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Magic Soul WAV: A Guide to the Different Genres and Styles



Sulyvahn has very long combos and leaves few openings, so be sure to better your stamina with the Cloranthy Ring, Ring of Favor, Grass Crest Shield or Green Blossoms to be on the safe side. When you enter, he will likely leap at you with his fire sword. Roll to the right or the left when his sword is about the reach the ground and attack him one or two times. Then, get as far as you can. He will likely do the same attack over and over. Be careful, because if you get too close, he will chain his attacks rapidly, and you won't be able to avoid them all. If you want to get close to him, roll through his attacks and strike immediately when he stops attacking. The preferable angle of attack is his back, but he turns quite rapidly.When his phantom clone appears, don't bother attacking him and make sure to roll through its attack and wait as far as you can, luring Pontiff into leaping towards you. Be careful, because he could also use a ranged magic attack, which is quite deadly, but is easy to avoid; just roll to your left or right.


Staying at extremely close range and lock-on circle strafing the Pontiff is very effective in the first phase of the fight but requires a little bit of stamina management unless using a greatshield (see below.) Many of the Pontiff's attacks will pass overhead or miss completely with this strategy and a stable shield with good fire and magic block, such as the Wargod Wooden Shield or even better, the Dragon Crest Shield, will reduce the damage taken significantly.




Magic Soul WAV



You could also keep your shield up and keep walking to the right. The boss will hit either zero, one or two attacks on you before he misses one or stops his combo. If he stops his combo, keep your shield down for stamina regeneration until the moment he attacks again. When the boss misses a single attack, you can make a single hit and immediately hold up your shield again without getting hit.If you need to heal only do so after his crushing fire sword or magic stinger, when he has the most recovery. You can also try to gain distance on him, but be aware that he can cover a massive distance to punish you, so be prepared to put a football field between the two of you.His second phase is a bit trickier. When he begins his "transformation", back up to avoid the explosion, and then move in for 1-2 hits. It is also a perfect opportunity to heal. He will almost always attempt to summon his clone immediately after this, so be prepared to deal with that. Get close and wait until the clone appears, and then attack it as much as you can. Be careful though, if you use too much stamina he may punish you severely. Again, the Greatshield can absorb a stunning amount of punishment, and should be used whenever in doubt. The only attacks that will severely damage you through the shield are his flaming plunge attacks and his magic attacks. Be wary of those, and prepared to dodge to avoid big damage. Ideally, you will be able to kill the doppelgänger and simplify this phase. If not, you still should not have too much trouble taking him down if you simply play safe.


The soul wavelength (魂の波長, Tamashī no hachō), also known simply as wavelength (波長, Hachō), is the "sound" (or "rhythm") of one's soul.[1] It is the part of the soul which is invisible to both the naked eye and that of soul perception visually, though it can be sensed. In representation in the series, it is often likes that of a cogs in a machine due to the importance of all meisters and weapons who are paired having compatible soul wavelengths[2].


Being the rhythm of the soul itself, the soul wavelength carries some of the characteristics of a character that helps a user of soul perception determines the type of characteristics of a individual. As such, a meister can determine a character's personality and race/species.[1] In addition, the wavelength of an individual is similar to that of their parents and as such, may inherit some of their personality and traits.[3]


The soul wavelength is also important, being the very mechanic that enables a weapon to pair up with a meister. A meister and weapon are comparably worked like a electric guitar and an AMP: the sound (soul wavelength) that comes from an electric guitar (Meister) is rather faint. However, when connected to an AMP (Weapon), the soul wavelength is amplified, giving it lots of power. In short, the combination of two soul wavelengths combine and amplifies the meister's wavelength and, in turn, gives them power and gives them the ability to achieve a soul resonance.[4]


However, there's a chance in which two people may be incompatible with one another, making them unable to hold another demon weapon.[5] The effects of what is known as a rejection made be vary such as a weapon from being too heavy to be picked up or the scolding of the hands. However, a meister attempting to utilize a demon weapon without a matching wavelength puts themselves in an enormous amount of strain both physically and mentally.[6] Demon Weapons whose wavelengths are incompatible risk having their meister attack them with their soul wavelength, which can cause internal damage to even them in weapon form and cause them to bleed.[5] Various factors can influence a rejection, such as two personalities clashing with hostility. Those with similar personalities, ironically, cannot create the most powerful of Soul Resonance and are less compatible.[7]


