#You're doing AoE damage OP
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worldbuilding-tomfoolery · 11 months ago
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OH THIS IS SO ENTERING MY DND VOCABULARY
DMing is hard. I acknowledge this. Weaving a story with words for long periods of time means you’re gonna say something silly sometimes when your brain blips. And it’s not your fault that it’s so silly that your players share it around turning it into an inside joke, immortalizing your brain fart moment forever.
My DM was narrating a scene between our tiefling rogue and the NPC she was romancing. He was trying to set the mood for their first kiss, up on a tower overlooking the city, looking into each others eyes. They’d just been on a romantic date, there was a bottle of wine between them. And this was their moment.
The NPC leaned in to kiss the rogue and the kiss was, according to our DM, “long and normal.”
The entire session went off the rails. We became ungovernable creatures of hilarity. How long is normal? We are informed normal is six seconds and we devolve even further into chaotic paroxysm of laughter. The DM desperately tried to rein us in but for the rest of the session everything took a long and normal amount of time.
My betrothed and I would kiss each other while counting to six in our heads then declare afterward, “Ah yes! Long and normal!”
I accidentally told my school team about it, reasoning that they’d at least never meet the DM who lives out of state. They’d say we needed the scene to be the long and normal length, or hold a pose for a long and normal time.
At the end of the year I invited them to my house for a celebratory meal and was surprised when my DM joined the DnD video call early. My teammates looked at him, expressions slowly spreading into evil grins. “Long and normal!” They greeted him.
He turned a look upon me of utter betrayal while I hustled them out of my house.
“It’s been a year!” He cried at the unfairness.
“Maybe it’ll phase out by next year,” I told him.
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racke7 · 3 months ago
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My DOS2 modding-bullshit
So, after having played through an entire campaign, I can say a few things.
My boomstick-archer? Pretty okay until it gets Arrow-Storm, and then it becomes just as scary as late-game Necromancer. I haven't found a single group of enemies that isn't insta-killed by this skill.
My phys-dmg NecroSparks? Whether it's based on STR (knight) or FIN (spear), it will kill everything in front of it. Provided that there are multiple targets to hit. Otherwise it's just a knight.
My -1AP cost rogue? Boring but impressive. I gave up on it once I hit lvl-15, because it just felt so lackluster in comparison to the other builds, despite being very deadly (to single-targets) and very useful (for grouping people up).
My super-bleed knight? Strong. It's really just a boosted-dmg knight, and so it's pretty good at destroying armor and killing things. But it's also just a boosted-dmg knight, so there's not a lot to say about it.
My necromancer? Actually terrifying, even compared to vanilla. The big-AOE blood-surface skill that you get at the very start remains dmg-relevant late-game. It's equal damage to a single "meteor" of the late-game Blood-Storm with a much bigger AOE, it costs 1AP (compared to BS's 3AP), and the instantly-accessible blood-surface means that Grasp-of-the-Starved can come out to play almost immediately. So for 2AP-2SP? You get to do a lot of damage to a big group, even without trying to cheese it with the "perfect Necromancer-turn"-stuff.
Conclusions:
I'm genuinely really happy with how the necromancer-mod turned out. But I should probably also upload the FIN/STR patches, in case anyone else wants to play around with it.
The current state of my rogue-mod isn't really good for uploading, but I could probably fix that at some point. Even if I still think that it kind of sucks.
I should probably just upload boomstick-ranger as is, and note that it's a fun idea that breaks down completely late-game (because of Arrow-Storm becoming too powerful).
I don't think I'll even bother uploading my super-bleed mod. It just sounds like a pain in the dick.
Ideas for the future:
Resist-changes
As I was using the SaveEditor to bypass the RNG-rolling for gear that you otherwise have to deal with, I was very carefully limiting myself to only allow for "possible combinations" in my enchantment-boosts.
From this I realized that... it's really frustrating to work with. Like, if you want some extra-resists on your gear (once you've gotten the stat-boosts that you actually care about)? Congratulations, you can't have them, because their either locked behind "Legendary"-boosts (skills, or extra-high stat-boost) or "Primary"-boosts (attribute-boost).
Which in hindsight does help explain why a single magic-attack one-shot me late-game. The game assumes that you're kitted out in like +60% resist gear, so if you don't have that? Congratulations, you're now super-dead.
A way to bypass this would be to make all "resist [element]"-boosts "Normal"-level boosts. That would stop them from interfering with shit you actually care about, without making everything "inherently OP" (probably).
Skill-enchantments
Another idea was to make boosts that give you special skills that would make it worth not-having "another 2 points in [do-more-damage]".
The base-game does this with a few unique rings and stuff, but I was thinking more like "a skill comparable to scroll-spamming".
Basically, scrolls are everywhere in the game. They're consumable items that can let you cast any skill you want (you don't need the stats for it), and if you have the correct talent and build (2handed, Ambidextrous) you can cast them for a -1AP cost. And they don't have cooldowns.
So it's entirely possible to use 1AP-Teleport as many times as you'd like. But they're consumables, and cost money to replenish and-...
And basically they fall into the same problem most consumables do. "What if I'll need them later?"-bullshit. So you don't use them, and they just sit there uselessly in your inventory.
(And if you instead try to make a build based entirely on them, then they don't drop often enough that it's not prohibitively expensive to keep doing it. So your build basically falls apart.)
What I could do then, is make some Legendary-boosts that give you shit like "1AP-Teleport" or "set Haste". Skills that already exist in the game, but which are usually locked behind scroll-builds or the like.
Things that are just useful enough that when you spot them you start going "maybe I don't need another +2 to damage".
(Unlike the vanilla-skills which mostly amount to "did you want to save a point in Memory, now that you've already maxed-out your damage-attribute and no longer need to worry about pouring points into otherwise-useless attributes like Memory?")
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raaindropps · 1 year ago
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Now a very biased marketing of Aventurine ... (2/2) because I just gotta , sorry
AVENTURINE
pros : As a shielder , he can block incoming damage and help the team survive by not losing any HP in the first place. Preservation characters are so few imo because of how inherently OP their sustain mechanic is. Similarly to Fu Xuan, Aventurine doesn't need to use skill that much either, only when his shields' turn are almost up or when an ally has lost their shield. Because his shield Can Stack, it means that u can essentially keep gaining an even bigger shield everytime you skill or Aventurine does a follow up attack. He also provides effect res up to 50% for ALL ALLIES which decreases the chances of getting crowd controlled or debuffed with DoTs (which from my experience are super annoying, especially wind shear). Like I mentioned before Aventurine does a follow up attack every time his stacks reach 7 , which he can gain stacks from allies FuA and from all allies getting hit by the enemy (allies getting hit grants 1 stack while he himself getting hiy gets 2 stacks) (This follow up can also stack his shield up after unlocking a trace)
In addition to effect res, he also has in built CC protection like Fu Xuan does (except it only applies to him) and this isnt a Chance to resist like Luocha but a 100% will not get crowd controlled every two turns as long as he has his shield up.
