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[CLASS BUILD] The Man of Mistery – SC Trickster Solo Upscaled PotD Class: Trickster Concept: Fun and Versatile Rogue that mixes spellcasting, ranged and melee attacks to adapt to each situation and tricks his enemies into certain death. Optimized for a No-Rest run. Game Version: RTwP. Works with latest updates and DLCs as of v5.0.00040. I recommend the Full Community Patch and the No Forced Rests mod (otherwise just metagame around them, it’s fully viable but just a bit annoying). PotD Solo Viable: Yes. Of note, I think this is a Solo build that is particularly well compatible with party play because he can do so many things that will benefit others. Companion: Nope. -----WHAT IS INTERESTING ABOUT THIS BUILD?------ Why go with an SC Trickster? As an SC Rogue, it’s probably not the strongest Solo option (arguably it is Assassin). As a Trickster, multiclassing is usually the way to go as it pairs so well with other classes, in particular martial ones. I wanted to try out this build nevertheless to see how much mileage I could get out of its unique access to high-level Illusion spells, notably by stacking as much Illusion Power Levels as I could while achieving a really cool, nightmarish style (see this thread) fitting well the fluff of an Arcane Rogue who vanquishes his enemies with scary illusions and deadly, freezing tricks. I was especially curious about using Kalakoth’s Freezing Rake and Wall of Many Colors as a Rogue. These are spells that I’ve loved since PoE1, particularly for their utility against certain Adra/Alpine large beasts, but in Deadfire I haven’t used them so much as a SC Wizard because 1) there is usually another certain Wall spell that I want to keep up and 2) there is a lot of competition on PL8 spells and offensive spells in general. All in all, I’ve found this SC Trickster quite surprisingly powerful and very fun to play Solo, mostly for its versatility and because it’s a Rogue archetype that doesn’t play exactly like a typical Deadfire Solo Rogue. Here are some key highlights: We reach PL14 on Illusion spells (we can even reach PL16 on Freezing Rake wielding Sun & Moon at night). That is a lot of PL, which combined with high No-Rest stats make all Illusion DMG and CC attacks hit like trucks. Huge AoE, nice ACC, long duration, large damage… We can then supplement that with powerful ranged and melee offense depending on the situation. I would usually always start with Dazzling Lights to lure/group enemies but then every combat sequence can be totally different depending on the enemies and layout. I’ll detail key abilities and strategies below. Because it has so many options, this build is the opposite of a one-trick pony and can actually stay in most fights for some time before resetting the encounter or abusing Gouging Strike, if at all. Even if in many situations on Upscaled PotD you still have to go invisible/resest before the end of the fight, I have found that you might reset less often than Assassin for instance, and can take down a lot more enemies than you thought in one go (ah, the random power of Fyonlecg's Wall of Many Colors…). Of course, it should be also be said that as a SC Rogue with non-renewable resources, completing the harder DLC fights (non-resettable, small battlefield, lots of enemies with lots of health) without cheese requires Arcana. But that’s also true for an Assassin. Or you know... abuse Strand of Favor and remove all challenge (that is not what this build/post is about, but it is a possibility). -----SPECS------ Race: I went with Pale Elf for style and +PER Background: The White that Wends – Hunter FINAL STATS WITH ALL PERMABUFFS AND NO-REST BUFFS AS OF 5.0 (without combat buffs): MIG 22 (15 Base +2 Berath +1 Gift from Machine +2 Alchemic Brawn +2 Hot Razor Skewers) CON 12 (3 Base +2 Berath +2 Alchemic Brawn +2 Konstanten Boon +3 Girdle of Eoten CON) DEX 27 (18 Base +1 Elf +2 Berath +2 Alchemic Guile +2 Amira’s Blessing +2 Footprints Ahu Taka) PER 30 (18 Base +1 Elf +1 White that Wends +2 Berath +1 Konstanten Boon +1 Effigy: Sagani +2 Alchemic Guile +1 Savage Cunning +1 Cauldron Brew +1 Ajamuut’s Cloak +1 Kuaru’s Prize) INT 26 (18 Base +2 Berath +1 Konstanten Boon +2 Alchemic Wits +2 Charm of Bones +1 Kuaru’s Prize) RES 11 (3 Base +2 Berath +2 Alchemic Wits +2 Nature’s Resolve +2 Rikuhu’s Blessing) ADDITIONAL PERMABUFFS: Food: Hot Razor Skewers Adratic Glow All Trainings Dawnstar Blessing Luminous Adra Potion Nature’s Resolve (Accuracy) Savage Cunning (Survival) Galawain’s Gift Magran’s Blessing Infamous Captain, Bonus Skills, Champion Stats, Port Maje vendor, Fully discovered Map, Bonus Money… invested all 105 Berath’s Blessing Points SKILLS I just spent between Mechanics, Athletics, Stealth and Survival, Diplomacy. Max Arcana temporarily for certain end-game situations. ----- ABILITIES ------ ACTIVE Crippling/Arterial Strike, Blinding/Gouging Strike, Smoke Veil/Smoke Cloud/Pernicious Cloud, Withering/Toxic Strike, Gambit, Vanishing Strike. PASSIVES Key: Backstab, Fast Runner, Monastic Unarmed Training, Arms Bearer, Two Weapon Style, Dirty Fighting, Persistent Distraction, Tough, Uncanny Luck, Deep