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We've got two immediate objectives for now: (1) find the dead men in Lapis Ward and (2) go check out whatever happened at the Grand Staircase. I'm also planning for two new team members up ahead, so let's get to it quickly. Chapter IV: Rocks Fall (I ran out of puns.) To reach the Lapis Ward we'll have to use the previously blocked off street north from Opal Bridge which also leads us past the Grand Staircase. There's nothing really to do here; aside from talking to a bunch of officers to learn a bit about the explosion that wrecked the place. To the east is the restaurant The Spyce, which sells usefull Lemonades for healing, as well as the Magma Gang's Hideout. Lapis Ward is to the west. The spot that Corey crashed down on is in the northeastern corner of the ward, right behind the Gym. Victoria is already there, as is Bug Leader Shelly, who is also a friend of Heather and as such recognizes Corey. Good job Corey - even in death you still manage to fuck up a kid. Shelly starts having a breakdown which gets interrupted by Aster and Eclipse showing up to confirm the death of "Agent Beryl". While we're all busy watching Aster make a fool of himself some sort of aparition sneakily shows up floating above Corey's corpse and then takes him away the same way he came. Victoria takes Shelly back to her room in the gym so she can calm down and then asks us to meet her at the Grand Staircase to check out what Team Meteor is doing there. Over at the Staircase there's now a ladder leading down; after climbing down we run into Victoria getting kidnapped by Aster and Eclise, meaning we get to be the hero again. Here, below the Grand Staircase, is an entire cave system complete with wild Pokémon. Two of those get to be new members of the team: Sandshrew evolves into Sandslash quickly afterwards. We also run into a shiny Unown! Completely useless, but it's shiny... At the end of the cave we run into a third Question Marks-Man staring at a giant door. He tells us about some sacred place behind that door and that four keys - Ruby, Sapphire, Emerald and Amethyst - are needed to open it. And just like that we finally know what the villains are even after, at least partially. He thenn tells us to leave and that we can take Victoria with us, but also asks us to tell the people up in the city about this lace. Well, too bad, but Pokémon protagonists aren't exactly the talkative sort. Anyway, a bit further up Aster and Eclipse are holding Victoria, although they apaarentally didn't think to take away her Pokémon. Cue Double Battle VS Meteor Grunts Aster and Eclipse (Aren't these guys about the second most recurring Boss fight? How come they don't have Vs.-Sprites?) Victoria thanks us for helping her out and then leaves to check on Shelly. We follow her since we've got nothing better to do for now and still need to get her Badge. That's it for today. unfortunately no full chapter this time either, because things kept coming up I had to do, but the next part should come out tomorrow. Until then, see ya!
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It's about time to get this chapter finished now, so let's get to it. Starting right up with the finale: Cue Gym Battle VS Agent Corey Another victory on the first try. Actually having some Ground moves at my disposal for once helped out pretty nicely here. After the battle Corey asks us to meet him on Beryl Bridge. Personally, I think that meeting a nihilistic, deressed and somewhat unhinged enemy up on a bridge sounds like a pretty bad idea but since he's an enemy we also can't just let him get away. He also didn't cough up a badge or anything, soo... Right outside the gym we are greeted by an Absol; ominous. I want one. Up on Beryl Bridge Corey tell us about how he ended up with Team Meteor, about the Ruby Ring and that Heather is in danger because of it - those last two will soon keep us busy for quite some time - and then jumps off, right down into the Lapis Ward. Fern then shows and proceeds to be a dick just because he can, before an explosion at the Grand Staircase shakes the city. With that, we've got two new Destinations: Grand Staircase => Lapis Ward Unfortunately beating Corey didn't net us a Badge or any TM, so nothing changes for our team. Before moving on, there's a bit more to do: Grabbing Corey's Silver Ring from his secret room in the Beryl Gym and, more importantly, getting the Mystery Egg. That last one requires a lot of running around to go get Growlithe at the police station, breed it for an egg at the Obsidia Daycare (Nidoking gets to be the dad) and the run all the way back to Jasper to trade the eggs. And then back again to Opal Ward. My feet. And the egg iiis... Well that's the end of chapter III, which dragged on far longer than I had planned. I'll hopefully manage to put out the entirety of chapter IV tomorrow. Until then, see ya!
