#Blaugust Day 25: Birds and Bees

Last night was our regular Final Fantasy XIV raid night. We ended up going into Alexander to get gear upgrades for those what need them (which includes me), and then spend about an hour working on the Ravana fight. The speed with which we burned through Alexander really drives home how much better geared we've all gotten in the past few weeks; fights feel super quick now and we can push through phases quick enough that rotating mechanics only come up once or twice. I ended up getting the second token to turn in for a hat as well as my last piece of jewelry, so now I just need pants and chest armor for my main job. Pants I can get next week, as I just need one more spring, but I haven't gotten any of the tokens for chest armor, so that's a month out. I should probably just try to actually run more expert dungeons to cap Esoteric Tomestones and get the artifact chest. Great in theory, unlikely in practice.

#Blaugust Day 25: Birds and Bees
I feel like I should be able to open the faceplate

Ravana went pretty well; where last week we didn't always make it through the butterflies with their swords, this time we made it to the dash mechanic nearly every time. Definite progress, and it's mostly a matter of cleaning up our reactions at this point. Ravana is a very precise fight that hinges on reacting quickly and properly when you get targeted with something. Happily, although there are multiple abilities to worry about throughout the fight, you're generally only having to think about one or two at any particular time. Nowhere near as frantic as, say, Nael Deus Darnus from Second Coil.

After we finished up raiding I decided to play some Hatoful Boyfriend so I can hopefully have experienced the long playthrough when we talk about it this weekend for Aggrochat. Basically, once you've successfully romanced enough birds, you're given the option to 'fulfill a promise made long ago' which triggers a longer run that apparently delves into the mysteries that have been alluded to in the normal playthroughs. I had already gotten the endings for the best friend and the aristocrat; last night I played through and got the teacher, the flirt, the runner, and the doctor. On that last playthrough I was given the 'promise' option, so tonight I'll probably play through that.

#Blaugust Day 25: Birds and Bees
When you meet this guy, you think he's a little creepy.
But as you get to know him, you realize he's EXTRA SUPER BONUS CREEPY

Man oh man is this game crazy, and much deeper than you might suspect. The first two birds I romanced did not prepare me for how dark things could get. Through sheer happenstance I picked the two that seem to be the least linked to the big mystery of the game. (Well, okay, the runner is also off doing other stuff. Pudding related stuff.) The other three though, those three really make it clear that there is some dark shit going down that you're not really privy to. I'll be interested to see where the game goes with it all.

Infinity Factions: A Rundown

A few people have asked me about the various factions in Infinity, and where they should start looking. Having bought into factions in minis games that don’t really suit my playstyle, I’ve always sought out this sort of thing before jumping in, and I’m familiar enough with Infinity that I think I can write up a solid evaluation of how each faction plays. Hopefully this is helpful to some folks who were interested in taking a look at the game!

Infinity Factions: A Rundown

First, the main factions of the game. These are often referred to as “Vanilla” factions, and break down something like this:

Infinity Factions: A Rundown

ALEPH is tricky insofar as it’s relatively difficult to build highly-tuned lists for, and you’ll tend to have fewer models than your opponent. The units themselves are very much the best of the best, though, but pay a steep premium for that. There are a lot of ways to play ALEPH, but mostly you’re going to be relying on having flatly superior troops in smaller numbers. Each loss will be keenly felt, so mistakes can feel unforgiving, but a well-played ALEPH force will feel unstoppable.

Infinity Factions: A Rundown

PanO is a very straightforward shooting army– even its most basic line infantry compares with the mid-tier and elite troops of other factions when it comes to a straight gunfight. You have to get creative with objectives, though, because you have a relatively weak WIP army-wide and so may have to dedicate more resources to claiming objectives. That being said, as far as “guys what shoot dudes” go, PanO is up near the top, and has a pretty solid game elsewhere as well.

Infinity Factions: A Rundown

Yu Jing is a very well-balanced army, with a good blend of types of troops and a huge variety of playstyles. Of all the factions, they do HI, especially lots of HI, the best. I think it’s one of the best factions for a starting player, and is usually one of the ones I use for demo games. It also leaves a lot of room to grow– the higher-tier playstyles for Yu Jing take a lot of skill. You’ll feel what seems like lack of tech and tricks, but you can make up for it elsewhere.