Lastly, his ulti can debuff the enemy with 15% crit dmg received which buffs the team because now the enemy takes more crit damage damage ^u^
cons : no cleanse like Luocha, so if u do get debuffed u just gotta wait it out. Again though 50% effect res although won't prevent debuffs completely, it does reduce the chance to get debuffed so u don't need any cleanse in the first place. His other con is that he doesnt heal / restore lost HP like Fu xuan does but considering how his shields can stack and basically have infinite uptime its pretty dang okay and hes definitely worth it as a sustain. wait this js supposed to be cons. um.
his other con is that although he gets free crit rate u dont actually do high damage on him unless u build him to do high damage but like hes mostly a sustain so just build as much def% as possible so his shields r Beefy. Idk if its a Con Con per say but his technique to get the highest out of it is quite a gamble and his ult is only single target instead of Luochas aoe attack ult BUT it will usually do higher damage than Luochas while also debuffing the enemy and can reduce more tougness than luocha (90 instead of 60)
OVERALL : great solo sustain option, In my opinion more valuable than Luocha but then again the next limited 5* sustain tht comes out could definitely overtake him. In terms of Utility (aka buffs provided for allies to increase their damage output) as well as Great Sustainability id say hes on par with Fu Xuan, then Huohuo is slightly less powerful but still Very Great because energy regen and atk% is crazy and her cleanse is also OP, then lastly Luocha. Also I think his animations are fun and his sound effects especially his finger snaps sound so crisp and satisfying. I recommend going for Aventurine if you use follow up attackers like Clara, Jing Yuan, Topaz, Ratio, Yanqing and also characters who could be very squishy like Arlan who does better damage at Low HP. Aventurine can also work for damage over time teams if you use the light cone that lets him apply burn on enemies aka the Trend of Universal Market cone with Topaz and his face on it. Also if you're going for Acheron, Aventurine is probably her best sustain option atm because of how he can contribute her Ult stacks with his Ult debuff and help her damage output too although its already crazy asf.
YEAH thts it mwah mwah sorry for this long ass ask but i am going to be this guys marketer for a while i think
OHHHHH U MAY HAVE CONVINCED ME ... the lack of cleanse might b annoying but I rlly enjoy shield characters.... The lack of healing may be okay if I use his shields well and that fact that they dont gotta be replaced every turn is helpful.
Do u know if his shields go to the entire team or just one selected character? I gotta assume its the whole team but sometimes hyv suprises u
Luochas AOE seems rlly helpful but the question is if Aventurine's shields outweigh his lack of aoe.. Not to mention u said the ult usually does more damage than Luocha's which does help. It would rlly depend on who im facing, but I feel like even in boss fights a weaker aoe outranks a stronger singke target. Much to think about....
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strwbmei · 1 year ago
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About you PTN question, I recommend investing in Donald, Hecate, Ariel, EMP, Che, and maybe Demon if you have the extra resources. I don't really use Donald so I can't really give you much advice about him, but I heard he's pretty good. Demon is also a decent Endura character. Though, personally I prefer using OwO just cuz she has the perk of being a core breaker.
Hecate is really useful if you actually invest in her, especially when you unlock her main crimeband because you basically get an additional character out of that. Plus, her energy recharge is pretty quick.
Ariel is also great if you put the time to rank her up. She's not good for damage, but she's a great healer and really comes in handy for harder levels. Though, if you manage to bag Hamel, then I would definitely switch to her. She's, in my opinion, the best healer in the game.
Both EMP and Che are good for core breaking. I don't really use either of them anymore, mainly EMP, but when I first started out they were useful characters.
Also, don't fall for the idea that all S rank sinners are amazing and all A/B rank sinners are bad! I made the mistake of thinking that only S rank characters were good (also partially just wanting to spoil my wives ����), so I struggled a lot in the beginning trying to grind for resources. And make sure you research what crimebands are good for each character you plan to use. They help a lot when you start getting more towards the end game content. On a side note, idk which server you're playing on, but if you're playing on the American server, you should pull for Eirene cuz shes super op if you level her up right.
Anyways, this was kinda long, but I hope this helped!
I'm really liking EMP and Ariel so far! Ariel's AoE heal is too good to pass up, honestly. EMP is also helpful. Her ultimate always comes in clutch with those doctor looking things that support/heal a stronger monster(?) (not sure what the term is)
Not sure if I'm doing something wrong, but I've only gotten 2 crimebrands so far. Hecate's exclusive one definitely looks fun, though. I only really use Endura sinners to block more enemies, but if I can do the same thing while saving a slot for another sinner, I'll definitely be investing in Hecate.
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azatas · 27 days ago
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I started playing wrath of the righteous and it's kinda confusing but I'm enjoying it! But I can't decide on a mythic path I keep changing my mind and reloading 😭 azata was my first choice but I saw that it doesn't have as much content as the others? Do u have any advice for a first time player? Thanks 🙏
hey! yeah wotr can be rough for those of us with choice paralysis lol but honestly if you want a good-aligned path with a lot of unique content you can't really go wrong with Angel! i'm hesitant to call it the "intended" experience because like, the different paths exist for a reason, but it is heavily tied to the main story so it usually gets recommend for first playthroughs. that said, i played Azata first and i didn't feel like i was missing anything! it does have less unique content than some of the other paths but idk it didn't really bother me? i didn't have anything to compare it to
i thought trying to summarize the mythic paths might be helpful but it got kinda long lol so it's under the cut if you're interested. i kept it as spoiler-free as possible but the fact that some of these paths even exist is a bit of a spoiler so like.. proceed at your discretion!
so first of all i've only actually beat the game as an Azata! i've played around with some of the other paths and i've seen/read a lot about them so i have a decent idea of the overall themes and mechanics but i might be fuzzy on the details. alright, so there are six mythic paths you can choose from at the end of Act 2:
Angel — the "default" good path. you don't have to do anything to unlock it, it has the most unique content, the characters in it are relevant to the main story and it's very fitting with the game's overall themes. you're a Lawful Good hero and you can lean into being more Lawful or more Good. mechanics-wise you're all about divine magic, support casting and smiting evil. i've heard the abilities you get are versatile enough that any class works with it, but divine casters work especially well
Demon — the "default" evil path. like Angel, you don't have to unlock it, it's thematic, the characters are relevant to the main story and it has a lot of unique content. it's the Chaotic Evil path and you can decide to embrace your demonic power or try to control it. you've got rage abilities, you can summon demons, there are various demonic aspects you can turn into and it's versatile enough to work with any class
Aeon — cosmic judges of balance and the preservation of the natural order. it's the Lawful Neutral path and you have to choose the Aeon option when dealing with the Wardstone at the end of Act 1 to unlock it. basically you're tasked with upholding cosmic law. mechanically geared towards support with Gazes that buff and debuff, and it works best with martial classes. the Aeon path changes things in a way that imo hits harder when you actually know how the story is "supposed" to go, but if it sounds interesting to you don't let that stop you!