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The trek through Rhodochrine Jungle is fairly uneventful. There're Bunnelby in the caves, but I decided against using one, because Diggersby looks absolutely ridiculous. At the end of the Jungle ZEL, Taka, another Question Marks-Man and a third PULSE Tangrowth are waiting. Heather shows up and takes on QMM, that leaves Take and ZEL for us. Cue Battle VS Meteor Admin Taka and Meteor Admin ZEL Overall, that battle was a bit more trouble than I expected. I thought it would take place on a Forest Field like the one in Malchous Forest; Flame Burst would have transformed it into Numel's turf and dealt some good damage to Tangrowth, but I had to make do like this. Still managed to win on the first try, but admittedly lucked out with that double-flinch right on the first turn. ZEL and Taka use their Secret Villain Teleporter Exit™ while Question Marks-Man II just casually walks offscreen. There, he gets cornered by the Police officers we found before (minus the dead one, naturally) and unmasked as the Beryl Ward Gym Leader, Corey. He's also Heather's father. Heather leaves on her Salamence and Corey taunts the police for a bit before Teleporting out as well. He tells us to go meet him at his Gym, which is obviously a trap, but we've got no other choice than to go along with it. Next destination: Beryl Ward Gym That's it for today. The conclusion of Chapter III will follow on Sunday. It'll also hopefully be a bigger update than these two. Until then, See Ya!
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Alright, time to get back to this. Sickness and work ate u my time and energy, so this is way later than I had planned; sorry about that. Today will be a small update, as well as most likely any other updates on Mo-Fr I'll be doing; work takes up a lot of time. With that said, let's get right to it: Last time we saved Obsidia Ward from Team Meteor's PULSE Tangrowth and then mopped the floor with a bunch of school kids so we could shake a Badge out of their teacher. That means it's now time for Chater III: Urban Jungle [Part 1] After BACKTRACKING from end of the city to the other we reach the Peridot-Jasper passage, where an officer gives us a brief update on the situation (plants destroyed everything; Beryl is even worse) and then let's us through. Right out of the passage there's the police station. Inside Da Chief is informs us that several officers have gone MIA and, since we saved Obsidia Ward, enlists us to keep a lookout for them. So we're a Detective now, neat. There's not much to say about Jasper Ward. There's a forest, wild Pokémon, random Trainers, buncha Meteor Grunts, two of the missing police officers and, at the end, another Meteor Admin and his PULSE Tangrowth. The usual stuff. While on the way through the jungle Numel learns Earth Power, which is pretty dang sweet. 90BP 100Acc, so basically it's like Flamethrower and co, but early. Marshtomp also learns Rock Slide, which is very good as well. We meet a guy who introduces himself as Taka and, after he monologues about all the damage done by the PULSE to both people and Pokémon he attacks, because he's actually a Meteor Admin and has orders to eliminate us - nothing personal though. Cue battle VS Meteor Admin Taka Taka informs us that there's another PULSE machine in Beryl Ward and tells us to meet him there. Sure, I was on my way there anyway... Right after Taka leaves we run into Heather, who proceeds to be a brat by complaining about that we were faster than her at taking out the PULSE. Well, whatever, moving on to Bery Ward. Here's preetty much the same deal as Jasper - plants, wild Pokémon, Meteor Grunts, three missing officers another PULSE Tangrowth. Only the Nuzleaf are really new. Those jerks Buuut I'll cover that part another time, just a small update as I said. I'll post the next part either tomorrow or on Friday, depending on how tired I'll be after work. Until then, see ya!
