Re:Birth, A MMO Story

Cool update! The combat writing was cool too!

@Mr. Prokosch convinced me
[X]5. Our groups handles the adds and the guildies focus on the boss. Seto joins the guildies. The main group all lands an attack or two on the boss in the beginning so they have contributed to any possible achievements/exp. If a rage mode/second made starts and the guildies are getting close to dying, kitan joins them.
[x] K. Paladin (2/0/3/0/3/2)

Fluffy really is the best. Can't believe she was so bold as to beg for a kiss in public. Such a shameless kouhai…
 
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[x] B. Balanced Defense (1/2/2/1/2/2)
The boss had apparently seemed doable until the number of adds completely overwhelmed your guild, as dozens of Guardian Slimes turned into Samurai Slimes, and attacked their back lines. Maybe you could solve that issue?

Our guildies thought they could take on the boss without the adds. They are not able to fight multiple samurai slimes, needing to face them one-by-one. We can do that. So the logical option would be for our group to fight the adds and the guildies face the boss.

However, there is a good chance of a second mode (as it is a boss fight). We should probably put a dps of our group in the bossfight for that reason. I think seto is probably the best choice as he has good teamwork skills as well.
We also do want a share of the experience and possibly achievements.

So how about this:
[X]5. Our groups handles the adds and the guildies focus on the boss. Seto joins the guildies. The main group all lands an attack or two on the boss in the beginning so they have contributed to any possible achievements/exp. If a rage mode/second made starts and the guildies are getting close to dying, kitan joins them.

I am open to other plans, but here's what i quickly came up with.
 
[x] T. Priestblade (4/2/0/1/3/0)

[x] 1. Tackle the boss immediately, with the main crew handling the boss and the guild members handling the adds
 
That's true for the slime. But not necessarily true for the undead pockets or the as of yet undiscovered main threats.

Mm as far as I recall the Slime quest is over a week time limit, and so is the undead pockets. I cbf tracking it down but in the second to last update or so Kitan calculated we had around a week+.

The undiscovered threats are also a concern, but I mean a few hours spent boosting our entire guilds power level at 2x speed? I think we can and should afford that.
 
The undiscovered threats are also a concern, but I mean a few hours spent boosting our entire guilds power level at 2x speed? I think we can and should afford that.

I mean we're already overprepared for this level of threat. And I figure we'll get good levels from the higher level enemies from each zone. I'd personally prefer to finally get an issue solved + maybe our lower levels will have some impact on a potential achievement!
 
[x] 4. Don't rush into the boss. If a couple hours got you to level twelve, you can probably hit fifteen quickly enough. Grind to fifteen for another skill first. Be safe about it.
 
[x] K. Paladin (2/0/3/0/3/2)
[x] I. Berserker (5/0/5/0/0/0)
[x] B. Balanced Defense (1/2/2/1/2/2)
[x] C. Warrior (3/3/3/0/0/1)
[x] G. Guardian (0/0/5/0/0/5)


[X] 6. Hita solo-tanks the boss with healing support. Everyone else prioritizes adds first, but engages with the boss while adds are suppressed.
 
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[x] K. Paladin (2/0/3/0/3/2)

[X]5. Our groups handles the adds and the guildies focus on the boss. Seto joins the guildies. The main group all lands an attack or two on the boss in the beginning so they have contributed to any possible achievements/exp. If a rage mode/second made starts and the guildies are getting close to dying, kitan joins them.
 
[X]5. Our groups handles the adds and the guildies focus on the boss. Seto joins the guildies. The main group all lands an attack or two on the boss in the beginning so they have contributed to any possible achievements/exp. If a rage mode/second made starts and the guildies are getting close to dying, kitan joins them.

does the vote count if the 5 is so close to the x?
 
I like the idea of trying to let the guilders kill the boss themselves. they worked on this for days and literally died for it. Multiple times at that. We can't let them do it all alone because of the time constraints the other threats put on us, but I believe it would help their confidence immensely to bring down the boss themselves while we hold off the adds and they said they could do it. Besides there might also be a hidden downside to doing it ourselves. We essentially just swooped in and took their triumph, or at least they might see it like that. We already kind of ignored them a lot in this dungeon already. No reason to let resentment get a foothold.
 
