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Gromnir

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Everything posted by Gromnir

  1. doesn't matter... but when you think 'bout it, the only one gaining or benefiting from xp is the general, so am s'posing based on curious d&d legacy o' per kill xp rewards which pathfinder embraces, it would make sense to have the general do as much personal damage during combat as is possible. however, to answer @InsaneCommander, it don't make no difference at all. am actual kinda conflicted 'bout those xp acceleration crusade projects and council choices as am thinking the juice ain't worth the squeeze, but we invariably choose to boost general xp when available... 'cause? with these kinda games am kinda trained to never turn down an xp boost, so the fact we top out our general(s) with xp so early doesn't stop us from always choosing xp boosts. also, am much disappointed in the elk. not only is the elk not benefiting from hooves, but at the moment it is limited to a single attack regardless o' level, although you maybe add attacks through haste and the like. regardless, what could be the best animal companion, 'cause o' mighty charge and the multiple attacks, is current the worst. HA! Good Fun!
  2. am suspecting any number o' directed energy weapons has been developed to permanent or temp disrupt electrical devices, but is doubtful is gonna be based on emp. is two flavours o' emp which disrupt electronics. the most straightforward variety o' emp which is disrupting electronics is the result o' the fireball from a nuke blast warping or distorting the earth's magnetic field. is based on principles o' magnetohydrogynamics and is kinda kewl... if you ignore the face melting horrors o' nukes. serious heat and or serious magnets, and am not seeing how you could possible create a weapon with any kinda range which would replicate the distortions required. the other kinda emp involves gamma rays interacting with atmospheric particles, and am suspecting an array of xray or gamma ray lasers could be developed to produce a similar effect in a relative narrow field. am not certain what would be the power requirements for such, but am thinking is probable on the order o' magnitude o' a small yield nuke... which brings us to a weird Gromnir moment where am recalling a hypothetical antiballistic missile project from the early 90s which suggested studding a nuke with xray lasers. am not joking. am remembering a mock-up looked something like the orb from brisco county jr. if a bit less dramatic. fire the xray laser nuke into high atmosphere, somewhere in the general path o' oncoming ballistic missiles, and then explode. the xray lasers would be destroyed almost instantaneous, but not before sending out an omnidirectional shower o' powerful "beams" capable o' mass destruction as well as stratosphere particle interactions resulting in the equivalent o' emp effects. 'course if you come up with a more focused energy device which is capable o' frying electronics, (probable microwaves) and you wanna call it an emp weapon, then am not seeing a problem. sure, such ain't gonna be an accurate description, but most o' us scifi nerds is familiar with what is the results o' an emp, so a directed weapon which does same thing to electronics might as well be called an emp weapon even if is technical inaccurate. HA! Good Fun!
  3. don't ignore spells which provide a morale bonus. at the very least you could have an additional +2 for heroism, and depending on other party member caster levels, perhaps even +4 for greater heroism. moral support is a fifth level azata spell which you is unlikely to have access, but it will offer a big boost. intimidating prowess provides BIG benefits to a would be intimidator as you are able to add your strength modifiers to your intimidation checks, and strength is one o' the easier abilities to boost. spells such as legendary proportions will add a +6 size adjustment to your strength and that will stack with the + __ you get from belts and other gear. HA! Good Fun!