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Morning Sun on Arcanine is an Egg Move, meaning you won't be able to relearn it. Replacing Flamethrower would be better, since you already have the TM for that one from Charlotte. Maybe take out Walrein and Haxorus before even sending in Arcanine. Walrein knows Snurf, while Haxorus can set up with Dragon Dance. Krookodile doesn't resist Fire and Rhyperior is a magic magnet for Florinia's Grass Moves, so they shouldn't be as troublesome. (That also means you'll kind of want Hippowdon to go down before you start spamming Heat Wave.) Finally, Heat Wave has an accuracy of 90%, so with 12 enemies around there's a decent chance it'll miss sooner or later. Giving Arcanine a Wide Lens can alleviate that. Alternatively, having it hold a Metronome will gradually boost Heat Wave's Power the more it's used, up to to double power. Both of those items are available at that point. You should really always make sure to get the Mining Kit, you can get a lot of useful items that way, even Max Revives.
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Can you elaborate on which enemies are giving you trouble exactly? We'll be able to give you better advice that way. As for general advice, try to take out the bigger threat first. That's especially true for the Blake+Fern battle, since Florinias entire team is weak to his Ice Types; if you're forced to go 2vs1, you're pretty much already done for. If you can set up a Grassy Field or Sunny Day, then Arcanine's Heat Wave should be extremely useful, since it's super effective against five of Blake's and three of Fern's Pokémon. Even without a boost, it might still leave a sizable dent in their teams, depending on how good your Arcanine's SpAtk is. For the third battle, too: Take out the bigger threat first; if you're lucky, he might even Earthquake his ally to death. As I see it, your team seems to have almost all the tools neccessary to deal with the enemies, only missing a Rock or maybe Electric attack. Flygon learns Rock Slide, you should probably replace either Crunch or Super Power with it. If you feel like some of your Pokémon can't contribute to the battles, consider switching them out for something else. Got any options in your box?
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Hippowdon and Claydol are actually two Pokémon I'm already been planning to capture, precisely due to what you said. Fun Fact: That would be the very first time I even consider using Trick Room, let alone actually seriously planning on doing so. I kind of dislike using slow Pokémon, since they often have to take hits before they can take out their enemy. I know Sand Rush-Excadrill is a monster, but in the very likely case that I don't get one from the Mystery Egg I'm planning to try using a Sand Rush Sandslash as somewhat of an alternative. Because apparentally I also have to drag weak Pokémon along way beyond the point where you don't think they can still do anything. I'm surprised Aya was easy to you, since the Wasteland Field heavily nerfs most of the common Ground moves. Hopefully Earth Power can pull me through that. If I'm remembering right, the only time I'll have to deal with Fern's Ludicolo will be the battle in Grand Hall, since he's already gotten rid of it when you meet him again in the Wasteland. At least that's just once. Serra will see her mirrors get shattered 100%, I'm not dealing with that field without Flamethrower. I totally forgot Amaria is another Leader with Type Advantage I'll have to deal with sometime in the future. I don't know what to expect of her team, aside from Lapras and Kingdra, so I'll just have to hope that she's going to continue the trend of everything post-Serra being a lot easier than before that. Good luck with your strategy, Torterra might just be something I'll have to pick up too, although I don't like changing my lineup too often. I'm actually kind of proud of only having had to do that once so far. (Twice if you count switching out members that were falling behind before I actually got stuck.)
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So far, Aya has been the most consistently troublesome to me, since her Field covers her team's Ground weakness very well and the battle being Doubles can make it hard to keep a type advantage. A lot of just taking turns to knock out Pokémon. Shade was pure hell on my Flying Type Run. Interestingly enough I never had any trouble with Charltte and Noel, despite how a lot of people seem to think they're super difficult. I can see Charlotte being a pain, but I was always able to use a fast Earthquake/Rock Slide-user plus a Mirror Move-user to take out both her Pokémon at the same time. Ninetales was the only potential threat, because it's so fast. Noel... On my main run, Sceptile's Leaf Storm did a real number on him. Being boosted by the field, even his Clefable only barely managed to survive that. On my Flying Type Run, I had Butterfree sweep his entire team. Admittedly, Quiver Dance is way too good, but still... Butterfree.
