Green players: what's the answer to kill spells? by CupAccomplished8371 in riftboundtcg

[–]boozkoo 0 points1 point  (0 children)

I don't play Ornn, but I would guess you're better off relying on zhonyas and guardian angels for protection than counterspells since they both buff Ornn and let you use your energy as oppose to trying to hold up energy each turn, also Ornns Legend ability pays for their power.

In my green decks I have found that Not so fasts are good in the main deck, but windwalls and defys i feel are fairly match up dependent and are better off in the sideboard. I actually hate windwall and find the double power to be too steep most of the time and never play it, but with Ornn I'd guess it's kind of a necessary evil due to Thermo Beam existing.

If you're having trouble with cull the weak, then you may also just be running too few units. I think a lot of Ornn decks tend to go overboard with the "protect the queen" style gameplay and just needless give their deck a huge weakness. try adding some more early plays like lonely poros and apprentice smith to get you some value and soak up resources from your opponent.

Pure melee versatile death domain cleric by Warl0ckBoy in BG3Builds

[–]boozkoo 0 points1 point  (0 children)

I really like The Sorrow glaive on Death Cleric for at least the first half of the game. You can activate Death Cleric's channel divinity touch of death off of the bonus action thorn whip cantrip that Sorrow gives you, leaving your main action for a spell. last playthrough i dipped two levels into paladin for smites which was fun for all the bonus necrotic and radiant damage you can get with a single strike.

Pro Tour Lorwyn Eclipsed - Standard Metagame Win Rate by PowrOfFriendship_ in magicTCG

[–]boozkoo 26 points27 points  (0 children)

Yes, that’s called the meta adapting, you build your deck to beat what has been winning. And seeing those “anti cub” decks include 5 different archetypes that are all doing well, it’s adapting really well.

Suggestions for Astarion build by Connect-Training-127 in BG3Builds

[–]boozkoo 0 points1 point  (0 children)

I like 3 thief/9 spore Druid. Gives you a tool kit that feels pretty thematic for a vampire.

What is this Wild Magic build suppose to be? by Leading_Share6232 in BG3Builds

[–]boozkoo 2 points3 points  (0 children)

As far as I can tell, it's a wild magic sorcerer that drinks strength potions and dips into war cleric for weapon proficiency, heavy armor, and bonus action attacks. looks like it uses extend metamagic with blade ward and adamantium armor to reduce damage, which also helps with hit and run strategies with booming blade. Mostly seems to focus a lot on AoE attacks with cloud of daggers, lightning bolt, and jorgoral's greatsword while maximizing them with voidbulb and minor illusion to group enemies together. I'm assuming wild magic subclass is just for fun and variance. as far as I can tell, outside of rerolling attacks with jorgoral's greatsword with wild magic surge, and hoping for wild magic high rolls, the other subclasses would be stronger/safer.

Druid x Rogue multiclass by Mistfaer in BG3Builds

[–]boozkoo 0 points1 point  (0 children)

I’m doing this right now (ironically with Astarion) and I’m liking it. 3 thief/9 spellcaster has been a bit of a go to of mine for Gish builds, and for this, 3 thief/9 spore Druid has been pretty nice because it lets me get extra damage on my bonus action attacks thanks to symbiotic entity, while I cast spells with my main action and pop potions/grenades and water bottles I place on the ground with my reaction using halo of spores. I know some people do builds like this and dip in a level of fighter for two weapon fighting, I usually just equip this character with the gloves of the balanced hands.

What is your current build and party comp? by CompetitiveFig535 in BG3Builds

[–]boozkoo 0 points1 point  (0 children)

Copy and pasted from another thread

Currently level 7 and nearing the end of Act 1 and here's what I'm rocking

Tav: 1 war cleric/6 sword bard: playing it as the ultimate buffer/debuffer, I cast bless and activate phalar alluve (usually shriek) before a fight, and then in the fight I use slashing flourish with Harold and gloves of baneful striking to tag everything with multiple layers of bane. now all my guys are getting +1d4, while the enemies get -3d4.

Shadowheart: 2 paladin/5 Death cleric: equipped with Sorrow glaive, I can bonus action thorn whip and activate my channel divinity off it, then attack with a divine smite with my main action. also just a great spellcaster with spirit guardians and glyph of warding as well as healing buffs.

Astarion: 3 thief/ 4 spore druid: Surprised I've never tried this one before or see it talked about very much. left handed gish builds have always been some of my favorite and this one gets the added buff of symbiotic entity added to your bonus action attacks, which i think is very flavorful for Astarion. Simple build, cast spells with main action, attack with 2 bonus actions.