Infinity Factions: A Rundown

Ariadna is a faction of low-tech tricks. It’s less about combos and more about refusing to meet your opponent head-on. Mostly your troops aren’t going to be quite as good as your opponent’s, but you’re going to have more of them and they’ll be good enough. Ariadna excels at playing multiple groups (in fact, it’s hard not to) and is good at catching your opponent off-guard. You mostly don’t want to get into straight firefights, as outside of a few units you’re likely to be outclassed. Camo and other tricks will win you the day here.

Infinity Factions: A Rundown

Nomads are like Ariadna with technology. You still largely don’t want to engage your opponent in a straight fight, but you have a lot of tricks to make sure that happens. These come with a cost, so you’re less likely to be running quite as many models as an Ariadna player, but you have access to some unparalleled infowar and some very effective troops who are quite good at ensuring you don’t fight a straight-up fight.

Infinity Factions: A Rundown

Haqqislam is a relatively low-tech faction that’s very middle-of-the-road in a lot of ways. An abundance of WIP 14 means Haqq specialists are excellent at whatever they try to do, particularly their doctors. Haqq has a great big fat middle, as it were, with an abundance of strong mid-tier troops. There are a number of interesting tricks that can be played within Haqq, and a lot of the power of Haqq comes from understanding special weapon types and special skills and knowing how to get Doctors where you need them. A careful balance of Regular and Irregular orders is a big part of Haqq.

Infinity Factions: A Rundown

The Combined Army is a pretty varied faction, from the Camo-heavy Shasvastii to the straightforward, stompy Morats. Like ALEPH, you’re going to keenly feel your losses, because your troops tend to be more expensive, but it’s less difficult to get work out of them because they tend to be more focused on a singular thing. This focus can be a problem when you find yourself trying to cram a square peg into a round hold, but you’ll often still be able to pull it off through brute force or sheer bloody-mindedness.

Infinity Factions: A Rundown

Tohaa is a faction of surprisingly durable troops (thanks to Symbiont Armor) who are otherwise fairly middle-of-the-road with a few stand-out exceptions, but that added durability makes troops that would be relatively simple and uninteresting in other factions into forces that can punch way above their weight class. To play them properly, however, you need to have a very solid understanding of linkteams and particularly the special Fireteam: Tohaa rule, as well as being careful to pay attention to how certain types of ammunition work (notably: Viral and Fire). They’re straightforward and strong, though, with some truly excellent troops.

In addition to the “Vanilla” factions, each faction also has a smaller subset of unit options called “Sectorials”. These are optional subsets of the main faction that offer a more limited troop selection (though they usually you to take more of each unit) and unlock a special rule that allows you to “link” troops together. Linkteams take low- to medium-end (and in some cases high-end) troops and put them together in a unit that acts as one, giving them significant bonuses at the cost of having to stay relatively close to one another. They balance out the more limited troop selection of sectorials and give you some neat flavor within each faction.

Without further ado, the sectorials (asterisks next to ones I haven’t personally played, take those blurbs with a grain of salt):

ALEPH Sectorial(s)

Infinity Factions: A Rundown

Steel Phalanx (SP, Greeks) is the single ALEPH sectorial, and has a very heavy focus on special characters. Your troop options for this sectorial are very limited and while it has outstanding troops, it can be somewhat predictable. That doesn’t preclude it from being extremely powerful though; just because your opponent can predict what’s coming doesn’t mean they can do anything about it. SP feels a lot like ALEPH minus the tricks, though do be careful to understand its special rules.

 

PanOceania Sectorials

Infinity Factions: A Rundown

Neoterra (Neoterran Capitaline Army, NCA) is the fancy toys sectorial of PanO. It’s got basically all of the fancy high-tech stuff you might want to play, but has a relatively limited troop selection and relatively little variance in the ways you can effectively build it. There’s still enough meat there to have a lot of fun, though, and it really does have all of the fun toys. It’s also the closest PanO can get to a swarm list, with abundant Auxilia.

