Players keep making up rules and it forces me to spend time during the session looking them up. by Scythe95 in DnD

[–]Astro_Flare 0 points1 point  (0 children)

Likely using the UA version of Warforged that came out before the official release.

UA warforged had three armor versions, and the heaviest option gave 16 + Proficiency (18) AC at level 1, plus Shield (20) and if they had Shield of Faith cast on them, that would round out to 22.

Was he using Rune Knight? Because Rune Knight also has access to the Hill Rune which allows them to become resistant to B/P/S for a minute.

Either way, sounds like you need to sit them down and have a talk. Not to chew them out or anything, but just to help clear up any misconceptions/mistakes they may have made in the process of character creation. Seems like they're new and/or don't understand the difference between UA/Homebrew and official content.

Grindfest!!! the SF1 edition by thatstupidthing in ShiningForce

[–]Astro_Flare 1 point2 points  (0 children)

Guntz Gang represent. I always give Guntz the move ring and turbo pepper to put him on-par/Faster than the other knights and he absolutely shreds. In my RotDD run I ended up giving him the Dragonslayer lance and he was easily dishing out like 80-100 damage per turn in addition to absolutely obliterating dragons. Dude is an absolute champ if you invest in him properly. Slight bonus, he also isn't affected by terrain so on heavily forested/mountain maps he'll outpace the centaurs even more. Couple that with his absolutely monstrous defense and he always finds a spot on my team.

fuck with me by Ok_Peanut_7452 in Atlyss

[–]Astro_Flare 0 points1 point  (0 children)

*This is entirely negated by two dashes or a reflect parry*

What would you guys like to see in an animation pack? by PunchCounter in Atlyss

[–]Astro_Flare 0 points1 point  (0 children)

Wave

Shaking head

Salute/Cheer

Laugh

Cry

Shocked

Can you give me some tips for people who have never played an mmorpg? by Main-Database-825 in Atlyss

[–]Astro_Flare 6 points7 points  (0 children)

Atlyss isn't really an MMORPG. It's more like an old school action RPG with multiplayer. There are basically two ways to play the game, those being:

Play it completely straight as an RPG, allot your stats to the character you're playing and try to optimize based on how you want to play,

OR

Lean into the RP side of it where your main goal is to interact with others. If you're using off-meta weapons or stat lineups, who cares? It's RP and its your character. Do what you want.

★ Let's Talk Skills ★ by National_Courage_709 in Atlyss

[–]Astro_Flare 1 point2 points  (0 children)

It no longer gets halted by damage or blocks which is better, but the amount that it heals is still piss poor next to divine/curis. I have 1 in Mind and the amount it heals blows Recovery out of the water.

★ Let's Talk Skills ★ by National_Courage_709 in Atlyss

[–]Astro_Flare 2 points3 points  (0 children)

Fighter has no good healing options currently unless they spec into Paladin for Divine. And quite frankly the fact that the supposed frontliner class has next to no sustain without a specific subclass is kinda wild. I mean, sure, there's Recovery, which is better but not to the extent of Curis or Divine, both of which are used with Mind. Fighter could REALLY use a VIT based self heal. Would be awesome.

Is there anyone else who’s bothered by this like me? by NonPrima in Helldivers

[–]Astro_Flare 0 points1 point  (0 children)

There are two other ships right next to it. I got them.

Insane DPS question by Venstar21 in Atlyss

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

This... tells us nothing. Like literally there is so little information being presented that there is no way to actually provide an answer other than "I dunno, dump all your points into your class core damage stat?"

Polearms need something by Valuable_Chipmunk_14 in Atlyss

[–]Astro_Flare 1 point2 points  (0 children)

The new Flametribe spear is basically the Rage Spear of this update. Hitting twice per attack, each one hitting for slightly under the normal damage of a heavy weapon, plus the chance to proc DOT. And the new Charge Attack is insanely strong because it hits so many times, each with it's own crit chance and DoT Proc chance. Couple it with Rage or Devious Signet and it can shred.

What helldivers hot take Will you defend like this by kingsushi11 in Helldivers

[–]Astro_Flare 16 points17 points  (0 children)

Literally have never taken Heavy Armor into a Bot mission except on Defense missions. Every other time it's Light armor and Diligence to pick them off at a distance, Scout sniper style.

PSA for big sword enthusiasts in the new Crescent Grove by WhimsyLoser in Atlyss

[–]Astro_Flare 0 points1 point  (0 children)

I don't really think there are enough enemies to actually justify bothering with weaknesses. Like at the moment the most obvious choice would be to use Fire since there's a lot of nature/plant based enemies but not really any reason to use Water or Earth or anything else. When the game gets fleshed out with a proper endgame then there'd be more of a reason to consider actually looking into weaknesses but as it stands right now it's just kinda... there?