  4. a reasonable conclusion. unfortunately, is an owlcat game, so reasonable is never a reliable guide. but yeah, they should be for nenio's quest. as to the dragon, our recollection is you got a thug build. intimidation may make a big difference when fighting the dragon as intimidation ignores the lizard's spell resistance at this point am thinking you got the signet o' vespertilio, the oppressor's gloves and the moss pottage soup camp recipe. combined, those is gonna boost your intimidation check by 10 even before you cast any skill enhancing spells. hopeful you took the intimidating presence feat. if so, you may boost charisma and strength to improve your intimidation modifier. am not certain where you are in your azata progression, so no spoilers, but azata provides a few long-lasting buffs via resting and spells. gonna admit, the freaking vegetables in the dragon lair were for us a more difficult challenge than the lizard, but have always been able to start the fight with what amounts to an ambush and a healthy party with full buffs, so no doubt that makes a difference as well. HA! Good Fun! ps unrelated, but am noticing guarded hearth is no longer providing a sacred bonus. is a bit o' a nerf, but it does make a few other builds more attractive, particular the judge inquisitor. judgements provide sacred bonuses, but guarded hearth near always provided a more significant boost. the judge ability to share sacred bonuses which ain't effective replaced by guarded hearth during boss battles is worth a looksee. if we ever decide to play a paladin, we might consider giving seelah 16 levels o' judge. with stern gaze she would make an excellent intimidator and we could have her select the animal domain so she acquires a critter companion. from a rp pov, makes more sense to try and have lann or regill choose judge, but regill can't get sixteen levels o' judge, so is likely a non-starter. lann however... am suspecting you met the greengates glabrezu mage general and his lightning strikes. mage generals is far less fun when is the enemy who uses 'em. arguable the best option is to skip that battle until you are a bit more powerful 'cause the relative army strength number is extreme misleading, no? might have changed, but the glabrezu and his army were considered a 6 rank foe... which had us feeling a bit shocked during our introductory encounter as our precious stacks o' marksmen were vaporized with a couple lighting strikes. not fun at all, but the unexpected pain does drive home just how effective is mage generals, eh? pps (late edit) for funsies we created a judge merc and gave'em an elk mount-- were testing multiple different features at once. downside is the elk were only getting it's gore attack (no hooves) and no free trip neither. on the positive side, the judge sharing o' the sacred bonus works with both the paladin's mark of justice and guarded hearth cleric domain, so is likely a judge party member becomes more useful on higher difficulty runs for parties doing physical attacks as 'posed to focusing on dc exploits. kinda disappointed 'bout the elk though. the
  5. am thinking fauchards is an excellent choice, but to get the most mileage you need a melee focused party wherein near everybody has seize the moment and ever ready and am not certain how many people play that way. got an enlarged fauchard wielder who is built to be maximizing attacks o' opportunities on crits while also generating many crits while recognizing how a reach weapon is able to cover a substantial amount o' real estate, thus functional triggering even more attacks o' opportunity for a melee focused party, and the fauchard is worth the feat tax. how much better is the fauchard than a bardiche if you need reach or better if you go with falchion and sacrifice reach? am suspecting it depends on your class and how many "free" feats you receive, and what feat you must sacrifice to get exotic. some kinda build which combines gendarme or fighter where you is literal at level fifteen and recognizing your last few feat choices won't make much difference at all? 'course even then is a whole lotta gameplay before you reach fifteen and being able to get outflank or some other necessary feat as early as possible does make a difference for many players. as we noted, we played our dual wielding aeon with handaxes and for much o' the game we only had grave singer with the high crit range. hardly felt underpowered wielding crushing cold. yeah, with kukris or simitars we coulda' been objective more effective, proc'ing elemental barrage more often and generating more crits, but even doing boss battles on unfair, we never felt overwhelmed. the dual wielding aeon is a dispelling buzzsaw btw. most bosses is far less challenging when a high initiative aeon removes near all their buffs in an opening attack. am gonna admit that there is a few weapon categories which is sooper strongk, but which nevertheless kinda bore us 'cause there is literal only a couple options available for the weapon type and so the weapon ends up defining the character instead o' the reverse. players with teh meta knowledge build their crpg character to best fit the weapon they will acquire the last 1/3 o' the game? doing so is not a wrong way to play games such as wotr but it is nevertheless unfortunate how in spite o' the many wotr choices available, wotr parties become more and more similar as the folks who know all the rules is exploiting in the same/similar ways, particular as you move the difficulty slider to the right. fauchards is a good choice. hand axes and warhammers is bad. have nevertheless built hand axe and warhammer characters which is quite capable o' reducing unfair bosses to formless puddles o' goo in less than three rounds. ... that said, and in spite o' our soap box material, if am having gone through the effort to build a melee trickster character, chances are am using a high crit-range weapon, 'cause feels like self gimping to do otherwise. doesn't need be fauchard, but fauchard will be a serious contender... 'cause. tell us am being at least a bit hypocritical and we don't have a genuine rejoinder. *shrug* HA! Good Fun!