Infinity Factions: A Rundown

The Acontecimento Shock Army (ASA) is, in concept, the more punchy, more straightforward in-your-face side of the PanOceanian sectorials. It has access to some decent delivery systems for mostly closer-range troops, as well as droptroops and some loaner ALEPH infiltrators. That having been said, it has a VERY limited troop selection and doesn’t really have a strong mechanical identity compared to the other PanO sectorials. The core ‘interesting unit’ in the army is the Bagh Mari, which isn’t all that exciting, and the Regulars pay too much for special options, though they have some neat ones (Sensor). Not necessarily something I would recommend for a new player, unless you REALLY love the theme.

Infinity Factions: A Rundown

Military Orders (MO) is the PanO answer to Yu Jing’s heavy infantry. Lots of HI Knights and troop support for said knights. There are a bunch of interesting options here, but be aware that Knight units cost a lot of points, so focusing a list wholly on cool HI Knights is going to leave you relatively few points for anything else. That De Ferzen/Joan/Hospitaller link is pretty sweet, though, and you can even run it and still get a full 10 orders and specialists in your list.

 

Yu Jing Sectorials

Infinity Factions: A Rundown

The Japanese Sectorial Army (JSA) is one of the first things people think of when they think of Yu Jing, though it’s not representative of the faction as a whole. JSA is the faction of cheap troops, anime legends, and really interesting tools. It has some of the most varied listbuilding options of any sectorial in any faction, and has several very functional viable linkteam options, as well as a deceptively fast punch. No one troop defines JSA, but the big stand-outs are the Aragoto (the Hacker being arguably one of the best specialists in the game), the Haramaki (scary-powerful HI link at an obscenely low price), the Oniwaban-tier ninjas (Oniwaban, Shinobu, Saito Togan who, played well, can make your opponent legitimately fear TO Camo), and the Kempeitai, a cheap, easy to include Chain of Command unit that lets you get away with hilariously aggressive Lieutenants, hard to do elsewhere.

Infinity Factions: A Rundown

The Imperial Service (ISS) is the other side of the Yu Jing sectorial coin, and is more focused on the secret police/inquisition side of things. It’s probably the best faction at discovering Camo, with abundant MSV2 and Sensor options, allowing redundancy and smoke tricks, and can also run a nasty linkteam in the form of the Wu Ming, who are probably the best HI link in the game and might compete for best linkteam in the game for ITS. Relatively expensive specialists who don’t always have delivery systems are a problem for this faction– expect to bring in an ALEPH Sophotect and a Ninja Hacker if you want full specialist coverage.

 

Ariadna Sectorials

Infinity Factions: A Rundown

The Merovingian Rapid Response Force (Merovingia, MRRF) is the higher-tech sectorial of Ariadna. They’ve got the money, they can buy/hire whoever they want. If you want hackers and/or TAGs in your Ariadna force, MRRF is the way to go. They also benefit from some strong linkteam options and increased AVA on some of the better troops in Ariadna, especially the Chasseur.

Infinity Factions: A Rundown

*The Caledonian Highlander Army (CHA, Scots) is the even-lower-tech sectorial for Ariadna. Lots of cheap troops and linkteams, and a decent chance you’re going to hugely outnumber your opponent. What you lack in focus or raw power you make up for in numbers and smoke. While your specialist options are limited, you have enough smoke grenades in the list to be able to deliver whatever you need. Get good with smoke if you want to play CHA, is what I’m saying, and MSV2 is going to be a serious problem for you.

Infinity Factions: A Rundown

*USAriadna is the newest Ariadna sectorial, and hasn’t seen enough playtime for me to boil it down to a pithy blurb. It’s a good middle ground between MRRF and CHA, and has a bunch of interesting, fun troops available to it. Decent linkteam options and the Ariadna signature Camo give it a solid footing, and motorcycles (esp. specialists) are awesome, ask any JSA player.

