Messengers of Velka: Lordran's Last Chapter Begins...

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    Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Thu Aug 01, 2013 8:36 am

    As you know, I'm taking over for Sword as leader of MoV until Dark Souls II is released.  Thus; we begin our last chapter in Lordran with this thread.  I say begin, because I hope we will need more than one thread to cover our activity until the release of Dark Souls II.  I made a tiny tweak to the Velka lore.  Other than that the content is the same.  There are some cosmetic changes & minor logical changes in some of the wording due to the personnel shift.  The major change I did make was to the member roster.  I re-vamped it and put it in a separate post.  

    Credit to Swordiris and Dough on the Amadeous lore.




    Amadeous knelt in prayer; the ruins of his mother’s church
    lay around him. Centuries of neglect and
    abandonment had worn down the building to a ruin of what it once was. But he did not care for appearances; he was
    here for more than the shallow meaning of looks. He did not pray to his mother, goddess she
    was, nor did he pray to himself as a demigod.
    No god received his prayers for he served a higher being, an ideal, a faultless
    and perfect ideal. He prayed that
    justice may be delivered to this cursed land, no matter the cost. That the guilty would pay by any means
    necessary. And he prayed that those who
    were here already would not be stupid enough to cross his path, for he had no
    wish to spill the blood of the misguided when the blood could belong to
    sinners.
    He stood from prayer, realizing the urge was growing. His prayer had been answered; the need for
    justice was growing within him. He must
    spill the blood of sinner’s by his own hand to satisfy justice.




    Now Prince Amadeous has become too powerful for effective battling in the realm of Lordran, he will battle another day in a land that the future guides him.... For now his concubines and Knights fight for the reign of the Prince and the Great goddess Velka.


     




    The mysterious black-haired witch Velka is the rogue deity. She defines sin and metes out punishment. Her influence is vast and extends even to the other gods. Her power is enough for the other gods to fear her; it is such that everything associated with her was locked away into a painting, isolated from Lordran. Much like delaying the end of the age of fire, however, skirting retribution is a futile attempt merely to delay the inevitable.

    Little is known of Velka or her current whereabouts. Even her form and very existence is questioned. Some believing she herself has taken the form of a giant crow. Some seem to think that without her the world is safe for sin. Time in Lordran is mercurial and Velka's power exceeds the constraints of time, her form and perhaps even her own existence. The blue eye orb is controlled by an odd figurehead in modern day Lordran, but the system itself still ensures retribution from sinners. Velka's messengers interact with this bizarre figurehead, however, they swear no allegiance to him. Their allegiance is to the retribution of sin and thus to the goddess Velka and nothing else.

    Velka's messengers are true blades of the dark moon. They are Velka's instruments of retribution, cutting down sinners without sentiment, with neither reward nor punishment. They are the undead among undead. They perpetually spawn in the worlds of sinners seeking retribution, undeterred by even the most impossible odds. Their spirit can be vanquished, but they will lose nothing in their own world and return just as determined and more prepared. Upon success they receive an ear and soul crumbs as a 'reward'. Failure does not exist. When a messenger of Velka's phantom is vanquished it's merely another futile attempt from a sinner to delay the inevitable.

    Crows are the messengers of all gods. However, the powerful rogue deity uses powerful, rogue messengers. Velka's messengers are the Ravens. Like her, they are powerful rogues in black and most feared among their kind. They are the perfect vehicles to deliver retribution. Velka's ravens swoop in to claim the ears of those unfortunate and foolish enough to find themselves in Velka's book of the guilty. They are distinct from their cousins in that they are ruthless and unapologetic in the hunt for retribution. They are not bound by an artificial code of honor, especially against those who have shown no honor by senselessly slaughtering the innocent. They are Karmic Justice incarnate. The most serious and unfortunately most common sin is to steal humanity. The messengers of Velka are dark, ravenous creatures who punish sinners by turning the tables and taking ill begotten humanity back from those who dared pillage it.




    We are the messengers of Velka Goddess of Sin. Our message is to incite fear into anyone who thinks of attempting a sin and destroy them at any cost. Velka has sent us to work with her ally Gwyndolin in purging sinners.

    We are different than other darkmoons because we show no mercy, sinners deserve no honor. These people have sin in their hearts and we must make them tremble before their crimes.

    Our covenant bird is the crow. On the Velka talisman, the hair of Velka is black like that of a crows hair. Crows are also associated with Death and Fear. A flock of crows is called a "murder", exactly the fate our sinners will face. Make sure to show respect to Snuggly and the giant bird in firelink.







    Rules:
    1. Must be a member of Darkmoon covenant
    2. Do not bow to sinners (unless bowed to first then you have the option), scum like them deserve no respect.)
    3. Win no matter what, there is no "honor code" dealing with them.
    4. You may join as a sinner, however if you are invaded by a darkmoon you must continuously use the pray gesture and take your beating, we call this "purging".
    5. You must always indict, indictments are from the goddess Velka and should always be used.
    6. After a win prostrate/pray and send the messasge. "You steal man's humanity, their freedom. Lordran ill needs a chosen such as you!"
    7. If you are sent hate mail, send back a message saying "The guilty pay the price" with no response after.
    8. You get your ranks through invasions. Even if sinners do not deserve mercy we do not endorse ganking and hacking. If we find one Messenger is a ganker or a hacker we will remove them.
    9. Family masks are not allowed. Many people on the book of the guilty wear this gear to the point from which it is associated with sin.



    Ranks

    Rank 1 - Scout of Velka. Will be sent by a commanding officer to purge sinners in the 4 areas (The Painted World, Demon Ruins, The Duke's Archives and light Anor Londo). As a scout we may move you to another location if we find more danger there.

    Rank 2 - Priest of Velka. The hardest sinners to purge are found in certain areas of he world, these areas are covered in sin. The forest, the Kiln, the Burg, Dark Anor Londo, and Township are new areas accessible for rank two messengers. Feel free to use any means necessary to win an invasion.

    Rank 3 - Knight of Velka/Mage of Velka/Bishop of Velka. (depending on gear or build) As a knight, a wizard, or priest you have higher political standing as a member of our covenant. This include's access to the Bank of the Messengers. The Bank of the Messengers will be a covenant supply of items accessible to Ranks 3+. Need humanity? Done. Any farmable item you request.

    Rank 4 - Captain of Velka/Wizard of Velka/Pope of Velka. This is the officer rank. Anyone in this rank has command over the lower levels and helps to plan wars, and events.


    How to Rank up.

    Captains will oversee the process and award promotions after the completion of the specified tasks.  Captains may also award promotions to Messengers for worthy contributions to the covenant.  

