Inthe story, Link decides that he needs more magical powers in order to rescue Princess Zelda. In his travels, he encounters a strange man who tricks Link into falling down a pithole into his shop. The man apologizes for the misunderstanding and Link ends up buying bombs and a shield. Link gives the man the last of his Bottled Water in exchange for an explanation of the shield's secrets. After giving the man the water, however, he only tells Link that "For this swallow of water I'll tell you this: Your shield will swallow a hit to a miss!".
Link continues on his travels, unsure of the meaning behind the old man's riddle. Eventually, he stumbles upon a Moblin (spelled as "Molblin") who forbids him from traveling through its territory. Ganon and the imprisoned Princess Zelda watch through a crystal ball as Link dodges the Moblin's magical spear, which disappears and then reappears in the Moblin's hand as it misses its target.
Eventually, Link notices that the Moblin has poor eyesight. He decides to build a dummy out of bushes with one of his bombs for a head. But as Link is finishing the dummy, the Moblin catches up with him. Suddenly, as the Moblin begins throwing his spear again, Link realizes that the old man meant to say that his shield could magically reflect enemy attacks. He allows the spear to hit his shield and the spear disappeared with a blinding flash of light.
With the Moblin's magical spear gone, the creature now had to find Link by himself. Link finished his dummy and lit the bomb. The Moblin's poor eyesight led it to believe that it had really found Link, causing him to pick up the bomb. The bomb exploded in the Moblin's face, allowing Link to escape.
If this works it will be the best of both worlds. My hybrid is currently level 107 and she is not exactly the best at killing dragons. The pure magic could use a combo move and drop 4 CL bombs, then add a 5th with the normal attack, and step back and watch the dragon fall quite easily. Nice action. The pure magic is a great mob killer but she can't quite jump into the middle of a mob that is 40+ levels higher than her like the Orla's carrying hybrid can (with 35% life steal). Combine the two? Sure!
The idea's good, and I think it'll work. My experience with Orla's is that most builds that run it never have any problems running the VOT. In fact, you'd probably even find peeps who'd say that running a build with Orlas makes it so easy that you may even get bored of it! :cha (18):
I'm confident with your skill picks, you'd have no problem with any of the regens, and if you're clever, you could even get a more more levels to your boost by using weapon slots. And if you're able to squeeze a goodish amount of crit...you're laughing. Orla's in busy servers is lethal to other players though ^^. If you see a whole bunch of peeps leave to run to other servers while screaming out in fright...Orla's...Orla's! Well, lol...you know why
After two levels with Orla's I can say that the pure killing machine that she could turn into is really scary. The time from lvl34 to lvl36 was considerably short. I was in a silver game with 3 other players and was running around outside Porto Vallum(sp?) kicking ass all over the orcs and goblins.
In Vot Orla IS almost useless. At the Valley of Tears 5 type of monsters are the most common: the golems (war + simple aka green and brown) Pods, Shadow demons and Sakkara Demons. The problem with Orla starts (if you mean the full Orla with the sparks) that the majority of the enemies will be GREATLY RESISTANT to magic damage - the damage your full set bonus gives you.
Orla sparks are that powerful because of their quantity and the chain reaction of "one sparks triggers the other" effect. This works pretty fine against creatures with no or not too strong magical resistance. On the other hand creatures with enough magic resistance are only a very little effected by the sparks. This creates an ever growing spark number with almost no leech (because the extreemly low damage you do) and a lot of monsters mobbing your char. This alone could be frightful enough but the LAG monster is awakened too. Orla is always laggy a bit but in this case the LAG could either kill you or crush the server in a few minutes. So a char with ORLA should avoid VOT and magic resistant creatures. Later in game the overall performance of Orla will drop because even the weakes creatures will gain some magic resist - there will be still areas where you could play with it but IMHO its simply not worth.
Orla is a great help and a monstrous killing maschine in bronze, silver, gold, maybe even in plat servers if you avoid the high hp/high resist enemies - but in niob Orla's efficinecy drops greatly. Combine this with the constantly increasing lag it creates the whole concept could turn to be a failure.