 

Nomad Sectorials

Infinity Factions: A Rundown

Corregidor Jurisdictional Command (Corregidor, CJC) is the brute force side of the Nomad army. It excels at solid, punchy troops and effective droptroops. There are some solid options for linkteams that will do a lot of work for you, and if you feel like playing Corregidor, looking for those links that you want to run is key. Nomads tend to be stronger and more versatile in Vanilla if you aren’t intending to run linkteams, but there are some options in Corregidor (even the humble Alguaciles) that make for solid options. If Mobile Brigada magically get a specialist option, Corregidor will be pretty nasty.

Infinity Factions: A Rundown

Bakunin Jurisdictional Command (Bakunin) is where the weirder Nomad stuff lives. Combat-ready battle priestesses, face-punchy HI Riot Grrls, and an abundance of infiltrating Camo (Zeros, Prowlers) as well as the various warband troops make Bakunin a strong if weird option. Lots of special rules here that you need to make the most of to succeed, though you can hit an enemy on a variety of unexpected fronts all at once with Bakunin. A solid hacking game, access to the best Doctor and Engineer in the game, some great infiltrating Camo, and other fun toys make Bakunin varied and interesting.

 

Haqqislam Sectorials

Infinity Factions: A Rundown

Hassassin Bahram (HB) is the sectorial for the Haqqislamite religious sect of assassins. They have elite, carefully trained troops who are good at specific tasks, supported by untrained militia and a small number of trained supporting troops. Each type of Hassassin has a relatively singular focus, and there are a couple of interesting linkteam options within this sectorial. Specialists are a little hard to come by, but can be effective, and good use of HB relies upon clever use of irregular troops and smart trades with your Impersonators. Leave your opponent on the ropes early and you can get a lot of work done, but beware of getting put on the back foot; it can be somewhat hard to recover.

Infinity Factions: A Rundown

Qapu Khalqi (QK) is a more mercenary side of Haqqislam. They have an abundance of interesting link options and can even run multiple links with Haris, and have access to a lot of mercenary troops. They also have cheap, interesting linkteam filler in the form of Hafza, who can blend into any linkteam in QK. Lots of fun options abound, but be aware that you still need to accomplish objectives, and linkteams can be a bit limited in that regard.

 

Combined Army Sectorials

Infinity Factions: A Rundown

*The Shasvastii Expeditionary Force (Shas, does anyone refer to them as the SEF?) is the sneaky, tricky side of the Combined Army. They sit somewhere in between Nomads and Ariadna in terms of playstyle, and in my opinion kind of suffer for it. Plenty of solid specialists abound, as does a lot of camo, but the troops are weirdly expensive and it leaves you without quite the trickiness of Nomads. Not a sectorial I would recommend for a new player, unless you really absolutely must play sneaky space bugs and for some reason disdain the rest of Combined. Sorry Shas players, but alongside ASA, this is a sectorial I don’t recommend (at the moment; it appears to be getting a revamp).

Infinity Factions: A Rundown

*The Morat Aggression Force (Morats, MAF) is the less subtle side of the Combined Army. You’re looking at straightforward and stompy here, and a lot of troops that want to do that thing. You’ve got some interesting linkteam choices and really just a lot of straightforward blasting. You can get outmaneuvered by a canny opponent, which is always a risk in Infinity, but you’ve got a lot of fun toys here for the unsubtle approach. Also, space Oni, who doesn’t love that?

 

Tohaa has no sectorials (yet!)

Hope this helps! If anyone is interested in Infinity, I’m happy to answer other questions Infinity Factions: A Rundown

(Image credit: this thread — http://infinitytheforums.com/forum/topic/25308-3rd-edition-unit-logos-in-vector-format/ )

Shiphand Buddy: The Gauntlet

Blaugust 2015, Day 25

We made it! This is the 7th and final shiphand mission. Get ready to be a reality tv star!

Shiphand Buddy: The Gauntlet

So many telegraphs, so little health.

What: Compete in a deadly reality show against your will and escape to tell the tale!