    Rank 1-2. To advance from rank 1 to rank 2 you must have shown true skill in battle in The Painted World, Demon Ruins, The Duke's Archives and light Anor Londo. You must collect ten souvenirs in a day at 4 separate occasions.

    Rank 2-3. To advance to rank 3 you must prove even more skill in battle. 20 souvenirs from the forest, 20 from the Tomb of the Giants, 20 from Dark Anor Londo, 20 from Township or Burg (Depths for those without the DLC). After you have gotten these you will also need to prove yourself against an officer.

    Rank 3-4. To advance to an officer rank you will have to show brave heroism in battle. Taking down target enemy figure in wars and impressing Captains will get you the rank. I will inform you if you earned a promotion. After a promotion, it is customary to have a duel with me. Whether you win or lose will not affect your promotion. It is just a rite of passage.



     


    Proudly allied with the Exiled of Ariamis to form the

    Painted World Confederation




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    Prayer Velka guide usPrayer 


    Last edited by Hugh_G_Johnson on Wed Oct 23, 2013 7:10 pm; edited 7 times in total


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Thu Aug 01, 2013 8:37 am



    The Messengers of Velka:




    Officers:

    Hugh_G_Johnson (aka Handsome Hugh): Interim leader of Mov.  Dark Anor Londo specialist, known for swaggy mid-roll builds, counter-trolling and preference for Jaguar-like hunting style.

    swordiris (aka Amadeous Eladsyrd, son of Velka): Creator, former and future leader of MoV.  Son of Velka, the original Messenger and the man with the plan.  Known for his Forest exploits with dark magic and his notorious Banana Build.

    Soris Ice Goldwing (aka Soris, Iceman, Captain Goldwing, etc.): Xbox Captain, forum vet, the lifeblood and face of the MoV.  The Painting Purger, known for cutting down sinners with his chaos blade.


    Emissary:


    Kahldris_Ducard: Council Member of our allies, the exiled.  RP master and most noble and chivalrous knight.



    Knights of Velka:

    Paragon (aka Luvz): Dedicated and passionate darkmoon, cosplay specialist and notorious Kiln Killer.  If you wondered why the Kiln's dead now, it's because he killed it.

    RennyTM (aka RenegadeCop):  One of the Originals, greatly contributed to the growth of the MoV and planning for the fencing event.  Now retired, member emeritus.

    Latitoast (aka executioner Lati): Veteran Messenger as well as prolific and valued contributor to the forums.  Known for his strength weapon expertise.


    Priests:

    Icegodzilla
    Renegade


    Scouts:

    JamieJae (Formerly known as Insane21)
    Halicarnassis
    Jansports
    Silentmonkey3
    Nosferatu-Zodd
    dantheman123
    vatar5
    ResIsBestStat
    Ferrous Mathias



    Leave of Absence:

    Teh Kitten's Cat
    Comrade Sparkle
    zwanzig-tausend


    Missing in Action:

    WhiteFatalisLegacy3
    Squashy_Avocado
    Darkmoon Kaiser
    Hereticforlife
    DaemonNacht
    Chaz0612


    System IDs:


    PS3:

    swordiris (PSN: Amadeous313)
    Hugh_G_Johnson (PSNs: HughGJohnson, Velkas_Vengeance)
    Paragon (PSN: luvz2fight2)
    Squashy_Avocado (PSN: Squashy__Avocado)
    zwanzig-tausend (PSN: zwanzigtausend)
    The Kitten's Cat (PSN: Doomgrap)
    Halicarnassis (PSN: Halicarnassis)
    WhiteFatalisLegacy3 (PSN: Revolver-Dragon1)
    Jansports (PSN: Wizard_Cleave)
    silentmonkey3 (PSN: silentmonkey)
    Nosferatu-Zodd (PSNs: Nebezialx, Monex15)
    dantheman123 (PSN: Solarkid)
    vatar5 (vatar5)

    Xbox:

    Soris Ice Goldwing (XBL: SorisGoldwing)
    Paragon (XBL: luvs2fight)
    JamieJae (XBL: InsaneManiac21)
    Latitoast (XBL: LeonKennedy85)
    DaemonNacht (XBL: xDaemonNachtx)
    Comrade Sparkle (XBL: Comrade Sparkle)
    Icegodzilla (XBL: IceGodzilla777)
    DarkmoonKaiser (XBL: ChaosLambentARK)
    Hereticforlife (XBL: Hereticforlife)
    WhiteFatalisLegacy3 (XBL: Revolver-Dragon1)
    Chaz0612 (XBL: fieryhyperion)
    Ferrous Mathias (XBL: Mathis Dex)

    PC:

    WhiteFatalisLegacy3 (XBL: Revolver-Dragon1)


    Last edited by Hugh_G_Johnson on Thu Nov 14, 2013 7:15 am; edited 27 times in total


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Thu Aug 01, 2013 8:37 am

    MoV Darkmoon Handbook



    A while ago a few of us posted some helpful tips for Darkmooning in specific areas of the game.  I would like to get that going again. So, this post will be a collection of wisdom from our members.  Please feel free to post your tips and I'll add them to our archives below.




    The Painted World:

    Soris Ice Goldwing wrote:Lessons of Darkmooning in the painting.
    1: When the host is far away, he is a quester. So he may be a tank.
    2: Never go to the circle area before the gate to Priscilla. Chances are the host will drop kill you.
    3: Remember that the Painting dragon can hurt you too. Be careful and use the dragon to your advantage.
    4: Like everywhere else gankers can be common.
    5: If you have the area open and are invaded, indicments should get you to your invader's world.
    6: When dealing with more than one, those spear things are useful backup.
    7: On a ledge, get them to fall off.
    8: If you get a dueler, duel and have fun.
    Hugh_G_Johnson wrote:If the host isn't where he 'should' be (judging by dead enemies), he probably has the fog ring on and is hiding off the path between the bridge and the bonfire.

    Watch out for out of place impaled hollows; they shoot dark bead!

    Avoid spawning on the bridge.  

    If you spawn by the RSS immediately look right and see if the dragon is still there.  That can help you figure out where the host is quickly.  In case it's a quester who will try to summon or go for the fog.

    This shortcut exists (you can also roll off from where you pick up the dried finger).  It's more useful as a host obviously, but I've used it as SOV before to interrupt a boss run.

    edit:  The second level of the bloated head [engorged zombie, actually] room makes a great sniper spot/ambush point. twisted

    The Kiln:

    Paragon wrote:...I have well over 180 ears worth of kills in the kiln. (not a testament to my skill but to the rapidity with which I get invasions in the kiln) Ive learned a number of useful tactics while invading there.

    First off always try to invade near the fog gate at the beginning of the area, a lot of people go to the kiln to duel.

