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[F13-SP] Final Preparations


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It felt a bit like getting ready for a shopping trip, at least at first.  A list had been made, space cleared out in his inventory, and a travel itinerary prepared.  He'd even had his cowl fixed since Elora tore it during their recent encounter.  The thought prompted a smile.  'Of course she had,' he chuckled, thinking fondly of her talent for unintended mayhem.  Who else could have pulled it off so easily? 

Today's efforts were focused on a last ditch effort to make ready for the pending raid.  He'd already run across half the known floors of the floating castle trying to pull together resources and offer some experience padding to anyone he could assist.  Even Firm Anima had stirred from their silence and taken down the slime king again - no simple feat.  The clock was now in its final hours, and there were just a few things left that came to mind that might help tip the fight in their favour.  

NIGHT had provided as much information as she could during the raid briefing, but the data was of marginal benefit without knowing what was in the room or how the front lines would need to interact with it.  Having access to the widest possible range of elemental effects seemed best, but even that was just a guess.  He honestly wondered if knowing that much had done more harm than good.  Only a few others had done anything with the information.  At least his efforts might help the tanks.  He'd need to dig deep into his own reserves to ensure that his team were as well-equipped as possible.

***

Freyd consumes:

Gugnir’s Shard (Untradeable/Unique/Reusable Consumable): Crème Brûlée Tray | ACC 2 | Feast (6/6) - 1 portion
Liquor of Light (Potion) | Damage 3 | 183061-1
Red Velvet Meringue (Snack) | Evasion 2 | 197174 + Filled
Viperion | T4 Perfect (Salve) | Toxic Venom 3 | 189857-2
Berry Crumb Bars (Snack) | LOOT DIE 3 | 195117
Used Spyglass (42/45) - https://www.sao-rpg.com/topic/20786-general-merchant/?do=findComment&comment=640849

T4 - Freyd | HP: 1140/1140 | EN: 148/148 | DMG: 26 | MIT: 103 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 32/2 | STK 40[24]/2 | TXV 32/3 | PVO | REC: 8 | Para.Imm.
T3 - Freyd | HP: 1130/1130 | EN: 143/143 | DMG: 23 | MIT: 91 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.
T2 - Freyd | HP: 1120/1120 | EN: 138/138 | DMG: 20 | MIT: 79 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 16/2 | STK 20[12]/2 | TXV 16/3 | PVO | REC: 4 | Para.Imm.
T1 - Freyd | HP: 1110/1110 | EN: 133/133 | DMG: 17 | MIT: 67 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 8/2 | STK 10[6]/2 | TXV 8/3 | PVO | REC: 2 | Para.Imm.

Spoiler

Freyd, The Whisper in Shadow
Level: 32
Paragon Level: 117
HP: 1140/1140
EN: 148/148

Stats:
Damage: 23+3
Mitigation: 103
Evasion: 0+2+1
Accuracy: 5+2+AA
Battle Healing: 62
Loot Dice: 5+3
BLGT: 32/2
STK 40[24]/2
PVO
REC: 8

Equipped Gear:
Weapon: The Thing Behind All Lies (T4 Demonic MA, AA, Blight, Static, Para.Ven (Off)) x1
Armor: Fallen Angel Garb (T4 LA | Mit 2 | Rec 2)
Misc: The Shadowed Rose (T3 Trinket | ACC 3 | Para.Imm)

Skills:
Martial Arts R5
Battle Healing R5
Light Armor R5
Searching R4
Charge
Energist
Quick Change
Extended Mod Limit
Fighting Spirit

Active Mods:
Night Vision
Tracking
Meticulous
Untraceable
Vanish
Surprise Attack (Assassin)

Addons:
Ferocity
Precision
Resolve
Reveal
Stamina

Active Extra Skills:
Disguise
Survival
Forgotten King’s Authority
Hiding R5

Inactive Extra Skills:
Meditation
Brawler
Photosynthesize
Frozen Hide

Battle Ready Inventory:
Teleport Crystals x7
Mass HP Rec [Inst] (+30*T HP) x7
Mass HP Rec [Inst] (+30*T HP) x7
Crystal of Divine Light (Reusable) x1
Rhino's Horn (Reusable) x1
Hmr.Pk: Samael's Pride (T4 MA | HLY 2 | FLN 2)

Housing Buffs:
Rested: -1 energy cost for the first two expenditures of each combat
Clean: The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 20% (rounded down)
Working: +2 EXP per crafting attempt
Filling: Increase the effectiveness of a single food item consumed in a thread by +1 T1 slot.
Item Stash: +1 Battle Ready Inventory Slot
Delicious: Turn 3 identical food items (same quality, tier, & enhancements) into a Feast. A Feast contains 6 portions of the food items sacrificed.
Relaxed: Increases out of combat HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts.
Skylight (Searching): +1 Rank to the Searching skill.
Angler: +1 material gained when fishing
Advanced Training: +10% Exp to a thread. Limit one use per month [1/1]
Multipurpose: Gain +1 to LD, Stealth Rating, Stealth Detection, or Prosperity to one post in a thread. Can be applied after a roll
Decor [Potted Tanabata Bamboo Tree]: This buff affects the player and their choice of up to two party members.

