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  • Effectively using Soaring Zephyr Flight

    Athletics

    This is the Athletics Air Signature Charm.

    It is not only an Air-aspected Charm that requires you to have an Air Aura merely to activate it, it also has a duration of Aura. So after you enter this Super Mode, if you are not an Air Aspect, you need to avoid reaching the bonfire anima level or your flight will come to an end. If you are an Air Aspect, reaching the bonfire anima level can allow you to activate this Charm if you had an Aura of any other element.


    While flying, the only other Athletics Charms you can afford to activate are the Excellency, Soaring Leap Technique, Incense Smoke Ladder, and Perfect Climbing Attitude.

    Except you obviously have no use for Incense Smoke Ladder or Perfect Climbing Attitude while you're using Soaring Zephyr Flight. For someone who learns Soaring Zephyr Flight, you only use Incense Smoke Ladder and Perfect Climbing Attitude before you're ready to use Soaring Zephyr Flight, or after you're forced to end Soaring Zephyr Flight.

    After all, before you use Soaring Zephyr Flight, you might want to get as a high as possible, to maximize your distance from ground-bound opponents and reduce the number of turns you need to spend ascending to safety with Soaring Zephyr Flight. After you end Soaring Zephyr Flight, you might need to stay as high as possible without falling to the ground.

    Soaring Leap Technique is a different story. While using Soaring Zephyr Flight, you might find yourself flying next to a pillar or wall or another character whom you can stunt yourself jumping off of, which qualifies you for using Soaring Leap Technique even if it means leaping downwards to an enemy below you as a Rush, or to Disengaging away from the airborne enemy you kicked off from. Using this Charm also allows you to use Effortlessly Rising Flame for a Rush (or the Dodge Excellency for a Disengage) without losing your Air Aura.

    Keep in mind that the Initiative cost of Disengaging from airborne opponents is going to shorten the amount of time you can stay aloft, because the Charm costs 4 points of Initiative each round after the first, presumably at the start of the round, and one of the Charm's many failure conditions is suffering Initiative Crash.


    Fortunately, the elevation allowed by this Charm (and the Air Aspect anima ability to penalize against ranged attacks) provides a defense against many withering attacks that would steal your Initiative away, but if you really want to fly for as long as possible, you're going to need to make a lot of extremely successful withering attacks, preferably with projectiles.

    Remember that making any sort of successful Decisive attack drops your Initiative to a base of 3, which is too low to maintain the Charm.

    As clarified by Robert Vance himself, you pay the Charm's Initiative cost at the beginning of each round after the first. So after making a decisive attack (which will suffer from the loss of Initiative), you can remain flying until the start of your next turn, at which point you have no reason to crash yourself and should just let the Charm end. Fortunately, the Charm allows you to float all the way to the ground without damage, regardless of your elevation.

    On the other hand, if you don't have a problem returning to the earth and getting into close range with your opponent to make your decisive attack, you could start your turn with Falling Star Maneuver, which breaks Soaring Zephyr Flight, but avoids the Initiative cost to your Decisive damage pool and hits extra hard with it. Soaring Zephyr Flight's safe-landing effect should still apply, even.


    But let's say you really don't favor your chances of making effective withering attacks, and maybe you just want to GTFO of there. As long as you somehow have the requisite Air Aura (not the easiest Aura to keep in close range engagements), Soaring Zephyr Flight is a fairly powerful substitute for the Disengage action, since it allows you to instantly rise two range bands straight up without any need to roll.

    According to Robert Vance himself, the initial leap of Soaring Zephyr Flight doesn't count as your movement action for the turn, so you can use your reflexive Move action to continue upwards one range band, descend one range band, or travel horizontally one range band in any direction. Such as away from your enemies.

    Most rush actions against you will fail to work across two vertical range bands.

    If you cancel Soaring Zephyr Flight instead of maintaining it on your next round, you can Disengage without spending any Initiative at all. On the other hand, you will also lack the reflexive retreat response of a true Disengage, so it would be advantageous to find a way to stay off the ground, perhaps by getting into tree branches and using those five Athletics dots to scramble away through a forest canopy.

    The Wood Signature Charm, Graceful Dryad Dance, would be better for such a specific form of retreat, but Soaring Zephyr Flight isn't dependent on a forest or wooden walls and beams.

