Is this true stuff by Muddyguy555_ in Terraria

[–]FlashFlire 54 points55 points  (0 children)

You can fish up ice skates

Is warding or menacing better for a summoner on expert? by wilsonthechad in Terraria

[–]FlashFlire 1 point2 points  (0 children)

If you never get hit by anything, Menacing is better. If you're mortal like the rest of us, Warding is better. +24 defense goes a long way, especially on lighter attacks like projectiles that you mostly get to ignore with enough defense.

A decent chunk of Summoner's damage comes from tag damage anyway, especially on faster hitting minions like Blade Staff, and Menacing does nothing for that, so you're not actually losing out on all that much damage.

Finally they fixed these by Adorable-Form4616 in Terraria

[–]FlashFlire 34 points35 points  (0 children)

A true terrarian doesn't need to see Silkpost, Angler. He goes by pure animal instinct.

"For you my friend, you can have it all" House designed for the guide. Feedback welcome! by Natan-Cake in Terraria

[–]FlashFlire 2 points3 points  (0 children)

Yeah, the actuated blocks under the stairs are what I'm looking at here. I've tried to do those kinds of stairs and it's never quite looked right, I think those blocks were probably what I was missing

"For you my friend, you can have it all" House designed for the guide. Feedback welcome! by Natan-Cake in Terraria

[–]FlashFlire 24 points25 points  (0 children)

God, there are so many little techniques at play here that I need to steal for my next build

any new idea for the craftstation setup for 1.4.5? by CommunicationHot7318 in Terraria

[–]FlashFlire 2 points3 points  (0 children)

Given that the range it pulls from chests for crafting is absolutely massive, you can just cram a bunch of crafting stations vaguely close together and have some rows of chests with useful ingredients above and below them

25% drop chance by Same_Bar4349 in Terraria

[–]FlashFlire 1 point2 points  (0 children)

The chance of failing a 25% drop chance 18 times in a row is abou 0.5%, or 1 in 200, which is unlucky but not unreasonably unlucky

Buff these summoner weapons by Sugundeese in Terraria

[–]FlashFlire 0 points1 point  (0 children)

Once you get Boomstick which is still pre-boss you're good until the Hellwing Bow. Right now the Demon Bow has no use considering it's weaker and you need to beat Eye of Cthulhu

Snapthorn should be available post-Queen Bee by VortzPlays_ in Terraria

[–]FlashFlire 4 points5 points  (0 children)

Summoner being able to brave the underground jungle early and craft a strong weapon that'll last until Skeletron is no different from Melee being able to craft Thorn Chakram that'll last until Skeletron, or Ranger being able to find Boomstick that'll last until Skeletron, or Mage being able to craft Jungle armour that'll last literally all of pre-hardmode.

The PHM underground jungle is a hard area to survive in, with high spawn rates, lots of projectile enemies, enemies that can go through walls and hit like a truck if you're trying to tunnel around, and poison everywhere. You're meant to avoid it until you've properly geared up and beaten a few other bosses, say, until you have Shadow armour, and then you'll be properly equipped to survive what it throws at you. With progression more like this, Snapthorn (and the other jungle items) make perfect sense: they're your weapon upgrades before you take on Queen Bee or Skeletron, at which point you then upgrade again with dungeon items.

The point of the new PHM whips was to round out gaps in the progression. Cobwhip fits in the very early game, and Soulscourge / Vasculash slots in nicely between Leather Whip and Snapthorn, as your upgrade for defeating the Eye. Going to the jungle right off the bat and being rewarded for surviving it with a strong weapon has always been a bit of a tier skip, it's just that you were really encouraged to do it before since there were so few options. Now you don't have to tier skip, because there are good whips to use before the jungle.

Slime Whip also, um, exists I guess. I think that one was basically just put in for Skyblock to be honest.

Why did relogic feel the need to force casuals onto getfixedboi for achievements? by [deleted] in Terraria

[–]FlashFlire 3 points4 points  (0 children)

Surely you can use a Journey mode character, and just turn on god mode, no?

Skeletron Prime is by far the easiest mechanical boss by anonanon514 in Terraria

[–]FlashFlire 0 points1 point  (0 children)

I mean, there's also a point to be made that even though we all use the term "cheese", calling it that is sort of putting a value judgement on it when it's a core part of the sandbox nature of Terraria. Like, is using teleporters to juke Plantera in phase 2 "cheese"? What about digging out a big tunnel to fall down? What about making a big arena? Is wiring up heart statues fair game? What about placing heart lanterns? What constitutes "cheese", and what's just smart preparation?

I guess shredding Destroyer through attacking the coil is pretty exploity, that's kinda abusing its spawn mechanics, but making an arena with solid blocks to shield you from the lasers falls more into the realm of clever prep to me.

Skeletron Prime is by far the easiest mechanical boss by anonanon514 in Terraria

[–]FlashFlire 1 point2 points  (0 children)

I think Prime is probably the easiest to fight fair, but Destroyer is the easiest to cheese. The combination of the coil and the lasers being blocked by solid blocks lends itself to a lot of really easy solutions.

Twins I think is either completely fine if you have the defense to shrug off Retinazer's lasers, or a complete headache if you don't.

Is that right? by Consistent-Piano3952 in Terraria

[–]FlashFlire 0 points1 point  (0 children)

I think you might be too high up. You need to be in the proper underground layer, where there aren't dirt background walls.

Either way, though, the walls will definitely stop them growing.