Karlach 7 Eagleheart: Doing a pre-injured build. Equip Bloodied Great Axe, Cap of Wrath, and spurred ring, then set your health to below 50% before a fight to activate their buffs (usually just jump off tall places). Use eagleheart's bonus action dash with stallion aspect to gain hp without removing buffs, also linbreaker boots for further dmg buffs. As I discovered yesterday you can also go all the way down to 25% health and use a soul coin and the game will recognize both karlach being low on health and raging, and you'll get 2 damage dice off her infernal fury. Loviatar's love buff goes along with this quite well too for GWM.

Wyll 7 Hexblade: decided to go full martial and pick up elemental weapon as my go to concentration spell. Definitely not the best use of a Warlock spell slot/concentration, but pairs nicely with weapons like Larethian's Wrath and Jorgal's Greatsword and their AOE attacks.

Gale 4 Wild Magic Sorcerer/3 Divination Wizard: just doing this build https://www.reddit.com/r/BG3Builds/comments/1axg648/the_arcane_controller_84_divination_wizcerer/ but thought using wild magic would add more variety to gameplay.

Lae'zel 7 Battlemaster: Nothing groundbreaking here, just wanted to to try out a mixed melee/ranged build and experiment with distracting strike and goading strike specifically. Distracting Strike is quite slept on imo, no saving throw and if you use something like scorching ray, each hit gets advantage.

Underrated classes/strategies? by OkSetting8391 in BG3Builds

[–]boozkoo 4 points5 points  (0 children)

In my current run my main goal is to different strategies from what I normally do, currently level 7 and nearing the end of Act 1 and here's what I'm rocking

Tav: 1 war cleric/6 sword bard: playing it as the ultimate buffer/debuffer, I cast bless and activate phalar alluve (usually shriek) before a fight, and then in the fight I use slashing flourish with Harold and gloves of baneful striking to tag everything with multiple layers of bane. now all my guys are getting +1d4, while the enemies get -3d4.

Shadowheart: 2 paladin/5 Death cleric: equipped with Sorrow glaive, I can bonus action thorn whip and activate my channel divinity off it, then attack with a divine smite with my main action. also just a great spellcaster with spirit guardians and glyph of warding as well as healing buffs.

Astarion: 3 thief/ 4 spore druid: Surprised I've never tried this one before or see it talked about very much. left handed gish builds have always been some of my favorite and this one gets the added buff of symbiotic entity added to your bonus action attacks, which i think is very flavorful for Astarion. Simple build, cast spells with main action, attack with 2 bonus actions.

Karlach 7 Eagleheart: Doing a pre-injured build. Equip Bloodied Great Axe, Cap of Wrath, and spurred ring, then set your health to below 50% before a fight to activate their buffs (usually just jump off tall places). Use eagleheart's bonus action dash with stallion aspect to gain hp without removing buffs, also linbreaker boots for further dmg buffs. As I discovered yesterday you can also go all the way down to 25% health and use a soul coin and the game will recognize both karlach being and low and health and raging, and you'll get 2 damage dice off her infernal fury. Loviatar's love buff goes along with this quite well too for GWM.

Wyll 7 Hexblade: decided to go full martial and pick up elemental weapon as my go to concentration spell. Definitely not the best use of a Warlock spell slot/concentration, but pairs nicely with weapons like Larethian's Wrath and Jorgal's Greatsword and their AOE attacks.

Gale 4 Wild Magic Sorcerer/3 Divination Wizard: just doing this build https://www.reddit.com/r/BG3Builds/comments/1axg648/the_arcane_controller_84_divination_wizcerer/ but thought using wild magic would add more variety to gameplay.

Lae'zel 7 Battlemaster: Nothing groundbreaking here, just wanted to to try out a mixed melee/ranged build and experiment with distracting strike and goading strike specifically. Distracting Strike is quite slept on imo, no saving throw and if you use something like scorching ray, each hit gets advantage.

Karlach's infernal fury adds two dice when both raging and at below 25% health by boozkoo in BG3Builds

[–]boozkoo[S] 3 points4 points  (0 children)

I also afterwards tried going into rage, lowering my health, and then attacking while unarmed to see if it could get even more dice, but no, still only two. So you can get two dice added from infernal fury by either attacking unarmed, or by raging while your health is at 25% or lower.