Azata — you're a Chaotic Good freedom fighter, purifying the land from corruption with song! it's more lighthearted and whimsical than the other paths, with a bit of a "power of friendship" theme to it. requires saving the Desnan adepts and singing with them in Act 1 to unlock it. you recruit plenty of misfits and oddballs while still trying to balance being an effective army. some people find this one too silly, but personally i think the main story still maintains it's gravitas. Azata has less unique content than some of the other paths; there are some really great moments but it's not as consistently epic as Angel or Demon. works best with spell-casters; you get lots of buffs, crazy AOE damage, some summoning and healing, and a cute little dragon companion! Aivu is always in your party and likes to chime into conversation, so she tends to make or break the path for people depending on whether they find her more annoying than charming
Trickster — Chaotic Neutral pranksters, requires choosing the Trickster option in Blackwing Library in Act 1 to unlock it. it's pure chaos! you get to summon beer elementals, play pranks that range from kind of ridiculous to downright cruel, and alter reality for the bit. another hit or miss path; you might get sick of it if the humour doesn't land for you. it doesn't take the narrative as seriously as i think a first time player would like, so i'd recommend saving it for a later playthrough. i didn't get very far on my Trickster run so i'm not super familiar with the story or what it's like mechanically, except that it's broken on purpose lol
Lich — you're a Neutral Evil necromancer, enslaving the souls of the dead for your army. unlocking this one is a little more complicated than the others, you need to find a special wand in a location called Leper's Smile in Act 2 and use it at a location called the Lost Chapel. i hear the story for this one is really good but keep in mind it really is an evil path, maybe even more so than Demon! mechanically geared towards crowd control/debuffs, spell-casting classes work best and shapeshifting builds probably aren't a good idea
there are four other mythic paths that become available much later in the game, but one of them is unlocked through the main story and i don't think i can even really say much about it without spoiling major plot beats, and the other three have some pretty specific steps for unlocking them and a guide would probably be more helpful with that than i would
anyway i hope this is helpful, and i'm sorry it's so long!
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mariverses · 2 years ago
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i have many characters but who's good.....
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ok you have some Really Good units actually. i won't have you throw your team upside down, i'll just give my suggestions for some good units and utility! you can assemble how you like it. lappland, suzuran and meteorite i said are already really good!!!! and since you said about steward and phantom..........
phantom maay have been powercrept but he is not bad. his clone gives him unique flexibility. the only problem is that he can get expensive with multiple redebloys but so can other operators.
steward's targeting talent is good, since he targets the most def-heavy enemies. which is what you want casters to do. he doesn't waste charges on trash mobs.
blue poison is a great sniper. can hit multiple targets and poison them which does arts damage over time. not very flexible generally since both her skills are similar but she is really fucking good at her job
poca is!!!! fire!! she kinda fell off since she is an old op but her module will make her relevant again.. she can do crowd-control and nuke heavy enemies out of existence
gitano is very practical. since her range can expand by a row she reaches spots that other aoe casters can't. she eats multiple high-def low-res enemies for breakfest. but her talent is rng and she is extremely expensive
pinecone is a great spreadshooter! she does great dps and her skill 1 is manual so you have a lot of flexibility with it. spreadshooters are generally expensive though so you need good vanguards
click is one of the best casters. her atk looks low but she is a drone caster so she attacks twice every hit. cheap again. leveling-wise And just a dp more expensive than steward
perfumer is amazing too. she has global healing and you can get it extremely cheap because of her rarity
jaye is actually a 6☆ in disguise. the ratings are lying to you. amazing self-sustain on skill 2 and silence on skill 1. he's a great unit for is2 because he's cheap to pick And deals good damage. though you're gonna have trouble against high-def enemies with him, he makes small-enemy-sashimi
gravel is necessary for every account. sure it might seem like you don't need her but. you get 5000 hp on your map. for nothing. nobody does the baiting better than gravel. when in doubt your defenders will not survive the hit? gravel. somewhere else
whisperain can cut status effects in half. i don't think it's essential to early-game but damn it's very convenient to have on certain maps and You Will Notice.
liskarm is an sp battery for those around her. she just has to be hit. she's an offensive defender, which at the beginning is not necessary, but when you want to get more tactical with your plays she has a lot of value
this is the most important out of all of these. you have myrtle. build myrtle. watch.
the 3☆'s are generally nice to have built! they're cheap to build and can slot in for archetypes you've not yet built a better option of, or if you need to get something on the field quick. also they give a little extra orundum which is nice to have always.
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cerastes · 3 years ago
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After watching you stream IS2 for a bit the other day, I took some of your advice and finally got my first ending 1 clear! I've been trying to get back there again, and I feel something might be wrong with my general strategy of "Get a big 6* and try to build a core around them". I don't have high hopes for getting ending 2, as my one clear that mostly revolved around +120ish ASPD Exu and Mudrock was mostly on luck and stacking the two Coin Op-alike relics I have unlocked. Do you have any advice on how to pivot to something more reliable and sustainable than "Make big thing hit hard/fast"?
First of all, congratulations on you clear! You now have [Theater Kid Money]!
Now:
"Get a big 6* and try to build a core around them" <- This is where you went wrong, Giorno Giovanna.
The following advice is applicable for all Roguelikes, actually, but it's very very useful in Crimson Solitaire: You're filling a check list.
Whenever you're playing a run of Crimson Solitaire (or any Roguelike, really!), your first few runs are recon, you're just finding out What It Did. Once you can answer the question "What Did It Do?" or in other words, you have a rough idea of what you'll encounter and what the end boss of your desired route will look like, you then go into Going For The Clear Mode.
What would the Lucian check list need? Let's do this together, ok?
Lucian, Blood Diamond check list:
The Scarlet Singer carousel to the right that starts seeping into the rest of the map -> They loop for quite a while, giving you plenty of time to kill them, and there's two tiles that let you place Marksmen/AA Snipers facing right to hit them. Check list item 1: 1 to 2 Marksman Snipers, or Thorns facing right, in other words, a way to whittle down and kill the Singers before they become an issue. These ALSO deal with the aerial units that come from the same direction!
Several low HP enemies come out quickly from the upper gates, with some higher bulk enemies in between. Check list item 2: A plug for the stream of enemies that comes from above. Frontliners, AoE Guards, Defenders, you name it, you need to be able to block and kill.
Upper left gate releases very strong Elite Armored Guards. Check list item 3: A way to hold and kill these elite mobs, so sustain and Arts damage.
Lucian's most dangerous attack is his Song, which deals wide AoE Physical damage and fills your Nervous Impairment gauge. Other enemies also deal Nervous Impairment. Check list item 4: AoE healing and a way to deal with NI, so Mulberry/Honeyberry and one other source of healing, like an AoE medic or Saria S2.
Lucian has Phys and Arts Dodge if he's not blocked, and has a Crownslayer ability to phase through units, on a cooldown. Check list item 5: Two strong brawlers to jail* Lucian, making him vulnerable to damage, as well as burst damage (a source of True damage would help as well, but being able to jail is far better). *A jail is when you place two units next to each other, facing each other, to trap phasers like Crownslayer or Lucian.
This is your basic needs for Lucian. Some units cover more than one need, for example, Saria S2 can block the Elite Armors AND provide AoE healing, and the same source of Arts damage for the Elite Armors can provide burst damage to deal with Lucian. What matters is, you have to build your composition with this in mind throughout the game, not just grab a big 6* and build around it, because in the end, even the most multiuse 6* won't do jack shit for you if you aren’t covering the needs of the map.
In other words, you must suit your team to the needs of the map and prepare as best as possible. In an ideal world, you can fill this list, but you likely won't have every ingredient. That's the beauty of Roguelikes! You have to improvise, adapt, and adjust depending on what you end up with. That's what it means to be a true warrior of likes and rogues.