  6. we don't like throwing judges under the bus unless is particular egregious. have been trying to give the judge in the mar-a-lago search the benefit o' the doubt. unfortunate, the recent judge cannon bit is one o' those, you don't need to be a lawyer to spot stoopid issues. *shrug* the documents marked top secret, secret and classified seized as part o' the mar-a-lago search, a search the judge cannon believes were legit btw, through some inexplicable alchemy of the presidential records act and public opinion o' all things, may have become privileged and could possible need be returned to trump. ... ignoring the fact the reputational harms the judge identified is o' the kind and nature suffered by any potential target o' a criminal investigation, so nothing unique whatsoever 'bout trump's situation, the notion that GOVERNMENT documents not belonging to trump could be somehow be beyond the reach o' doj and the national archives because o' the Presidential records act, which were written specific to guarantee ex-Presidents would not retain the work product o' their office OR because trump's private lawyers viewed or commented on those documents is so utter insane we have difficulty mustering the will to even form a worthy response... sans an unintelligible string o' expletives punctuated by a liz lemon eye-roll. literal every defendant accused o' stealing documents from a former employer will be overjoyed to hear they may need only have an attorney peruse the alleged ill-gotten gains to trigger a special master requirement... 'cause o' public distrust in the fbi or something? we will note judge cannon did kinda throw herself under the bus (via a footnote? serious?) by observing how any Presidential records case should necessarily have the dc court as the proper jurisdiction, effective suggesting she were an improper magistrate for the review o' the question she were current addressing. *le sigh* based on her comments from the transcript, we thought it were likely judge cannon would grant a special master, but her legal reasoning for doing so is just so utter devoid o' legal support we were genuine nonplussed. wtf HA! Good Fun!
  7. hey, don't blame Gromnir. greataxe options ain't noteworthy better than greatswords, but the grave singer crit range boost is a big deal for a trickster character, so is a good option and acquiring is not dependent on doing a quest correct to get. don't let the +2 scare you away, 'cause with greater magic weapon applied, you are always gonna be wielding an effective +5 weapon. am not convinced exotic is an efficient use o' feats, but there is a background which provides scythe proficiency and there is multiple excellent scythes in wotr. is not a bad choice even if the crit threat range is not ideal. ordinarily, we go falchion for 2h weapons, and bardiche if we want a reach weapon, but is a couple fantastic fauchards and they is available in act iii and act v respective, so along with finnean, you always got an excellent fauchard... if you believe the feat cost is economic. am having no idea what gear is available in the new dlc. if good stuff is available in the act iii accessible portions o' the dlc, our advice could change. in any event, finnean will always be useful and will be your go-to weapon for a few foes. if you want greataxes, make certain you acquire grave singer. you should already possess the unholy symbol o' rovagug-- is a reward for a crusade battle in act ii. when the crusade decree becomes available, be sure to upgrade it appropriate. HA! Good Fun!
  8. the best/worst method for gauging the relative strength o' mage generals is to fight the demon army near greengates in act iii, the one with the glabrezu general. make certain to save before you engage the enemy, 'cause is likely you decide to come back at a later time to deal with that obstacle. HA! Good Fun!
  9. the axe we mentioned earlier in this thread, but we identified it 'cause @Gorthwere considering a switch to great axe. grave singer, with the 18-20 crit range, comes in three flavours: hand axe (small,) battle axe (medium,) and great axe (large.) there is a small annoyance factor related to the other benefit o' grave singer. once per encounter, grave singer will automatically free the wielder from movement impairing effects, including (but not limited to) such stuff as paralysis, petrification and stun. the cost for such freedom is the weapon wielder takes gave singer's damage, but not with all kinda enhancements. am not 100% certain what were the calculation, but our dual wielding aeon using the hand axe would ordinarily get hit for +40 damage. the thing is, even if you are immune or inoculated as it were to whatever is the movement impairing effect targeting grave singer's wielder, you nevertheless take the weapon damage hit. but yeah, the 18-20 crit range is a massive benefit and is why so many munchkin dual wielders is choosing kukris or scimitars as their weapons o' choice. is two hand axes in the game which provide 18-20, although one is available only very late in the game. we thought it would be fun to do not kukri. also, is a novel series from the 80s called the pelbar cycle, which nobody has ever hear o' but we enjoyed much. have frequent played a shumai axeman character in crpgs and 'course absolute nobody knows what am referencing. amusing, greybor's hand axe, crushing cold, were a nice option for much o' the game, but we had to be concerned with friendly fire. am not certain if has been fixed, but the cone o' cold effect o' the hand axe were not as per an 11th level wizard as described, but rather based on the wielder's level, so we got up to the full 15d6 benefits/pain when triggered. HA! Good Fun!
  10. the major issue were that a few o' the act v relics would not appear in inventory and could not be upgraded... although curious, it were often possible to upgrade both the act iv and act v zaori's pin. as o' our most recent runs, we had no issue aquiring and upgrading all act v relics. HA! Good Fun!