Scents of the Wild:
Tanos Statue: +1 Base Damage for a thread

Wedding Ring:

 

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First on the agenda was Eladriel, a fallen angel of some notable connection to the lore of floor 13, it had only recently resurfaced.  Rumour spoke of it dropping a Fallen consumable that could stack with other effects.  Given his plans to set aside Samael's Pride for the coming battle, and having to trim his own damage potential in order to effectively tank, any bit of added oomph was welcome.  Even a lower tiered effect would be better than nothing.

Offing Eladriel first also made sense.  They were practically neighbours, with the celestial known to fly a pattern between several ruined settlements around Angel Point.  It had taken a week to decipher, but now he lay in wait for his opportunity.  Persi had already scrambled up to high ground, ready to pounce the moment he gave the signal.  All that was needed was... that.  A winged form appeared in the distance, flying casually and at low altitude, as if searching or beckoning trouble.

Wish granted.

***

Spoiler

Post Action | TECH-D (x12, 12 EN, Shatter): 12 EN - (Rested 2/2; Stamina) = 9 EN.  
Free Action | Grappling Familiar (CD 0/5)

ID #214369 | BD:7+8-2=15 (hit).  DMG (12*20=240-55=185) (CD 9 | ST-B unlocked)

Eladriel is stunned and cannot act.  Stun fades.

T2 - Freyd | HP: 1120/1120 | EN: 129/138 (138-9) | DMG: 20 | MIT: 79 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 16/2 | STK 20[12]/2 | TXV 16/3 | PVO | REC: 4 | Para.Imm.

Eladriel the Corrupt | HP: 1045/1230 | MIT: 75 (-20, 1/3) | DMG: 135 | ACC: 2 | EVA: 2 | STUNNED (1230-185)

Abilities:

  • Fallen From Grace | Eladriel is immune to Fallen Damage, but takes double Holy Damage (T1 Holy gives +4 base DMG per slot, T2 Holy gives +8 per slot).
  • Smitten | <<Eladriel the Corrupt>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Corrupted | On a CD 6+, <<Eladriel the Corrupt's>> attacks will gain +50 DMG if successful.
  • False Prophet | On an MD 9-10, <<Eladriel the Corrupt>> will form a spear out of thin air, throwing it at the Player with the highest hate for 160 mitigatable DMG. The rest of the party will take 50 unmitigatable DMG from a swift slash.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

 

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A shrill whistle called for shadow mongoose rain, which instantly pummeled the angel from above, knocking it from the skies.  Dazed, Eladriel did exactly as expected and looked up to see what dared assault it.  Freyd streaked from his hiding place, ramming his fist into the giant angel's gut instead, folding him in half with a baleful sounding "Heurk!"

Relentlessly cascade fast-paced kicks and strikes followed in quick succession, battering Eladriel's form with enough speed to keep him off balance and unable to mount a defense.  Initiative was often key, especially when challenging more complex content like field bosses.  it was a lesson the Whisper had learned many times against Ugzeke and others.  The same rules applied here.  By the time Eladriel finally managed to get even a single swing in against him, the mob's health bar was already dipping into yellow.  Persi, meanwhile, continued to dart in and out, causing confusion as the angel struggled to comprehend how many assailants it was actually facing.

***

Spoiler

Freyd regains +2 EN
CD 8 (No REC proc) ID #214370
Grappling Familiar (CD 1/5)

Post Action | ST-B (x20, 20 EN + Charge [8 EN, CD 0/3)): 28 EN - (Rested 1/2; Stamina) = 25 EN.  
Free Action | Activate Rhino Horn

ID #214371 | BD: 6+8-2-1=11 (hit).  DMG (20*26=520-55=465) 

ID #214372 | MD: 2+2-2=2 (miss)

T2 - Freyd | HP: 1120/1120 | EN: 106/138 (129+2-25) | DMG: 20 | MIT: 79 | EVA: 3 (-1) | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 16/2 | STK 20[12]/2 | TXV 16/3 | PVO | REC: 4 | Para.Imm.