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I (finally) updated Chapter II, so go check out the second post if you haven't yet! @Farnsworth: Thanks and good luck on your finishing stretch too! Do you maybe have any advice on things I should prepare before going to Agate Circus and getting locked out of the City? (Once I finally get to that part.) Ice Types, eh? I'm already dreading the battle against Blake on Mt. Ametrine, true. On my Flying Type run I was able to abuse Grassy Field+Heat Wave=>Burning Field, but it doesn't look like I'll be able to pull a combo like that of again. Best I can do is probably to melt the snow and then use Rock moves, before it comes back. Well, still plenty of time to think up a strategy. For Serra, i'll probably have to destroy her Mirror Arena again this time, before I'll even be able to do much of anything. I already miss Charizards Flamethrower, hehe. Also, out of curiousity, which battles were the easiest to you?
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Last time we ended with the battle against Julia and the gaining of two new team members. Without much furtcher ado, let's get right to our next destination: Chapter II: Frenzy Plants The Obsidia Ward is currently under attack by plants, so obviously it's time for us to go get shit done. Up on Beryl Badge, right before the police-guarded checkpoint, Florinia is already talking to the whole two(!) officers enforcing the lockdown and, after brief consideration, asks them to let us through so we can help. (Not that they're wrong, but I still find it amusing that pretty much all of the NPCs in this game just kind of naturally assume that of course we're going to go fight the murderous maniacs who have already thoroughly destroyed Reborn's eco-system.) Entering the Obsidia Ward we will immediately notice tentacles wriggly vines growing where they shouldn't, as well as numerous abysses separating the various parts the whole Ward cracked into. We're supposed to meet up with Florinia at the Obsidia Park, but the only intact (if you can even call it that) path leading there goes right through the South Obsidias Slums, which are supposedly filled with dangerous thugs and Pokémon. Right outside Victoria is already waiting for us and announces that that place is just way too dangerous and if we want to pass, we'll have to beat her. Cue Battle VS Apprentice Victoria Moving through the Slums it becomes apparent just how troublesome low speed will be. Onix and Marshtomp still manage fairly well, but Numel constantly gets hit first, which results in a lot of damage that could have been avoided by knocking the enemiy out before they can move. Then there's the Miniboss Battle against the Scraggys+Scrafty Gang at the end of the Slums. With this we can now exit the slums, but the way north to Obsidia Park is still blocked by the police, so Coral Ward to the south is the only place to go to now. On the pier we run into Amaria worrying about an Oshawott stranded n the lighthouse, as well as Cain, who rescues Oshawott using his Grimer and then adds it to his team. Of course he also need to test out his new acquisition, cue Battle VS Pretty Boy Cain Cain then takes his leave and Amaria notes that we should probably both be up in Obsidia Park doing something about the whole situation, so time to move up there. There's a police officer here stating that there's probably no need to panic. I'm sure such confident law enforcers do wonders to help the people feel at ease. Meeting up with Amaria and Florinia we prepare to head into Obsidia Park. The two of them then immediately get themselves captured, so it's up to us. What follows is our introduction to Team Meteor's PULSE-machines and their first Admin, ZEL, as well as our first battle against one of their Admins. VS Meteor Admin ZEL Another battle I didn't expect to be trouble; I'm actually kind of getting pumped. ZEL monologues(?) for a bit and then uses the Secret Villain Teleporter Exit™ to take their leave, somehow taking the entire frikking PULSE machine with them. Amaria goes to continue these happenings to Ame at the Grand Hall and Florinia returns to her gym in the Onyx Ward to await our challenge. No reason to leave her waiting. Except Gambling, that's a good reason. After spending way too much time cheating at Voltorb Flip (and still having shitty luck) we finally get our Next Team Member: It feels a bit weird using