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[X] A. Efficient Calling - Halves the amount of Mana reserved by Call Blade.
[x] 8. Heavy Armor Proficiency (Proficiency) (Upgrades Medium Armor Proficiency) - White Tiger does not have Paladins in the way the 'Greater' Gods do. Instead some of her priests don the heavy armor of such an order, to stand on the front lines and defend others with their great powers.
[X] J. A better shield, to improve my called shield's ability to block more attacks.
[x] O. Finally escort Shio's grandkids out of Asahi.
 
[x] B. Balanced Defense (1/2/2/1/2/2)
[x] 2. Tackle the boss immediately, with the guild members handling the boss while your group handles the adds.
 
[X] A. Efficient Calling - Halves the amount of Mana reserved by Call Blade.
[x] 8. Heavy Armor Proficiency (Proficiency) (Upgrades Medium Armor Proficiency) - White Tiger does not have Paladins in the way the 'Greater' Gods do. Instead some of her priests don the heavy armor of such an order, to stand on the front lines and defend others with their great powers.
[X] J. A better shield, to improve my called shield's ability to block more attacks.
[x] O. Finally escort Shio's grandkids out of Asahi.

Missed that particular boat big dog. Different vote now :)
 
[x] K. Paladin (2/0/3/0/3/2)
[x] 5. Have Seto, Satoshi, Dark, and Lightning Hoof focus on the adds. Everyone else fights the boss.
 
I like the idea of trying to let the guilders kill the boss themselves. they worked on this for days and literally died for it. Multiple times at that. We can let them do it all alone because of the time constraints the other threats put on us, but I believe it would help their confidence immensely to bring down the boss themselves while we hold off the adds and they said they could do it. Besides there might also be a hidden downside to doing it ourselves. We essentially just swooped in and took their triumph, or at least they might see it like that. We already kind of ignored them a lot in this dungeon already. No reason to let resentment get a foothold.

Goood points. I don't think there will be an actual downside to us doing it apart from morale (which we are expert at managing), but ethically you're still right. Plus with our gear, stats and skills right now, it's not like we desperately need whatever we could get from killing the boss with just our group?
 
[x] K. Paladin (2/0/3/0/3/2)

[X]5. Our groups handles the adds and the guildies focus on the boss. Seto joins the guildies. The main group all lands an attack or two on the boss in the beginning so they have contributed to any possible achievements/exp. If a rage mode/second made starts and the guildies are getting close to dying, kitan joins them.
 
we want tank stats yeah, but remember that our weapons and skills scale off of all of our stats. We dont want to abandon them completely or our damage will drop off hard.

Attack spells scale off Int and support off Wis. Int also increases our mana pool and Wis our mana regen. Since we're committing 100% of our mana to summoning and don't use attack spells Int doesn't do anything for us. There's the chance it will do things in the future but for now I'd call it our dump stat.
 
[Armory Priestess' Naginata of Youkai Destruction (Uncommon - Growth)
A growing naginata whose called spirit has feasted upon over two hundred youkai since it was first born into this world, fighting more dark manifestations of divinity than anything else. This blade has grown sharp with a holy power to continue its destructive path.

Damage: 44-81
Increases the effects of all Armory Priest buffs on weapon by 10%
Increases damage against Youkai class enemies by 50%]

Huh, wouldn't have imagined that how we used the weapon would also influence its development. It is still a bit behind our other equipment, and the yokai bonus doesn't sound that good (i bet yokai only are present in the asian inspired yamato, and I don't remember meeting any besides the slimes)

Buuuut knowing that we can shape its effects opens a lot of possibilities. Next time we choose a grinding spot, it might be worth considering its effects on the naginata. With luck we might be able to develop the Yokai bonus into a more broad Monster one.

Either wayy, am veryy satisfied with our choice of initial boon. I doubt the noble one or the fame bonus would have nearly as much potential as this naginata.

Obs:
"I have a cool heirloom tome!" She held up her tome. It looked really normal...

"Oh yeah! I thought that one sounded lame. I chose the option to be closer to the Tortoise." DankTank rubbed the back of his head.