Eladriel the Corrupt | HP: 580/1230 | MIT: 75 (-20, 2/3) | DMG: 135 | ACC: 2 | EVA: 2 | Stun.Imm [Grap] 1/3 (1045-465)

Abilities:

  • Fallen From Grace | Eladriel is immune to Fallen Damage, but takes double Holy Damage (T1 Holy gives +4 base DMG per slot, T2 Holy gives +8 per slot).
  • Smitten | <<Eladriel the Corrupt>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Corrupted | On a CD 6+, <<Eladriel the Corrupt's>> attacks will gain +50 DMG if successful.
  • False Prophet | On an MD 9-10, <<Eladriel the Corrupt>> will form a spear out of thin air, throwing it at the Player with the highest hate for 160 mitigatable DMG. The rest of the party will take 50 unmitigatable DMG from a swift slash.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

 

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Slipping under its guard, the creature's massive spear stabbing too high to catch a skittish shadow, Freyd brought his fist down just above its knee.  Eladriel cried out in pain, collapsing to the ground and losing his shield in the process.  The angel's armor was proving to be more a liability than protective, slowing its responses and highlighting weak points for Freyd to exploit.  A wild, wide swing sought to buy some clearance and failed.  Sailing over top of the swing, his fist found a jaw, angel spit flying along with the continuing swing.

Using the spear as a brace, Eladriel pulled back, desperate for a moment to recover.  "Show yourself, demonspawn, that I might smite you like the vermin you are!"  

"Brave words from a traitor," Freyd retorts, a snide, mocking smile beneath his grinning eyes.  Persi watched menacingly from above, blue twins like laser sights set upon their foe.  Plates from Eladriel's broken breastplate clattered loudly as they fell to the ground, shedding his metallic skin to reveal scarred and rotten flesh festering beneath.

***

Spoiler

Freyd regains +2 EN
CD 6 (No REC proc) ID #214373
Grappling Familiar (CD 2/5)
Charge (CD 1/3)

Post Action | AoE-I (x15, 11 EN +2/hit, +2 Shift): 15 EN - (Stamina) = 13 EN.  
Free Action | None

ID #214374 | BD: 5+8-2=11 (hit).  DMG (15*20=300-55=245) 

ID #214375 | MD: 2+2-2=2 (miss)

T2 - Freyd | HP: 1120/1120 | EN: 95/138 (106+2-13) | DMG: 20 | MIT: 79 | EVA: 3 (-1) | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 16/2 | STK 20[12]/2 | TXV 16/3 | PVO | REC: 4 | Para.Imm.

Eladriel the Corrupt | HP: 335/1230 | MIT: 75 (-20, 3/3) | DMG: 135 | ACC: 2 | EVA: 2 | Stun.Imm [Grap] 2/3 (580-245)

Abilities:

  • Fallen From Grace | Eladriel is immune to Fallen Damage, but takes double Holy Damage (T1 Holy gives +4 base DMG per slot, T2 Holy gives +8 per slot).
  • Smitten | <<Eladriel the Corrupt>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Corrupted | On a CD 6+, <<Eladriel the Corrupt's>> attacks will gain +50 DMG if successful.
  • False Prophet | On an MD 9-10, <<Eladriel the Corrupt>> will form a spear out of thin air, throwing it at the Player with the highest hate for 160 mitigatable DMG. The rest of the party will take 50 unmitigatable DMG from a swift slash.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

 

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"Wow... I bet you're all the rage with the girls," Freyd taunted, innately sensing the wound in the angel's pride.  Vanity?  Really?  It's always the pretty boys.

Refusing to be drawn into some pointlessly lengthy dialogue whose only benefit would be his foe's recovery, Freyd launched a fresh wave to kata at his enemy.  A lucky jab struct his arm as he tucked when he should have dipped, but he pressed his assault regardless.  Eladriel lunged and faltered, then fell once more. his face eating dirt that looked about as appetizing as his chest.  Not standing on ceremony, Freyd drove a knee into the angel's winged back, grabbing one of the feathery appendages and snapping it off like a twig.

"Not sure you qualify for those anymore," he taunted, casting aside the disintegrating limb.  "Any last words before we finish this?"

A desperate red eye regarded him from beneath the ornate metal helm.

"Brother, how could you?"

***

Spoiler

Freyd regains +2 EN
CD 1 (No REC proc) ID #214376
Grappling Familiar (CD 3/5)
Charge (CD 2/3)

Post Action | AoE-II (x18, 14 EN +2/hit, +2 Shift): 18 EN - (Stamina) = 16 EN.  
Free Action | None

ID #214377 | BD: 6+8-2=12 (hit).  DMG (18*20=360-75=285) 

ID #214378 | MD: 7+2-2=7 (hit). DMG (135-79=56)  (CD 1, no Corrupted proc)

T2 - Freyd | HP: 1064/1120 (1120-56 | EN: 81/138 (95+2-16) | DMG: 20 | MIT: 79 | EVA: 3 (-1) | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 16/2 | STK 20[12]/2 | TXV 16/3 | PVO | REC: 4 | Para.Imm.