Wounds, Improved Critical, Deathblows, Prestige. Optional: Snake Reflex, Combat Focus, Adept Evasion, Wall of Flashing Steel. -----GEAR------ Weapon Set 1: Hand Mortar (Blinding Smoke), The Eye of Wael (The Hundred Visions, Shrouded Strike). Weapon Set 2: Kitchen Stove (Thunderous Report, Everything and Anything) single wielded. Weapon Set 3: Monastic trained Fists. Head: Whitewitch Mask. Neck: Charm of Bones. Chest: Pale Hide (Ghost in White, Dread Howl). Cape: Ajamuut’s Stalking Cloak. Gloves: Gauntlets of Accuracy. Rings: Kuaru’s Prize, Ring of the Marksman. Boots: Footprints of Ahu Taka. Belt: Girdle of Eoten Constitution. Pet: Harley. -----STRATEGIES------ I’ll just outline a few simple example situations but there are so many fun combos to create and you can mix depending on the situation and the resources you have left (I always start with Weapon Set 1): Melee Style: Lure with Dazzling Lights, get close in stealth, combat starts, cast Repulsive Visage to Terrify everyone, Switch to Fists, Use Gambit as much as you want (you have 11 Guile ), reapply Repulsive Visage, Gambit ad nauseam and other Rogue attacks or autoattacks. Can also use Dread Howl. Works surprisingly well! Mage Style: Lure with Dazzling Lights, Gaze of the Adragan, 2 or 3 Freezing Rakes, mix and match with Wall of Many Colors and Thunderous Report for fun. Dread Howl can help if survivors get aggressive. (EDIT: one Freezing Rake can do about 300 DMG per target on a Crit, on average definitely in the 200s). Rogue Style: Lure with Dazzling Lights, Fire AoE with Vanishing Strike from stealth > combat starts, all enemies are stunned and you’re invisible. Follow up with AoE Gouging Strike (you have reloaded instantly the shot from stealth), Pernicious Cloud, Smoke Veil. From there, you can try to add an Arterial Strike + Smoke Veil or simply just retreat to a safe location and wait it out. Won't be long . Weird/Wael Style: Lure with Dazzling Lights, Gaze of the Adragan, Wall of Many Colors to hit all enemies, see what happens then and what is best to apply next. -----THE END------ That’s it. Not the strongest Solo build but really fun to play, especially if the unique features of the Trickster subclass have triggered your curiosity. I also think it would be an absolute monster in a party. Let me know if you have any comment or question!2 points
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The belt (or better: Firebrand) works for every priest. All Priests can use summoned weapons (mainly Firebrand) and all soulbound weapons to full effect with their deity's special weapon talent. Meaning they get +10 accuracy with them no matter what type of weapon it is. Soulbound and summoned weapons work with all weapon focuses and all of the different Priests' weapon talents. So you can use a Priest of Eothas with Firebrand (Great Swords) and a Priest of Skaen with the Grey Sleeper (Estoc) and a Priest of Magran could use Abydon's Hammer (War Hammer) - or whatever combo you like. That's because summoned/soulbound weapons are "universal". The good thing about the Berath/Tidefall combo is that Berathian Priests get the fitting weapon talent for Great Swords anyway - and that Tidefall works incredibly well with high Might.2 points
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Just slap the heaviest armor on Kana and give him the best firearm. Done and done.2 points
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A monk with swift flurry and/or hearbeat drumming has a chance to proc another attack anytime you crit; it would certainly work, to fine effect, if you're wielding Citzal's or WotEP. As for Magistrate's Cudgel, you could certainly use it. But if you put it in your main hand, your swift flurry procs will be much less damaging. And if you put it in your offhand, you'll significantly lower your defenses. But you could experiment. A great alternate weapon set might be slayer's axe and the Cudgel. You could start battle with this, to upgrade tenacious to energized, and then switch over when you need more defense. Ball and chain with the irrepressible upgrade would also be great, since you'll constantly have hostile effects expiring, giving you the nice 15% damage boost almost constantly. You might explore these different options as you acquire them.2 points
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The guy should have scratched his ass instead of his head. 7/102 points
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I'd say that I can't begin to know what a Bucks fan feels like today, but then I'm a Cowboys fan and I've watched my team bungle away sure wins and had my heart ripped out be an all-time great, one Aaron Rodgers, in a playoff game. The Bucks had that game in the palm of their hand. Kyrie was out, James Harden was a one-legged man, y'all had a sizeable lead, and then a combination of shooting yourselves in the foot, Jeff Green, of all people, having a nuclear hot shooting night, and Kevin Durant having one of the most ludicrously spectacular playoff performances ever did y'all in. I don't know how the Bucks recover from that.1 point