this, knowing that Nidoking is Cain's Ace, but I don't feel like challenging a Grass Leader without this guy. Numel can't do that alone. With that done, it's time to continue cutting our way through the trainers in OTS; goodbye Game Corner, see you never. Along the way Nidoran evolves into Nidorino and then immediately Nidoking, because I didn't feel like waiting until it gets Poison Jab. (It'll get Sludge Wave at that point, anyway.) Also, I feel more comfortable using an actual Ground Team against a leader, especially since Nidorino resists Grass, while Nidoking doesn't. Fern's goons continue to provide valuable exp, but eventually run out, leaving Fern himself as the last hurdle before Florinia. Cue Battle VS Swag Jockey Fern I then almost get a heart attack because the game freezes for about two minutes right before the victory screen. Luckily, it didn't crash, but I was totally convinced it was going to. Next up is Florinia, finally. Nidoking is over the level cap, Marshtomp and Onix are double weak to grass and Numel is slow as molasses, so this is going to be interesteng. Cue Gym Battle VS Head Instructor Florinia Florinia awards us with the Canopy Badge, raising the level cap to 35, as well as the TM Nature Power. Probably one of the more useful TMs in this game due to all the Field Effects, but I don't think any of my team can learn it. Turns out both Numel and Onix can learn it, colour me surprised. She also asks us to go help out at the Jasper and Beryl Ward, which are in the same situation as the Obsidia Ward was, except worse. Thus, our next destination is set: Jasper Ward [I accidentally hit Submit way too early, so this post will be edited. >__>] That concludes Chapter II. As before, expect the next update sometime tomorrow. (Provided I don't get more sick than I am right now.) I might actually break up updates into smaller parts, since these take a lot longer to write up then I expected. Might have to cut down on words and images, though I don't want to go too bare-bones on presentation. We'll see. Until next time!
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Welcome here and Good Luck on your journey through Reborn!
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Welcome fellow newcomer
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As the title says this thread will detail my adventures in Ground Types Only. The rules are simple enough: Only Ground types and Pokémon that will evolve into Ground Types are allowed for any and all Trainer or Boss Pokémon Battles. Pokémon of other types may be used for breeding, capturing or getting items. I'll mostly cover the important battles and skip over all the moving from point A to B-stuff. Screencaps will mostly be put in Spoilers to cut down on length. With that out of the was let's get right to it! Chapter I: One Mon Army First things first: protagonist and name This time I decided to go with one of the female protags and since I majorly suck at creativeness she gets stuck with her default name. And more importantly: our starter! Damp isn't a particularly useful ability, but that's easy to take care of. Those measly 8 HP IV are bothering me a lot more, but oh well. Though I've got a feeling Speed will be the greatest issue in this run. Moving right on to our first two Rival battles: Cain's Nidoran misses two times with Scratch thanks to Hustle. Meanwhile Mudkip already knows Water Gun thanks to Gen VI, so this is an easy battle. Victoria... she has a Tepig, so that battle went pretty much exactly like you would expect. With that done and after getting our Pokémon Trainer Starter Kit ™ it's about time to move out and beat up a bunch of random trainers for their lunch money experience. It's Raining outside, which helps in quickly getting rid of enemies. After a number of battles and LevelUps we soon reach our first destination, as well as our first obstacle: a Grass Type Trainer - cue battle VS Swag Jockey Fern All in all, that battle took only about a dozen tries, a fair bit of luck and all four of the potions I had collected so far; and I still almost lost. Yaaayyy... Off to a great start! (There would've only really been two other strategies to get through this: 1. Using the power boost from Evolution to get an advantage against his unevolved team, but the resulting double weakness to Grass probably would've turned Budew into an even greater issue. 