Eladriel the Corrupt | HP: 50/1230 | MIT: 75 | DMG: 135 | ACC: 2 | EVA: 2 | Stun.Imm [Grap] 3/3 (335-285)

Abilities:

  • Fallen From Grace | Eladriel is immune to Fallen Damage, but takes double Holy Damage (T1 Holy gives +4 base DMG per slot, T2 Holy gives +8 per slot).
  • Smitten | <<Eladriel the Corrupt>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Corrupted | On a CD 6+, <<Eladriel the Corrupt's>> attacks will gain +50 DMG if successful.
  • False Prophet | On an MD 9-10, <<Eladriel the Corrupt>> will form a spear out of thin air, throwing it at the Player with the highest hate for 160 mitigatable DMG. The rest of the party will take 50 unmitigatable DMG from a swift slash.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

 

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A twinge and flicker in Freyd's left eye pulled the helm taught even as his right fist drove down through the centre of Eladriel's torse.  Banshee screams signaled the coming of oblivion.  How appropriate.  Hand through back, Samael's Pride ate most of him before the balance crumbled to dust and caught in a whirling breeze, drawings it sparkly motes to vanish up into the sky.  

"You were not my brother," Freyd replied, catching the significance of the eye colour.  So, he's still watching, even after all this time.  And now I can guess why.  Cardinal.  Ever-present and watchful, the personal bane of Freyd's existence, along with that of every other player in the game. Player?  Any independent piece on the board could count as such, if empowered with enough freedom of action.  He'd certainly used it to his advantage during his time in the floating caste.  And he would again.

***

Spoiler

Freyd regains +2 EN
Freyd regains 62 HP from BH
CD 8 (REC proc +4) ID #214379
Grappling Familiar (CD 4/5)

Post Action | ST-I (x12, 12 EN): 12 EN - (Stamina) = 10 EN.  
Free Action | None

ID #214380 | BD: 7+8-2=13 (hit).  DMG (12*20=240-75=165) (CD 3 | ST-B Locked)

T2 - Freyd | HP: 1120/1120 (1064+62) | EN: 73/138 (81+2-10) | DMG: 20 | MIT: 79 | EVA: 3 (-1) | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 16/2 | STK 20[12]/2 | TXV 16/3 | PVO | REC: 4 | Para.Imm.

Eladriel the Corrupt | HP: 0/1230 | MIT: 75 | DMG: 135 | ACC: 2 | EVA: 2 (50-165)

Abilities:

  • Fallen From Grace | Eladriel is immune to Fallen Damage, but takes double Holy Damage (T1 Holy gives +4 base DMG per slot, T2 Holy gives +8 per slot).
  • Smitten | <<Eladriel the Corrupt>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Corrupted | On a CD 6+, <<Eladriel the Corrupt's>> attacks will gain +50 DMG if successful.
  • False Prophet | On an MD 9-10, <<Eladriel the Corrupt>> will form a spear out of thin air, throwing it at the Player with the highest hate for 160 mitigatable DMG. The rest of the party will take 50 unmitigatable DMG from a swift slash.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Loot Eladriel, The Corrupted: ID #214381 | LD: 13+9=22 | CD: 2

+2 materials (+2 LD odd)
6150 col (HP[1230]*5 - incl. +2 CD even)
T4 Perfect Armor/Shield 214381a
T4 Perfect Weapon 214381b
“Light of the Fallen" (T2/Consumable/Single Use); Encases the user’s weapon with a dark light, providing them with two slots of T2 Fallen for a single thread. This effect does not circumvent the standard Fallen Damage enhancement cap.

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"So much for the yard work," he added, the last fragments of Eladriel having vanished and Persi rejoined him on the ground.  "Not much else to be found here.  Let's head back to Angel Point, then on to Venrough."  He knew it mostly for its pirate problem, but Freyd had spent little time wandering the rest of its expanse.  It took him five tries to target the right mob while activating his tracking mod.  For whatever reason, Hebishinu's name always sounded different in his head and could never be recalled correctly.  "Right where he should be.  Good."

Taking the opportunity to walk and work, Freyd sorted through reports from varying agents and messengers as they made their way to the portal.  Life in Firm Anima was never dull, particularly for the O&I branch.  Where things has simmered for the others, Freyd just pressed his branch to keep alert.  No rest for the wicked.