    Fly high enough that your enemies can't even see you before your Initiative crashes, and maybe your storyteller will agree combat is over while you're still airborne.


    Outside of combat, Soaring Zephyr Flight is even better. Without needing to spend Initiative, the Aura Duration Charm can last indefinitely, for sustained flight up to any elevation, as fast as you could run on the ground.

    You can even carry as much as you could on solid ground; carry your friends up to a flying airship or across a 100 foot chasm, one at a time. A high-vaulted ceiling is crumbled and ready to fall? Fly up and try to hold it in place without needing to grow 15 feet tall.

    Sadly, you can't use any Athletics Charm besides the Excellency to supplement any flying Feats of Strength.


    But you know what can become really easy in the air? Stealth actions. Don't need to hide the sound of your footstep across gravel when you don't even need to set foot on the ground. Float around the rafters above people's heads. Lots of fun stunts.


    As I said, Air Aspect Dragon-Blooded have the most compatibility with this Charm, but even if an Air Aspect COULD use their anima power to leap into the air before activating Soaring Zephyr Flight, it's just a waste of motes compared to activating Soaring Zephyr Flight and then using your enhanced Move action to fly upwards one range band. Air Aspects have no special advantage in this particular case.
    Last edited by Sunder the Gold; 07-19-2019, 02:37 PM.


    Formerly Inugami, formerly Tornado Wolf.

    My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

  • #2
    Resistance

    Resistance's Air Signature Charm, Body-Like-Clouds Meditation, is fully compatible with armor.

    Like Soaring Zephyr Flight, it is also a Simple-type which demands an Air Aura and has an Aura Duration. It's probably a better idea to invoke it before Soaring Zephyr Flight if you can, so that you don't spend Initiative for the privilege, but you won't always have two rounds to wait before you need to be airborne.

    In any case, Body-Like-Clouds Meditation is a great help for a Soaring Zephyr flyer. It not only protects your precious, quickly-dwindling Initiative from successful withering attacks, it allows you to steal Initiative from those who failed to take yours, potentially extending your flight time in combat. Beware, the attack has to successfully hit you and then fail to inflict withering damage; an attack that simply misses will not reward you.

    Revolving-Hurricane-Force Defense is reflexive and thus won't eat into your flight time, but since it also requires an Air Aura, it cannot be used to generate the Air Aura necessarily to start flying. As with Body-Like-Clouds Meditation, the protection against withering damage helps to keep the Initiative you need to keep flying, but that protection only applies so long as your rapidly dwindling Initiative is currently higher than theirs.

    Oh, and if you ever lose your Air Aura, you will lose all of these effects, since they all have a Duration of Aura. Soaring Zephyr Flight and Revolving-Hurricane-Force Defense also cost you 2 Willpower points in total, but all three Charms would put you back 18 motes.

    You might not want to use either of these two Resistance Charms, let alone both, if you intend to end your flight and Air Aura with an application of Falling Star Maneuver.


    But then, did you really invest in all of those Earth- and Water-aspected Charms to get to Revolving-Hurricane-Force Defense in the first place? At least Body-Like-Clouds Meditation has no prerequisites.

    But if you are an Air Aspect, at least reaching the bonfire anima level could transform any Earth or Water into the Air Aura you need. That's pretty helpful.


    Otherwise, if you're favoring Resistance, investing five dots into it, and wanting to rely on Air Auras, you might capitalize on your sunk resources to buy up Ox-Bodies.
    Last edited by Sunder the Gold; 07-19-2019, 10:23 AM.


    Formerly Inugami, formerly Tornado Wolf.

    My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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    • #3
      Dodge

      Threshold Warding Stance's side-effect can still be useful when flying with Soaring Zephyr Flight, if you need to fly and dodge through tree branches, vines, rafters, or the like.

      Of course you want Safety Among Enemies, but your Initiative will often not be good enough to use it while flying.

      Hell yes, you want Elusive Crosswind Defense, but mind that Initiative cost. You don't want to be one crucial point short.

      Getting Elusive Dragon-God Dispersion lets you enjoy Hopping Firecacker Evasion and Unassailable Body of Fire as Air-element Charms that don't spend your Air Aura.
      Last edited by Sunder the Gold; 07-19-2019, 02:30 PM.