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I watched it and it was good. My favorite part was when they, um, hopped on the train and, um, sailed to the moon. Totally explained why they named it what they did. 10/101 point
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You make a great point about Pernicious Cloud - probably more solo friendly, fortunately it is definitely not crucial. I didn't use Tuotilo's Palm on this build. When I switch to fists, it's either because I'm invisible with VS or because enemies are Terrified/Petrified so I'm just looking for DPS Gambit is most helpful to me with Fists + Repulsive Visage Combo. I've used a lot the Mortar but mostly to apply status effects in AoE. That being said, I think it's a good idea too. Gambit + Mortars would be best on a SC Streetfighter I think. Vanishing Strike with Powder Burns, Gambit like crazy... rinse, repeat. The only issue is to have all enemies in a small area and to have a large enough AoE radius.1 point
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Thanks! I suppose that pernicious cloud is best for a solo run. I understand that it is not party friendly. MuT punches with backstab and VS sounds like fun. I'll have to try it! Did you ever use Tuotillo's Palm with it for any of the harder fights? I guess it's not necessary for a solo run when you can disappear with smoke cloud or VS. Also, did you mainly use Gambit with the Hand Mortar, to maximize your chance of getting back guile?1 point
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Turns out I was wrong, about a few things. It's split in two parts, with the first and much of the second being setup for a moment that, for me, being the sap that I am, clicked perfectly. It was glorious. For a while I wondered how all the good reviews came to be, but after watching it all, I just realized I did not follow my own advice and be patient. This time, Violet gets an assignment that goes above and beyond her regular duties. She's supposed to tutor a young noblewoman in how to behave properly. That seems like a strange fit until you realize that strict military protocol and aristocratic behavior aren't that dissimilar from each other. Violet also gets to show off how much she's grown as a person since the first episode. It's more heartwarming than sad, even though there's a bittersweet moment at the end, or maybe one that spans the second half of Eternity and the Auto Memories Doll. One that's obviously not drawn any attention to by the animation itself, because it relies on experience and knowledge of our own world to see what is happening. Spoilers for that: Also... Looking at this, maybe not all hope is lost for modern animation, right? Can't see it from a shot, but the blades of grass are swaying in the wind here. On the other hand, some things remain uncanny... Ugh, dunno guys, this looks as fake as it probably is. I guess it's the lights. Here the character models look much better than the background, for some reason. Something's off with the windows, right? It's not just me. And then there are scenes like this. Hmmm. Some of the scenes were also directed by Michael Bay. I mean, some scenes have CGI'ed lens flare effects. It's... yeah, well, it doesn't look totally terrible, but it's weird. Overall this was an enjoyable film, even though it's more like two 45 minute episodes than one feature length animation, but the two pieces are connected, if three years apart. If there's one thing I did not like is that it doesn't as seemlessly integrate into the show timeline as the first special does. Probably because it's meant to stand alone at the end of the show, although there's no real indication either way when the first part was supposed to be. And, finally: Dear god, to the Isabella/Violet shippers, please: Go die in a fire.1 point
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I know this is really old, but I just have to say ... this is (short) me vs. (tall) husband. His arms are stupidly long and it is so unfair.1 point
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Thanks! Backstab: useful with MuT when using Vanishing Strike + Melee rampage on certain very dangerous enemies with lots of health (e.g. Splintered Reef's Fampyr's). It just gives a huge spike in damage when it matters. The DPS is impressive and you're safe because of VS so you can surgically take out those problematic customers and reset to take out their posse with less pressure. Smoke Veil and Upgrades: Smoke Veil is a staples of any Solo Rogue, including this one. Pernicious Cloud is very strong in certain fights because our high PL and stats makes the DoT pretty good, its radius is huge, and it enables Deathblows/lowers Deflection. MegaBosses: I did Doru and Belranga Rogue-Style (Gouging Strike) to get the mythical stones. You can totally take Auranic, I haven't done it (yet) but it is totally viable for it. I wouldn't risk Hauani. (EDIT: I mean of course with a Rogue and SoF you can take Hauani, its entire blob family and the whole of Deadfire without a scratch - but without SoF, a Blood Mage or a Cipher I don't want to try it anymore).1 point