***

Freyd uses Tracking on Hebishinu (Can be spawn on post 11)
EN regen 1/3

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Passage to the sixteenth floor was easy enough to manage.  Venrough's unusual construction made navigation more difficult and time consuming by comparison.  The whole island felt like some sort of pock-marked massive world-turtle thing, with infinite depths to be plumbed below.  It wasn't possible, of course, but Aincrad's rules of physics bent a lot of more standard assumptions.  Finding the right bridges to reach the right levels often required a fair bit of trial and error, not to mention patience.  Freyd notes that this would be a good place to hide if anyone were ever seeking to avoid a hunt.  Conventional tracking methods were made useless by the sheer amount of moisture and topography messed up the mod.  It would take a bit of old-fashioned perception and deduction to track down his next quarry, who was known to be a handful at the best of times.  Hebishinu, or the 'spaghetti snake' as some in O&I preferred to call it, would be nestled somewhere in the deepest darkest corners of the floor.

***

EN regen 2/3

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Reaching the lower swamplands was a priority before even considering what other modes of travel might best be suited.  A rowboat or similar river vessel would do the trick, assuming he could find someone crazy enough to risk one on such a foolish endeavor.  For now, finding the right dwarven guide was of greater concerned.

"I honestly don't even remember dwarves being a thing on this floor," he admitted to Persi once they were away from the main town.  "Must be some more recent changes, or maybe in the wake of Shadow's flood."  Elora, Katoka and other had shared their traumatic experiences with it.  He'd read hundreds of additional accounts.  None were any less tragic.  Maybe those stories also played a part in his decision to volunteer as a tank for the upcoming raid.  It was one thing to beat down whatever boss was laid before them by the system, but to keep other players safe while they did so was another matter altogether.

***

EN regen 3/3 (Fully recovered)

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'How did... does... Raidou do it?'  He knew the answer: by accepting the price before it need ever be paid, and making preparations for if it ever comes due.  Freyd, by comparison, was accustomed to serving as a more invasive tool used to surgically remove obstacles on an as-needed basis.  He took risks; often verging on the absurd and by necessity.  Certainty was an illusion that prompted paralysis, and paralysis meant death in his world.  So, instead, he did crazy things like hunting down massive water snakes in their semi-subterranean caverns solo for obscure trinkets on the chance they it might prove helpful.  Yeah.  That definitely sounded like him.  The others would roll their eyes at him, but know that he'd find a way to pull it off, though probably not unscathed.

Leaping down a series of intertwined gigantic tree roots, vines and branches, Freyd finally came to rest on some sort of improvised dock structure the locals used as a launching point for their own forays.  Hebishinu's signal was much stronger and more clearly discernable from here.  A quick tap to his chest prompted Persi to slip out and share a look to be ready for trouble.

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The small rowboat slid silently through black, brackish waters leaving nary a wake as it passed.  They had already passed a half-dozen impossibly large serpents that could each have qualified as field bosses in their own right, at least by Freyd's estimation, yet pressed on through the mire in a manner that drew all eyes to it.  Hebishinu had already noticed them and was slithering in from below and behind, preparing to strike.  Only stray beams of light penetrated this far down, acting like giant spotlights that cast oddly shaped pools of light on the water's surface.  He expected the beast to make its move before their boat reached the next pool, or else risk its slinking form being exposed.  It proved to be a good guess, the immense serpent spasming like a giant unwinding spring from the water, wrapping around and crushing their boat in an instant.  Except that Freyd wasn't actually on it.

***

Spoiler

Post Action | TECH-D (x12, 12 EN, Shatter): 12 EN - (Rested 2/2; Stamina) = 9 EN.  
Free Action | Grappling Familiar (CD 0/5)

ID #214385 | BD:6+8-2=12 (autohit from Tracking).  DMG (12*23=276-80=196).  (CD 12 | ST-B Unlocked)

Hebishinu is stunned.  Stun fades.

T3 - Freyd | HP: 1130/1130 | EN: 134/143 (143-9) | DMG: 23 | MIT: 91 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.

Hebishinu: HP: 1694/1890 | MIT: 100 (-20, 1/3) | DMG: 190 | ACC: 3 | EVA: 2 | Stunned | Stun.Imm [F] 1/3 (1890-196)

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

 

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The moment its position was revealed, Hebishinu's hand was forced.  Those very same spot lights bringing some modicum of illumination also laced the entire swamp with myriad shifting shadows.  In it Freyd found some home turf to counter the mob's and used it to his own advantage.  Persi was all over the serpent from the moment it broke the water's surface, beaning back and forth like some form of pinball demolition machine.  The snake's strength as a massive tubular muscle was instantly shattered as multiple impacts broke its flexure and turned it into O&I's proverbial noodle.  As it fell back into the water like nothing more than a limp rope, Freyd joined the fray, a fury of kicks, jabs and other strikes (he may have also bitten it) contributed to dealing a much opening damage as possible.  

Not so easily undone, the boss required quickly with a solid slap that knocked him into a nearby tangle of briars, scratching and tearing at him as he sought to regain his footing.  The two faced off against each other, one flaring serpentine frills as it hissed its challenge.  Freyd just gave it the finger.

