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Trusk'our

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Everything posted by Trusk'our

  1. Eh, it's not so bad for some other worlds. ( @alder24 already mentioned Nalthis and Sel, so I'll focus on Scadiel, my favorite Shardworld) Scadrial has access to their own form of magitech, which will only progress as time moves on. I also doubt that Scadrial will stay as Investiture poor compared to the other Shardworlds forever, as there are ways of boosting their own Investiture (advanced Unsealed Metalminds, supercharged Hemalurgic spikes, Lerasium production, Compounding, etc.) and they almost certainly will find a way to harness their largest source of local Investiture- the Mists- someday, similar to how Roshar uses Highstorm Investiture to power their Fabrials and such (though they will need to find a way to process it first, to purify it as the Dor can). And while Scadrial's magics aren't as naturally versatile as the others, I doubt they will stay that way forever as technological processes and Realmatic theory allow them to program Investiture and such.
  2. Those are quotes you used, not spoilers (and yes, since this is the Mistborn Forum we want to box them)
  3. Ah, that makes more sense now. A "misplaced" power spike on an opponent would prevent them from getting any powers out of it (if you don't plan on controlling them or just don't want them to possibly overpower you), cause them great distracting pain, and crack open their Spiritweb to your control. Using an attribute spike on your opponent could also be used to mutate them into a form that is either unable to harm you or is so unstable that they die from it. Powerful stuff, especially since there's a good chance that Invested healing (F-gold) would only make the issue worse by more quickly matching their Physical Aspect to their new Spiritual Ideal. Thinking way outside the box there, but I like it So basically, using two separate enhancement metals to make a single Allomantic power unmatched in raw power? I'd say that's a pretty powerful tactic. Supercharged A-pewter would probably be the best I'd say, since you'd be stronger, tougher, more dexterous, and quicker than almost all your opponents. This could probably work (and would be very powerful) but you'd need very advanced knowledge of Hemalurgic Bindpoints- TLR had his servants experiment for an entire millenium and still didn't find any new useful constructs. Plus, you'd also turn yourself into a Hemalurgic construct in the process unless you were a Kandra or found a way to crack the system somehow (which is something I'd like to know very much). Also, you'd need an advanced AI to spike, which is far beyond anything we've seen on Scadrial as era 2. Still an interesting idea in my opinion though, using attribute spikes instead of power spikes.
  4. This is true. Kandra age, though it is very, very slow and they don't suffer from most of the ailments that humans do when aging. Also, I don't recall ever hearing about the First Generation in era 2. Did they pass away as the Second Generation did perhaps? It is also possible that the First Generation is aging more noticeably than the other Kandra as they were born human and have a more deeply ingrained human nature than the others. For example, we don't see TenSoon have the same problems In SoS as the First Generation despite being about as old as they were when last seen in HoA.
  5. Lol, so true I just don't want to have the thread devolve into a constant bickering between three or four people for sixteen pages (it happens basically any time there's a vs thread). I'd much rather hear some unique ideas from many different people, and thankfully everyone's been doing just that- I've already seen a whole bunch of ideas that never even crossed my mind and hope to lots more. Thank you for that guys Interesting. I think you'd need to use more than one spike to control a construct though- this is why Chimera are immune to Harmony's control, for instance. I'd say you could probably do a three spike build and have some extra spikes to use on others to make them into controllable constructs though, as you're not adding more spikes to your own body (which would leave your own Spiriweb open to direct control- which is the reason I didn't think it should be allowed) and attribute bearing spikes are significantly easier to make than power bearing spikes. Mine too Really hoping to find out more about Fortune and Destiny soon though. They sound really intriguing.