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This looks really interesting, Not So Clever Hound. Thanks for sharing this. I think I might try this in a party, as it sounds like it would be a lot of fun. I had a few questions regarding the ability choices. First, I see you recommend backstab. Is this for backstabbing with MuT powered fists? Also, while Smoke Veil is a no brainer, I was wondering if you could say something about your reasoning for investing in the upgrades. Also, out of curiosity, how did this build fare against the megabosses?1 point
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I wrote that some days ago already but I guess it doesn't hurt to repeat it: Brutal Takedown's bonus damage only has to overcome 1/4 of enemies' DR iirc (or was it 1/2? don't remember.. all fixed damage abilities do this for whatever reason). Anyway this is cool against high DR foes like many constructs, beetles and so on. If Itumaak uses a Brutal Takedown with bonuses from Vicious/Merciless Companion and Predator's Sense things get brutal indeed.1 point
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Sure. Sagani with Persistence and then Vicious/Merciless Companion, Predator's Sense as well as Brutal Takedown on Itumaak is one of my favorite companion builds.1 point
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The problem is that the "on paper" neutral race-blind review of income/assets vs default rates vs risk of similar businesses vs location & overhead vs etc. isn't going to take into account a history of racist laws or application of laws have resulted in lower asset/higher debt accumulation within large parts of African-American communities (not all, obviously, there are plenty of successful business people who are of African descent). Just one example could be to look at the effect of redline practices that indicated where an African-American could buy a house into the 50s and 60s in most areas - they were usually in lower valued areas, which means that owning the house generated less assets for the family over time. Now, unless the area is undergoing gentrification, the house is probably still not going to be worth as much as a house in another area from the same time period, which in turn means its value as an asset towards a loan now for the inheriting family member as compared to a similar house / lot from the same period in a neighborhood that was not historically a part of redline prohibitions is much less.* That's just one thing, and that's assuming house ownership was even a part of the initial equation. *while anecdotal evidence, I grew up in a neighborhood that went from majority white to majority black while I was in elementary school after redline practices were ended locally (as I understand it). The value of houses where I grew up are greater than houses in traditionally and historically black neighborhoods pror to the end of redline practices (excepting those that are undergoing gentrification and a few areas that have always been an area to live in town) and are less than those in areas of the county that did not transition away from majority white neighborhoods for similar sq.ft house on similar acreage.1 point
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I was wondering if they introduce more classes into beta as they did with druid for example. Too bad that release date is 20221 point
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I think they've pretty much confirmed the full release won't be until well into 2022.1 point
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Surprised no Linux user popping in here like a vegan to let us know they use it As for Win11 and me, it is what it is, wonder what else MS will needlessly change.1 point
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Only thing is I don't want to lose Itumaak xD So, keeping Sagani as a ranger is a must, because respeccing her into a wizard would remove Itumaak i think.1 point
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The thing is "individual people are often racist" is a problem that should be tackled individually, so it shouldn't even really have enter the public discourse, except as perhaps context. Systemic racist, however, is a sociopolitical issue that perpetuates and aggravates a bunch of different problems in people's lives, including "individual people are often racist." So the problem with, say, the George Floyd case wasn't that that specific policeman was a ****bag and that he should be dealt with, but rather that institutions around George Floyd and the cop facilitate and support, deliberately or not, the cop's behavior.1 point
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There should be a rope bridge so you can connect your bases/ towers. Could be made from rope and weed stems1 point