    Never walk through the pillars, If the host is not visible walk to the left and go around the left pillar checking the hills on your left briefly. Next walk down a ways and check the slope on your right for archers (met a nasty Gough Cosplayer there who pegged me with javelins from quite a distance away, took me 6 humanity to take him down as Tarkus.) Then walk down to the first Black Knight and if hes dead check behind the fallen pillar for an ambush.

    Next and perhaps most importantly is that if you are using a buff build and the host is waiting for you on the spiral staircase past the third black knight, us the pillar just before that knight as cover in order to cast your buff then rush as fast as you can towards the sinner being prepared to stop and preform a roll in case he has his WoG rag out.

    ALWAYS keep your eyes peeled for hiders. For a clever mind the Kiln offers a myriad of blindspots and ambush points to be exploited. Keep a clear head and a sharp eye.

    I encourage all other members to share there contributions of their favorite hunting grounds. I will put in a later post the information I have gathered from hunting in Lost Izalith, Sen's Fortress, and the Tomb (the three areas I have cleared so far)

    Lost Izalith:

    Paragon wrote:...here is the information on lost Izalith:

    First while you are there get the sunlight maggot as it is crucial for Tomb invasions.

    Second you'll obviously need the Orange Charred ring equipped before you invade but more importantly you'll need sanctus. Sanctus's ability to heal you over is overwhelmingly useful as it obviates the need to waste a humanity in order to be at full health when you initiate conflict with the target.

    Third, Izalith is very big so look everywhere for the target but obviously try to chech the fog gate first. Some discretion is required as this could put you at a disadvantage if the host follows you to the fog gate.

    Fourth, if the Target is close enough and is standing in the magma then you will be able to know exactly where they are because the constant damage they take shows up on your screen. Its like a medieval tracking device  twisted twistedtwisted

    Don't worry about phantoms as most of the time people don't bother summoning them in Izalith, While I was there I only ran into one guy who summoned help.
    Hugh_G_Johnson wrote:The chicken dinos can and will eff you up!

    The Catacombs:

    swordiris wrote:...In the Catacombs I like to invade and go down to the lower area.

    There are many tricks down here, first off you have the bonewheel skeletons which help a whole bunch. Another interesting ally is the chaos blacksmith. Quite a few times I tricked the opponent into hitting Vamos and wrecking havoc for their world  :evil:. He packs quite a punch and those sinner Giant Dads can say goodbye to their Chaos Zwei for the playthrough.

    Anor Londo:

    swordiris wrote:...I have a hayday in Anor Londo. I prefer to invade by the second bonfire by Solaire since gankers usually camp by the bonfire. From the entrance to the Anor londo castle you can scout the area on the other end of the elevator and prepare accordingly.

    If you do meet gankers in Anor Londo, go on the elevator if you are a caster. For whatever reasons backstabs and parries do not work there so you get yourself a slightly fairer chance. Also try running to the area by the archers, turn the corner in their line of fire and aim the camera back toward where you are being chased. As they come near use Force/WotG to knock them off. Also I imagine a good way to deal with hackers.

    If they take the fight to where you spawned by solaire. Solaire is another NPC that packs a punch. It is a small room and it is very common for your opponent to accidently swing into him if you bait them.
    Hugh_G_Johnson wrote:You can jump the railing on the "double-helix" staircase near the Solaire Bonfire.  Many people know about being able to skip the roof section and getting, but you can jump off at any point where there isn't a wall or pillar blocking you.  You can get from the archer on the roof to the bonfire room with a few steps and a jump (in fact, I think there's 3 points you can make this jump each giving different damage and landing in a different spot).  You can also 'fake' the shortcut jump down to the walkway outside the titanite demon room, by clearing both railings and failing back down to where the silver knight is at the bottom of the stairs.  If you're really precise you can land on the railing and re-access the situation (ie go where they aren't & heal if being chased).

    You can also jump from the midpoint of either of those twin staircases in the Great Hall without taking damage.  If you angle your jump from away from the wall towards the wall, you'll hit a little ledge on the way down and it will cause you to not take any damage.

    Dark Anor Londo:

    Hugh_G_Johnson wrote:First, the preliminaries: I suggest equipping the covenant ring in the right ring slot (it's easier to change that way).  You can move a breakable ring if needed by selecting the ring you want to move in the slot you want it to be in (it will leave the old slot empty).  Remember to switch the covenant ring out.  I've noticed that I seem to lose invasions if I take it off early, so I wait for "as a dark spirit" to flash at least twice.  

    Upon arrival, take in your surroundings immediately.  And never stop paying attention to your surroundings.  There are tons of people who hide and only look to back-stab in dark AL.  Keep your head on a swivel and move erratically  through dangerous areas (most of dark AL).  I recommend using a soul mass spell if you're on an int build while searching for the host.  Many times I've noticed someone trying to sneak up on me and got an easy kill by turning and hitting R1 2 or 3 times.   It also will alert you to someone you can't see at times.  The exception would be if I see a red.  I never engage anyone who isn't the host unless necessary, especially if I don't know where the host is.  That includes reds, hosts summon friendly reds and use them as bait or a distraction to land hornet back-stabs.  I love killing reds and phantoms, but I don't get ears for that and I won't do anything to reduce my odds of collecting an ear.

    Pay attention to where you spawn; there are basically 3 spawn locations (two are about 8 feet from each other).  The first is at the beginning before the moving staircase and it covers the area outside until the moving stairs and inside the painting room (rafters & ground floor).  The second is on the other side of the moving stairs.  It covers the area outside past the stairs (but not the area outside the Giant Blacksmith room), including the archer area and the Darkmoon Tomb bonfire room.   The last is just inside the Great Hall it covers all of inside and the area immediately outside the Giant Blacksmith room.

    The first location is a popular spawn-gank spot.   Some gankers think to leave the staircase down so you can't go that way.  If you're mid-rolling your best bet is likely to fight it out, if you're fast-rolling look for and opportunity (ASAP usually) to escape the other side and head to the rafters.  If they chase go ahead and use gravity, but don't count on that.  I bring the stairs back down and try to fight on the stairs so they can't back-stab me (nod to Sword for his mention of this important fact in his contribution on AL) .  If nobody is there, check the chest with the demon titanite.  That's a popular spot for dark AL summoning.  

    The second location often means the host is at the Darkmoon bonfire, especially if the stairs are down -- the host can warp there directly though, so the stairs don't have to be down.   Keep in mind if the host is hiding on the ledge in front of the façade in front of the Great Hall, you will spawn here.  I've noticed quite a few trolls doing this lately.  Other clues would be items near ledges (I saw one trying to snipe w/a great bow), broken pots (previous invaders got desperate), a phantom who was there before you seems frustrated (shrugs, searching in weird spots…), arch tree carving spam when you're visible to anyone up there and not being able to find the host anywhere else.  