"Oh, I picked the one for high society. I kinda like... thought it'd matter more... But I haven't met any nobles yet.."

Soon enough everyone was talking about their background choices and what they picked. And you realized after a few moments that... you hadn't been given all of them. And some people hadn't been given the one you chose. It seems like there were more than what you picked. Some of them seemed cool, like starting with a whole extra weapon proficiency. One of them even apparently started with the option to pick up a mundane like cooking skill, but chose against it.
So many mixed feelings about thiss. They finally talked about their initial boons, but we still don't know which ones our main group chose. Why did you have to stay silent now of all times fluffyyyy.
 
Stats
Strength: 103 (123) (173)
Dexterity: 85 (102)
Stamina: 67 (80) (180)
Intelligence: 50 (60)
Wisdom: 72 (86)
Resistance: 53 (63) (153)
Unassigned: 0

Special Modifiers: +20% all stats in Asahi (rounded down)

Current stats for reference.

Our Strength, Stamina, and Resistance are all massively boosted by the heavy armor.

We can rely on the +20% stats in Asahi for a few more weeks, but once we conquer the 4 crises we're leaving the newbie zone and losing it.

Our heavy armor requires 60 Strength and 60 Stamina.
Our shield requires 80 Strength and 100 Stamina.
Our staff requires 24 Wisdom, 18 Strength, 18 Dexterity.

Currently our stats are high enough that we can probably equip anything we want to equip, assuming we meet the level requirement. The staff needs upgrading, but the heavy armor and shield might remain best-in-slot for the remainder of our time in the newbie zone. We might not need to raise our Intelligence and Resistance at all to keep up with gear requirements, though Resistance is still good for tanks and could appear as a gear requirement later. With all our mana reserved it seems like Wisdom is only useful for equipping staffs, which probably makes it a lower priority than anything but Intelligence.

[x] K. Paladin (2/0/3/0/3/2)
[x] 4. Don't rush into the boss. If a couple hours got you to level twelve, you can probably hit fifteen quickly enough. Grind to fifteen for another skill first. Be safe about it.

I'm tempted to go after the boss now and bet we could clear it. But the rest of the guild is benefiting a lot from the grinding at 2x XP. I just hope we hit the boss before exhaustion penalties kick in and that we don't need to wait long for respawns.

It might be good to have everyone clear adds in the boss room while we solo tank the boss. We've seen that slimes merge over time into stronger versions, so I'm betting the boss can absorb all the lesser slimes as an enrage mechanic.
 
[x] B. Balanced Defense (1/2/2/1/2/2)
[x] 4. Don't rush into the boss. If a couple hours got you to level twelve, you can probably hit fifteen quickly enough. Grind to fifteen for another skill first. Be safe about it.
 
As it's obviously the best choice. We have a time limit sure, but one measured in days, not hours. Let's make the most of this opportunity to power level our guild so they can all safely fight the PKers and undead. If we get to 15, they should get to like 18 or 20 right?
Then we can be assured that we'll destroy the Slaimyo with minimal losses.

If we can take the boss we should. Things from Alpha that are probably still true:

1. Bosses give unique high quality loot
2. Bosses give a big chunk of XP
3. First kills often come with a reward
4. Dungeon Bosses are grindable even if killing them changes the world state.

I think we can take the boss as a group, which will do more for everyone than grinding the rest of the dungeon. The boss is probably hard enough to cause exhaustion or take limited use powers, but still be worth more for the time investment. If they get enough from the boss and know the boss pattern they might be able to take him a few more times on their own before their XP and loot bonus expires.

Also just in principal I think grinding is sub-optimal. Quest rewards are substantial and you get XP and loot on the way. Quest rewards and achievements also give a distinct advantage over levels and let you take on higher level threats which will rubber band us up the level anyway.
 
What exactly does resistance effect? Elemental damage, damage in general, or something else?

I'd need to look for where the relevant information is but I'm pretty sure resistance is our chance to shrug off status effects and it shortens the timers on them. So blind, poison, slow, stun, whatever. Probably checks vs. the ability casting stat (int vs. res). So a really high resistance would mean only the most powerful status effects land and they don't last long. Very low resistance means even basic mobs could stunlock you.
 
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