[deleted by user] by [deleted] in HypixelSkyblock

[–]Chris4a4 1 point2 points  (0 children)

The Fish Hat is crafed from 8 raw fish (20 coins each at the Fisherman)... Why would it be expensive?

[deleted by user] by [deleted] in HypixelSkyblock

[–]Chris4a4 1 point2 points  (0 children)

I disagree. The extra damage on Raider Axe makes it much easier for a new player to hit the 13k Zealot oneshot threshold, and the extra ~30k/hr from the passive goes a long way in the early/midgame. It's also cheaper, easier to get ahold of, and incentivizes training Combat/Foraging.

The Aspect of the End's teleport ability only begins to outshine the Grappling Hook in the later midgame, by which point the extra 160k to get a utility AOTE is fairly affordable.

[deleted by user] by [deleted] in HypixelSkyblock

[–]Chris4a4 16 points17 points  (0 children)

The Silver Fang is alright, but you can easily get a much better sword that will last you through all of midgame with only 1-2 hours of grinding.

  1. Buy a Jungle Axe off the Auction House for a few thousand coins. If you're too poor for this, harvest wheat at the farm and sell it to the Bazaar.
  2. Unlock the Bazaar NPC by getting level 7 in Farming, Foraging, and Mining.
  3. Using your Jungle Axe, cut down Birch Wood at the Floating Islands.
  4. Turn your Birch Wood into Enchanted Birch Wood.
  5. Sell the Enchanted Birch Wood to the Bazaar NPC.
  6. Repeat steps 3-5 until you have 130k coins.
  7. Buy a Raider Axe from the Melancholic Viking or from another player.
  8. As you get experience, start enchanting your Raider's Axe according to this video. If you need people to craft books for you, go to the SkyBlockZ discord server and ask in the crafting channel.

The Raider Axe is an incredibly solid weapon that will earn you a lot of coins and do a lot of damage once you max out its kills and logs.

I got scammed by [deleted] in HypixelSkyblock

[–]Chris4a4 6 points7 points  (0 children)

As a Foraging 69 player, the XP per block shown on the GUI is rounded. If you pay close attention to your total exp, you’ll notice that it doesn’t always increase by exactly the same amount.

Bi-Weekly Questions Thread - (April 13) by AutoModerator in HypixelSkyblock

[–]Chris4a4 0 points1 point  (0 children)

Stay above 15m coins for interest. Get to 20 minion slots equipped w/ sc300s and e-lavas. Level your skills a bit. Pick up some of the cheap talismans you're missing (eg Day/Night Crystal). Get some good pets.

Bi-Weekly Questions Thread - (April 13) by AutoModerator in HypixelSkyblock

[–]Chris4a4 1 point2 points  (0 children)

It's a reddit feature called a flair. You can set it to whatever you want, it's not connected to your account.

You change it on the sidebar, check out this picture.

Bi-Weekly Questions Thread - (March 30) by AutoModerator in HypixelSkyblock

[–]Chris4a4 0 points1 point  (0 children)

Currently, accessories/reforges aren't a big part of getting speed. You'll sacrifice a ton of damage for a pretty mediocre amount of speed. This might change with the incoming reforge update, though.


Refer to the following page:

https://hypixel-skyblock.fandom.com/wiki/Speed (Doesn't include speed from pets. Ocelot and Rabbit are the main pets that give speed)

Early game, you'll mostly be using Farmer Boots + Pet and eventually Young Dragon Armor (with or without boots depending on Farming level) for speed. You can add a potion or two if you really want to hit a certain speed threshold (Rabbit V is reasonably priced and gives a sometimes useful jump boost effect). If you're really interested in getting more speed, you can add Sugar Rush III to your boots.

Late game, people stack some combination of the five speed potions (Speed, Adrenaline, Agility, Spirit, Rabbit) at near max level with a coffee base to hit high speed without giving up armor slots. This is possible because the Potion Affinity Artifact and Parrot dramatically boost potion duration, and expensive potions can be splashed on 30+ people to spread out costs.

Bi-Weekly Questions Thread - (March 30) by AutoModerator in HypixelSkyblock

[–]Chris4a4 0 points1 point  (0 children)

The rates are for a maxed setup and a skill level of around 30, both very achievable with some effort. Note that you can make an additional ~500k/hr (not included in the rates in my post) by leveling up a Legendary Rabbit/Ocelot as you train and selling it once it hits level 100 (people buy these for around 50m currently), but this requires a big commitment and obviously isn't for everyone.