      Formerly Inugami, formerly Tornado Wolf.

      My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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      • #4
        Brawl

        Brawl offers absolutely no way to generate an Air Aura if you didn't already have one, so if this is your only attack Ability and you want to fly, you'd better be an Air Aspect who can use Air-stunts, or who gets to bonfire as quickly as possible to transform a Water, Earth, or Wood Aura into an Air Aura.


        Become the Hammer is Brawl's only defense compatible with Soaring Zephyr Flight. Blade-Deflecting Palm should only be used in emergencies where immediate survival is more important than staying airborne.

        Unlike Air Dragon Martial Arts Style, Brawl allows a Terrestrial relying on Soaring Zephyr Flight to wear heavy armor to avoid the withering damage that would steal your Initiative-based flight time.


        Only Become the Hammer, Pounding Surf Style, Water Dragon Coils, and Inescapable Whirlpool Hold can be used without breaking an Air Aura.

        But Pounding Surf Style is useless if you're fighting without at least one ally (harder to find in the sky), and will never achieve full power while you're in an Air Aura.


        Brawl's Air Signature Charm is a decisive attack, but it doesn't reset you to base Initiative or expend your Air Aura, and so can be freely used without reducing your flight time. What's more, its damage isn't determined by your Initiative, so it can hit its hardest even if you're barely managing to stay aloft. Better still, it can allow you to attack from the safety of medium range, or help you to traverse two additional range bands in a single turn before your air time comes to an end.

        If you are using Resistance's Body-of-Clouds Meditation but still want to drop out of the sky to smite your foe before you run out of Initiative, Flying Whirlwind Razor will allow you to keep the Air Aura that Falling Star Maneuver would cost you. You'll miss out on the area-of-effect explosion of FSM, though.
        Last edited by Sunder the Gold; 07-19-2019, 02:29 PM.


        Formerly Inugami, formerly Tornado Wolf.

        My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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        • #5
          Melee

          Elemental Sheath, Dragon-Graced Weapon, Air-stunts, and getting to bonfire with a Fire Aura (if you're an Air Aspect) are the only ways to generate an Air Aura if you're relying on Melee as your only attack Ability. You can use Dragon-Graced Weapon to conjure Melee weapons with the Thrown tag, like daggers and short spears.

          Only Stoking Bonfire Style, Burning Fury Wreath, Blinding Spark Distraction, and Crossfire Flash can be used to attack without breaking an Air Aura.

          Stoking Bonfire Style, Flame-Borne Interception, Blinding Spark Distraction, Crossfire Flash are the only Melee defense Charms you can use if you want to keep an Air Aura.

          Melee's Air Signature attack, Steel Tempest Strike, cannot be used while flying because you need to spend your Air Aura. You can use this Charm at the start of your turn, avoiding the Initiative cost of Soaring Zephyr Flight and thus the loss of damage potential on Steel Tempest Strike's decisive attack, and while Steel Tempest Strike's flight ability for your reflexive Move action is inferior to Soaring Zephyr Flight's, at least it is something. The attack is reflexive and doesn't count against your action that turn, but after you are grounded, and either reset to base Initiative or standing at close range with the enemy you failed to hit, what action do you intend to take that was worth giving up the sky? If you were about to run out of Initiative for flying, your decisive attack was probably very weak.

          Mela's Flashing Tongue can be used while flying, and being in Air Aura grants it full power, but it offers no way to attack opponents at range. You should only be using this against airborne enemies, and you have the option to inflict only withering attacks to extend your flight time. With the optional decisive attack, even if you miss, you will reset to base and be forced to land.
          Last edited by Sunder the Gold; 07-19-2019, 02:46 PM.


          Formerly Inugami, formerly Tornado Wolf.

          My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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          • #6
            Falcon Style Martial Arts


            Before we begin, Falcon Style was designed to be self-sufficient, so it doesn't need Soaring Zephyr Flight to be effective. Falcon Style is designed with the assumption that you want to return to the ground as often as you ascend to the sky, and that sort of behavior isn't maximizing Soaring Zephyr Flight's fragile power.

            I think if you want to use Falcon Style at all with a Soaring Zephyr Flight build, it's as an auxiliary tool you'll fall back on when you get caught on the ground or when you can't stay flying much longer and want to make some kind of finishing attack.