My own magic Seraphim accidentally picked LHW (to be exact Lag picked it instead of me for her last skill) tried out combining Orla and her considerable magical powers but I quickly decided that I kill faster and much more cleaner without that cursed stick of lag.
If you still feel that you need something external help (like Orlas sparks) try Fadalmar Axe instead. Duel wield it and with creative socketing you could get the fireball bonus. Now that is a much better choise if you plan to be around VoT. Not too stylish but at least working (and the only way to create a magic seraphim who could own VoT).
I hope I get a resurrection badge, but I've build an Orla Gust of Wind Battlemage and Dragon's die in 1 or 2 casts... I don't think I can find a way to get my Fire Spiral Battlemage to ever match my GoW Battlemage now...
This spear has 5 charges, regaining 1d4+1 charges at dawn. As a reaction, when an attack hits you, you can expend 1 or more charges to reduce the damage by 1d6 per charge spent. You can only reduce damage of a type that appears on the above table. If you use the last charge, roll a d20 after applying the effects of the item. On a 1, the spear crumbles into dust and cannot be repaired.
Most characters by 10th level will have a +7 or +8 bonus to hit with regular weapons. Given that this spear gives an additional +2, it would give them a good hike on the bonus to hit, making it so that most creatures they confront would be hit 55-60% of the time. You also add the equivalent of a greatsword hit in damage die, but at least the type is random. It's properties are, I think, well offset by the limited number of charges.
Blackfeather regains 1d4 charges at midnight, to its normal maximum of 7. You can perform a 1-minute ceremony over any creature that has died in the last minute. Blackfeather regains charges equal to the highest-level unexpended spell slot the creature had available when it died. This can overcharge the spear, allowing it to hold up to 14 charges.
When you roll initiative and have Gungnir in hand, you can throw Gungnir to any distance within its maximum range. This throw cannot attack a creature. All enemies in a cone of length equal to the distance that you throw the spear must roll a Wisdom saving throw (DC 18) or be frightened of you and up to five creatures you choose for 1 minute. No creature other than you can pick up Gungnir from where it lands, unless you are dead.
This spear has up to 6 charges. When this weapon deals damage to a dragon, a creature wearing scale mail or splint armor, or a creature described as scaly or squamous (such as most fish or serpents), you can spend 1 charge to roll an additional weapon damage die and add it to the total. The next attack made against the target before the end of your next turn has advantage if it would deal piercing damage.
You gain a +2 bonus to attack and damage rolls with this magical weapon, and it deals an additional 1d8 poison damage to any target it hits. If the target is a celestial or devil, this extra damage increases to 2d8.
While you hold this pike, you gain resistance to fire and poison. As long as you are attuned to it, you can speak and write Abyssal. The pike holds up to 9 charges. As a reaction when a creature within 30 feet hits with a weapon attack, you can spend 1 charge to add 1d8 fire or poison damage to the damage dealt. When you hit with a weapon attack using the pike, you can spend any number of charges, dealing an additional 1d8 fire or poison damage per charge spent.
The pike regains 1d6+3 expended charges at midnight. If you expend the last charge, roll 1d20. On a roll of 5 or lower, the standard of the Abyssal legion vanishes in a sulfurous cloud. You and all creatures within 30 feet must roll a DC 15 Constitution saving throw, suffering 8d8 poison damage on a failed save, and half that amount on a success.
While you are wearing this helm, you can cause your voice to become three times as loud as normal. You can be heard clearly up to 500 feet away. Further, you can begin or end this effect at will. You can cast thunderwave as if you spent a 3rd-level spell slot. Once you do so, the helm regains this ability at dawn.
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Shikai Special Ability: Komandomentsu is a spear type Zanpakuto, that is able to change its form, providing wielder with 10 kinds of magic that the spear provides. (If you count Blue Crimson as 2 spears that makes 10.) Each spear has its own special ability.
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