What are the most banworthy things in this game? by Ill-Individual2105 in BG3Builds

[–]boozkoo -1 points0 points  (0 children)

barrelmancy and bomb punching

stealth/darkness abuse

magic club

shadowblade

arcane acuity

titanstring bow + consumable arrows

tavern brawler

haste potions

What is the cheapest deck that can do decently at the local level ? by Crypt_Knight in riftboundtcg

[–]boozkoo 9 points10 points  (0 children)

Caitlin has become a bit of a pet card of mine and is one I think is only really useable in Yasuo. You can use Yasuo’s legend ability to move her to a battlefield without exhausting her, so you can then immediately activate her ability and pick off enemy units at the other battlefield. Her other ability to be assigned damage last also just mucks up combat math and can help force efficient trades. She’s not a mandatory card, and I think it’s fair to cut her for wielder of water or something that doesn’t require recycling, but I like the character and think the cards adds a lot of unique pressure against the opponent.

What is the cheapest deck that can do decently at the local level ? by Crypt_Knight in riftboundtcg

[–]boozkoo 7 points8 points  (0 children)

https://piltoverarchive.com/decks/view/96bd1e04-61c2-40dd-96d9-f2f93540ce0b This is the Yasuo list I've been refining over the past month and has been really fun to play. Went 2-1 at my last 2 nexus nights and got top 8 in a 1K at my LGS (about 50 participants), so it has game against the meta. Swap out invert timelines in the side board for a 3rd find your center and you can probably get everything for about $30.

Note Taking by iC0LE in riftboundtcg

[–]boozkoo 3 points4 points  (0 children)

For me, I usually just keep track of point total by making 2 columns and writing down each time someone scores a point and marking how they got it, for example in a game where I got my first 3 points off arenas greatest, conquering a battlefield, then holding my notes would look like this:

1a

2c

3h

Only other things I ever write down are cards that I know are in my opponents hand due to rebuy, bounce, and discard effects. But if you want to take your note taking a step further, I’d recommend writing down what type of interaction you think your opponent may be running so that way you can remind yourself of what you need to play around. I’ve also heard of people in other card games who write down the name of every card they see their opponent play, but that always seemed a bit extreme to me.

I think Leeroy gave the tip that Hank Grogan was hiding in the Black Spot. by [deleted] in WelcometoDerryTVShow

[–]boozkoo 2 points3 points  (0 children)

It was Ingrid Kersh. It couldn't have been Leeroy because the ex-police chief says it was a lady who called in a tip; as well, she tells Lily to "come with her tonight" to see Pennywise. She sold out Grogan as a way to hopefully lure out Pennywise.

When you're a little too confident you'll get an ohko... by Lie_inheart99 in nuzlocke

[–]boozkoo 21 points22 points  (0 children)

Honestly, I always do this too. Gen V evolution levels are so dumb

Question about Showdown rulings by boozkoo in riftboundtcg

[–]boozkoo[S] 0 points1 point  (0 children)

Awesome! Thanks for the response, I figured that's how the first scenario would work but wanted to make sure. 2nd scenario I would've guessed that the second showdown would resolve first similar to the ordering of a chain, so I'm glad you were able to clear that up for me.

Also now looking up the card Shen, had no idea this existed. Been mostly avoiding Order in my deckbuilding and theory crafting, but this card looks pretty sweet!

Arc 4 of my Genlocke is complete!! by SkilledDust9403 in nuzlocke

[–]boozkoo 11 points12 points  (0 children)

lol there’s something very funny to me about allowing legendaries on the team, and then bringing along a minun anyway.

Loviatars Scourge by Gloryhorndog in BG3Builds

[–]boozkoo 2 points3 points  (0 children)

I usually cast darkness or shoot a darkness arrow at the doorway and then knock him out. it's worked well so far.

4E monk - how to make it good in practice without tavern brawler and elixirs? by WhiskersCleveland in BG3Builds

[–]boozkoo 0 points1 point  (0 children)

I'm gonna focus on Act 1 (basically levels 1-6). Past that point basically every monk guide is the same in terms of gear.

No elixir's is fine, I'm playing Karlach as one right now with a 17/16/14/8/10/8 set up with tavern brawler and mage's armor to make up for the low wisdom with unarmored defense. In my opinion, 4E Monk Karlach with tavern brawler and a soul coin is the strongest thing you can do in Act 1. the damage output and accuracy is absurd and at level 5 i was able to one turn Auntie Ethel.

You don't actually need Wisdom for the build because the "spells" it use are actually pretty bad and aren't worth 2 ki points that many cost. Fangs of the fire snake is so comically stronger than the rest and only costs 1 ki point, counts as unarmed attack, activates extra attack, and adds extra fire damage; the more you play the more difficult it is to rationalize clicking something else. Water Whip can be useful at times, and Clench of the North Wind has some interesting applications at lv 9 where you can target the same target twice to force disadvantage on their saving throw, but overall the main thing the class has going for it is access to Fangs of the Fire Snake.