2. Cathing a Burmy - the at this point only other available Pokémon that (potentially) evolves to a Ground Type - and training it to Lv. 15 so it learns Bug Bite. ´But to even get one I would've first needed to capture and grind a Pokémon that learns Headbutt and then baby Burmy until it learns Tackle at Lv. 10. And then probably baby it some more.) Anyway, this first (somewhat) major victory has also resulted in this run's first Evolution and therefore first actual Ground type, hooray for that! It also immediately learns Mud Shot. Now it's time to go kick some Meteor butts! Yaaay! Unfortunately that means having to team up with Fern... Marshtomp easily rips through the Grunts while Budew just kind of flails around. Soon enough we reach the control room which means... cue Battle VS Meteor Grunts Aster & Eclipse Question Marks-Man agrees that this was a poor performance and the three of them hightail it out of there through the Secret Villain Teleporter Exit ™ . Julia then blows the whole place up for no reason whatsoever. Could've at least tried to check if those Computers still hold some valuable information. With that done, the party splits up. Fern buggers off back to somewhere, Florinia has something to attend to in Obsidia Ward and Julia goes back to her Gym so guess where we're heading next. Unfortunately Marshtomp is already very close Lv. 21 and thus the point where it stops obeying. I decide to ignore that because I loathe wasting experience, so it'll have to work out. Cue Gym Battle VS Cheer Captain Julia Beating her nets us our first badge, raising the level cap to 25, as well as the TM for Charge Beam, which I suspect will be supremely useless throughout this entire run. Outside the Gym Victoria is already waiting for us and delivers some notable news: Apparentally Obsidia Ward is getting attacked by plants! We all know what that means. Next Destination: Obsidia Ward But before that there's some new stuff still to do in Peridot Ward. Namely getting some Additional Team Members! First up is this Numel just chilling in the rain. Feeding it causes it to decide to join our team; that was easy! This girl will actually be a quite important party member since it's one of the very few available Ground Types with a usable SpAtk. stat. It's also super effective against Grass and Ice Types and only takes neutral damage from them, making the (not yet present) other team members less vulnerable against those types. Next Up: This hiker is stuck in Reborn City due to the train station being destroyed and is now looking for a house to rent. Helping him out rewards us with an Onix: Not much to say about this one. Onix's only good stat is Defense so I'm for now mostly using it as a placeholder to have a less empty team. And that concludes Chapter I. No major happenings so far, but there's still plenty of game left. Current Play Time: 1:05h Expect the next Chapter sometime tomorrow. See ya!
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Heya everybody! I decided to go by Gentleman Jaggi around here, you can call me Jaggi. On other websites I usually go by Rinku, so that one's fine too. I'm a guy, 22 years old and an apprentice joiner. My interests consist of mainly gaming - especially (of course) Pokémon, The Legend of Zelda, Monster Hunter, Etrian Odyssey and Kingdom Hearts - as well as medieval swordfighting, preferably using a bastard sword. It's nothing fancy tho, I just do it as a hobby. As for Reborn, I'm not familiar with what that old Online League was about, but I first encountered the game quite some time ago, back during epsiode 13 or 14 I think. Back then I played it quite a bit, but then stopped for some reason I can't remember. I think I got stumped by Chrysolia Forest, because that's the last part that felt familiar when I started a new playthrough about a month ago. I also did a Flying Monotype Run recently which was quite a new experience for me. Especially the whole "being deathly afraid of Electric Types"-part of it. |p Right now I'm plannign to do a Ground Type Run, the progress of which I'll be sharing here on the forums - that's actually the main reason I decided to register here. My Fling Type Run had quite a number of interesting situations, but by the time I had the idea to share them with you all the most interesting parts (i.e. everything up to Serra) were already over. Whoopsie So, yeah, there's what you can expect from me for now. I look forward to having a good time here.