    When approaching the Darkmoon bonfire room grass while your outside. If you're on a buff build use resin (it's better than nothing and won't waste your buff).  Just accept that if there's anyone down there that you're going to get jumped by at least one person waiting around the corner -- you won't have time to grass or buff later.  Listen and be ready to run from firestorm or twop.  If you can see the host don't let your guard down -- he could still have a phantom.  Especially if he gestures; that's a guarantee he has a phantom and I won't even bother charging in without help.  Let them come to you or wait for help.  When you do go into the bonfire room run and jump so you can't be back-stabbed on entry and immediately rotate your camera 180 degrees.

    A few more things to watch for:  don't be too anxious to help reds who are engaged with the host when you show.  You might just get yourself ganked.  If the fighting is half-hearted and/or the damage seems low, especially, that's another sign of one of those friendly-red trap-ganks.   Many hosts love to run and do the quick turn lag Back-stab.  Take precautions to avoid that; running R1s with spears or rapiers are good (rapiers less so because they're shorter and can easily be poise-stabbed).  Chasing unlocked off to the side is the only way to truly avoid any danger of a lag-stab.  Usually, I like to find and engage the hosts ASAP.  However in Dark AL it's not always practical or necessary (less enemies and most are not questing).  Sometimes it's best to wait for help or try to wait until you can fight on your terms.  Usually that means reducing or eliminating the possibility of being back-stabbed.  I try to fight on the stairs as often as possible; all critical attacks are impossible there.  That means while you can get parried, you cannot be riposted so, there is much less deterent to R1 spam.  

    Use the environment.  Host hiding on the ledge?  Knock him off and do a plunge attack.  Many of the stationary stairs in AL switch back… if you can't catch up, wait & wog.  You can jump the rails on the double spiral stairs inside in multiple spots.  Use this to escape, chase or cut off an escape.  Annoying gankers working well together and not letting you finish the other off?  Retreat to Painting to heal and for help, and maybe stall long enough to get another blue for help… go to the rafters.  I actually like to go to the divine blessing spot when the :dung: really hit the fan.
    Latitoast wrote:1.If the big doors are shut, chances are host is hiding behind the gate to get to the blacksmith for an easy BS
    2.If you run into gankers, the Archers do not despawn, go there until you can get a bro to help you.
    3.Unless it's another SOV, trust nobody in DAL, more often than not a red is just a summon there to gank.
    There are several areas you can run to in the event that you're being ganked.
    a. Some hosts leave titanite Demon alive, it's worth checking to see if he's alive.
    b.As I've already said, archers do not despawn.
    c.The Painting Guardians do not despawn.
    d.Some hosts leave Darkmoon Knightess alive for bonfire purposes, use her.
    e.The Silver Knights do not despawn, only the archer in the main hall, use them.
    f.This one is really hilarious when it works, position yourself next to the Blacksmith, it forces the summon to 1v1, because if the host tries to hit you then he will aggro the Blacksmith.
    Hugh_G_Johnson wrote:
    If you chase a host onto the moving staircase while it's in the middle position consider moving the stairs up.  You may let the host heal or cast something, but it the host is running it may be to the boss fog or to a summon sign by the bonfire.  As an added benefit the only 'escape' is now into a room with a bunch of annoying enemies who can back-stab.  


    Last edited by Hugh_G_Johnson on Wed Oct 16, 2013 8:22 pm; edited 5 times in total


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Thu Aug 01, 2013 8:37 am

    Ear of the Week




    Ear of the week will be an experimental "competition" where Messengers will post their best kills throughout the week.  The cutoff will be 12am Sunday night/Monday morning PST.  I will post the submissions and voting will be open throughout the next week and close at the same time as next week's submissions.  Each Messenger will be allowed 3 submissions per week.  You're welcome to share more tales, but only 3 are allowed to be officially submitted per week.  If you don't submit, you're welcomed to vote.  However, if you do submit you're required to vote, but you are not allowed to vote on your own submissions.  Vote for 1st, 2nd & 3rd place.  First place votes are worth 5 points, 2nd place; 3 points, 3rd place; 1 point.  Most points wins!  The winner will receive the highly prestigious and equally arbitrary Van Gogh Award, complete with a virtual trophy!




    Wall of Champions:

    Week I: ending August 4, 2013
    The Free Lesson:

    Hugh_G_Johnson wrote:I spawn in the Great Hall in Dark AL.  I usually check outside first, the stairs are down so I check it out.  Someone else invades right before I get to Gwyn's tomb, I don't hear the spawn but I check anyway -- nobody there.  Back up and to the Great Hall I go.  I spot the other invader; it's a blue with the fog ring on.  I try to get his back, since he's probably checked a few places I figure he's got a better idea where to look at this point.  But, he's acting erratic, so I leave him and head to the bonfire -- but he follows me.  I use some grass because I don't want to have to stop to do it (especially since I'll buff first anyway, if I have the time) and odds are the host will either be very close or nowhere to be found.  The blue starts swinging at me with some kind of dagger (I think Priscilla's).  So, I figure screw this guy... each man for himself.  I leave him again and head to the spot I wanted to check next anyway... the ledge.  I get to the top of the stairs up and I notice the blue has followed me again. Look Skyward So I pull out my gold tracer and slash at him a few times (I totally won).  I go out (the blue leaves me finally), nothing doing... I pop a humanity to top off the fall damage and I notice the gate to the Giant Blacksmith is locked (that's a big no-no, I always open shortcuts when possible -- never know when I or a future invader will need it) and re-enter the hall.  The blue is on the side stairs standing around, I race up towards the Blacksmith... but notice a green haze atop the stairs!  The host!  He heads for the ledge and goes out, clearly not seeing me (I guess he was investigating my fall damage -- a little late, pal).  I ready the wog, finally I catch up and he turns around just in time to catch a wog that knocks him off -- I follow with a plunge.  The other blue shows up in time to see me kneeling in prayer over my victim. That's how ya do it, jerk! silly Although, in writing this I realize he must have opened the shortcut to the Blacksmith... so well done to him for that at least.

    Week II: ending August 11, 2013
    Boom! Headshot!:

    Paragon wrote:
    So as you can probably guess from the title, someone in this story is gonna get shot in the head... kind of self explanatory really but i digress.

