ahh. Good. "What is LQ's build" talk c:
We're built around Isolation, the deep wounds and scarring it can cause and the desire to make sure nobody we like (including ourselves) has to feel that pain via Connections.
So the first part of our build is our personal Isolation. We're Stealthy and Speedy and near impossible to pin. We are slightly removed from any given situation until we decide to engage with it, or the situation attempts to engage with us. We've the tools to keep opponents at arm's length, and even if they can land/connect a hit on us we've made sure we're built sturdy enough to push past it. We didn't go for any healing, regeneration or dispel techniques defensively. We've focused on Speed, Stealth, Dodge and Armor. We like the ability to pick our engagements, and like to have control over the engagement range. This lent itself for a Spacing/Zoner build, which we started off using Thrown Knives for.
The next part of our build is our Connections/Constructs. We make music that resonates in the Soul, and affects our opponents on that level. This part of our build is the FVM, BKSD, PLR consistent area of our own creation that feels so real that it can reach out and touch you. It also includes our ally-buff techniques which weave themselves about those we care for. Any opponent that wants to engage with us, connect with us, must contend with the creative cacophony we build around ourselves and those we care about. This is the part of our build that absolutely ravages low level cultivators, and can really save allies in a pinch. Our major projection-of-self in the local theater. FVM was a crazy tool for a Spacing/Zoner build, and broadened our utility by being more devastating than the physical knives we were throwing prior to that point. We have since dropped the knives entirely, in favor of a full-on Spiritualist approach. This is limiting in some ways (we lack a strong PHYS option), but more focused.
The third part of our build is the infliction of Isolation. These are the techniques that control single targets, such as the FVM banish tech the PLR draining dance and of course FSS's DoT and Finisher. We exert a world we prefer in areas around ourselves, but we remember the terrible pain of Isolation and wield that world against our enemies through both single target control abilities and a persistent DoT that leads into a finisher. Our ability to single-target debuff has been present since our thrown-dagger days, but the damage portion came about in a similar way to our construct-build. We had excellent fortune that allowed us to get the extremely strong art Frozen Soul Serenade, which has stuck with us into this mid-green we're in now. FSS has been difficult to engage with because Zeqing specifically warned us off of looking to incorporate ENDING too early in our cultivation. Thus, we're not really able to engage with FSS's core identity without treading dangerous waters. Now that we're in mid-green, perhaps that's no longer the case.
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Anyway, one of the sources which helped inspire parts of how YRS-verse functions is the Dominions series of videogames. In Dominions, you're able to have a well rounded spell-kit with high investment in a small amount of magical paths, or you can be a rainbow and lack some of the raw power of higher path access, for a more full suite of spell-kit.
While it's true that there's a risk of being too broad, I don't believe that's as sharp a risk as some seem to think. Our capabilities can be quite broad even with a focused set of Concepts, so this arguing about having a finisher or more control is sort of strange to me. If our Concepts lend to good single target CC and strong Finishers, it seems to me the tradeoffs have been:
1- Range. We require closing in on targets for the finisher, and we're just on the far side of "Melee" range for most of our abilities
2- No dedicated PHYS option. Although we exhausted Ji Rong's Qi his body would've kept going for much longer after the spar was called.
3- Consistent Peer DPS. Our DPS is insane against targets of lower cultivation, and has Finisher Spikes, but we're definitely not a "damage build".
to extend the Dominions analogy, even if our three "paths" are ISOLATION, CONNECTIONS, BOUNDARIES that should still give us plenty of conceptual wiggle room to have a rounded kit of Finishers, Control, Field-Effects, and so-on. I think it'd probably always struggle at consistent peer DPS, we'd always struggle to actualize Physical Options, and the personal nature of the words will probably always constrain our range somewhat. Still, I think we don't particularly need to consider axing parts of our capabilities. It's more a question of which concepts to emphasize or prune.
and my three to emphasize would be ISOLATION, CONNECTIONS, BOUNDARIES
c: