Alpha and Omega. Only issue is, that I believe Cerys do not know that Diayu is immune to that, and there is no time for experiments.
But not this, this is just heresy.<sigh> plus, irrational as it is, I do not really like Diayu. I felt better when Cerys was alone.