    Anyway my story begins in the kiln, invading with my sl 122 Q build. The extra 2 levels are so i can equip at least one pyromancy. I initially planned to equip GC but for some reason I dont have Quelanna on this play thru, so I had to settle for regular combustion. I realized that while using a weapon like the bastard sword, alot of people will try to parry it. My reasoning was that if i end up fighting somebody who like to spam parry, i trick them into parrying so i can hit them with combustion. It doesnt do a whole lot of damage but it works in principle so once i get GC ill be doing more damage.

    In addition to a pyromancy glove, plus 15 (no idea where I got it from since quelanna aint around on this playthrough) I also have a +15 composite bow for dealing with mages at a distance. This particular invadee was not a mage of any sort, but I had killed him handily already with a well timed riposte so i decided to mix it up on this second invasion. I would hit him with my sword, combustion, arrows, firebombs, and kicks to keep the fight lively.

    As our battle neared its end, I was at the halfway point of my health bar and so decided to finish him with an arrow. So i pulled out my composite bow but instead of locking on to him i accidentally went to manual aim mode. I almost panicked as he ran towards me with his scythe but instead of backing out and dodging I decided to risk taking the hit and so loosed my arrow.

    What happened next I had not seen occur in a long time. As everyone knows when you land a headshot on your opponent they stumble backwards regardless of how much poise they have. In this case the headshot was also the killing blow and so instead of simply staggering backwards and falling down, my opponent with an arrow now lodged firmly in his skull spun around forcefully as if he had been slapped silly and fell to the ground with a most comical "flop."

    The resulting laughter almost brought me to tears. Tho rather than laughing at my opponents misfortune, rather i laughed at how silly and inane the developers had made this particular animation and at how out of place it seemed in a game so incontrovertibly dark in nature.

    Week III: ending August 18, 2013
    Dualing in the Burg:

    robsthedon wrote:I'm vading the burg with my velkas build 40dex40int, set-up for duels (no catalyst). I get a few nice duels, then i vade 2 gankers they hornet ring bs me, I'm dead, this happens again a bit later. Anyway a few vades later I get them again, I manage to run to the roof where the throwing thives are. The host is standing where you 1st see the wyvern with dgm and havels shield, and the phantom is coming up the ladder, I quickly swap my shield for the TCC, swap my back up weapon to a g.tracer now im looking for BDCR damn it's bb'd same with the crown of dusk, by this time the phantom is up the ladder, I avoid the bs he avoids my dark bead, but not the second, I pull out the tracer and let him have it, he is backing away all the time while the host spams the estus. He bleeds we both fall to the opposite side away from the host, boom plunging attack finish. I pop a hum, swap back to my shield and g.tracer for shotel. I meet the host in the small room, he can't swing his dgm three hits from the shotel and he's down.

    Week IV, ending August 25, 2013

    summon-er failed:

    Hugh_G_Johnson wrote:
    Summoner failed.

    I got the dreaded Dark AL blue eye invasion, I get to the Sentinel room and I see the host waiting by the spawn point near the fog.  I switch to the fastroll setup, I'm pretty sure he's solo and most of the solo campers are BS-fish pros.  Pretty much what I expected; roll spam with an occasional R1 -- except he's not very laggy.  I get a couple of hits in then stun-lock him.  Unfortunately, I don't think he can toggle; so when I went to BS the parry that never came I probably gave away a classic R1/R1/R1/R1/R1 kill. sad   He heals behind a pillar and plays hide n go seek with the pillar (GG -- I must admit he totally pwned me at hide n go seek).  Eventually he tops off to full health as I try to "snipe" him with a Lloyd's from the stairs. silly Then like a starter gun went off somewhere he sprints outside.  I follow cautiously with HCSM cast.  I get down to about where the Lady of the Darkling would be and I see his green haze by where you fight the first gargoyle.  He actually started to come towards me and I tried to draw him onto the stairs.  I don't think I had to worry about lagstabs that much, but I like to mock people who run and refuse to engage, give 'em a little of their own medicine. silly He turns and heads for the summon signs at the start of the level.

    Good!  I follow him, but I sprint away as if I'm going to hide/wait for for help as soon as soon as he summoned.  Now, he wants to chase me!  *Rubs hands together with fiendish delight* I still have HCSM, when I get on the stairs, I two-hand my MLGS, spin around and hit R2.  Everything lands!  1200+ damage and I'm pretty sure that didn't include all the soul masses.  He gets knocked down and I do another R2, which he can't avoid -- GG, RIP in Peace. 

    ...I wonder how often "summon failed" really means "summoner failed"?


    Week V: ending September 1, 2013

    Live by the flip...:

    Hugh_G_Johnson wrote:Prologue:  I invade on the 1st gargoyle side of the moving stairs in dark Anor Londo.  I see a host in black with a small weapon and  white with the Lifehunt Scythe.  I head to the stairs and engage, well… I try to at least.  I turns out they both are flipping.   I have a hard time hitting the white, but the host is almost impossible to hit -- I might have caught him with a wog and maybe a stray R1 somewhere.   He's not interested at all in fighting head on; he's mostly focused on taking pot-shots (he literally shot fire arrows over the stairs from the other side of the surrounding walkway while I was engaged with the white at one point) and healing the white.  After I empty out 2 sets of wog and DMB wears off, I take some phantom hits and get real low on HP.  I head for the painting room, I heal and change from my fastroll setup to my high poise midroll setup.  I'm not going to chase these guys down anyway, the extra poise will help.

    They didn't chase, so I re-engage on the stairs.  I 2-hand the gold tracer and start going to town on the white.  He's tough to hit, but he's more aggressive and I can catch him and stun-lock him quickly.   I eventually manage to kill the white despite the estus spam from the host and toggle-flipping from the white.  The host high-tails it for his summon spot.  I can't touch the host no matter what I do (once in like 30 swings, I swear).  I even switched back to my fastroll setup.  I couldn't tell you his main weapon, because he never tried to use it unless I was pre-occupied with the white.  The same white is re-summoned even though I never saw the summoning notice.  angry   Same drill -- I retreat to the stairs, beat on the white while the host kites and heals and eventually I kill the white.   I've switched back to mid-roll and I'm actually able to heal almost as easily as the host -- much to my amusement. big grin I have 100 poise with the midroll setup;  so, when in need I just pop a humanity in their face while they flail away at me.  Of course, the lower my HP the more room I need, but it's efficient and best of all extremely frustrating to them.

    I lasted 20 minutes popped probably between 5-10 humanity, killed the white at least twice and saw another blue come and go.  But, my inability to touch the host (DWGR is totally legit rolling eyes  ) and a quick barrage of phantom damage which actually stunned me (the host finally pulled out a claymore -- don't worry he was still flippin').  By the time I escape I only have a little HP.  A final phantom hit from the white's scythe did me in.  RIP in Peace.  