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That depends on your progression in the game. In the early game front-loaded classes are usually best (see Fighter for example) - while later on the per-rest casters are usually the most potent option. A good mix of low micromanagement and good impact is the Chanter. But they demand a slow playstyle imo. A late-ish game combo that is unmatched imo is Priest + Chanter + Cipher + Darcozzi Paladin + whatever (best would be Wizard + Druid I guess, but that's not low micro). Cipher casts Defensive Mindweb, Priest casts Withdraw on a Chanter who has two stacked Preservation items (Little Savior + Blaidh Golan) -> sky high defenses for everybody while the Chanter can still chant Dragon Thrashed for damage: Chanter's defenses + 10 from Little Savior & Outworn Buckler +100 from dual Preservation. Priest casts Devotions for the Faithful and Inspring Radiance -> everybody gets +30 accuracy. Paladin has Zealous Focus and Coordinated Attacks and a marking weapon (Shame or Glory or Cladhaliath) and Outworn Buckler and casts Inspiring Liberation on Cipher, Cipher casts Tactical Meld on Paladin. Both attack the same target -> Cipher gets +30 ACC from Priest, then +35 ACC from Paladin and +20 ACC from Tactical Meld: +85 accuracy. Charm/Dominate/Disintegrate/Paralyze everything easily, even dragons and such. The party is nearly untouchable while one party member has stellar accuracy. The other party members can just do what they always do without getting bothered. This is obviously not low micro - but it's a lot less fuzz than reloading countless times because late game encounters are too difficult. I guess the laziest yet very potent setup is 6 Priests who each cast a different buff at the start of combat (bit micro - you can leave this out in easier combats), then each cast Inspring Radiance, then each cast their symbol spell. It's not that intense micro because they are all doing the same so you can cycle through it quickly. The 6 Inspiring Radiances will stack their ACC bonus to +60 (on top of the other buffs you cast first) and all vessels (except fire imune) will be already dead. For the rest the symbol spells will work. At +60 accuracy they are devastating. I would mix up some different priests because there's a fair amount of fire immune enemies in the game. So stuff like Symbol of Berath, Symbol of Wael, Symbol of Skaen and so on. Before the highest levels Shining Beacon and such should do the trick. The early games will be easy because Inspring Radiance is accessible so early and +60 ACC makes most stuff a cakewalk. You can also outheal most nasty stuff like for example Ogre Druids with their pesky Plague of Insects. Best to kill those quickly - with Divine Mark and then melee or ranged attacks this should be easy enough I guess (+60 ACC and -25 deflection makes a virtual ACC bonus of 85 which should give you critical hits all the time against them). Another "plus" is that Preists don't have too many great talents to pick anyway so you can use stuff like Wound Binding and Field Triage to counter health loss if you feel you need it.1 point
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After the early game heavy armor has rel. low impact. But in the early game it's very helpful. And since Kana's chanter mechanics are slow anyway it doesn't hinder him too much, especially once he relies on damaging chants like Dragon Thrashed mostly (because those are not affected by action speed or recovery at all). Fun fact: normally, when wielding a single one handed weapon, you'll get +12 accuracy - but only for attacks with that weapon, nothing else. Except offensive chants (like The Dragon Thrashed) will also get +12 accuracy as soon as you are wielding a single one handed weapon. It's most likely an oversight, but it's there and it works. I personally often run (or ran) a Dragon Thrashed chanter with hatchet + (small) shield, but if I have trouble hitting enemies with the chant I can just switch to a single weapon setup and instantly gain 12 accuracy. Chants have a very interesting side feature: they still work while the Chanter is withdrawn (see Priest spell Withdraw). In fact, of you have a Chanter and a Priest in the party it makes sense to pick Withdraw as a spell mastery later on (turning it from a per-rest into a per-encounter spell). If you give Kana a shield with the Preservation enchantment (+50 to all defenses while stunned or prone - for example Little Savior or Ilfan Byrngar's Solace) and add another item with that feature (for example Blaidh Golan hide armor) they will stack, giving the Chanter +100 to all defenses. How's that cool while he is withdrawn and can't get attacked anyway? Because Cipher's Defensive Mindweb still works on him. This will give the whole part the defenses of the chanter - who has +100 to all his defenses. At the same time he's the only character who can contribute to the fight with his chants while being withdrawn. It's a pretty impactful combo. But you can also just place him in a doorway, cast withdraw (doorway's blocked yet he's untouchable) and he'll sing his chants for you while you use ranged or reach weapons to fight the enemies behind him. Another thing that is often overlooked is White Worms: the corpses that will explode will not get used up. They can explode over and over again. Turn of the "gib" option in the game menu - gibbed enemies leave no corpses - and don't leave or reload a map and you can lure enemies to a pile of corpses (or former enemies you already dispatched) and use White Worms over an over again on said corpses. Maps with many enemies (who leave corpses like kith) become very easy because you can just pile up more an more enemies at some choke point. At some point it's one-shots every time. You can clear out Raedric's Castle for enormous loot with this "trick".1 point