  6. A-duralumin isn't really all that broken in my opinion, since it does open one up to retaliation after they burn through all the metals in their stomach. Plus, duralumin works only in bursts, which further limits its power. I removed Compounding since it is beyond the scope of standard Hemalurgy as of era 2 and limited the number of spikes to three since that's the maximum that any sane Hemalurgist would willingly take without something like Trellium to offset The Flaw. It isn't really a vs thread, so I didn't feel the need to add those restrictions in; if you have a clever idea for a powerful build that requires a special piece of equipment that isn't a fourth Hemalurgic spike, a natural Metalborn power, an Unsealed Metalmind, or a Godmetal, it's fine by me. You want a sack full of pewter beads to go with your A-pewter/F-steel combo? It's allowed, though keeping that much metal on your person without an aluminum vessel could be dangerous in combat with certain Metalborn. You want to have super full Metalminds ahead of time? Also technically allowed, though I don't know if that would be reasonable if that's your only strategy. Want to use the Big Gun to go with a F-iron build or dynamite with your F-gold/A-pewter build? I'd say it's also fine, but it should tie into why you're using it with the spike combination since that's the main purpose of this thread.
  7. Makes sense to me. Good synergy with that combo.
  8. Like the move Wax and Wayne pulled on Bleeder? That could be a powerful offensive move. Though, couldn't you just use A-Bendalloy on its own to get the result you want?
  9. That's a good point; A-pewter speed would probably not grant the same level of mental speed. It would probably increase your reflex speed somewhat, but that's not the same thing. I'd say that this would likely be a unique limitation of Reverse Compounding A-pewter speed. My current line of thought for F-nicrosil (until proven otherwise) is that you can use it to temporarily augment your other powers with it. As such any Hemalurgist with F-nicrosil could probably use it to strengthen their Allomancy. So F-nicrosil and A-steel could likely allow for Pushing on other's spikes if tapped enough. Lol, that would be pretty fun . Powerful too. I think that it has more to do with Investiture (and to some extent Identity) interference. I think only raw power could let you override one's natural resistance to your Pushes of metal inside their body. Nice! A-tin Savantism combined with physical augmentation and super speed would be really powerful. Maybe couple it with pewter Savantism and ignore all pain and exhaustion.
  10. Ah, so using a Forgery to allow her to create different kind of Forgeries? Perhaps a similar method could be used to help Shai specialize in certain aspects of Forgery, such as allowing her to Forge herself to have spent ten years learning how to craft better universal stamps.
  11. Yup, sorry, but I felt that made for a more unique chance to combine specific powers to get an interesting end result. With that in mind, what are the three powers you'd choose for building a Hemalurgic warrior? This very well could be the case. We just don't know for sure yet. It's also possible that the strength stored from A-pewter in a Pewtermind or speed from A-pewter would act slightly different from the attributes stored normally, such as strength tapped from A-pewter would be a magical boost to strength rather than a muscular one, or the extra tapped pewter speed being extra Kinetic energy more than temporal speed. That method actually makes the most sense to me at the moment, as storing the power shouldn't change what it actually does. Spoiler for the quote's size inconvenience:
  12. I think that a naturally stronger Allomancer using and equal amount of Purified Dor as a lesser Allomancer would be more efficient and therefore would require less Dor to achieve the same end result, as the stronger your Allomancy becomes the more efficient it becomes (as well as drawing more Investiture from Preservation).
  13. Nice WoB! I'd say that taking up to four powers is going the practical limit of normal Hemalurgy, since you'd need to place the spike in certain locations on your own Spiritweb to hotwire them to functionality. In essence, you'd need to spike out a quadrant of powers that all have the same corresponding Bindpoints when stapled onto your own Spiritweb- otherwise only some of the powers would actually work. Actually, with Atium acting as a universal Key, you might be able to take eight to sixteen instead (eight for physical Allomancy and Feruchemy, eight for mental Allomancy and Cognitive Feruchemy, and sixteen for temporal Allomantic, enhancement Allomantic, hybrid Feruchemical and spiritual Feruchemical powers) so long as the Bindpoints they need to be wired to are interchangeable. The other problem you'd need to content with is Identity contamination though, which means you'd either need a way to overcome that or you'd need to spike a Mistborn and/or Full Feruchemist. So it's theoretically possible with three spikes to take and use all Metallic Art powers, but for our purposes here we're trying to use confirmed Hemalurgic practices to make a champion, so one regular power per spike.
  14. Huh, I've never heard of an AMA before (I know that probably makes me sound quite ignorant), but alright. What's your favorite magic system in the Cosmere and why? What's your favorite character in the Cosmere and why? What's one thing you are worried or anxious about in regard to the future of Cosmere stories?