In my latest VOD, I cleared with just 3 and 4 stars on the first try, because you don't need a six star to clear, you need to build your team with purpose and intent. Knowing how to build is half the game mode, the other is execution in gameplay. Lucian's check list is simple, for instance, Big Sad Lock and Mouthpiece's check lists are more complex. You also should account for dangerous maps on the way to the boss (no AA snipers on Drone Landing Zone? Say goodbye to Exodia).
So yeah, it's less about big number, more about smart use and accumulation of number.
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harlequinchaos · 2 years ago
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TotK Intermediate/Advanced tips/things not to miss (spoilers ahead)
⚠️⚠️ DUPLICATION GLITCHES PATCHED AS OF VERSION 1.1.2 ⚠️⚠️
Zonai Devices + Hylian Sheild = OP
You can put Zonai Devices on the Hylian Sheild and they won't break. If you duplicated the Hylian Sheild (and have the sheild slots), you can have a cart for mobility (basically an unbreakable skateboard), a flame/ice/shock/beam emitter, or a cannon for pesky caves. The ice emitter is OP for stunlocking every enemy that isn't a Lynel or Boss, and a cannon is good too for armored enemies, and as long as you hold still while aiming, it fires straight (this is true for all devices fused onto sheilds).
Most Efficient Zonai Machine
Getting to different sections of the Water, Fire, and the section leading up to the Wind temple can all be pretty much skipped using an airbike. It seems to be the most efficient use of Zonai devices while providing the best mobility. It's also amazing for exploring The Depths, just throw a Giant Brightbloom seed on it and you're set (be careful as throwing a seed on it activates the device). Also if you don't have much battery, consuming a Large Zonai Charge will fill your battery and give you a brief period of unlimited energy use. They are rare however (but again, easy to dupe).
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(I recommend a YouTube video for instructions on how to build it, it can be REALLY finicky if not done correctly)
Expensive Taste
Once you finish the Gerudo section you can unlock the full Accessories shop. (You might have to do the side quest, I'm not sure) but you can buy the diamond circlet. It's better than it was in botw as it now has Attack Up, and when fully upgraded has 28 defense. It will cost you 18 diamonds and 3 star fragments and some flint to fully upgrade, but is definitely worth it.
Pimping out the Purah Pad
Complete Josha's quests which involve exploring The Depths to unlock the Autobuild ability at Hyrule Central Mine, but then go see Robbie to unlock the Shrine Sensor, Heroes Path and Travel Medallion. To unlock the Travel Medallion you'll need to enter Robbie's old Tech Lab in Akkala (use the chasm and ascend into it), and this is also part of the Yiga quest chain. The Travel Medallion is definitely worth it for going back to hard to reach areas, or putting it in useful spots (I have one right next to the item break-down place in Tarrey Town).
Yiga Clan Questline Rewards
If you've gotten the Travel Medallion for Robbie from the Akkala Tech Lab, you've already done 1 of 3 hideouts for getting the Yiga suit. The other two are in the Old Man's cabin on the Great Plateau, and just west of the Great Hyrule Forest in a cave in Aldor foothills. The suit's stats aren't the greatest, but Yiga clan members won't ambush you while wearing it (and they'll all have unique dialogue), you can enter the Yiga Clan hideout and participate in a challenge to unlock their paraglider design, their earthquake technique, and a replica functional Thunder Helm making you immune to lightning.
Gleeok Horns Pack a Punch
If you've managed to take down a Gleeok, the horn they drop does a MASSIVE aoe if you attach them to an arrow. They're also the highest elemental fuse component at 30 Damage. They are rare, but are also easy to duplicate.
⚠️ I've purposely left out a bunch of details on how exactly to accomplish some of these, but feel free to message if you need further instructions, also google is free ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯
Link to duplicating Here.
⚠️⚠️ DUPLICATION GLITCHES PATCHED AS OF VERSION 1.1.2 ⚠️⚠️
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adorablegorilla · 3 years ago
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Since the Invitation to Wine event ends in about 34 hours, I thought now would be a good time to make another helpful post about the EX stages for anyone who's been putting them off (totally don't know what that's like haha). Won't cover the first 3 bc EX-1 and 2 are easy and I already made a post about EX-3
EX-4
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You'd think with the layout of the stage and the way enemies circle around it would be a good stage to create a stationary defense and let the enemies come to you, except NO, DON'T TRY TO DO THAT BECAUSE
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You absolutely CANNOT wait for these guys to come to you. Resistance helps a little, yes, but especially on CM these guys do so much damage that if you let them circle around they'll absolutely destroy your Operators. You're gonna want to be proactive and basically spawncamp these guys with burst damage skills while using fast redeploys and/or Bena to draw their fire.
EX-5
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This stage is fairly straightforward. The Lamp Guys and Peacocks spawn from the middle red box, while a bunch of mook enemies spawn from the left. The usual suspects (Ethan, Bibeak, BP, etc) can handle the left side pretty well as long as you put a good amount of burst damage up for the Lamps and Peacocks. Even on CM where you can't deploy on the farthest back tiles you have plenty of space, just don't let the mooks distract you from the Lamps and Peacocks (yes I'm gonna keep calling them that)
EX-6
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The Peacocks and Sharpedges will do circles around the middle while the dog reskins try to distract and annoy you. Bring AOE Snipers for the Peacocks and Marksman for their spawns. CM's tripled cost for Casters and Guards unfortunately means Ifrit is only viable on normal mode, but Schwarz and Fartooth are good replacements for taking care of the Sharpedges. As long as you can afford to bring enough damage for the middle Sharpedges the Marksman can take care of the spawns. Be aware that two Sharpedges will attempt to rush the bottom box and break through your defenses, but they give you plenty if time to prepare in between. If you can afford them, Specter S2, Skadi S3, and Surtr S3 are good ways to take care of those two, but if you don't have 60+ DP to spare Kaltsit or Eunectes can also do the trick.
EX-7
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Okay I'm gonna be honest, this map is ridiculously easy compared to everything before it. There's a whole lane that every enemy HAS to walk down, and even if you don't have Ifrit the only enemies in this stage that remotely pose a threat to your defense are the Lamps, who give you plenty of time to burst them down or helidrop on them. Heck, they only have a C in Res, just use Utage! So yeah, Utage and other burst dmg ops for the Lamps, and the Usual Suspects in the Mandatory Lane for everything else.
EX-8
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It's Dragon Part Two: Boogaloo. This stage isn't exactly easy but it isn't complicated. Bring the Usuals for the mooks and Wisps, debuffs and burst damage to kill the dragon, fast redeploys to bait the tail and bulky ops to tank the laser. You beat this guy once, you can do it again.
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sillovain · 2 years ago
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Adventures of Solis - Chapter 6: Revalation and Rethinking
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Adventures of Solis - Chapter Index Written between RL 60+12 and 80+17 The whole map is open. A revelation changes the way I think about spells vs weapons. Part 1/? of weapon and spell rambling.
Rethinking the Arsenal
The main goal with Solis was too have as a spellsword playstyle that is smooth, where the spells and weapons complement each other pros and cons.
Started with *very* big assumptions on what/how spells would be used. Now that the playstyle has been "felt out", some updates to the idea.
The "Assassin" Package - Its fun, for a while in PVE. But the aim was not to make a crit-combo build. It also doesn't do anything for PvP.
In the end, we still want the advantage of being a good boss stance breaker - its just not the entire point of the character.
Carian Slicer - Famously OP Spell, but is it good if you're not single-mindedly building to spam it?
Slicer spam characters are built around 1 strat - burst. Using Azur staff + 2x Sorcery damage talismans + full int scaling - you run at something and cut it apart ASAP, fp efficiency be damned.
But, Solis's gameplan is hit things with a big sword, weaving in magic tricks. He simply cannot run the above setup - it eats into defensive talismans and fp endurance; not worth investing so much if the aim is to use Slicer like an off-hand dagger. note: also adding that the other type of build that auto includes Slicer are pure wizards, who lack a melee weapon and use slicer as close range tool - again not the character Solis is.
Slicer still sees use here and there, its just no longer an 'always spell'.
The Revelation
Now that Solis is free from the strict Greatsword Main Hand + Slicer Off Hand combo -what spells and weapons to pair is again open.
As of now, I dont have the answer. But did try some things...
Spells, new and reconsidered
Gavel of Haima - In PVE, the property of an AOE spell with hyper armour doesnt do much when paired with a Greatsword main hand - since those have abundant sweeps and natural hyperamour.
Still, this remains on the table if we swap to a lighter weapon. Additionally, the hyper armour still has PvP use.
Carian Piercer - Same story as above. The lunge is whatever in PVE if we run GS + Impaling Thrust. In PvP, the roll-catch is solid.
Adula's Moonblade - Either using this entirely wrong - or there is nothing about this spell that adds intresting strategy for us. The big sword of cold is a neat spell - but an all-in-one AOE + Status + Ranged attack with a huge windup and fp cost is not something Solis needs.
Zamor Ice Storm - On paper, seems to fill a similar niche to Adula's - but there are 3 distinct properties that make it much better for Solis.
Lingering AOE. Like Magic Glintblade; once set up, it will do its job while you fight.
Stagger + cold buildup in several pulses. Synergizes very well with a cold-infused mainhand, since both ice-storm and your attacks are 'pushing toward' the same goal - stun and frost proc.
3. No aiming needed. Adds the option of 'turn-and-burn' where you retreat and catch pursuing enemies with an ice storm - without the need to face your foe.
Also has the charged option of being that 'big risky windup' you do when a boss staggers - finally something for bosses that cant be critical hit.
Gravity Well/Collapsing Stars - Good on paper, quite redundant in practice. To pull from range - just poke with Swiftshard. A spell that forcibly pulls seems overkill.
Still, a good off-school option for anti-flying (ie. birds).
Shard Spiral - Mostly a gimmick. On paper, a slow moving projectile that pulses damage seems good - but unless its cheesing out damage on giant bosses, most enemies just dont get hit much.
Zamor Storm is just a more intresting option IMO.
Adventures of Solis
Chapter Index
Next | Previous | Beginning
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vermillion1177 · 3 years ago
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Hello fellow master's it's Vermillion this is the chaldean masters cafe (cafe news). What another servant. If you're surprised my question is why? Berserker class, quick aoe np. Send no rikyu. 1st skill, simplicity at it's finest. Increase party's quick performance for 3 turns. Increase party's np generation rate for 3 turns. Gains critical stars. 2nd skill, a single flower B. Charges one ally's np gauge. Overcharges their np by 2 stages for 1 time 3 turns. Grants them invincibility for 1 atk for 3 turns. 3rd skill. Yugentaru kuro A. Increase own critical damage for 3 turns. Increase own critical damage of quick cards for 3 turns. Inflicts defense down by 10% for 3 turns to enemy when attacking with quick cards. Np. Deals damage to all enemies. Seals their np for 1 turn. Inflicts curse with 1000 damage for 5 turns to them. Her card set is 3 quicks, 1 arts, 1 buster. I would definitely say a bit op like ibuki summer especially for farming and looping her np. What do you think masters? 🍜☕🍷
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voidendron · 3 years ago
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SWTOR: MM KOTFE/ET
Getting both Fallen Empire and Eternal Throne to 100% completion is my proudest solo achievement to date in this game. That said, I know others struggle with it, and have personally helped others clear some of the fights in these chapters.
Through both my solo run, and helping one of the Catz, I picked up on some tricks that may help others who are trying for these achievements!
I completed these on a Virulence Sniper. It was probably one of the worst options I could have gone with - immobility, lack of self-heals, and no 60sec cc abilities made for some extremely difficult fights and massive repair bills. The only things that saved my butt were Snipers' powerful defensives, carefully selected utilities, as well as my build that utilizes tank mods for some defensive stats
Note: This is my raiding toon & main, who I use in NiM operations and have literally tanked SM ops and world bosses on and know how to play like the back of my hand, and it was still a massive struggle to stay alive for some fights.
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note that as the chapters are capped, I ignored Power entirely with my enhancements and focused solely on whichever ones would give me the highest tertiary stats. my burst tactical (Ultraviolet Blast) also felt like the most useful one for most fights
now, onto some of the harder fights and some tips I have for them:
TIP #1: SET COMP TO HEALS, and DO NOT do these on a healer if you intend to solo them. Tank also isn't the best idea, as the best method with most of these fights is "kill them before they kill me," and some bosses do insane damage that eats through a tank's defenses in no time.
TIP #2: LEVEL 50 COMPS ARE YOUR FRIEND. I know it's a pain, and expensive and/or tedious, but I had a significantly easier time after maxing out a chapter's companion than I did with whatever influence they'd been at previously. My level 50s were: Theron, Lana, Senya, Koth, Kaliyo, and Vette (Torian and Jorgan's chapters were doable with them both under level 10, but up to you)
TIP #3: KITE LIKE YOUR LIFE DEPENDS ON IT (because it literally does). Don't sit in one place. Keep moving or you WILL die.
TIP #4: PLAY RANGED. Is it doable on melee? Yes! And if that's your best class, ignore me. But because of the kiting, ranged makes it go soooo much better. I'd personally suggest merc or sorc (or their mirrors ofc), because merc has self-heals and powerful DCDs, and sorc also has good heals. They both also have a 60sec cc.
Side Note: Melee companions are incredibly stupid in these, so be careful about how much you trust them to heal you to full if they've already leapt into the fray of the fight, and watch where they're standing so they don't die to AOEs.
KOTET is has significantly harder fights than KOTFE.
KOTFE
Chapter 1: The Hunt
a lot of the adds are engaged in combat with crew members, so you can just run past them without pulling aggro
the droid at the end is really the only challenge I had. While I don't have tips for most other classes here, on Sniper I entrenched (it pulls you toward it, and its melee attacks hurt!), and did my best to rotate my defensives to kill it before it could kill me and Marr. Also helps to send Marr in first to take a few of the first hits before you inevitably pull aggro, just to save yourself from the damage.
Chapter 5: From the Grave
The final fight can get a little sketchy. It's a lot of phases and different "bosses" all disguised as a single fight. Number One Tip: Every "boss" or cutscene you get through, run away from the next part of the fight to heal up. If you're careful and quick, you won't pull aggro prematurely and can get back up to full before starting the next part of the fight.
This is gonna sound horrible, but Senya is your meatshield. She'll pull aggro, and probably die, but use it to your advantage. Try to kill as many things targeting you as you can and let her deal with whatever she has, then turn your focus to her enemies. Also: Use kolto stations. Using them doesn't make you a bad player or whatever else elitists will try to put in your head. If you need them and they're available, use them.
Chapter 6: Asylum
For me, Heskel was the second-hardest fight in Fallen Empire, as were the minibosses to get to him.
For the minibosses (two gold enemies per room), I found that having my comp stun one, then focusing down the other (stunning the first again with Maim or Flashbang whenever they woke up again), helped tremendously. Get out of AOEs when you see them, use DCDs as you need them, use your knockbacks if you have 'em to keep them away from you, and kite them. I tried multiple times to just sit and turret them, but they hurt. A lot. DOTting them, then running in circles and using whatever abilities I could while moving, or taking a moment to let a channel go off before moving again, was what kept me alive.
For Heskel, he can be interrupted (and maybe stunned but it's been a bit so idr) - use it to your advantage! You won't have a comp for that fight, so try to cycle your DCDs, stay out of AOEs, and use everything. Kill him before he can kill you - and if you haven't already, you'll soon find this is the theme of these chapters in MM. Also, when the Valkie cutscene starts, esc it to heal up before speaking with Heskel to resume the fight.
Chapter 8: Taking Flight
There are two notably difficult fights in this chapter. One is the fight with Arcann at the end, the other is the commander lady before you leave Koth and HK to fend off the Knights/Skytroopers on their own.
Commander lady: Add management is important here. Do your best to kill at least some of the adds as they spawn, then command your companion to attack one that's left. Your main task is to focus the commander. I couldn't get threat-dropping to work on her, but oops bubble on a sorc, or if your threat-drop is a DCD, should be a big help on its own. Kill her before the adds can overwhelm you, damaging adds when you can afford to, then clean up the adds left at the end.
Arcann: tbh I don't understand the "proper" mechanic for this fight and how the clickable objects at each edge of the arena are supposed to work. If you know how to use them, go for it! But since I didn't, my method was more "power through it." He has Boss Immunity, but he's melee. If you start taking too much damage and/or run out of DCDs, just run from him. He'll constantly stop you and leap to you, but it'll give HK a chance to try and heal you back up before you start focusing Arcann again.
Chapter 10: Anarchy in Paradise
The Overwatch Hunters were the hardest part of this chapter, as well as Fallen Empire as a whole, for me. Tip: The big structure they're standing in front of does not connect to a wall, so think of it like a giant pillar. Running circles around it to LOS them will save your life.
If you have a 60sec stun, use it on one of the Hunters right away (I always stunned the one on the right, but don't think it matters). If you don't, have your companion stun the first one, then use your own stuns as needed when they wake up (as Sniper, I took the shortened cooldown on Maim/Flashbang for this fight). Work on killing the first one, run around the structure to LOS the Skytroopers, kill the Skytroopers, then focus down the second Hunter.
I tried this one with Kaliyo at level 20-something, but she just couldn't keep up with heals so I boosted her and after a few more tries I finally cleared it.
Run around the structure whenever your health/DCDs are running out - it should force Kaliyo to follow you to heal you back up (and if not, pacify her quick, then manually click on one of her heals to force her to follow/heal you), and the Hunters & Skytroopers won't have line of sight as long as you keep moving so you can get topped off.
The guy at the end of the chapter felt identical to SM. I was careful about avoiding his AOEs and activating the turrets to attack the ship whenever I could so idk how bad he hurts if you don't follow the mechanics, but I can say that following them it was a pretty disappointing fight for MM.
Chapter 12: Visions in the Dark
When you confront the Vaylin vision, keep moving. Stay out of her AOEs, and I found that a circular kiting path worked really well. When you see her casting something, that's when you really want to move, and from there just damage her whenever you can.
The "final test" with the Jurgoran, take the light-side option to skip the fight entirely.
Also, for crafting your weapon, take the "resilience" or "sacrifice" option. If you equip the weapon for the fight with Arcann in Chapter 16, resilience regens your health while in combat with him; sacrifice increases your damage to him with the more damage you take. Accepting both Marr and Satele, you absorb 10%/reflect 10% of Arcann's damage. Marr only, reflect 20%. Satele only, absorb 20%. Must have weapon in Chapter 16 to receive these buffs.
Chapter 15: The GEMINI Deception
The big Skytrooper in the room you get trapped in (the red lights, computers it jumps to, and stuff) was pretty much the same as SM, it just hit harder. As soon as it jumps to a computer, destroy it ASAP, then go back to it. Try to cleave the adds, but I killed the boss before the adds and was (mostly) okay with some DCDs.
For GEMINI: As soon as she starts channeling that poison gas ability, interrupt it or it'll most likely kill Senya or at least bring her close enough to death that she's healing herself instead of you. When she splits off into four copies, either a) use some sort of instant cast on each one until you find the real copy or b) pay very close attention to which one Senya attacks without your guidance, as she always targets the real one. The poison attack, and when she's attacking with the copies, is what hurts the most. So the faster you deal with them, the better the fight will go and less damage you'll take.
Chapter 16: The Battle of Odessen
#1 Tip: Take the Turrets instead of the shield when given the option. With the turrets, they'll spawn throughout the hallways to help you deal with enemies, and you'll also get three temporary turret abilities that you can plant yourself. (only one fight is made way easier by the shields, and I've personally found the turrets to be the more worthwhile option.)
The big Skytrooper in the cross-shaped room is more tedious than anything. Get out of the AOEs when you see them and don't get greedy: as soon as you see them, start moving, don't try to squeeze out some more DPS. Also: pacify Lana so she's forced to follow you to safety, or she will die. As long as you stay out of AOEs, you're golden. It also helps to still have Koth as an ally, as he attacks it at the start to take out a little of its health.
Knight lady with the lasers: I struggled with her more than Arcann, admittedly, and she's the one that the shields supposedly make the fight much easier on. Avoid the lasers at all costs, plant the turrets (they'll pull her aggro and it's a huge help), and just do your best to get damage on her without getting hit by the lasers. When she kills the turret, pop a DCD, try to plant another one, and/or hit her with everything you've got.
Arcann: You're totally alone here, so if you still have your weapon that you built with Marr and/or Satele, equip it - it'll give you some boosts that vary with your choices from the chapter. I've heard you can supposedly equip it, then change back to your own, right before starting the fight to keep the boosts, but haven't tested it myself.
Stay out of his AOEs, first and foremost. Otherwise you'll get thrown around and/or take a bunch of damage. Second, pick up the shield off to the side of the arena as soon as you can. Whenever you see yellow energy/lines coming your way, put up the shield and face that way to start absorbing the energy, and once you've absorbed enough get into melee range of Arcann to hit him with the shield. Note that having the shield up greatly reduces your movement speed and prevents any other ability usage, so be careful.
This fight mostly comes down to "avoid AOEs, and bash him in the face with the shield as often as physically possible." Once you hit "burn phase," put the shield up ASAP and start walking toward him. The longer you take to put it up & reach him, the more damage you're going to take.
One more thing: when escaping from the flagship, there's a maintenance shaft type thing you need to jump down. be careful landing on the last "platform." 80% of the time I've gotten stuck there because I landed wrong and it insta-kills me :/ so I suggest just missing that platform entirely and healing up when you hit the bottom
KOTET
Chapter 1: Wrath and Ruin
Reminder: KOTET is significantly harder than KOTFE.
The big droid you confront shortly into the chapter is rough. The AOE follows you, there's mine droid to avoid, and it does a lot of damage. Fortunately it doesn't take long to kill, but it doesn't need long to also kill you. Use defensive and offensive abilities to kill it ASAP, keep moving, do your best not to trigger the mines.
The ambush in the temple took me almost two hours to finally clear. My best advice is to stun the enemies whenever possible, and use the stairs to LOS everything. When the tiny droids spawn, spam AOE. They're glass cannons, so easy to kill, but deal a lot of damage when they actually get attacks in. The more difficult waves are considered different fights by the game, so if you die it should give you whatever wave you were currently on after you get through the first "easy" ones - it did that for me and Gham, but when Bone was also trying the chapter it restarted the entire encounter for him, and we're not sure why it happened.
When you have to interact with Theron to continue the encounter, heal up first. You can also use rocket boost or something, then click it off again, and all of Lana's abilities will be off cooldown when she respawns. The next part will trigger immediately when you click Theron.
When the three Horizon Guard spawn, find the one with Boss Immunity; you can focus target him with alt+F while targeting him to keep track of him. Once you have him marked, have your companion stun one of the other two, while you stun the other. Then kill the "real boss" of the group ASAP, LOSing him with the stairs/debris as you go. Once his buddies wake up, try to stun them again while you kill him, then take them out one at a time (or with AOE if you're an AOE class).
After they're all dead, it should save your progress so that if the next boss kills you, you'll only have to deal with him instead of the trio again. With him, just...kill him ASAP and LOS as needed. He'll probably kill the Voss fighting with you, but use it to your advantage to unload everything on him while he's draining them. I wouldn't call him easy, but if you got through the trio, you can through him.
Chapter 2: Run for the Shadows
imo, this is the hardest chapter out of all of them. Once you clear this one - especially the last boss - the future fights only get easier. Each boss fight in this chapter is harder than the last. The nice thing about this chapter is that Acina is automatically at level 45-ish, so don't bother with gifts or whatever.
Note: Acina is melee, so needs to be micromanaged. Melee healing comps are really dumb as it is, and with this chapter being as hard as it is, she's horrible to deal with.
The vinecat boss after you and Acina crash is kind of ridiculous with how hard it is. I had the best results from kiting it until the standard adds were all dead (I also found orbital striking them so they're temporarily knocked down, followed by a flashbang when the third tick ended, gave me time to get some damage on the main boss before focusing them down). Use movement-impairing prevention abilities, hit it with whatever you can while moving until those adds are dead, then focus the boss. Your class will decide whether it's better for you to keep kiting, or hunker down in place with DCDs, once the adds are dead and you've just got the boss to deal with.
The first GenoHaradan lady with the droids, kill the droids ASAP (also, don't bother with the weapon you pick up on the main boss, tho it's good for one of the droids since it stuns them), then focus her until more droids spawn, and repeat. Avoid AOEs, and I want to say I killed the HK lookalikes first, then the probe droids? idr which one does more damage, so try both ways. If you need to use the ship/environment to LOS while Acina heals you, then do so before going back to the fight.
The final fight with the leader and his lackeys took me almost four hours and probably 2mil+ credits in repairs to finally clear. Reminder that I did this on a sniper which made this fight an absolute nightmare, but if you have a sin/shadow, merc/commando, op/scoundrel, or sorc/sage, then you'll have one - if not two with Go to Sleep tactical - 60sec cc ability. The leader can't be slept, but you can sleep one if not both of his lackeys.
Tip 1: With Go to Sleep, sleep both of his companions, then pull the leader away from them. Kill him first, stay out of his AOEs at all costs, then kill one companion at a time. This was the method Gham did (tank slept one, I whirlwinded the other) with the help of me and a sin tank helping her out in this chapter, and it went so much better then what I had to do.
Tip 2: if you only have one 60sec stun, use it on one of the companions, then pull the other away from them. Kill that companion first, make sure Acina is also attacking that one, then swap to the leader once that one's dead. When the second wakes up, try to stun them again, kill the leader, then kill the last companion.
Tip 3, what I had to do: If you don't have any 60sec cc, this fight is going to be extremely difficult. Have Acina stun one of the companions, then micromanage her. For whatever reason, she likes to swap to the leader constantly, but if she pushes him too early, you'll wind up with not only all three bosses still up, but the leader's AOEs as well, and will very quickly find yourself dead. Kill one of the companions while chain-stunning the other whenever they wake up, and use Acina's stun when yours are on cooldown. Then kill the other before focusing the leader. When I finally cleared, Acina died to the AOEs, but if the leader is low enough and you're confident with your DCDs/still have a medpack, ignore whatever Acina's doing and just try to finish him off.
I read somewhere that you can lead them out of the room into one of the traps on the floor, but anytime I left the room the fight reset, so idk if that actually works.
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mono-red-menace · 2 years ago
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fr tho for the hexblade paladin thing, using conquering presence on a bunch of chumps to prevent them from moving closer and such, alongside armour of hexes to give their already disadvantaged attacks an additional 50% chance to miss is a really strong combo. and using that alongside things like choke points and with things like polearm master is really powerful.
another big one is hexblade's curse and divine smite, all you need is some way to gain advantage and you're a melee character the highest damaging attacks, multiple of them, a crit chance of like 20% for each attack (if you have advantage), and the ability to smite multiple times per turn, which is great if you crit twice. gonna be real, expanding crit range on characters like rogues and paladins and blade warlocks can be really dangerous bc of how high damage they can make their attacks on crit, but for rogues and warlocks their burst is only once per turn, so they're balanced by that fact, and rogue is balanced further that it's only the first attack that hits, and only under certain conditions.
but these combos wouldn't be as dangerous if like.
1. smite was limited to once per turn.
2. a lot of the advantage / disadvantage modifiers were changed to be flat modifiers, or (this is a v unpopular opinion) crit confirms were added back.
the big saving grace of the armour of hexes + frighten combo is you get it starting at at minimum 10th level as a pure warlock, and on top of that, it's a little harder to pull of consistently (due to concentration and low spell slots, but even then, war caster and medium armour p much trivialise one of those) before u get ur conquering presence at minimum level 13, which is a 1/sr aoe frighten without concentration. it's extremely powerful, but it is a later level feature, so it's not so bad.
but the overwhelming damage of paladin smites and the fact they're not once per turn leads to plenty of op multiclasses, like picking up barbarian to reckless attack, or picking up samurai fighter for fighting spirit AND action surge, all of these can also be combined with things like champion fighter (for 19-20 crits and action surge) or hexblade (for 19-20 crit and short rest spell slots)
as someone who is currently playing a UA Heroism paladin (crits on 19-20 for 1 minute 1/sr, i picked it up bc it was like, the only oath i felt matched her personality semi-closely) i already am extremely powerful, and if i pick up samurai next level, i will be far too powerful, so i'm literally just thinking of changing characters.
anyways one d&d should pull back on the adv/disadv bc of the many combos which exploit the mechanic, and should pull back on stacking roll bonuses bc of the many combos which exploit the mechanic. also these two facts stack together making a lot of player combats literally. you have a 5% chance to miss because of bless and bardic inspiration and advantage, and 95% to hit, and 19% of that 95% is your crit range, and your crits deal like 12d8+3/4/5 damage. and you can do this multiple times per turn. and you might have polearm master + sentinel which means plenty of enemies can't damage you, not to mention them all having disadvantage on attacks and being unable to close the gap bc of frighten. and also you might pick up great weapon master bc you already are p much guaranteed to hit, so why not deal an extra 10 damage 3 times per turn.
yk?