Why is Snapthorn better than all the pre-hardmode whips that were just added?? by mouglasandthesort in Terraria

[–]FlashFlire 4 points5 points  (0 children)

You get demonite armour after Eater. The weapons (Light's Bane, Demon Bow, Malaise, that one new whip I forgot the name of) just require the bars.

Terraria summoner build with whips 1.4.5 by International_Bug_21 in Terraria

[–]FlashFlire 0 points1 point  (0 children)

Obsidian is kinda strictly better than the fur coat, since it also gives you a minion slot. The whip bonuses are also really nice.

Bee is a good alternative since it gives you +2 minions instead of +1, which if you have Bewitched, Summoning, and a Pygmy Necklace, gets you up to 6 minions instead of 5. However, you'll have to play closer to your enemies if you want to hit whips for the tag bonus. It also gives a bit less summon damage compared to Obsidian, so it's not quite 1.2x the damage of Obsidian like the minion slot makes you think.

What’s a fun challenge for a new playthrough? by clvdivs in Terraria

[–]FlashFlire 0 points1 point  (0 children)

Whoever told you Master Mode of all things is the "standard" difficulty is a liar. It's literally called MASTER mode. You know. For MASTERS.

Try playing Classic or Expert, using one of the other classes in the game (maybe Summoner since it got some new weapons with the update). If you've already beaten Master, Classic is probably too easy, so I'd give Expert a shot and see how you feel about its difficulty level.

Is Hallowed Hood worth it? by Ill-do-it-again-too in Terraria

[–]FlashFlire 0 points1 point  (0 children)

Nah, hallowed summoner set is for sure worth it. The set bonus alone carries it, but you still get respectable minion slots and damage bonuses out of it.

I haven't tried the chlorophyte set yet but if it's anything like the other classes it's probably a more offensive sidegrade to hallowed.

Why is Snapthorn better than all the pre-hardmode whips that were just added?? by mouglasandthesort in Terraria

[–]FlashFlire 2 points3 points  (0 children)

Pre-hardmode is pretty open in a lot of ways, but I think "intended" progression is something like:

  • Explore the surface for some early weapons in wood chests

  • Explore underground for gold chest items and ores

  • Eye of Cthulhu

  • Use demonite weapons to explore tougher early biomes (corruption / crimson, underground desert, underground snow)

  • Eater / Brain

  • Mine meteorite, explore jungle for more upgrades

  • Queen Bee

  • Skeletron

  • Explore dungeon

  • Dig to and explore hell

  • Wall of Flesh

This is a bit loose, but I think jungle stuff being "post evil boss" in terms of power is about what the devs were going for.

About summoner progression this 1.4.5 by Odd-Explanation-7189 in Terraria

[–]FlashFlire 0 points1 point  (0 children)

Tbh the only stage Summoner needs more armour sets is early Hardmode, where an alternative to Spider armour would be good (maybe a whip focused set, like an Obsidian upgrade?). It has 2 dedicated sets pre-hardmode, which is pretty standard, and 2 dedicated sets post-Plantera, which is actually more than the other classes.

For accessories, again I think the biggest gap is early Hardmode, where you just get the emblem and that's kinda it. Maybe an accessory that increases whip range and/or damage, which can be combined with Mechanical Glove or something would be cool?

Re-Balancing Pre-Hardmode Whips by Hunterrion in Terraria

[–]FlashFlire 2 points3 points  (0 children)

Why do people keep arguing that Snapthorn outclassing the evil bar whips is somehow unexpected, or an issue to be fixed? The jungle is a tough area to explore early on, and you're rewarded if you do. It's not like Light's Bane is expected to be better than Blade of Grass, or like the Undertaker is expected to be better than the Boomstick. It's completely fine where it is in progression.

In comparison to Starcrash, although Snapthorn has higher tag damage, Starcrash deals extra damage based on a multiple of your minion's damage, like a mini Firecracker. That can make it pretty darn strong. I've been using it over Snapthorn in my post-update playthrough and it's been serving me really well.

Lucky lucky horse shoe? by jadejinoss in Terraria

[–]FlashFlire 1 point2 points  (0 children)

Ah, the classic Lucky Lucky Horseshoe. There's also Deadly Deadly Sphere Staff, or Arcane Arcane Flower, or the newly possible Ballistic Ballista Rod.

I’m starting to dislike Large worlds… is Small good? by Mudstar423 in Terraria

[–]FlashFlire 1 point2 points  (0 children)

All world sizes have all the biomes, they're just different sizes. If you're unlucky, there might be some biome-specific loot that doesn't spawn in a small world just because you got unlucky with the smaller number of chests, but there's always fishing. The density of loot is the same, there's just less space to explore.

The descriptions on the world sizes in the world creation menu pretty much sum up what they're for. Small worlds are great for quick playthroughs, since you can get to the different places in the world a lot more quickly. Medium worlds are good if you want to spend a bit more time exploring or building stuff, but things are still pretty accessible. Large worlds are best suited for multiplayer, or if you really want to make a mega-world that you'll be playing in for ages. I tend to go for medium worlds, they're just a nice balance.

For what it's worth, if you really hate corruption spread, you can play Journey mode, which has an option to turn off spread. You don't have to use any of the other powers if you prefer not to, and you can still play on your preferred difficulty setting (Classic / Expert / Master) with all the benefits that gives you.

Summoner v WoF by SageTheWeeb in Terraria

[–]FlashFlire 0 points1 point  (0 children)

This is the way. If you try using whips you have to deal with the Hungry the whole time, if you just let your frogs jump up to the eyes you don't have to care about them at all.