***

Spoiler

Freyd regains +3 EN
CD 8 (REC proc +6) ID #214388
Grappling Familiar (CD 1/5)

Post Action | ST-B (x20, 20): 20 EN - (Rested 1/2; Stamina) = 17 EN.  
Free Action | None

ID #214389 | BD: 4+8-2=10 (hit).  DMG (20*23=460-80=380).  

ID #214390 | MD: 6+3-3=6 (hit).  DMG (190-91=99)  LD 7 (no proc)

T3 - Freyd | HP: 1031/1130 (1130-99) | EN: 126/143 (134+3+6-17) | DMG: 23 | MIT: 91 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.

Hebishinu: HP: 1314/1890 | MIT: 100 (-20, 2/3) | DMG: 190 | ACC: 3 | EVA: 2 | Stun.Imm [F] 2/3 (1694-380)

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

 

Edited by Freyd
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Its initial limpness faded, Hebishinu struck with lightning speed hoping to wrap itself around him like some sort of hyperactive boa.  Fast enough for a counter, Freyd's fist found the underside of its jaw and sent it flying fully upward crashing into the underside of an unforgiving bough.  Falling once more, it never reached the water before Freyd slammed it with a kick strong enough to redirect it sideways, he stifling a laugh as it cartoonishly wrapped itself in knots around the trunk.

Its health already felled by a third, the boss shrugged off the initial assault even as it struggled to disentangle itself and flense the flesh from his bones - at least in its own mind.  Driven to the point of frenzied rage, it finally gave up on its predicament and chose to power through the problem instead crushing the trunk apart with sheer strength.

"Oh, did I get under your skin?"

***

Spoiler

Freyd regains +3 EN
Freyd regain 62 HP from BH
CD 4 (No REC proc) ID #214398
Grappling Familiar (CD 2/5)

Post Action | TECH-A (x12, 13 EN): 13 EN - (Stamina) = 11 EN.  Charge (+8 EN)
Free Action | None

ID #214399 | BD: 3+8-2-1=8 (hit, Charge +3).  DMG (12*26=312-80=232).  STUN applied.  (CD 12 | ST-B unlocked)

Hebishinu stunned.  Stun fades.  Shatter fades.  Familiar Stun.Imm fades.

T3 - Freyd | HP: 1093/1130 (1031+62) | EN: 110/143 (126+3-11-8) | DMG: 23 | MIT: 91 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.

Hebishinu: HP: 1082/1890 | MIT: 100 (-20, 3/3) | DMG: 190 | ACC: 3 | EVA: 2 | Stun.Imm [F] 3/3 Stunned.  Stun.Imm 1/3 (1314-232)

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

 

Edited by Freyd
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Baiting apparently worked on this boss.  Hebishinu lashed out once more, trying to sink its oversized fangs into the Whisper's hide, but finding nothing save shadow and Montjoy's annoying wave.  Re-emerging behind it, Freyd pounded his twinned fists into the back of its head with a sickening crunch, slapping it back down into the water.  Leaping for high ground, he'd lost it in the murk and watched warily for it to emerge once more.

Combat became a waiting game, each opponent seeking an opening to exploit and steal the initiative and advantage for itself.  He knew that it's health bar had dipped into yellow before it vanished, which was a promising sign.  Crouching in a deep nook at the base of one of the large tendril roots climbing out of the water, Freyd scoured the surface for any signs.  Nothing.  And being in this type of water, it cast no shadow for him to detect.  Tracking wouldn't work during combat either.  This was an old-fashioned standoff.

***

Spoiler

Freyd regains +3 EN
Freyd regain 62 HP from BH
CD 11 (REC proc +6 EN) ID #214400
Grappling Familiar (CD 3/5)
Charge (CD 1/3)

Post Action | ST-B (x20, 20 EN): 20 EN - (Stamina) = 18 EN.
Free Action | None

ID #214401 | BD: 7+8-2=13 (hit).  DMG (20*23=460-100=360).  

ID #214402 | MD: 1 (miss) | LD 8 (no proc)

T3 - Freyd | HP: 1130/1130 (1093+62) | EN: 101/143 (110+3+6-18) | DMG: 23 | MIT: 91 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.

Hebishinu: HP: 722/1890 | MIT: 100 | DMG: 190 | ACC: 3 | EVA: 2 | Stun.Imm 2/3 (1082-360)

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

 

Edited by Freyd
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He'd only just begun to wonder how it was supposed to detect him when the issue became moot.  The massive serpent struck from behind, knocking him from his hollow, but not before getting a face full of fist for its trouble.  Unfortunately, it also sent him right into the murk, which was the last place he wanted or needed to be.  Water churned all around him, and then something set a vice about his ribs, crushing them like they were made out of paper maché.  It took everything Freyd had not to gasp and lose his breath, which was surely what Hebishinu wanted.  How many victims had fallen to the same fate?  Pounding on it had little effect, the added friction of water muffling the strength of his blows.  It also wasn't like he could just crush it back, especially without leverage.  Tensing as much as he could, he sought purchase from any limb that could provide him with means of escape.

