DivineDragoonKain

Weskin's Options

Feb 7th, 2019
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  1. Planned Path:
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  3. In two tokens: Yiga Yadome Jutsu -> Shield Bash (3 tokens) -> 3 Stamina (3 tokens) -> 4 Stamina (4 tokens) -> Combo (6 tokens) -> 3 Magic (3 tokens)
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  5. Starlight
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  7. Now: Lizalfos Leap
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  9. Feats:
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  11. Clutch Attacker: Maybe far later with less to take.
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  13. Dragoon: Mounted combat? Yay
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  15. Dragoon's Alacrity: Seems useful.
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  17. Dragoon Elite: Maybe.
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  19. Elemental Specialist: I definitely see him becoming more versed in the power of light.
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  21. Fairy Friend: Weskin would probably love one of these eventually, though that's harder as a GM fiat thing.. A Blue one would augment his already ridiculous Learn Lore power but he doesn't really need that so much. He'd probably spring for Red, Green or Gold.
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  23. Maneuver Mastery: Yeah, he'd take this for Learn Lore, but it'd probably be one of the last augments for it he'd spring for.
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  25. Monastic Training: This is an interesting question for him. The feat seems designed to make magic users more adept at using staves in melee, but obviously Weskin isn't a primary magic user, and if he took it it'd just give him access to physical basic attacks and techniques while holding a staff. Is this a feat for him? Maybe not, but it is an interestingly flavored one, and I could definitely see him with a staff or a tonfa-like rod, but he wouldn't be able to get full use out of them unless they were Demon style. So maybe more of a late-game thing. Weskin does seem to have trouble making up his mind on what type of weapon to use.
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  27. Natural Movement: Would 9 tokens for Natural Swimming be worth it? No idea.
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  29. Practiced Efficiency: Could be worth it for some expensive techniques, or maybe rounding down odd ones. I'm not sure though.
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  31. Ruminative Respite: When he starts getting deep into magic, he'll want more magic power to actually use. Besides, it'd complete the set.
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  33. Weapon Specialist: When Weskin decides on a weapon type to focus in, he might pick this up. Or he might just start picking it up for every weapon type if we get enough tokens.
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  35. Yiga Yadome Jutsu - Unsurprisingly, because I've been mentioning this before. If nothing else, the ability to parry projectile spells will be AMAZING, especially if Wesk doesn't have a shield out at that moment. It's also just sort of badass in fluff.
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  38. Techniques:
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  40. Blade Grasp: Could be something neat if Weskin decides to focus on claws, or he could even bait something out if he just sheathes his weapons.
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  42. Combo: The ultimate single target damage for warriors. These attacks can miss, but they can also crit. Each attack can also draw out a separate reaction, which could be good or bad depending on if the enemy has defensive reactions (parry, deflect) or something more dangerous. High risk, high reward. Also big token and stamina cost, so not to be undertaken lightly. Defense also applies to EACH HIT so it's not the end-all either.
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  44. Fatal Blow: The OTHER ultimate single target damage. Can't miss! Defense only applies once! The good news is that this will likely take out anything short of a Boss when it's used and even then that boss will probably only take a hit or two more at that point.
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  46. Great Spin: Great AOE, and Weskin has already made great use of normal Spin Attack. 4 Stamina more to add your Combat again. Not bad.
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  48. Helm Splitter: Maybe?? Weskin isn't a great candidate for Jump Attack (yet), but a debuff technique like this would be a great thing to have in his pocket.
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  50. Hurricane Spin: Great Spin, but 8 stamina more to move three squares (four with the movement feat) during it. More situational than Great Spin, but has the potential to pay off. Probably want this more than Dash Attack.
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  52. Lynel's Roar: Late game swarm option. Guaranteed push effects are pretty sweet, and it's burst 2.
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  54. Perfect Deflection: An expensive reaction, but a potentially life saving one. Makes a case for having an accurate Shield.
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  56. Push-Off Kick: Escape and battlefield control in a cheap technique. Seems neat, especially when paired with environmental stuff.
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  58. Riposte: Attack as a reaction! Very good, even if it's just a basic strike.
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  60. Shield Bash: Same as above.
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  62. Serpent's Fangs: Cheaper than Combo by a hair, though it backloads its damage into the second hit if your attacks are true. Lets you use two different weapon enchantments too, so that might be a thing.
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  64. Stunner: A definite pick up if Weskin sticks with claws. A solid single target hit for 8 stamina, with the power to Off-Balance.
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  66. Wind Up Strike: 2 stamina cheaper than Stunner, unrestricted weapon type, but needs to hit its rider effect to deal extra damage. It's a consideration, but not a definite.
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  68. Spells:
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  70. Camera: I figure Weskin or Kaito are taking this one eventually.
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  72. Cryonis: BLOX
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  74. Daruk's Protection: 10 MP reaction to block damage? Uh yes please. At some point.
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  76. Ghirahim's Daggers: Maybe at some point, Luka interested him in the spell.
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  78. Hylia's Light Arrow: Is it blasphemy to cast this through a demon weapon???
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  80. Lana's Lightning Block: Kaito seemed interested in taking this spell and it'd be pretty expensive for Weskin, so I'd probably hold off.
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  82. Lens of Truth: Depends on if it needs to come up or not, but flavorful for a Sheikah to take.
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  84. Zant's Shadowbolts: Seems like a solid Dark attack. Hey, we might have to fight a fairy at some point! Compared with Nightmare's Shadow, this does less single target damage but the damage can be split off between other targets.
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