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Hard difficulty in SMT3: Nocturne is brutal. For those not familiar with MegaTen games, combat is focused on weakness and resistances. Any time you either land a critical or hit an enemy with an attack it is weak to you get an extra action, effectively making your attack free. Any time you miss or hit an enemy with an attack that they resist or nullify or reflect you lose an additional action. If you have the right skills and play your cards right you can just keep attacking and wipe the opposition out before they even get to go. However, it works both ways. Enemies can do the same thing to you. Sometimes you'll get ambushed and the enemies will hit you with successive attacks that hit weaknesses. On normal difficulty you may survive and have to expend resources to heal your wounds. On hard you may just die before you even get to act. Such is life on hard difficulty.1 point
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My body is ready I have a friend still trying to hold onto XP who is most definitely not ready1 point
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Funny thing is I stopped the video to link it and immediately when I started it up again the music started blasting, so I had to edit the warning in. Thank you, thank you. I could not even dream of achieving this award without my trusty clickety-clack keyboard and mouse buddies.1 point
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Good question, and I don't think I know the answer to it. I was about to write how damning I found Schreier's report - mainly that Bioware had no idea what they were setting out to do. Then again, it is not new, and seems to be common in game development. Mass Effect didn't end up as it was initially envisioned. That said, reading about ME1, it seems that they had too big ideas to realize, not lack of them. I generally am all for sequels - games are better suited for reuse of gameplay loops and gradual improvements, then most other mediums. Narrative nature of most Bioware games, I think goes against it. Stories tend to not get better with more installements. Worlds become duller the more they are explored, wonder and mistery becomes mundane. I loved Mass Effects (at least first two games), but I don't feel a need to return to this universe. Give me another adventure. Another world to explore. Surprise me. What I found appealing about Andromeda pitch wasn't familiar Mass Effect trappings but new positibilies that a new galaxy would allow for. I have heard once, that culture that stops innovating, and starts being interesting in its history is reaching its end. I don't know how true it is, but it rings true to me. If Bioware doesn't know what is the next cool thing that they want to do, then who will? EDIT. I am getting very philosophiocal here, and to be frank, nothing of it matters. If the next Bioware games look cool, and are received well, I will probably give them a chance. Hell, if DA4 looks good, I will probably finally buy and play Inquisition, just to be up to date. But I can't shake a feeling that Bioware as a studio was fundamentally broken with the massive expansion that happened before ME3.1 point
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I would like the option to trash a backpack, when picking it up, if you end up with a full pack and there is still stuff in the dropped one that you don't really want. Thank you for a great game, can't wait for Shroom and Doom1 point
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Originally a Wii U game now remastered for all modern hardware. AFAIK this will be the first Fatal Frame game to make it to PC.1 point
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The Astra Zeneca vaccine has been working very well in the UK. Too bad they messed up some of the testing in the USA. Two doses of vaccine highly effective against Delta variant, U.K. officials say1 point
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New Outer Words? That is very cool. Well I haven’t actually played the first one but everybody said it was very good.1 point
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Just got back from the vet with Sunny. Her bloodwork is off again. Have to increase the medicine dosage. But she still acting healthy and happy and has a great appetite so makes me happy. She took a long drink of water and is now crashed out on her bed by the window. I think she’s got the right idea. I’m going to stretch out on the couch with a book.1 point