***

Spoiler

Freyd regains +3 EN
CD 7 (REC proc +6 EN) ID #214403
Grappling Familiar (CD 4/5)
Charge (CD 2/3)

Post Action | TECH-D (x12, 12 EN, Shatter): 12 EN - (Stamina) = 10 EN.
Free Action | Disguise (CD 0/5)

ID #214404 | BD: 3+8-2=9 (hit).  DMG (12*23=276-80=196).  

ID #214405 | LD 16 (Coil proc).  Freyd suffers 200 unmitigated damage.

T3 - Freyd | HP: 930/1130 (1130-200) | EN: 100/143 (101+3+6-10) | DMG: 23 | MIT: 91 | EVA: 3 (+1) | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.

Hebishinu: HP: 526/1890 | MIT: 100 (-20, 1/3) | DMG: 190 | ACC: 3 | EVA: 2 | Stun.Imm 3/3 (722-196)

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

 

Edited by Freyd
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Don't brute force it.  Math it.

Right.  He wasn't wearing Samael's Pride.  Clenching his grip around Hebishinu's massive, tubular form, Freyd focused and forced until the required effect finally procced, seconds before his breath would give out.  He'd have been screwed if the snake had actually managed to paralyze him.  Instead, he did it to the serpent instead.  Even underwater, the wraps took effect and seeped their charged, miasmic venom into the mob causing its full form to go ridged and then fall limp.  Thrusting upward the moment he felt any slack, Freyd propelled his head above water long enough to gasp and draw desperately needed breath.

Floundering but a moment, he knew the effect wouldn't last long, though the damage was already done.  Once engaged, nothing could stop the Thing Behind All Lies from destroying the mob from within.  Hebishinu's clock was already running out, its bar dipping slowly from yellow to red as the venom did its thing.

***

Spoiler

Freyd regains +3 EN
CD 12 (REC proc +6 EN) ID #214406
Freyd regains 62 HP from BH
Freyd suffers 200 unmitigated damage from Coil
Grappling Familiar (CD 5/5)
Charge (CD 3/3)
Disguise (CD 1/5)

Post Action | ST-I (x12, 12 EN): 12 EN - (Stamina) = 10 EN.
Free Action | None

ID #214404 | BD: 10 (Crit +2).  DMG (12*25=300-65=235).  PVO, TXV 24/3, BLGT 24/2 (-15 MIT), STK 30/2 applied.

Hebishinu is paralyzed by PVO.

T3 - Freyd | HP: 792/1130 (930+62-200) | EN: 100/143 (101+3+6-10) | DMG: 23 | MIT: 91 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.

Hebishinu: HP: 213/1890 | MIT: 100 (-20, 2/3 | -15, 1/2) | DMG: 190 | ACC: 3 | EVA: 2 | PVO | TXV 24 [1/3] | BLGT 24 [1/2] | STK 30 [1/2] (526-235-24-24-30)

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

 

Edited by Freyd
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Dulled, but not yet defeated, Hebishinu sluggishly roused itself from the waters.  It eyes looked fogged and glazed over as it struggled to fight off the lightning-driven death coursing within its vein, tearing it to pieces without any possible recourse.  Feeling its demise impending it did the only thing available and lunged.  Freyd dodged and deflected, better able to respond against its diminished speed.  His own health had taken more of a beating than he was used to, his chest still heaving with gasps as he sought to normalize his breathing.  

Both fighters exhausted from their struggle, the serpent languished and foamed at the mouth while its corrupted innards collapsed.  Too tired for anything flashy, Freyd just dropped a knee against its throat to accelerate the process, relieved as it eventually dissipated into a long line of shattered motes and sparks.  This one had taken far more effort than he would have preferred.  Montjoy scolded him silently from a nearby tree, shaking his head at the Whisper's excessive stubborness.

***

Spoiler

Freyd regains +3 EN
CD 12 (REC proc +6 EN) ID #214408
Freyd regains 62 HP from BH
Freyd suffers 200 unmitigated damage from Coil
Disguise (CD 2/5)

Post Action | TECH-E (x12, 14 EN, RESTORATION): 14 EN - (Stamina) = 12 EN.
Free Action | None

ID #214409 | BD: 9 (Crit+1).  DMG (12*24=288-65=223).  PVO, TXV 24/3, BLGT 24/2 (-15 MIT), STK 30/2 refreshed

T3 - Freyd | HP: 676/1130 (792+62-200+22) | EN: 97/143 (100+3+6-12) | DMG: 23 | MIT: 91 | EVA: 3 | ACC: 7+AA | BH: 62 | LD: 8 | BLGT: 24/2 | STK 30[18]/2 | TXV 24/3 | PVO | REC: 6 | Para.Imm.