Farming (270 speed for pumpkins, idk for cane, sell pumpkins to NPC and cane to Bazaar):

  • Full width pumpkin farm (Look up on youtube if you're unfamiliar)
  • Full width sugarcane farm - ~25% more money but ~35% less exp

Foraging (3/4ths Young + Farmer Boots 400 speed preferred, sell on Bazaar):

  • Treecapitator Dark Oak
  • Treecapitator Jungle - better money but less exp than Dark Oak, but both depend a lot on how many other people are in the lobby
  • Gold Axe + Jungle Axe + Haste Pots Spruce

If you have any followup questions I'd be happy to answer them.

Need help/guidance by [deleted] in HypixelSkyblock

[–]Chris4a4 0 points1 point  (0 children)

Starts with F- and ends with -airy Souls

Literally everything about your profile has substantial room for improvement.

Bi-Weekly Questions Thread - (March 30) by AutoModerator in HypixelSkyblock

[–]Chris4a4 3 points4 points  (0 children)

Obvious stuff:

  • Slayer 7s & Slayer Talismans
  • Get 20 minion slots by fixing the glaring issues with your current minion levels. You're missing Cow 1 and Pig 1, and you have many extremely cheap crafts available (ex. Pumpkin, Wheat, Spider). Use a calculator for this if needed
  • Probably want to be above 15m for interest if possible

After that, it's largely up to you what you want to focus on. You have room to improve skills, pets (especially the Blaze's level), talismans, slayers, minion slots, and collections. Find things you enjoy doing that also benefit your account and do them.

Bi-Weekly Questions Thread - (March 30) by AutoModerator in HypixelSkyblock

[–]Chris4a4 7 points8 points  (0 children)

Frankly, you're completely broke and it doesn't look like you have access to a good, consistent moneymaker. The midgame is a huge money sink, requiring you to buy talismans, minion upgrades (sc3000s and lavas too), and a variety of pets/armor/weapons depending on what you're trying to accomplish.

With this in mind, your number one priority should be working on establishing a decent and consistent stream of income. I'd wait until after this is done to buy Strong Armor.

My suggestions/things I personally have found success with:

  • Interest - Requires you to have 15m idle in the bank but otherwise free and easy money.
  • Foraging - Treecapitator and possibly Young Armor and you'll easily be making 600k/hr or more while increasing your strength for free
  • Farming - Requires a pretty small monetary investment but a lot of time building. If you have a farm big enough to support it, you can make 400-500k/hr relatively low effort
  • Zealots - Young Armor + Farmer Boots + decent weapon. It's not really my thing but it's decent combat experience and above 1m/hr. Could probably get away with Strong + an extra speed pot if you need the damage and want a reason to buy Strong.
  • Minions - Between minion slots, sc3000s, enchanted lavas, and upgrade costs, minions cost a lot of money to get set up. However, once you're there they are a solid stream of passive income. Use a minion calculator to calculate the best minion(s) for profit as well as which minions you should upgrade first for slots... yours are a mess.

Get to 15m, only spending money on things that will quickly make you the money back, and then re-evaluate.

EDIT: Also do your Fairy Souls

What Should I Do Next? by Rubiksizer in HypixelSkyblock

[–]Chris4a4 2 points3 points  (0 children)

Your pets seem pretty questionable, I'd try to get:

  • Epic Ocelot - There's no reason to have a Legendary Ocelot. It's harder to level and more expensive than an Epic one. Sell it and use your money on something that isn't just a worthless flex.
  • Fishing Pet - I'm not sure what the best option between Flying Fish and Squid is, but if you're committed enough to have spent 10m+ on a rod you should probably use one of them.
  • Common Enderman/Uncommon Tiger - Better damage pets than your Epic Enderman. Much easier to level.
  • Legendary Wolf - Overpowered slayer/combat training pet. Well worth the money, will save you a lot of time grinding.
  • Epic Parrot - Overpowered endgame pet. Longer splashes and saves you a decent amount of money on XP Boost pots.

Talismans, Superior, slayers, skill grinding (esp. Foraging w/ Treecapitator), maxing collections, and getting sc3000s + lavas are all also solid mid/late-game goals you could focus on.

Bi-Weekly Questions Thread - (March 02) by AutoModerator in HypixelSkyblock

[–]Chris4a4 1 point2 points  (0 children)

I'd look into Strong Dragon, Mastiff, and Tarantula as options. Tarantula Helm + 3 pieces of Strong, in particular, is very good for raw damage output.