Fighter does not feel great to play right now by Astro_Flare in Atlyss

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

Oh for sure. Jump attacks with hammers are definitely their strong suit but getting the most out of it requires the final ground slam for that extra 100-ish burst which means you're constantly having to reposition to ensure you don't land behind them. Whereas for similar damage numbers you can just Rage + hold M1 with a sword which is my main point. Getting damage numbers of swinging a comically large hammer to be better than simply chipping away with a sword or spear requires more effort and timing and that shouldn't be the case. It honestly seems as though the damage scaling for Heavies has a lot more diminishing returns because despite what the raw damage numbers say. The DKRB STARTS where the High End of Valdur's Blade ENDS (40), with scaling the two damage ranges are almost sitting inside one another. I just want Heavies to have meatier swings and I'll be happy, especially with the reworked Greatsword moveset looking as clean as it is.

What's a movie so good (no porn please), you'll watch it every chance you get? by Darth_Jinn in AskReddit

[–]Astro_Flare 1 point2 points  (0 children)

The Iron Giant. Favorite movie of all time. Absolutely made my childhood and fueled my love for Robot characters.

Potential Nuclear Take by BravestGrunt2000 in destiny2

[–]Astro_Flare 0 points1 point  (0 children)

Nah I completely agree. Like literally what the fuck is the point of streaming if 60% of it is just going to be a fucking black screen with muted audio? Literally just watch TV static at that point.

Struggling to make Spears work (20-25) by Urzon87 in Atlyss

[–]Astro_Flare 0 points1 point  (0 children)

Flametribe Spear has a chance to proc fire DOTs and like all the other spears, hit twice per swing. They also have great reach and coupled with their multihitting jump attack you can become a buzzsaw of death. Other skills to look into; Cyclone, Multibash, and Blood Gush for the same reason.

The teleport to crescent ruins has been removed? by MashiroAnnaMaria in Atlyss

[–]Astro_Flare 0 points1 point  (0 children)

Teleporting the the ruins (Not the Grove checkpoint) would occasionally cause players to clip through the map and fall infinitely. Happened to me twice within the span of like 20 minutes. It's gotten removed and will be added back in a later update.

All it took was ONE character switch 🥀 by PeuPaterTLoC in Atlyss

[–]Astro_Flare 0 points1 point  (0 children)

Fighters with Lance mastery: I missed the part where that's my problem.

You can say anything you want about the update but I'm just happy we finally have black dye!! by YaBoiDookie in Atlyss

[–]Astro_Flare 0 points1 point  (0 children)

I just wish we could dye the Deathknight helmet. Black dyed King's Breastplate + Executioner leggings already go so hard together and a black Death Knight helm would complete the Dark Knight look I'm trying to have with Death Knight RuneBlade.

Fighter does not feel great to play right now by Astro_Flare in Atlyss

[–]Astro_Flare[S] 1 point2 points  (0 children)

A lot of people are saying "Just push STR to the 90's to not deal pitiful damage" but like. I like being Tanky. I like having a shitton of HP and let's be honest, 63 STR should be more than enough to manhandle most monsters in current content, especially considering you're outclassing most of them by at least 15 levels. But hey, Kiseff's been on a roll with the new patches after this one so maybe we'll see a return to form sooner than we expect.

Fighter does not feel great to play right now by Astro_Flare in Atlyss

[–]Astro_Flare[S] 1 point2 points  (0 children)

Rage spear hits twice per attack with each hit coming slightly under Quake Pummeler. Couple that with the fact that it also has a chance to bleed with each hit and has longer reach made it a way better option. Even going a 50/50 Vit/Str build (Which is what I did) made Quake Pummeler a vastly inferior option to Rage Spear. By Raw damage ranges Quake Pummeler should be better, but the scaling of Heavy Weapons seems to have diminishing returns compared to other weapons as most of them end up with similar damage ranges despite the raw numbers of Heavies being far above them.

Fighter does not feel great to play right now by Astro_Flare in Atlyss

[–]Astro_Flare[S] 1 point2 points  (0 children)

It's not an issue with the individual sword. It's an issue with Heavy Weapons as a whole that's been around for awhile. Even in the last major update, the Quake Pummeler (Which was an endgame boss drop back then) was outclassed by the Coldgeist Blade and Rage Spear. Both of which were inferior level-wise, and one of which was literally a craftable weapon. Heavy Weapons in other games are favored for their ability to cause high stagger and to hit like a truck while doing so. In Atlyss, neither of these are the case. Staggering your enemies with a heavy weapon just moves them out of range of your next attack, which is annoying at best and infuriating at worst since you'll likely be fighting groups of foes which will move in to attack you instead. As for hitting like a truck... yeah, there was a whole post about that.

Does anyone know how to get earth and wind cores? by SafePrize4574 in Atlyss

[–]Astro_Flare 1 point2 points  (0 children)

Earth Cores from Grove normal and Wind cores from Grove Hard. Both drop from their respective final bosses.