When: Available at level 40

Where: Malgrave

Gold Timers: Normal: None   ; Vet: 20:00

Gracie’s Run Time: Normal: 11:59    ; Vet: 11:55

Shiphand Buddy Says: I hope you like dodging things, because this shiphand has an excess of dodging things! Once you speak to Pilot Taboro and start the mission you will be teleported to the chamber pictured in the screen shot above. There are a large number of telegraphs, but only the round ones move. You should be able to find safe spots and dodge them. If you are hit they only do modest damage, so you should be able to recover if you’re careful.

Through this whole mission you will need to be on the lookout for 10 golden skulls. There’s often one inside or on top of the shipping containers directly behind you when the mission begins. Skulls can spawn in any room in the instance, even the connecting hallways. They are frequently located in somewhat hidden places, such as inside containers, behind banners, or under the bleachers in the last room. Sometimes they are on the floor, but often they are floating in mid-air and require a little jumping to collect. Keep your eyes peeled!

To progress to the next section you’ll need to activate 3 control panels in order. From your starting position head to the room on your left first, then the right, and after that you’ll be able to activate the third panel in front of the exit. While you’re in the side rooms make sure to check for golden skulls along the walls, and on top of or behind the large pipes at the back of the rooms.

Shiphand Buddy: The Gauntlet

The gold skulls like to hide in front of these yellow lights above the doors. Tricky.

The next room has a swarm of angry bees, and three waves of small adds. Finish them quickly to minimize the damage you take. Be sure to look for skulls along the walls before you head out to the Chamber of Choices.

Shiphand Buddy: The Gauntlet

This, friends, is how you lose a gold medal.

The splorg gauntlet, how I hate thee. This room is where gold medals go to die. You will have to survive a swarm of explosive splorg for 2:00, and collect 20 plushies for “bonus points” while you do it. Getting too few plushies or dying to the splorg will cost you your gold medal. I try to run through the splorg to activate them away from the plushies. Once they start to detonate they stop moving and you should be able to dodge them. For me this objective is probably the most difficult in any of the shiphands. Movement abilities can help you escape the explosions, but if you are really struggling you can bring a friend to make things much easier. When you finish you can endorse a product and wave to your fans. After all that running around I feel like I could use a Protostar Fortified Whim-Beer myself.

Once you’ve survived the splorg, you can choose which challenge to tackle next, either the Charnel Chamber (east) or Faction Friction (west). Both small arenas have a single round of challengers for you to defeat. After completing the Faction Friction arena, make sure to continue through to check the small hallway behind it for skulls. On the eastern side, you can choose to participate in the dance off competition. It doesn’t affect your gold medal, but it is pretty fun! The eastern side also has some extra mobs that you need to kill to save other contestants from the Darkspur. Once all of that is completed you can progress to the final room.

Shiphand Buddy: The Gauntlet

“Brick” Braggor, the dude responsible for bringing you to this awful place. Punch him once for me.

Before you enter the circle in the final room, check if you are still missing any skulls. If you still need some, look around and underneath the bleachers. If you start the event before you get your skulls you will fail that objective. The Main Event consists of 4 waves in total, with a short break between each that should allow you to heal up if you need it. The first two waves are random teams of 2-3 enemies, the third wave will be a single mini-boss. After defeating all of them, “Brick” Braggor himself will challenge you. As you fight him, the other traps of the Gauntlet like electrical telegraphs and exploding splorg start appearing. Save your cooldowns for this guy, because the faster you can kill him the less time you will have to deal with these extra headaches. Once he’s dead you can finally escape this deathtrap!

Differences between normal and vet: On normal mode you don’t have to collect the plushies in the Chamber of Choices. You still have to survive exploding splorg for the same amount of time though. The other difference is that you don’t get to fight “Brick” Braggor at the end, there are just 3 rounds to the Main Event.

Other Thoughts: This is the only mission I can’t reliably get solo gold. The timer in the exploding splorg room is super tight and it is very easy to either not get enough points or just accidentally die in there. I had to run this one four times to make sure I got a gold medal and an accurate run time. If you really want that gold it is much easier if you bring a friend or two. As a bonus the run time was about a minute faster with a buddy to help!

That’s the last shiphand available to date. I hope you enjoyed these guides, and had fun running these missions with me!