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sebastard69 · 3 years ago
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since you run c4 yanfei, who do you think is the better shielder in the game? her or one of the geo shields?
I mean, that's kind of unfair? Geo shields provide a completely different utility than Yanfei's shield, and function differently, too. Geo imo is kind of designed to shield, esp considering geo shields provide elemental resistance as well as shielding. And if you take Zhongli into account, he has co-op utility at c2 that applies his shield to other players. These are all good things and useful for certain play styles, but again they are designed as utility abilities.
Yanfei on the other hand is only viable as a shielder at c4. Neither her kit nor her element are designed to provide shielding, and the shield can only be applied during her burst meaning she has limited flexibility as a shielder. Yanfei's shield is, in my opinion as a Yanfei main, less about preventing as much damage as possible and more about being a... get out of jail free card, so to speak. My favorite ways to use her shield are to pop her burst before a big attack from bosses and completely side-step things that could have killed me or at the very least gotten me very low on health. I've survived Raiden OHKOs with this, as well as the Ruin Serpent's whirlpool attack, Oceanid's massive, high damage AOEs, and several other heavy hitting attacks in Trounce Domains.
So, ultimately, it depends on what your play style is and what you're looking for. Yanfei's shield works well for how I play, but it might not for someone else, and that's fine. And some people who run c4 Yanfei might use her shield completely differently. Comparing her shield to geo shields is like comparing apples to oranges. They're both good for different applications.
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creativearcades · 3 years ago
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Arcade Gaming Slangs For Pro Gamers
Arcade games are not a new concept in any way. It has been in the conversations and has been one of the favorite time-passes of Americans. Now when you spend so much time around something or someone, you develop a comfort level around it. 
Knowing the gaming industry is always beaming with teens who are crazy about games. And we know teens; they are quite capable of making slang for almost everything. 
We made sure that you didn't miss out on anything, so we did our own sweet research to put this blog together. By the end of this blog, you will know most of the GenZ slang commonly used around those racing arcade machines and much more. 
Let's get started with this blog and get hold of some slang!
All-In-One Arcade Thesaurus You Will Ever Need
AoE (Area of Effect) 
Spells, powers, or unique talents that focus on a general opponent rather than one within a circle's radius. 
Camping 
When a player stays put in a particular area, such as sticking to a specific alleyway and waiting for opponents to approach them in an arcade game.
G2G (Got To Go) 
Or “gotta go.” Letting other players know you're signing off from the game is a quick way.
Gank 
When multiple players gang up on a single player and attack them in a gang.
Xcdse34r3GG (Good Game) 
Commonly heard after a session when players usually have a good game.
Gg no re (Good Game, No Rematch) 
A phrase that's used somewhat ironically after one player has destroyed another in a match.
GOAT (Greatest Of All Time) 
A bragging phrase that means ''Greatest of all time,” that is exactly what it says!
LARP (Live Action Role Play) 
This is where gamers come out from behind their screens and get to play in the real world. Like comic cons where they are physically making moves in fictionalized real-world settings.
LFG (Looking For Group) 
Generally applied to multi-player settings. A player will embark on a mission to gather more players for his team. They do such a thing before setting off on a particularly challenging game against their opponents.
Meat Shield 
Used to denote a player with immense strength or power. They will be someone who will absorb much of the damage done by the enemy during the game.
n00b 
Sometimes spelled ''noob''. Short for ''newbie'': a person who is new to the racing arcade machine gaming world.
Nerf 
This derives its name from nerf toy guns and means to downgrade a weapon of the game to make it less dangerous.
OHKO (One Hit Knock Out) 
When a racing arcade machine player destroys an enemy in a single stroke of a shot.
OP (Over Powered) 
Characters, foes, or items with excessive power in comparison to others.
Peel 
Peeling is when a teammate of a cabinet game’s player attacks or distracts the opponent from te game. This happens by ensuring the player survives by keeping the adversary off their back.
Pwn 
A cabinet game’s player has been "pwned" when they have been outplayed, outmatched, or outpowered by another opponent during the racing arcade machine game. 
QQ 
The two Qs in this text-based emoji resemble weeping eyes, which are used to indicate that a player is crying.
RNG (Random Number Generator) 
Expresses generic unpredictability, such as when a cabinet game’s player has good or bad luck with the weapons they are handed.
RPG (Role Playing Game) 
Games that require players to live inside their character's respective environments. An excellent illustration of this is the elder scroll series. With minimal crossover, gamers tend to favor either FPS games or RPG games.
MMORPG  
Massively Multiplayer Online Role-Playing Game (MMORPG) is a phrase that refers to arcade machine games that take this concept to the next level, with a large number of players converging in a specific game and world to play online.
Scrub 
A scrub is inferior to a newbie! A player, whether or not they are new to the game, consistently performs poorly.
Scuffed 
A game is scuffed if it has numerous bugs and glitches.
Smurf 
When a veteran or a pro gamer makes a completely new character just to play against beginners.
The Game End
By means of this blog, you might have understood a lot of arcade game terminology. Now don't let all that go in vain. Get yourself an arcade machine game and play those bad boys. 
Creative arcades have a huge collection of arcade machine game consoles to choose from. Pick what your heart desires. You get everything from the classic Pac-Man to the modern pinball. 
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superchat · 3 years ago
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For a bit, it seemed like arknights double banners, seemed to favor the permanent 6-star over the limited in terms of utility. which i liked a lot. but kinda seems like, theyre starting to close that gap... maybe?
aak vs. nian..nian is cool, niche, aak is aak. W and weedy is.. kinda weird cuz they both kinda rip hard...W's utiltity and talents are so useful. weedys damage and aoe/push skills also make her incredibly useful and viable in almost any situationetoo. Mudrock easily more meta than Rosmontis, same with Saga vs. Dusk. Kalt'sit vs. skalter is a closer race but i'd say overall kalt'sit still pulls ahead as a meta unit, summer che'n...is..easily meta for questionable reasons. idk abt mizuki, he seems good but niche. idk enough abt flametails utility vs. nalter but nalter def seems to be a pretty huge hitter overall...
I know a lot of these are like, apples to oranges. W and Weedy don't exactly share the same uses, but im just talking abt how well do they fit into general team comps overall. rosmontis is great and has a lot of uses but is much more niche than mudrock, use rosmontis and often times you're building a team around her to make her shine.
Tangent but. tbf like...ALL the ops i listed are really good and busted. im not trying to imply flametail isnt actually an incredibly fun dodge tank with great support abilities too. or that dusk isnt actually a cool pseudo summoner with actually good aoe attack
AK meta-talk is weird and often bugs me cuz some ppl will be like "oh that op? hmm, yeah theyre not meta. at all." and list 5 "cons" but their idea of "bad" is anything that isnt surtr, like...most op's can easily still pull their weight in 99% of the content...pallas isnt meta but fuck dude, you're gonna tell me shes trash?? that she isnt useable?? anyways...
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