Meisters and weapons improve upon coordinating their soul wavelengths through Soul Resonance training, usually as associated with the Death Weapon Meister Academy. This training takes the form of classroom work and extracurricular lessons, including tests such as the Super Written Exam to review knowledge.[8] Meisters and weapons also can use certain practices and objects, whether mood-altering candles to enhance emotions for the sake of working through personality differences,[9] or dancing to better coordinate their resonance.[10]


Wavelength entities are beings in which originate from the soul wavelength of special clans and families such as that of the Nakatsukasa Clan. These entities are capable of allowing the full power of a clan's most powerful transformations like that of the Uncanny Sword and as such, can be infamous.[11]Another type of Wavelength Entity seems to represent and embody the inner madness within a person's soul. Unlike the former type, these are usually malevolent and have the intention of drawing the host and those around them into madness. One of these was created within Soul Eater's soul as a result of him intaking Black Blood from Crona.


Expertly crafted and curated, Future Soul 3 offers an assortment of WAV, MIDI, drum hits, one-shots, Serum & Astra presets fusing elements of neo-soul, alternative R&B, future funk, and electronica to bring together an assortment of sounds bursting with character and quality for a definitive collection.


The Spectre Staff is a Hardmode, post-Plantera magic weapon that fires a fast-moving white "lost soul" projectile which homes in on the nearest enemy. The projectile looks similar to the one fired by the Ragged Caster, but cannot travel through blocks Its projectiles can deal damage three times before disappearing. It has a 5*1/20 (5%) / 7.38*59/800 (7.38%) chance to drop from Ragged Casters found in the post-Plantera Dungeon.


DopeBoyKits and Dreamlife Present Magic Ride. The long-time collaborators team up to take you on a ride through a wide spectrum of soulful sounds and colourful vibes. Combining and blending their signature sounds, this pack is full of live instrumentation, vocals and analog synthesisers.


MSXII is proud to bring the Vintage Soul Horns! These horns were built for the 70's Soul Aesthetic project as a perfect pairing counterpart! Enjoy big, soulful, and stacked brass brought to you by beautiful horns as the Bb Bach Trumpet, Bb Bach Flugelhorn, Bb Lawler Trumpet, Bb Besson Cornet, King Tenor Trombone, with the Jo-Ral Harmon Mute.


The encounter is similar to the Fight Caves and Fight Kiln in that the player must fight through waves of monsters before taking on TzKal-Zuk within an enclosed arena. There are 10 volcanic geysers dispersed in the arena that occasionally erupt and cause magic damage if the player is near them.


After clearing the triple Jad wave, Zuk will summon TzekHaar-Aken to the east or west of the arena. Like the original, TzekHaar-Aken only possesses 150,000 health and summons both ranged and magic tentacles as its primary means of attack. However, Har-Aken itself is also enhanced like all the other monsters. The head will be present a short time after the wave starts.


Zuk has a Defence level of 80 with 1,924 armour. Despite the tooltip claiming that he has no weaknesses, he is weakest to magic, sharing the same values as the TzekHaar-Ket on wave 10: 55 melee and ranged affinity, 65 magic affinity, and susceptible to the inquisitor staff. Unlike the other monsters in the encounter, Zuk is immune to poison and stuns.


Zuk strikes at the player with his sword, dealing melee damage. If the player is outside of his four tile melee range, he will clutch his left hand and launch a fireball at the player, dealing magic damage.


This attack inflicts the Geothermal Burn debuff. This debuff functions similar to the TzekHaar-Ket-Zek's, applying a magic bleed, albeit with a shorter duration and disables defensive abilities on hit.


Zuk performs one melee hit followed up by two magic hits on the tick immediately after, giving time to switch to Deflect Magic for them. This attack will also apply 15 stacks of the Searing Pain debuff that drains the player's Constitution level over time. Each stack of the debuff is reduced by one for each tile the player moves via any means such as: running, walking, and using movement abilities like Surge and Bladed Dive.


Zuk will jump to the centre of the room and become invulnerable to attacks. Zuk will then forcibly drag the player to a random location near him, stunning and binding them for three seconds before covering most of the arena in flames which deals increasing magic damage the longer the player stands in it. Only one section of the arena 135 clockwise to the player's position is safe, and the following Igneous TzekHaar will spawn in the safe areas in the following order: 2ff7e9595c


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