  11. am ordinary opposed to what we see as unnecessary remakes o' already excellent films. however, all's quiet is not only an excellent film, but am thinking it is an important one, and if remaking every couple o' decades results in more people seeing at least one version o' the story, and perhaps even multiple versions, am gonna consider such an outcome to be a kinda victory. given the recent reemergence o' angry and violent nationalism in democracies 'cross the globe, is clear that all's quiet is as relevant today as it were in the 1930s. we hope the new version speaks to audiences. 'course the nazis loathed the original, leading to bans in germany as well as brownshirt attacks on audiences before the bans were effective, which if nothing else should convince modern viewers the original were a film worth seeing. HA! Good Fun!
  12. lee is not richelieu in the the musketeers movie. charlton heston is the cardinal. lee played rochefort. that said, is no mention in the dumas novels o' a rochefort eye patch, though he does have a noticeable facial scar. another quirk, dumas hired teams o' writers to author his novels, so is perhaps no surprise rochefort's description in dumas' works changes a bit. at one point rochefort is described as a swarthy man. later he is identified as pale. as an aside, am thinking heston did a fantastic job as richelieu and is a bit o' an outlier for chuck as he ain't indulging his frequent shattneresque excess. HA! Good Fun!
  13. two observations: 1) people who visit these kinda boards tend to be completionists 2) the skeleton merchant is an exception to your observation if you go through wotr w/o doing every quest, looting every barrel and stripping every corpse of every piece o' junk and copper ring, then is a fair chance you won't be rich and an equal good chance you won't find a decent weapon to fit your character concept. we mentioned to @Gorth how is literal only two endgame greatswords, and both is available via vendors... and one o' the vendors is only a possibility if you do a quest a certain way. a not completionist is gonna have far less gold and is also more likely to need buy at least a couple pieces o' equipment to have a viable endgame build. us board frequenters forget many wotr players is gonna be casual players and is ez to ignore just how different the game plays for sane people unwilling to spend many dozens o' hours on a crpg. also, the skeleton merchant has a few items which is best-in-slot. unfortunate, am having had a run during which he literal never appeared in act v, and another where he only appeared once. given how much bigger is the map in act v compared to act iii, am s'posing it should come as no shock that you never happen to be in the same place as the hidden merchant, particular as much o' your travel is likely gonna happen via teleportation circles as 'posed to overland travel, but still feels wrong. HA! Good Fun!
  14. a few items we have already mentioned previous, but at least one has been patched and works different as 'o 9/7/2022 the stuff we mention isn't necessarily the objective best items, but they are powerful and their usefulness is ez overlooked. keep in mind, am not mentioning the act v relics... and a few o' those is kinda over-the-top on the power scale, but most is not subtle or having particular hidden benefits. HA! Good Fun!
  15. creating overpowered weapons and gear. ... am not kidding. is possible that the main purpose o' diplomacy in wotr = weapon manufacture is some kinda too-subtle-for-Gromnir russian joke we ain't getting, but there you go. diplomacy crusade relic restoration events will include the following SPOILER list we did not check for accuracy: is a large number o' possibilities, and is ez to miss a few game-changers. if @InsaneCommander and @Gorthis interested in Gromnir's opinion as to what is a few o' the most silly overpowered items, we will highlight a few. if you would rather go with rule o' kewl, free o' taint o' some self appointed know-it-all and his thumbs up v. down or scale-from-one-to-ten silliness, that works too. regardless, and unless has changed recent, it will not be difficult to max your diplomacy crusade stat quicker than any o' the others. again, am not sure if such a clear difference 'tween diplomacy and the other stats is one o' those russian jokes Gromnir is incapable o' groking. HA! Good Fun!
  16. 1.5 months in the spring, and 1.5 months in the fall is pleasant. amusing, but in spite o' the grousing 'bout the sacramento heat, this has been the most comfortable summer in the past +5 years-- the usual ca wildfires is too far north or south to impact us direct this season. being able to open windows at night makes a huge difference. feels like a forgotten luxury to have fresh air and delta breezes on summer nights. able to go outdoors and breathe w/o it being hazardous to your health is atypical for recent mid-july through mid-september. have been riding our bike every AM, which we ain't been able to do regular during the summer for more than a few some years. this week in the valley is gonna average highs o' 110 and 'ccording to weather channel, our current location as o' 3:28 PM is 116 degrees F... and will probable go up a couple more degrees by 4:30. should start to get better saturday. even so, has been a relative nice summer, all thing considered. HA! Good Fun!