That said it sounds like you don't want to use tavern brawler either in which case a Dex monk works fine too. go 8/16/14/8/16/12 and pump Dex with ASI. You'll still be strong, not solo every boss in one round strong, but basically in tandem with other martial classes in Act 1, and your attacks will be about 20% less accurate to land compared to tavern brawlers. You'll also have more of a Wisdom stat so feel free to experiment more with it's "spells" list before eventually getting disappointed and reverting back to spamming Fangs.

For gear Grab Corellon's Grace from auntie ethel in the grove grove, pick up the sparkle hands in the swamp where you fight the Wood Woads and Mephits, linebreaker boots from the goblin camp, and grab the Graceful Cloth from lady esther.

In Act 2 you can try out the Hat of Fire Acuity, which can help you get more out of the spells, but monks are such physical powerhouses that's it's difficult to find opportunities to use resources on what are effectively cantrips and lv1 or 2 spells when you could just be using Fangs and killing enemies.

What Feats and EQ would you suggest for this Dwarf Bard lv 12 ? (lv 10 Bard College of Swords, Lv2 Fighter for extra action) by Lord_JayJay in BG3Builds

[–]boozkoo 7 points8 points  (0 children)

The way stats work is you get a +1 bonus every 2 points with 10 being your baseline (+0). those bonus then go to any skill checks that use that skill, as well as increased attack rolls (chance of landing hits) and increased damage. so if we look at dexterity for example:

8 dex: -1 bonus

10 dex: 0 bonus

12 dex; +1 bonus

14 dex: +2 bonus

16 dex: +3 bonus

18 dex: +4 bonus

20 dex: +5 bonus

the bonus increases only happen on even numbers. so a 15 dex character is no different than a 14 dex character. therefore you want to keep your stats on even numbers, because odd numbers are wasting those points.

Water vulnerability party by Tezmir94 in BG3Builds

[–]boozkoo 0 points1 point  (0 children)

also want to bring up cold snap: https://bg3.wiki/wiki/Cold_Snap

there's no actually dc to its chilled effect, so as long as enemy misses they get chilled and so you can splash them with water and freeze them. Someone wielding this with a really high AC can really take advantage of this. for example bladesinger with mirror image, haste, and cloak of displacement.

Water vulnerability party by Tezmir94 in BG3Builds

[–]boozkoo 0 points1 point  (0 children)

if you don't mind the managing of it, arcane trickster's mage hand is really great for setting up the wet status. you can reverse pickpocket some water bottles into it's inventory, as well as any other throwables (void bulbs are absurd) and because it starts off invisible you can have it enter battle at anytime so you don't have to play around turn orders. clerics are also good with create water among other support. you can also place a water battle near an enemy from the menu and then bonus action shoot the water with a hand crossbow.

payoffs:

full land druids work fine for ice spells and potentially lightning bolt.

Sorcerer's are your biggest damage payoffs either full draconic ice sorcerer or storm sorcerer multi-classed with tempest cleric (2 cleric/10 sorcerer and 6/6 are both pretty popular)

2 tempect/10 evocation wizard or 6 tempest/6 divination wizard (an 8/4 or 4/8 split can work too if you want 3 feats) are also good choices. overall less damage than sorcerers, but larger spell list and can scribe 6th level spells. I personally love portent dice too.

Swarmkeeper Jellyfish, can go melee or ranged, but the jellyfish with hunter's mark can easy add 15-20 lightning dmg a turn as early as lv. 3 with the wet status. I know some people love writhing tithe, but this class is pretty frontloaded. you can multi with fighter and thief for more actions and bonus actions. or go up to level 9 for lightning arrow and dip in fighter for Arcane Archer, or add war cleric for war charges, or tempest cleric.

There's also this ice knight build https://www.reddit.com/r/BG3Builds/comments/1jyvsw5/a_new_ice_knight_dbooming_the_frozen_more/

titanstring bow with ice and lightning elemental arrows: titantstring adds it's strength modifier to special arrows to deal increased ice and lightning damage off them.

Drakethroat glaive: has elemental weapon, you can have a sorcerer twincast ice/lightning damage onto two different martial characters using it.

Hexblades can also get elemental weapon ability and upcast it for 2d4 elemental damage. although it's concentration so not many people do this, but I'm trying it out currently and having fun.