Hebishinu: HP: 0/1890 | MIT: 100 (-20, 3/3 | -15, 1/2) | DMG: 190 | ACC: 3 | EVA: 2 | PVO | TXV 24 [1/3] | BLGT 24 [1/2] | STK 30 [1/2] (213-223)

Abilities:

  • Paralytic Fangs | On an MD 9-10, <<Hebishinu>> will inflict a stack of T3 Envenom (Offensive) and if CD 6+, the target will also be paralyzed.
  • Coil | If LD 15+, <<Hebishinu>> will try to coil around the Player with the highest hate instead of attacking normally. They can only use a Post Action to roll LD, and if 10+, they’ll escape. Otherwise, the party members can deal up to 300 DMG to <<Hebishinu>> to force it to let go. Every turn a player remains coiled, they’ll take 200 unmitigatable DMG. Once the Coil effect ends, it can only be used after three turns have passed.
  • Stagger | Upon being hit by a Focus Sword Art, <<Hebishinu’s>> ACC will be reduced to 2 for its next attack, after which its ACC will return to normal unless struck by another Focus Sword Art.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 3. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 or T2 will still have T1 or T2 stats, respectively.

Loot Hebishinu: ID #214410 | LD: 20+9=29 | CD: 6

26,460 col (HP[1890]*14 - incl. +4 CD/LD even, +7 from roll)
T4 Perfect Weapon 214410a
T4 Perfect Weapon 214410b
T4 Perfect Weapon 214410c
“Serpent’s Tongue" (T3/Consumable/Single Use); Apply ENVENOM (OFF) matching the user's Tier to the user’s weapon for a single thread.

Edited by Freyd
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I took a while just to get back up to Venrough, the terrain being naturally inclined to the opposite direction of travel.  Emerging from the depths just as the sun dipped to touch the horizon, Freyd knew how little time remained before he'd have to reach the entrance to the raid.  "What do you say, Persi?  Should we push it for one more?  Something simple?"  The mongoose silently scoffed and shook her head at him.  "Glad we agree," he replied jokingly, heading for the portal plaza.

"Urbus," he stated, his hand barely grazing the surface of the stone as he walked through its monumental arch.  Light flared and enveloped him as the world fell away to be replaced by the dull grey open skies for floor two and the cooler wind-swept settlement located atop a narrow butte that overlooked much of the surrounding mountainous lands.  "Heh.  Haven't been here in a while either," Freyd noted to himself, wondering how long it had actually been.

***

Next field boss can spawn on post #22
Disguise (CD 3/5)
EN regen 1/3
Freyd heals 20 HP outside of combat 696/1140

Edited by Freyd
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Few players were active in Urbus, most of the crowds being made up entirely of NPCs.  The streets were still fairly crowded, mostly with hawkers for miscellaneous wares most of which had long ago been replaced by better alternatives.  This was among the oldest places visited by players in their exploits through the floating castle, and it showed.  Once home to nearly half the player base, the vast majority had moved on, one way or another.  So many others had gone dormant and stayed hidden in their homes, hoping to shut out the mental trials of existence in a new world.  There were a lot of names on the monument for people who had chosen the cliffs of Urbus over the challenges of Aincrad.

Pausing only long enough to pay homage to their memory, Freyd left by the northern gate soon after he arrived, acutely aware that the sun was also waning in this sky.  Time was short.  Always too short.

***

Next field boss can spawn on post #22
Disguise (CD 4/5)
EN regen 2/3
Freyd heals 20 HP outside of combat 716/1140

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It didn't take long to reach the flowers at the High Fields of Crossing.  He'd never attended the Flora Festival himself, but had heard it was a sight to behold.  "I'll need to bring Elora here for the next one."  Sunflowers swayed in the wind as he passed, bidding farewell to their namesake as it changed from yellow to orange and pink while dipping behind other distant plateaus.  The hum and buzz of countless tiny wings was the first hint that he was getting close.  Freyd wondered whether the multitudes of Crossing somehow owed thanks to the many Windwasp hives located just around the corner.  He'd never considered them to be pollinators, especially considering their larger sizes, but Aincrad could be funny about such things.  Glitter-like sparks in the distance soon turned out to be wings as various workers and scouts returned to their hives for the evening.  The queen herself would be seeking shelter soon, and she wasn't one to be fought in close quarters if it could be avoided.

***

Next field boss can spawn on post #22
Disguise (CD 5/5)
EN regen 3/3

Freyd heals 20 HP outside of combat 736/1140

Edited by Freyd
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