  17. should still be 10. make 'em sooper durable as well as extreme cheap and capable o' high damage would be more than a little unfair. champions are relative cheap and they have the crit strike ability, but they are indeed glass cannons. is ez to purchase enough o' them in act iii to one-hit pretty much anything and you may acquire so many that is near impossible to wipe out their unit-- just heal 'em before combat ends. if you are concerned 'bout numbers, then irabeth reinforcements is a solution. for 7k gold, irabeth will bolster units which become champions and marksman... the clerics remain clerics, but hoping they show up random as mercs makes early purchase a sensible move. your cavalry move fastest o' the melee units (other than assassins) so hellknights is your best early tanks. tactics to make champions useful is no different than any other game with melee glass cannons. get behind the tank and then explode stuff from relative safety. in act v champions become a non factor, but so too does army management in general... at least if you got a bunch o' ranged units and a mage general. HA! Good Fun!
  18. we got multiple saves from immediate preceding the mythic path choice near the end o' act ii. we don't even genuine need toybox or the like 'cause ordinary respec means after am done with act ii, am able to customize our character howsoever we wish, recognizing in-game respec won't change our mythic path, so we gotta play the bit o' drezen post mythic to get to respec w/o toybox. ... nevertheless, have played act i and act ii complete, multiple times, for no particular good reason. sure, a few things broken in the early releases were fixed and we wanted to see such changes, but the literal many hours o' gameplay invested to see such minor changes is unreasonable. when the enhanced edition is released, is unlikely we use our immediate pre-mythic saves and am near certain we begin act i, scene 1. unnecessarily replay act i and ii o' a game demanding dozens o' hours to complete is perhaps a bit less kewl than frank miller's leonidas and we can't even claim our stoopid is part o' some larger strategy. got nothing. HA! Good Fun!
  19. disagree.... and kinda reversed as to importance. your act v kingdom management is much easier if you got all the premium buildings already constructed in drezen. if you build archery ranges and stables in every available outpost/bastion, that is gonna help too. no spoilers, but a player is gonna be more than a little disappointed if they build a sooper army in act iii. a single well-balanced level 10 army is more than enough to beat all comers. as noted, buildings allow for greater recruits numbers, but they also enhance units making 'em units more powerful, as well as increasing infirmary size and other army management factors. a particular building will even increase unit initiative through morale boosts, which is huge. develop one o' the mage generals. also, ranged is devastating, so make sure to recruit ranged and build archery ranges. marksmen were nerfed but they nevertheless remain mighty powerful. the three recruitable types we near invariably use is marksmen, hedge knights and champions... and the truth is champions become unnecessary later in the game, but early game is when army stuff may be more difficult. assassins is an upgradable unit and they is quite useful, but am finding we don't genuine need 'em by the time we got large numbers o' archers and cavalry, but assassins count as spell casters, so don't skimp on spellcaster lodges if you want assassins. for mercs, am finding hell knights is worth recruiting and so too is clerics. sorcerers is also a good choice. regardless, immediate discontinue investing in recruits and mercs once you have a strongish level 10 army. instead construct buildings and stockpile resources. following includes minor spoilers: @InsaneCommander is going azata, yes? unless has been nerfed, you eventual get access to a crusade spell which heals your army and damages foes at the end o' a turn. with a decent mage, this power will wipe screens o' foes. further rando advice: build a teleportation circle in drezen asap. alchemist laboratories may be built multiple times and if you go with a mage general, he/she will be doing great individual damage and healing. the general needs energy to do so... also look for crusade projects which potential increase general power. energy allows your general to cast spells and take actions more often. increase power boosts the damage o' your offensive abilities as well as making your heals more effective. in act iii you are gonna need master of maneuver I and II at the very least. don't skip on those general abilities when they become available. don't skimp when there is options to increase combat morale. your army morale caps, but combat morale may push beyond the cap and you may boost rather significant if you acquire all such options. high combat morale means your units have an increasing chance to attack 2x, up to 100% which is indeed possible. if crusade projects or choices become available which provide a bonus to combat morale, is a good idea to take 'em. is other stuff for army management, but is nowhere near as fragile and breakable as kingmaker kingdom management, which were frustration-level terrible and had hidden clocks running behind the scenes. HA! Good Fun!