            Falcon Takes Flight -- if you somehow get engaged on the ground before your flight time is up -- can help you return to the sky without a disengage action after making a withering attack. This is so much better for you than the Fire and Water elemental Disengage Charms in Terrestrial Dodge, especially since it's non-elemental.

            If used while flying and against other airborne enemies, you can gain more elevation than them.

            You could also make a decisive attack, but since SZF wouldn't end until the beginning of your next turn anyway and already allow you to fly up, using this Charm would be a waste.


            Swift Talon Strike benefits from using Soaring Zephyr Flight to descend into close range and make a withering attack, but that is your movement action for the turn and you'd need to wait for your next turn to use either your SZF-enhanced movement action or Falcon Takes Flight. Is being at close range rather than in the safety of the sky worth it?

            But you can use this Charm to enhance the decisive attack that ends your flight.

            You could alternatively use it to succeed at a grapple gambit to set up Grasping Raptor Clutch (discussed down below), but while a gambit doesn't end your flight as certainly as a decisive attack, the Initiative cost is still going to cut into your flight time.


            Raptor's Fatal Descent is a Simple-type decisive attack Charm for which you definitely want to cancel Soaring Zephyr Flight, and since it uses the higher of your Athletics or Strength, anyone with the five dots of Athletics needed for Soaring Zephyr Flight is sitting pretty in that regard. Especially since those numbers can make up for a lower Decisive damage pool from SZF's Initiative costs.

            This Charm cannot be used against an opponent you are clinching in the sky, so it has no compatibility with Grasping Raptor Clutch, though it does with Swift Talon Strike.


            Falcon Form's only benefits are the bonuses to grapple control rolls and how your five dots of Athletics benefits throws and slams. None of which would be compatible with Terrestrial Brawl Charms.


            Grasping Raptor Clutch -- first of all, remember that you do not need this Charm to drag a clinched opponent into the sky, just to do so AND savage or throw them in the same turn.

            Also remember that this Charm does not once absolve you of the "two rounds of control" cost of dragging an opponent, and how that can effect the length of your hold or the power of your throw.

            Grasping Raptor Clutch suffers from the Terrestrial keyword, so your actions will suffer from a flurry penalty. Even if you have mastered Air Dragon Style up to the Form, you can't spend your Air Aura to ignore the keyword without losing your ability to fly.

            If your clinched target is the only enemy at close range, this means only your savaging or throwing attack roll is penalized by 3 dice, and you suffer a defense penalty until your next turn.

            But if there is at least one other enemy at close range, you would need to succeed at a disengage action to drag away the one you're clinching, and that action would also be penalized by 3 dice.

            If your clinched target is also clinching you in return, movement is flat-out impossible unless the storyteller decides she wants to make an exception on account of the fact that you can fly without explicitly needing any of your limbs.

            As for how you would benefit from dragging your opponent up into the sky before savaging or throwing them, I suppose throwing them should cause them to fall to the ground at short range, thus suffering falling damage on top of your throwing damage (which Falcon Form could greatly boost). The Charm doesn't spell that out, but I feel it's a reasonable interpretation.

            If it's true, of course you could use it against an airborne opponent to stack another range band of falling damage upon them before you throw. As long as they aren't the kind of flying opponent who is immune to falling damage.

            If you want to use falling damage in that way, there's no point in using the savaging maneuver instead of a throw, since you'll be breaking the hold anyway; might as well expend all the rounds of control you can. But maybe you need to keep them off the ground while you hurt them them in the sky. Herakles fought a cyclops who could only be killed when his feet were off the ground.

            This is a decisive-only attack, so the 3i cost is going to work against the kind of massive damage you are otherwise inflicting, and you'll only be able to remain flying until your next turn.

            But if you incapacitate your victim, you get refunded the cost. The Charm doesn't say so, but this would only be worthwhile if the refund happens after you reset to base Initiative, thus taking you to 6 points of Initiative. More than enough to pay for the next round of flying, and maybe score a successful withering attack.