    Act I:  Same start, except I immediately go for high poise gold tracer spam.  More of the same.  I get flushed down to the painting again, but this time they chase.  I heal and think about using SLB, I decide to put it on the shotel (the host uses a shield between I-frames).  The I-frames on this guy are so ridiculous I actually keep the tracer and swap the katana out for the shotel… ya know, 'cuz the Katana's so slow.  straight face   I spot the white first and he sees me… here we go yet again.  I save the SLB since the white has no shield and the gold tracer works fine on him.  I force him into full retreat in short order.  The host has his hands full with a swarm of painting guardians, but the flip ring is enough to keep the white alive until the host spots the danger and heals again.   I'm still 1v1 for now with the white and I catch a break when he back peddles right into a BS from a painting guardian.  I chip him out for his last 61 HP.  

    Now it's me and the host, I switch to the shotel and give it some zesty lemon treatment.  I try to keep him in the painting room, but the flip ring just lets him do whatever he needs to do basically.  I'm almost wishing he'd try to flip stab me so I might be able to unlock and catch him.  We end up outside, he kinda-sorta tries to fight me actually; rather than sprinting back to his summon location.  But, he makes a break up the stairs when I land a few blows.  My buff runs out when he heads for his friends sign again.  He's able to summon his friend quickly this time and I make it back to the stairs before they can BS fish me.

    Act II:  Now things start to get real crazy.  I find myself very low on HP after the white is able to avoid getting stunned and land a few hits on me.  I head back down for the painting room.  I'm able to heal, but there's much less help down there this time and I end up rushing out of the painting room in the same predicament in which I entered.  They're right behind me, I'm watching my stamina waste away -- I have zero shot at making it to the stairs where I'm safe from a BS and can tank-heal.  I have 2 wogs left, but there's also zero chance either of them will get hit with one.  I can catch the white in an attack animation, but the host seems to flip whenever I attack no matter what.  I have a plan though if my stamina can just carry me past the doorway…

    I clear the doorway and duck around the corner and turn around just as my stamina runs out.  I unleash a wog they can't see coming that puts the white on the deck.  The host either got hit as well or had his path blocked by the white.  That bought me enough stamina to get away and heal.  The fight resumed at the top of the stairs yet again.  I completed my mid-roll swap by adding the grass crest shield at this point -- this would prove to be key.  More tracer spam, scythe dead angles, estus and humanity.  Eventually, I get caught out and take another quick barrage that I can't counter and I find myself sandwiched between these two clowns with no more than 50 HP left and a low stamina bar again.  I roll (still mid-roll at this point, I actually switched fast-mid-fast-mid during the second fight, but I couldn't tell you when and it doesn't really affect the story) under an attack, another roll… another… I'm desperately trying to get some separation because I can't do a tank-heal with only 50 HP.  No dice though, they're right on top of me.  Worse yet, I'm almost entirely out of stamina.  I just can't get away and I see no green.  I'm delaying the inevitable at this point but I want to be as annoying as possible to these jerks.

    Act III:  I'm resigned to my fate at one point, still rolling more to mock their stupid ninja flipping at this point and hopefully make them feel like jackasses for getting out damaged and out-killed by one guy who can barely hit them.  After killing me with phantom damage and getting within 50 HP of doing it again; they can't hit me.  I must have rolled 20 times, they never hit me.  All of a sudden, I notice I've been able to regenerate some stamina thanks to the grass crest shield.  Miraculously -- don't ask me how -- I get some separation and get off a heal just in time.  Quickly, however, they pounce and I find myself on the run again.  I head down stairs, the white misses a plunge attack and I pop a humanity at the bottom of the stairs.  

    It's at this point we officially stalemated.  I can't kill them before they flip away and heal and they can't kill me before I stand there and heal.  I started the day with over 80 humanities and I'm pretty sure I had more than 70 before the second fight.  I had 39 after this fight!  I'm pleased with the stalemate, however, because I know his estus must be low and trading humanity heals would favor me greatly.  The host starts throwing dung pies at me.  He inflicts toxic at least twice, but I cure it in the same manner I've been healing, with the slight inconvenience of having to go into my menu.  Both the white and the host switch to humanity, the host surprises me with more estus -- but, it becomes apparent the host is out of estus.  Finally/again silly I dispatch the white.  Guess what the host did?  He figured I've put up a pretty good fight and decided I've proved myself over the phantom and I deserve to have a chance 1v1.  LOL -- I'm just effin' with ya!  He ran of course.

    I hit him with some running R1s on the way up the stairs and I've got him on the run.  I'm thinking he's going to try and pop a humanity, but he appears to use a green blossom -- but it heals him!  That's right!  He's got divine blessings on top of everything else!  He used at least two more after that too.  *sigh*  He got away to summon his friend and I spammed Well What is it from the moving staircase.  Right after he picks up his friend's sign a blue spawns.  I run in; the host runs up the stairs towards the fog gate and goes right.  The blue is right behind him, so I go left.  The white spawns again.  But, he'll be no help; just as planned the host ends up running right into me.  He flips through a tracer R1 -- I'm really wishing I didn't have two curved swords at this point, I could really use a kick animation here.  I'm out of wogs too.  R1 will have to do, but the host dodges it again.  However, this was a proper dodge not just I-frames.  He actually flips right past my left shoulder and into the darkness.  

    Joy 

    Epilogue:   In review, me; one death (and 5 kills) in 35 minutes of mostly 1v2 action. Host; died in less than 20 seconds of a 1v2.  I was a bit disappointed (But still out of my seat, arms in the air Praise the Sun ) at first that he didn't actually die by my hand or even the other blue's, but when I thought about the fact that we had two epic battles and he lived by the help of his friend those stupid I-frames on the DWGR.  I think him flipping to his death while trying to avoid a 2v1 -- as his friend (whom he gladly fought 2v1 with) was out of the picture and a helpless bystander, was a perfectly poetic ending:  "Live by the flip... die by the flip".





    The virtual Trophy:


    Base of Trophy with Winners' names engraved:

    Week I ending August 4, 2013: "The Free Lesson" by Hugh_G_Johnson
    Week II ending August 11, 2013: "Boom! Headshot" by Paragon
    Week III ending August 18, 2013: "Dualing in the Burg" by robsthedon
    Week IV ending September 1, 2013: "SummonER Failed" by Hugh_G_Johnson
    Week V ending September 8, 2013: "Live by the Flip..." by Hugh_G_Johnson



    As you can see this is a super-serious matter and I expect it to be treated that way. silly   In all seriousness; I hope for it to be a way to get people active, share some stories and LOL. 