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I agree with the OP and LadyBugWins. Playing solo on mild has become too difficult and frustrating. And too intense/scary for younger players. I don't want to play on creative mode. I like the challenge of learning the "safer" pathways and the best places to build. But it's become a constant fight or flight situation, esp. when restarting a new game. I've even dealt with a Wolf Spider suddenly appearing INSIDE one of my established bases! I enjoy the cleverness and unique aspects of this game ... exploration, crafting, building in miniature and I can deal with combat here and there, but the balance is now way off (in other ways as well, like resource drops). This same sort of problem has caused me to quit other games ... constant attacks and being forced to kill creatures when you'd just prefer to avoid them, unless you absolutely need them for food. Usually it's wolves, not wolf spiders, but the idea is the same. What next?? Zombie Spiders?? Trying to be patient, but the game has been turned off for now.1 point
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The frustrations are real... I must of built in the perfect spots.. I hardly have anything bother me. Occasional wolf spider will wander from the oak tree but I can hear him making his way over. Avoiding areas that are over populated with spiders unless I’m hunting for them. The hostile insects I feel are usually in the same areas everyday. Minus the wandering wolf spiders. Build high and avoid places you know they spawn. I have only played single player mild and I know it is harder to start a new game today than what it was few months ago. Get good with the bow. Enemies will wander away if you jump on something they can’t get up. Jump up and let them walk away as you’re shooting at them. When you want to lure them back In, jump down to the dirt and then jump back up when they get close and start shooting again. The marksman cap is worth it to craft. I don’t both with all the different armors.. I only have ant armor as I feel I am always hauling something. And then my marksman cap. Mosquitos were spawned in at one of my bases also. It has since been abandoned. Sometimes when they change the game.. you also have to change the way it’s played. I do feel they need more mission type stuff to do instead of the low point burgl missions. The game for me is kinda at a standstill. Afraid to build too much as it could get wiped out in the upcoming updates.1 point
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I'm sort of hoping they can come up with a system where they can actually add sliders for certain difficulty options. Turning down or even off some aspects might make a solo game more bearable/enjoyable. I dunno. Only thing I can think might make it fair.1 point
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A priest who can do decent melee damage (priest are awesome as nukers anyways) is something I called "St. Gangrene" build which circles around maxed out MIG and Tidefall. It's fun to play bit needs some levels to pick up speed (due to the lame starting values of priests which need to be compensated for with abilities/talents/spells). It's a Priest of Berath. Use a Mountain Dwarf (being resistant to poison and diseases fits really well) or Coastal Aumaua, max MIG to 20, pick Living Lands. Use Justice, then later Tidefall as weapon. At the start of the game use heavy armor. All gear that improves MIG (your goal is the Maegfolc Skull) and Attack Speed (Sanguine Plate can be nice). Blunting Belt. Pick Veteran's Recovery, Inspiring Radiance, Weapon Focus Soldier, The Pallid Hand, Runner's Wounding Shot, Aggrandizing Radiance, Two Handed Style, Savage Attack. You could also use Envenomed Strike early on and retain later (it's usefulness drops later in the game but it is very strong in the beginning). Cast Holy Power/Champion's Boon/Minor Avatar + Devotions and go into melee. You can reach 35 MIG without consumables with 21 starting MIG, +4 from skull, +10 to all stats from Minor Avatar + Aggrandizing Radiance. The damage bonus from that is +75%. Also the +10 (and more with items) to INT is *very* beneficial for DoT spells like Shining Beacon and Holy Radiance (destroys most lesser vessels on the spot if it crits). Wounding damage from Tidefall gets boosted by MIG. That means that the 25% raw lash get boosted to 25*1.75=~44% raw lash. And that's multiplicative dmg in addition to the +75% (+15+20) you do with the physical damage of the sword itself. Unfortunately the high INT lowers the dps (not the overall damage) of Tidefall but it also opens up some nice synergy with Cleansing Flame: if you cast Cleansing Flame on an enemy whom you hit with Tidefall several times (wounding DoT stacks) the ticks of wounding get doubled. This melts most big bosses very quickly. Especially if you combine it with Runner's Wounding Shot. This will apply two parallel raw DoTs on the target right away. It's fun to play. Sure - a priest should maybe nuke the heck out of every fight with Minor Avatar and Shining Beacon, but it's lot of fun to see such how high melee dmg numbers on a priest. Also the accuracy is top notch with +10+6+10+5+20+superb+level. I would pick Doemenel for even nicer crit damage. This also works well with a Magranite who uses the Belt of the Royal Deadfire Cannoneer and Forgemaster Gloves to use Firebrand. It works with Inspired Flame since it's a universal weapon. Just pick Scion of Flame and keep a backup weapon for the Flame Blights (immune to burn/piece aka Firebrand/Arquebus).1 point