  20. @Gorth aside: if you are thinking o' switching weapons from greatsword to something else, we would recommend other higher crit range weapons, particular as you decided 'pon the trickster mythic, yes? the wintersun sword is a viable endgame weapon, but your other greatsword options is near non-existent. if you don't wanna go the exotic weapon route, falchion is a good choice as there is a few extreme useful falchion's in the game. wilcer garms (sp?) sells jinx, a +2 cold iron falchion with an excellent secondary property which involves a damage increase if the target is under the effect o' a hex. underrated weapon. there is also a holy weapon falchion potential available in act iii. you will find a few nice bardiche and glaives in the game as well. exotics? munchkin builds gravitate to fauchards and there is multiple options which is ez to find, including a drezen merchant selling one o' the two best fauchard's. there is powerful wotr scythes, but am admitting we can't bring our self to go the scythe route 'cause is such an utter impractical weapon. great axes? there are a few greataxes and earthbreakers which make it worth considering 'em in spite o' the typical craptacular crit range. in fact, there is a greataxe available in act iii which provides a crit range o' 18-20, so your trickster barbarian should have no complaints. all our suggestions is 2h weapons. but again, once you acquire the wintersun greatsword, is only one more option in the base game which maybe deserves a second glance other than finnean. HA! Good Fun! ps greybor is essential for an act iii quest which we believe is impossible to miss. the title o' the companion quest makes obvious why he is in your party even if you forget the details. talk to the dwarf in the half measure tavern soonish. btw, slayer is a great base class and greybor only has one or two headscratcher feats in his ten levels o' progression, so am calling that a win from our pov. dwarven war axes suck in wotr. personal recommendation: switch to some other dual wield weapon and go full slayer progression w/o any multi-class dips. is just too late to pick up an animal companion, so am thinking greybor is not in your party much save essential quests as he is preternatural slow with his dwarven legs and medium armour. nevertheless, is relative ez to build a useful greybor for those quests you need him.
  21. the greatswords in wotr are not... not great that is, at least not for the most part. is two available to you at this point in the game worth considering, beyond the talking weapon, which does have the capacity to be upgraded and is arguable one o' the better weapons in the game, particular against a number o' foes which rely on high armour. chances are finnean is a solid late game weapon for at least one member o' your party regardless o' what your main character decides to use. other greatswords: there is an overland map called the ruins of ashberry hamlet, or something similar. we won't spoil but there is an alright greatsword reward. technically the encounter were available pre drezen assault, or at least it were. is a noteworthy difficult encounter. the wintersun location will also yield a greatsword... maybe. depending on how you complete wintersun, you should be able to access a vendor who will then sell you arguably one o' the best not-finnean greatswords in the base game. is possible to miss the wintersun greatsword, which is a shame if you is a greatsword haver and you don't wanna indulge spoilers. there is another act iii greatsword which is... odd. has variable bonuses, some o' which is kinda unique and for specific builds it could be the best greatsword in the game, particular if you are doing a gish (fighter/mage) kinda build. more unsolicited advice, 'cause is ez to overlook and failure to do so may bork your act iii crusade endeavors, HA! Good Fun!
  22. am actual a david lynch fan, but is our opinion that none of his movies or tv shows is all that fantastic. is some ok lynch stuff we enjoyed, but nothing which is gonna make a top 25 or 50... or even 100. dune is a hot mess at best, but that is ok. elephant man is the most conventional lynch and is likely what we would describe as his best effort though counter-intuitive it is not our favorite lynch work. is david lynch who is quirky and kinda kewl, but even his best stuff is tending to be big on concept and kinda hit-or-miss on execution. from our pov, is nothing particular groundbreaking 'bout lynch films, but the guy is a different cat and am ordinarily willing to watch his movies and shows 'cause even if being different don't equal being good, the uniqueness makes the time we spent on the viewing worth the indulgence. am now gonna listen to some everly brothers. HA! Good Fun! ps our favorite lynch is mulholland drive, but we got more than a few criticisms o' the film and am thinking the second half o' the film undermines much o' what were done well in the first half.
  23. the triggers for elemental barrage don't follow real world logic but rather programming logic. there is a 1st level druid/hunter/ranger spell called acid maw. cast the spell and your animal companion's bite attack does acid damage. the spell isn't ordinarily all that useful but the thing is, when the caster's animal companion bites while under the influence o' acid maw, it counts as a caster elemental attack and is gonna trigger elemental barrage. the firebrand spell works similar but is higher level. there is also a familiar/item/critter which may be equipped. the little beastie does random 1d4 elemental damage per round, but for the purposes o' a proc for elemental barrage, it ain't the mini-beastie doing the damage, but the character who is equipping it in an item slot. is a few such examples in the game and don't assume that such features need make sense for you to benefit from an elemental damage proc. HA! Good Fun!
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