            Incidentally, this trick of "throwing someone while airborne and letting them fall" presumably cannot be used against you or any other character capable of hovering in place, as it is characters who lack that ability who are assumed to fall immediately upon being released from a grapple. If you tried to throw such a flier, they not only should not fall, but also might not even take the normal damage from a throw unless you have something solid to throw them against up in the air, like a tall tree or an airship.


            Talons Greet Prey is only useful against airborne opponents or when caught on the ground, but makes for a nice way to set up Grasping Raptor Clutch.

            Mind the point of Initiative cost, especially together with the grapple gambit's Initiative cost.


            Hare-Killing Death Dive is a way to succeed better at grapple gambit rolls, and this includes a way to recoup your Initiative costs. On the other hand, it also costs two points of Initiative itself.

            And if you use this against an airborne opponent or before taking opponent airborne, I don't think rendering them prone will have any meaning.


            Neck-Piercing Hook... how the fuck was this supposed to work for someone who could already, with just this Style, drag a clinched opponent up at least one range band from the ground?

            I'm taking a break.
            Last edited by Sunder the Gold; 07-20-2019, 09:46 AM.


            Formerly Inugami, formerly Tornado Wolf.

            My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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            • #7
              Silver-Voiced Nightingale Style Martial Arts

              not ready yet


              Formerly Inugami, formerly Tornado Wolf.

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              • #8
                Air Dragon Style Martial Arts

                Air Dragon's Sight is a good supplement for a character built to rely on Dodge, but it costs a point of Initiative. Combined with the Dodge Charm, Elusive Crosswind Defense, that Initiative cost can add up fast and seriously cut into your flight time. Worse, this Charm does nothing for parries even based on Air Dragon Style's own Ability, let alone Parries based on any other Ability.



                Cloud-Treading Method is mute, so non-Air Aspects can use it without risking its motes counting towards their anima banner reaching the bonfire level and breaking their Air Aura.

                Cloud-Treading Method is a great way to generate an Air Aura to use for flying. Maybe you're concealed and need to move over flimsy surfaces and without Stealth penalties to reach a more advantageous launching point. If there's anything better than being concealed or airborne, it's being both airborne and concealed, so the Stealth penalty reduction continues to be useful in flight, especially with the stunts enabled by flying.

                If you're airborne, the Air Aura effect of Cloud-Treading Method is pointless, but if you lose Soaring Zephyr Flight without losing your Air Aura, you might be able to use this Charm to remain airborne just a little bit longer.



                Wind Dragon Speed is another good way to generate an Air Aura for flying, but once airborne it's only good against airborne opponents. At least there's the possibility that succeeding with it won't cost you Initiative for disengaging.

                If you're already airborne, the Aura-level effect can be very useful.



                Don't use Breath-Seizing Technique.



                Air Dragon Form is good for generating an Air Aura, but only if you're a Soaring Zephyr flier who attacks with chakrams and defends by dodging and hiding.

                The Initiative upkeep cost of SZF can make it easier to reflexively activate Air Dragon Form if you started flying first, if only because you might have driven your Initiative lower than theirs.

                Hurricane Combat Method makes the Form better for those who already wanted it, and does nothing worthwhile for anyone else.



                Like Cloud-Treading Method, non-Air Aspects can use Shroud of Unseen Winds without fear of breaking their Air Aura through going bonfire.

                Shroud of Unseen Winds is a great Charm to use for generating an Air Aura, as well as entering concealment before taking to the sky.

                If you're already flying, Shroud of Unseen Winds can let you disappear in the middle of the empty sky in plain view of everyone.



                Avenging Wind Strike is Decisive, so it is not a good way to get an Air Aura for flying.

                If you are flying, then its Aura-level effect applies, but knocking your enemy back two or three range bands should be worth grounding yourself.



                Lightning Strike Style is Decisive, so it is not a good way to get an Air Aura for flying.

                If you are flying, then its Aura-level effect applies, and it offers a way to increase the damage of a low Initiative dice pool, so it can be a good option for ending a failing flight with a bang.



                Thunderclap Kata has a hefty Initiative cost; more than a single round spent flying. Not good for getting to or remaining in the sky.

                Being airborne can let you hit highly-elevated targets with this attack that it might not reach from the ground. Using this Charm to effectively end your flight can be a way to make the earth safer for you to land on.



                Tornado Offense Technique is Decisive, so it is not a good way to get an Air Aura for flying.