Shiphand Buddy: The Gauntlet

Go Team Blaugust

Words of Encouragement

I woke up this morning to see the above tweet in my timeline… and it is absolutely true.  There are days I still think I am the least likely herald of regular posting.  Most of you only know me as the guy who posts every day, but in truth that only represents about half of my time blogging.  Before that I was the most flaky and least prolific blogger out there.  I would go through streaks of posting 10-20 posts in a given month…  to having months where I only have one post at all.  Between August 2012 and late April 2013 there was complete and total radio silence.  It was by will alone that I set myself down the journey of posting something, no matter how stupid it is… every single day.  Now several years later, there is part of me that still cannot fully comprehend the madness that I started, but I also have this strong drive to keep the ball from ever touching the ground.

While this might sound counter intuitive… for me at least regular posting is much easier than sporadic posting.  Namely because of the pressure that I would put on myself.  When I would go through a big lapse, I felt like I couldn’t just start writing again with a simple post.  Instead I would have to write the most epic post ever to make up for the fact that I had been gone so long.  I felt like I had to prove something to my readers, that I was somehow worthy of them leaving me in their RSS reader all this time.  As time passed, the guilt that I felt grew and the measure of that “epic comeback post” kept growing as well ultimately leading me to wait longer before posting it.  When I write something every day I am much more open with my readers.  I talk about what is going on in my world, and how it is effecting me.  I talk about what I am enjoying and what I am not enjoying, and the whole process ends up being much more fluid.  So when I agree that if I can do it, you can to… because quite frankly all of you are far more talented than I am.

I started the Blaugust thing selfishly as a way of getting more content from the bloggers I care about.  I never expect anyone to follow me in this “damned fool crusade”.  Instead from the first year I had people coming out of the woodwork and signing up for the challenge.  Even though I keep stats and assign awards…  every single person who attempts this is a hero to me.  They are actively doing something to keep pumping out more content into our community and that is huge.  I can keep doing what I do because there are people like you out there sharing the journey with me.  We are all in this together, and I know you can finish this month and get your name in the “winner” column.  I believe in all of you fine Blaugustians, and even though the month is coming to an end… I will still be here in September and October to support you all.  We are actively making this community we have stronger, and there is a certain magic in that.  Now go write some kick ass posts!

Waltz of Doom

Go Team Blaugust

 

Last night we were able to pull together the raid without any real issue and set our sights on clearing Alexander Normal.  It is amazing just how fast you can burn through all four wings when you have a team that works well together.  Even though I am essentially done gearing out my Warrior with Alexander items, I am always down for helping a full guild group knock it out.  It is extremely noticeable that our folks have been improving their gear because on turn one for example I think the bosses only actually made it up into the air twice.  Similarly we pushed the living liquid boss into the final phase before the second hands phase.  I know Kodra for example walked away with three pieces of gear that he had been building towards, and I think several others got pieces as well.  I was pretty slackerly this past week and these were actually my first Alexander runs.  I had every intention to work on getting the dragoon gear but this past week was just one where I was not in the mood to play any MMO at all.  Instead I largely played single player experiences…  or Diablo 3 AS a single player experience.  I did not even cap Esoterics and for that I am feeling a little sorry.  I could have easily had my chest piece this week, but I guess I will maybe wrap that up tonight.

Go Team Blaugust

After Alexander we put more attempts in on Ravana Extreme and I think we are getting to the point where we might be able to finish it up next week.  We have now seen the entire fight and survived through the various phases, we just need to put the dance together and repeat it all successfully.  The hard part is still the phase after the swords, which means we have to spread out so that only two people are in each corner.  We didn’t quite do this and as a result we lost a handful of people.  Luckily we had a healer limit break three available so we were able to essentially push the reset button and keep on trying.  That is not exactly the way we want to beat it the first time, but if we have to I will take it.  The fight is just so much more complicated than Bismarck Extreme was, and I am anxious to get it down and farmable so we can start clearing it and Bismarck in the same night.  I want pretty weapons dammit!  In all honesty I am pretty happy with my Esoterics axe for the time being, and my retainers are once again packed full of gear.  However I will never turn down unique weapon graphics.