  15. If you can't directly store the extra speed from A-pewter, couldn't you at least store at a higher rate without suffering the same level of drawback? For example, most Feruchemists store away about 20% of a given attribute because the drawbacks of storing more are too great to deal with on a regular basis. However, if you were already moving about 1/3 (for example- I don't know how much A-pewter actually speeds you up) faster than normal due to pewter, couldn't you then store about that much extra without the same drawback as a normal Steelrunner? It wouldn't be perfect, since F-steel is actual temporal speed and A-pewter seems to be related more towards extra Kinetic energy, but I feel that it should still work in some degree.
  16. Is this a RP thing, or is it an ask an expert thing?
  17. Well, a three-spike build is actually just below the threshold it takes to be able to mind-control someone (hence the reason I chose that number when establishing the guidelines of this thread). They need four or more spikes to be cracked open enough to be vulnerable to that level of influence. Still, I think the more spikes you bear the more susceptible to all Emotional Allomancy you become, kind of like how Vin was able to feel TLR Soothing through her Coppercloud even when Kelsier couldn't (she had her earring spike but Kel was untouched by Hemalurgy) when they broke into Kreddik Shaw.
  18. Yeah, the build I went for is solely meant for range, but I don't think that would stop your build. See, since you can increase your Pewter burn so much, you can really jump when necessary, which would bring most Steelpushing Coinshots into melee range. Also, rocks are pretty good projectiles when hurled by someone with the strength of ten burley men. . . True. Actually, that's kind of what my build is going for- using their powers to avoid getting hit in the first place rather than relying on pewter or gold to save them. Also, pewter super-jump with A-chromium may work.
  19. Exactly. I actually was going to choose that combo originally, but I decided to do something different for variety's sake (but A-steel, A-iron, F-iron seemed to have some unique and powerful abilities, so I chose that). The extra ability to burn your metals with F-steel combined with A-pewter's natural speed increase would lead to a very powerful combat build. I'd probably choose F-gold as my third spike if I did an A-pewter/F-steel build, as it would further enhance my champion's durability and A-pewter would allow for more health to be stored up than normal.
  20. I would say that's well within the bounds of what would be acceptable, though I don't know if it would do the trick. Not enough power granted by the spikes to Push metals inside their bodies. However, triple A-pewter seems like it would be pretty powerful. . .
  21. Cool, I didn't know that! It seems that the Hemalurgy there is more of a side thing though, not the main course. I think. It's hard for me to tell.
  22. I meant it more as a general Hemalurgic warrior creation thread, but if your guy fought mine, yes, I think he'd be quite dead Make that double dead.
  23. Oh, sorry, no Compounding available. I probably should have mentioned that it is era 2 Hemalurgy. But yeah, A-pewter and F-gold synergize pretty well even without Compounding as the pewter lets you store more health up.
  24. Here's another "fun" topic- let's say you have a non-Invested human champion you want to fight for you. You can give them up to three Hemalurgic spikes containing any combination of Allomantic and Feruchemical power. What are those powers you're giving to your champion? I'll start with one a bit different than normal- I'll forego the obvious my standard choice of F-gold and go for A-steel, A-iron, and F-iron. They'd be the ultimate master of Pushing and Pulling, able to use metals in an offensive manner and to quickly move across the battlefield. The main counter to Coinshots is to have a Coinshot or Lurcher of your own to deflect all their projectiles, but this Hemalurgist could easily counter them by tapping weight and either smashing them with the force of their own Push, force the metal projectile through their Allomantic defenses, or with Lurchers just squish them in their own armor. They could also shove heavy metal objects around to act as barricades or to smash opponents. EDIT: it's era 2 Hemalurgy, so no Compounding.
  25. A Kandra almost certainly could find uses for F-gold, such as surviving acid or using it to grow extra tissue in a pinch. I don't know how it would affect their immune system though, but my instincts say they would be at least somewhat impaired. Even if the Kandra could continue to function at a relatively normal level while storing health, I doubt they could store enough to compare to a Compounder. Still, F-gold would be one of the better metals for a Kandra to invest in, I'd think.
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