                Being airborne, its Aura-level effect applies, and thus you might be able to reset to a high enough Initiative value to pay for another round, buying you time to deliver a withering attack that might net you enough Initiative to stay flying in the turn after that, for another withering attack.



                Wrathful Winds Kiai can give you an Air Aura for flying, but the mote cost is hefty enough that you might have trouble affording Soaring Zephyr Flight, and that's not including the combined Willpower cost.

                This Charm returns no Initiative from opponents, but at least it won't reset you to base. It does work better with a higher Initiative value.
                Last edited by Sunder the Gold; 07-19-2019, 03:04 PM.


                Formerly Inugami, formerly Tornado Wolf.

                My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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                • #9
                  Thrown

                  Seeking Throw Technique, Arcing Levinbolt Precision, Invisibly Hidden Chakram Method, Elusive Zephyr Strike, Winter Fang Attack can generate the Air Aura you need to take flight, even without Air-stunts.

                  If you're already flying and willing to pay Initiative to Aim from the sky, you might be able to ignore some cover with Seeking Throw Technique, or banish multiple weapons with a single invocation with Invisibly Hidden Chakram Method (though those would be harder to come by in the sky and a questionable use of your Initiative and flight time).

                  You can also use Mela's Twin Fangs to make the successful withering attack you need to stay airborne.

                  Elusive Zephyr Flight and Winter Fang Attack will seldom be the best choice if you're flying or intending to fly; your teammates are probably better off making distract gambits for you than the reverse.

                  Thrown's Air Signature, Persistent Hornet Attack, cannot be used while flying because you need to spend your Air Aura. Since it's not a Decisive attack, though, you could use it after getting an Air Aura, avoid doing anything to cancel the Air Aura you get at the end of that turn, and then use that new Air Aura to take to the skies while your enchanted weapon continues to fly itself. Maybe it buys you the time you need to escape skyward.

                  Thousand Razor Wind also cannot be used while flying because you need to spend your Air Aura, but it is a Decisive attack. Be sure it's worth losing your air-time and any other Aura Duration Charms you may be using.

                  Whirlwind Shield Technique also cannot be used while flying because you need to spend your Air Aura, but it costs no Initiative and lasts for the rest of the scene, even if you lose your Air Aura. If you're willing to delay taking to the sky by spending a round on another Simple Charm, Whirlwind Shield Technique can be a great help to a flyer who needs protection. Wind Armor Technique only makes this better.

                  Vengeful Gust Counterstrike also cannot be used while flying because you need to spend your Air Aura, so be sure it's worth losing your air-time and any other Aura Duration Charms you may be using.


                  Formerly Inugami, formerly Tornado Wolf.

                  My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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                  • #10
                    Archery

                    Sky-Calming Draw and Death From Nowhere can generate the Air Aura you need to take flight, even without Air-stunts.

                    If you're already airborne, your Air Aura will let you use Sky-Calming Draw to ignore certain penalties and shoot someone on the ground from long range in the air without needing to Aim.

                    The safety of the skies can help give you the time to take the Aim action required for Death From Nowhere.

                    Unobstructed Hunter's Aim and Arrow Thorn Technique are Balanced, and can be overwhelmed with Air-stunts, Sky-Calming Draw, Death From Nowhere, and Drawing Lightning Style.

                    Drawing Lightning Style can't be used until you're already in an Air Aura, but it's also a Decisive-only Charm which either leaves you without enough Initiative to remain in the sky in the round after you leap into it with Soaring Zephyr Flight, or which leaves you without enough Initiative to stay afloat next round. If you use this to end your flight time, the repurchase that lets you spend your Air Aura seems like a good investment, unless you are employing other Aura-duration Charms.

                    Archery's Air Signature attack requires you to expend your Air Aura, so it is impossible to use it while flying. You could use Soaring Zephyr Flight to fly up to a high perch for sniping someone with Horizon-Spanning Arc, but if you spend too much Initiative flying up there, you may not have enough to make a meaningful Decisive attack.
                    Last edited by Sunder the Gold; 07-19-2019, 10:25 AM.


                    Formerly Inugami, formerly Tornado Wolf.