    Last edited by Hugh_G_Johnson on Tue Nov 12, 2013 11:47 am; edited 13 times in total


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Serious_Much on Thu Aug 01, 2013 9:00 am

    lol, ear of the week lol!

    that's goddam brilliant.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Ahhotep1 on Thu Aug 01, 2013 9:06 am

    Shiny!!! Nice work Hugh!!!

    I'm with Serious "brilliant"! Love the "Ear of the Week" thumbs up 

    Hmmm, I don't suppose "Tail of the Week" sounds right on several levels for the Exiled. lol! 

    Seriously...Nice job on the thread, my friend!! :Beer: 

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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by shadowzninjaz on Thu Aug 01, 2013 11:58 am

    Great new thread Hugh really stands out, hahaha like the two above me that "ear of the week" is a well thought idea thumbs up 

    btw are u planning to do another fencing event was a good blast the ledge falling and them rolls were such a laugh XD would really like another stab at it ;')


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Thu Aug 01, 2013 1:54 pm

    Thank you all very much.  I'm very glad you guys liked the EotW.  I hope everyone else likes it too; if I'm the only one that posts submissions... I can't win since I'm not allowed to vote for myself. silly Maybe I'll lobby to have the rules changed... big grin  As for fencing... we shall have to see.  

    I've updated my signature to link to our new thread (remember to do likewise!) and deleted the link to the chat for those of you who can't be bothered to bookmark it (inside joke from 2 threads ago) since it is now in the OP.  Also; check this out.


    Last edited by Hugh_G_Johnson on Thu Aug 01, 2013 4:35 pm; edited 1 time in total


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Icegodzilla on Thu Aug 01, 2013 3:37 pm

    sup people im back. I started playing dark souls again, but probably won't darkmoon much since i never get invasions doing it.
    side note: the ear of the week sounds pretty cool hope to hear about some amazing invasions
    also what are the best places to darkmoon?


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Thu Aug 01, 2013 3:56 pm

    Great to see your back Godzilla!  Dark Anor Londo is still pretty good, the Paited World and surprisingly the Demon Ruins (before the firesage demon) is usually very busy.  I almost always wear the ring and use the orb at the same time.  I've been trying out some other areas for variety as well and got a few in depths, not much but better than I thought.  I'm going to have to play around with different soul levels some more if I want to invade some of the areas that aren't hotspots, though.  Also, I tried the TotG while the flicker glitch was on and got quite a few invasions.  I haven't been back for some reason, I should go back -- that's a fun place to invade. twisted 


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Icegodzilla on Thu Aug 01, 2013 4:01 pm

    hmm the demon ruins huh, well last time i was there a darkwraith did invade me. I'll try it and the painted world later, dark anor londo gives me bad memories


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Comrade Sparkle on Thu Aug 01, 2013 4:37 pm

    Quickly chiming in. I'll be more active once DkSII comes out, till then I'm not actually keeping my XBL account active, so I couldn't really play with you guys if I wanted.

    Cheers,

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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Soris Ice Goldwing on Thu Aug 01, 2013 6:47 pm

    Still here Hugh. Like I said I won't leave the covenant.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Paragon on Thu Aug 01, 2013 10:35 pm

    Im back ***** cheers!!!!

    Im ready to do more testing in different areas so I can come up with new strategies for our database.

    @Hugh, dont forget to update the OP frequently. Its a really busy post so you gotta stay on it.

    Ive been playing on Xbox quite abit and it is a friggin ghost town most of the time. Got back on Ps3 for the first time in weeks to participate in a cosplay FC in the Duke's forest (its cosplay so i just HAD to be there!)

    anyway, thats about it for now. Send me messages guys, i wanna know whats up!


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Icegodzilla on Fri Aug 02, 2013 2:56 am

    ummm whats our policy if we invade but the game decides we should become white phantoms, because that just happen to me


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Fri Aug 02, 2013 3:03 am

    Good to hear from you Comrade, but sad to hear you're not playing anymore.  We will look forward to fighting along side you in Dark Souls II.

    Never a doubt, Captain Goldwing.  As I said; "the lifeblood and face of the MoV".  We are privileged to have you.  Your input and wisdom is always highly valued and I will be seeking it.

    Paragon; nice to have you back and even on PS3 as well, now... I look forward to your input for our database and hope to have you submit for EotW as well.  That goes for everyone of course; don't forget there's only 3 days left for submissions!  

    Godzilla - There's no official policy.  The normal rules for no ganking and no killing darkmoons apply, though.  Feel free to help someone who is questing.  You can kill reds without mercy if the host is truly questing.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Icegodzilla on Fri Aug 02, 2013 3:08 am

    yeah i just helped him kill Priscilla and get the occult ember.
    Figures I only get one invasion tonight and the game glitches me into a white phantom. I need to get a ps the xbox is so dead, that or i need to stop invading at 1am


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Hugh_G_Johnson on Fri Aug 02, 2013 10:03 am

    Ok guys, now that the thread is up and running... I'd like to put on another fencing event.  I'm considering a location change... what do you guys think about the burg?  No, no, not that part, the first part -- it's a separate invasion location.  The roof of the aqueduct with the corpse that has a humanity.  It's narrow and it has walls on both sides, but you can still observe the action (mostly, I think anyway silly).  There's only one spot that you can roll off of it from; it doesn't do damage and it's quick and easy to get back up.  Finally and perhaps most importantly... does anyone invade there?

    Oh, also let me know of any bad dates to hold the event other than August 17th which is already out due to Guerrilla Warfare.  

    Finally, speaking of the Exiled... as you know Ahho pitched the idea of doing a joint event at the end of our last thread and I suggested 4 corners.  The premise is simple; get 3 red phantoms in your world, go to your corners (bow) and come out fighting!  We are now officially in the planning stages of that event.  The Exiled have been instructed to pitch ideas in this thread.  Please welcome them and join in with input!  The main concern at this point is dealing with 1-shot builds, of secondary concern would be a location.  

    ------

    First ever ear of the week submission!! cheers 

    The Free Lesson:
    I spawn in the Great Hall in Dark AL.  I usually check outside first, the stairs are down so I check it out.  Someone else invades right before I get to Gwyn's tomb, I don't hear the spawn but I check anyway -- nobody there.  Back up and to the Great Hall I go.  I spot the other invader; it's a blue with the fog ring on.  I try to get his back, since he's probably checked a few places I figure he's got a better idea where to look at this point.  But, he's acting erratic, so I leave him and head to the bonfire -- but he follows me.  I use some grass because I don't want to have to stop to do it (especially since I'll buff first anyway, if I have the time) and odds are the host will either be very close or nowhere to be found.  The blue starts swinging at me with some kind of dagger (I think Priscilla's).  So, I figure screw this guy... each man for himself.  I leave him again and head to the spot I wanted to check next anyway... the ledge.  I get to the top of the stairs up and I notice the blue has followed me again. Look Skyward  So I pull out my gold tracer and slash at him a few times (I totally won).  I go out (the blue leaves me finally), nothing doing... I pop a humanity to top off the fall damage and I notice the gate to the Giant Blacksmith is locked (that's a big no-no, I always open shortcuts when possible -- never know when I or a future invader will need it) and re-enter the hall.  The blue is on the side stairs standing around, I race up towards the Blacksmith... but notice a green haze atop the stairs!  The host!  He heads for the ledge and goes out, clearly not seeing me (I guess he was investigating my fall damage -- a little late, pal).  I ready the wog, finally I catch up and he turns around just in time to catch a wog that knocks him off -- I follow with a plunge.  The other blue shows up in time to see me kneeling in prayer over my victim. That's how ya do it, jerk! silly Although, in writing this I realize he must have opened the shortcut to the Blacksmith... so well done to him for that at least.


    edit:  Not for EotW, but this one's too bizarre not to share... I get the invasion notice, switch rings and as soon as the loading screen quits the screen goes black.  Yep; I load into the boss cutscene again it's my character in blue walking in.  I have to sit through the whole spiel.  Then I start to spawn and as I'm spawning I get the "Target Destroyed" message and get an ear.  GG Gwyndolin!

    ...ok, I think that covers it for now. silly If I need to say more -- I'll just double post. big grin I missed out on the quint post  at the start of the thread 'cuz I had to straighten out some BBCode. twistedevil 


    Last edited by Hugh_G_Johnson on Sun Aug 04, 2013 4:30 pm; edited 1 time in total


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Kahldris_Ducard on Fri Aug 02, 2013 7:40 pm

    Hey Hugh, Regarding your glorious fencing event... I believe only using one weapon (have 2 maybe to switch out) would be better, leave other hand empty, you can parry with your bare hand!! Also, I think maybe limiting the helm to 8 poise might be better as that means you can only tank one hit, the others gave you an extra hit before the stun. and for the four corners, summon 2 and 3 invade, maybe in new londo where the darkwraiths are, that area under the very large ember maybe.... Sorry my brain is working slow today, so much to deal with, I'll let ya know if I think of anything else.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Paragon on Fri Aug 02, 2013 8:35 pm

    Icegodzilla wrote:ummm whats our policy if we invade but the game decides we should become white phantoms, because that just happen to me

     Hugh has already responded to this and while he is right for the most part there is one thing he forgot. If the person you are a white phantom for gets invaded by a spirit of vengeance, you are not allowed to help the host fight the SoV. It is very unlikely that this situation will come up but this question has been asked before. I believe Iris said it would be a conflict of interest to harm an invading spirit of vengeance but helping the host is otherwise acceptable.

    Iris may be gone, but i believe we should remain as close to precedent as possible.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Paragon on Fri Aug 02, 2013 8:48 pm

    My Ear of the Week:

    Yesterday after the FC in the Dukes forest was concluded I started doing random invasions therein to get a feel for what "the wild" in that part of the game had to offer.

    To be brief it was pitiful. In the six invasions i got there, the only damage i took was from a partial parry. Every other victory was flawless, regardless of if i invaded a solo or a squad.

    But among the six slaughter fests that day, one particular poor unlucky sod stood out. He was wearing full paladin's, grass crest shield, and quelagg's fury sword. When i find him he's fighting off a couple of crystal golems and doing a really poor job of it. As soon as he sees me he disengages from the golems and starts "sprinting" to the caves. I use the term sprinting here very loosely because while he was going as fast as he could, he was fat rolling.

    I chased after him, expecting to pivot and attack me. He never did. Once I got close enough i did a running r1 with my sunlight straight sword (guess who i was cosplaying) and did about 500 damage. After the first hit I was sure he'd realise his only option was to fight. NOPE, dumb *** just keeps fat running.

    Undeterred i chase him down and hit him two more times with the running r1, he dies  right as he reaches the caves. I prostrated before his corpse.

    I literally felt so bad after killing the poor idiot that when i invaded him again later. (I ran into him at the kiln) that I gave him his ear back.

    .... and then i killed him again.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Soris Ice Goldwing on Fri Aug 02, 2013 9:54 pm

    Seems like everything is going well here. Still won't return to the forum though hehe but I don't mind playing the game although I taken to dirty fighting which has a taste I like. spices up things you know which is the only reason I even play. Also I like the idea of change here. A new leader and a new chapter. Also Mind if I get a title of my own? Captain seems less for me

    Never mind I love the title you gave me.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Icegodzilla on Sat Aug 03, 2013 12:56 am

    Paragon wrote:My Ear of the Week:


    But among the six slaughter fests that day, one particular poor unlucky sod stood out. He was wearing full paladin's, grass crest shield, and quelagg's fury sword. When i find him he's fighting off a couple of crystal golems and doing a really poor job of it. As soon as he sees me he disengages from the golems and starts "sprinting" to the caves. I use the term sprinting here very loosely because while he was going as fast as he could, he was fat rolling.

    I chased after him, expecting to pivot and attack me. He never did. Once I got close enough i did a running r1 with my sunlight straight sword (guess who i was cosplaying) and did about 500 damage. After the first hit I was sure he'd realise his only option was to fight. NOPE, dumb *** just keeps fat running.

    Undeterred i chase him down and hit him two more times with the running r1, he dies  right as he reaches the caves. I prostrated before his corpse.

    I literally felt so bad after killing the poor idiot that when i invaded him again later. (I ran into him at the kiln) that I gave him his ear back.

    .... and then i killed him again.
    That poor sinner he knew justice had come for him and that he was doomed from the start.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Icegodzilla on Sat Aug 03, 2013 12:58 am

    for the event with the exiled what lvl cap u guys thinking of, it might be best to keep it low so that there aren't as many one shot builds, like maybe 20 or 30.


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    Re: Messengers of Velka: Lordran's Last Chapter Begins...

    Post by Paragon on Sat Aug 03, 2013 1:26 am

    If you make it too low it severely limits the options available to the players. Ultimately these events are a matter of interpersonal respect between the players. One might earn a lot of points or the like from one shot builds, but they wont earn any respect from it. And it doesnt matter how much some one pretends they dont care about respect, the only two things that matter in multiplayer games are fun and respect. Anyone who cares too much about one rather than both obviously has some issues in real life that they need to work out. As such, rather than restricting players with rules that make them feel weighed down, using a very conservative set of rules to guide the spirit of the event will encourage players to be reasonable with their builds and hopefully steer them away from builds that ruin the fun for everybody.


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