                    My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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                    • #11
                      Some interesting points there Sunder. I'm running a Lunar game in the North, and one of the main enemy groups is an Air-aspected sorceress and her family. I'd only really thought about Soaring Zephyr in terms of escaping (some of the PCs can turn into birds, but no one's amazing at aerial combat).


                      My characters:
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                      Brother Alazar, Zenith occultist and last survivor of the Black Monastery of Leng
                      Shadow of Kings, Twilight barbarian scholar, master of lost First Age crafting techniques. Has a lot of clones. Picture by Jen.

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                      • #12
                        DrLoveMonkey offered vital insight into the use of Soaring Zephyr Flight for the purposes of escape and feats of strength and traversal.


                        Formerly Inugami, formerly Tornado Wolf.

                        My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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                        • #13
                          Originally posted by The Wizard of Oz View Post
                          Some interesting points there Sunder. I'm running a Lunar game in the North, and one of the main enemy groups is an Air-aspected sorceress and her family. I'd only really thought about Soaring Zephyr in terms of escaping (some of the PCs can turn into birds, but no one's amazing at aerial combat).
                          Brawl turned out to be better for Soaring Zephyr fliers than I expected, while Melee turned out to be worse than I expected. At least as regards their Signature Air attacks.

                          It's not that Steel Tempest Strike is bad, just that using it to end Soaring Zephyr Flight doesn't seem to be a good idea nearly as often as it would be to use Flying Whirlwind Razor and remain airborne.

                          But Melee still offers better parry defenses against projectile attacks or flying enemies, and Brawl offers very, very little for SZFers outside of the Air Signature.


                          I'm expecting good things out of Silver-Voiced Nightingale Style.


                          I'd like to see a jade artifact with Evocations that enhanced the use of Soaring Zephyr Flight. The blue jade armor of Arms of the Chosen was written with no such Evocations.

                          The game can totally support a blue jade version of Marvel's Mjolnir.


                          Formerly Inugami, formerly Tornado Wolf.

                          My RWBY Blog on Tumblr: Semblances, Kingdoms, Grimm, and more!

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                          • #14
                            It's another brilliant write up of a tricky charm. Thanks very much.

                            One thing: stunting Auras. It's good roleplaying but it's unnecessary isn't it? Stunting your Balanced charms doesn't actually do anything, does it?


                            Hi, I'm JohnDoe244. My posts represent my opinions, not facts.

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                            • #15
                              Originally posted by JohnDoe244 View Post
                              It's another brilliant write up of a tricky charm. Thanks very much.

                              One thing: stunting Auras. It's good roleplaying but it's unnecessary isn't it? Stunting your Balanced charms doesn't actually do anything, does it?
                              In the anima section you may spend 1m to:

                              “She may perform minor manipulations of her
                              Aspect’s element: cooling herself with a light
                              breeze, igniting a fire without flint or tinder, caus-
                              ing a flower to blossom early at her touch. These
                              never carry mechanical effects, but provide minor
                              utility and can be incorporated into stunts”

                              And Vance confirms, I think, that as an activation of an anima power as well as an acceptable way to enter aura. So fluffing your Unobstructed Hunter’s Aim with your anima fluttering your clothes upward or your arrow leaving a trail of snowflakes like a comet bumps you into Air Aura.


                              I’m also curious about using this charm with spells, hurling brilliant raptors or thunder wolf howls down upon your foes, for example. The occult excellency is Air aspected after all. Also elemental bolt attack might be an option, an expensive one but the air version ignores a chunk of soak so that might help you stay afloat, and elemental burst attack is downright nasty. If you actually get four rounds of combat you could either first turn, Zephyr Flight second turn, Drawling Lightning third turn, then fire off a burst attack with Arrow Thorn the turn after? Maybe cut out the Drawing Lightning if there aren’t enough targets to warrant the 4i cost of another turn in the air for the +3 damage to all targets. I’m not sure I might need to think this through some more.

                              Edit: actually damn, sorcery is great. Spend the first turn getting into air aura by drawing motes, then take to the sky turn 2, and then if you’re running out of initiative throw an elemental bolt or an arrow, and otherwise gather motes, +3 freebies from Dragon Sorcerer Puissance if it’s an air spell or +1 otherwise, and rain them down.
                              Last edited by DrLoveMonkey; 07-19-2019, 01:02 PM.

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