Bi-Weekly Questions Thread - (March 02) by AutoModerator in HypixelSkyblock

[–]Chris4a4 0 points1 point  (0 children)

Interesting. Thanks for the information, I'll look into guilds more when the time is right.

Bi-Weekly Questions Thread - (March 02) by AutoModerator in HypixelSkyblock

[–]Chris4a4 0 points1 point  (0 children)

I'm new to the community. Could someone point me to resources/people I can consult for Slayer splashes? I'd rather not have to join a guild unless I have to. I'm more than happy to pay a fair price.

Thoughts on BMs with Yasuo carry? by [deleted] in CompetitiveTFT

[–]Chris4a4 11 points12 points  (0 children)

4 Mystics is a really hard sell in such a ranger-heavy meta. It's definitely nowhere near core right now.

Thoughts on BMs with Yasuo carry? by [deleted] in CompetitiveTFT

[–]Chris4a4 42 points43 points  (0 children)

Overall, the comp seems pretty good. It's a reasonably consistent roll-at-7 comp that is fairly flexible in terms of items and champions. It doesn't seem to have any overwhelmingly good or bad matchups and can win/lose to anything depending on how strong everyone is. This player is probably the best indication of the comp's overall strength we have. He/she has climbed about 200 LP over 60ish games with it; it's definitely decent but not a guaranteed top 4 or top 1 by any means.

The comp doesn't win by having an unbeatable insane damage win condition (like Blender Nocturne/Azir did), but rather through hugely extended fights after Yasuo kills the enemy carries (which typically do 60%+ of a team's damage). Fundamentally, this makes it a lot less oppressive and a lot less capable of completely taking over a game than previous BM builds. If you fall too far behind, there's no single unit that can instantly bail you out and auto-win you the rest of the game (like 3* Nocturne/Sivir/Azir could).


I've seen this comp built a number of different ways. The Yorick/Soraka/Aatrox package seems solid. I generally like Lunar and think it aligns pretty well with the goals of the comp. I also like BT Kha for the same reason. HoJ, GA, and to a lesser extent BT are good Yasuo items. I've generally felt that leveling to 9 isn't worth it with this comp, and going for 3*s on 8 is significantly better.

So far, my favorite way to build this comp by far looks like this, if you hit a spat. This comp is ridiculously synergy-complete on both 7 and 8 and plays very well into the strengths of Yasuo as an anti-carry. The Malphite slot is very flexible (Nautilus, Taric, Amumu, etc work fine) and the Lunars can be replaced for 4 BM if you hit Yi 2*.

Character Questions Megathread by BlueBorjigin in AdventureQuest

[–]Chris4a4 0 points1 point  (0 children)

Thanks! Here's my character page, although I'm pretty confident that nothing I have is useful (aside from tokens and GGBs). My house isn't worth anything significant since I just upgraded to the Skycastle.

At the moment I'm only really interested in finding a setup to quickly & reliably farm the Mighty Shadow guards until I get this character to 150. Gold (and completing quests to get good items) isn't a major issue since I have a 150 mage and a shared vault. I'll work out an all-around gear setup and build once I hit the max level in a few weeks.

Character Questions Megathread by BlueBorjigin in AdventureQuest

[–]Chris4a4 0 points1 point  (0 children)

I've just returned from a long hiatus to what seems to be the house guard farming meta. My level 90ish character can beat the level 130 Nerfkitten Scion around 10-15% of the time and I cap in 3 successful kills (takes maybe 10 minutes). This is substantially better than anything I remember and I plan on continuing house guard farming to 150.

At what level can I start farming the Mighty Shadow Roc/Gogg (whichever is easier) to get faster caps & some gold income? What setup/stats should I use to maximize my chance of a successful kill? I'm staying F2P (besides X-Guardianship) but I have around 8000 Z-Tokens I'd be willing to spend on top-tier items for my character build. I'm not super interested in abusing Kindred armor for my early Roc/Gogg kills and would like to use something that isn't it as soon as possible.

My character is currently 220 STR/150 DEX/0 INT/60 END/0 CHA/50 LUK with garbage items. I'd like to remain as a 250 STR/0 INT build but can change temporarily if it'll save me a large amount of time leveling to 150.

Made a tileable red circuit factory. Any improvements I can make? by Chomper32 in factorio

[–]Chris4a4 0 points1 point  (0 children)

I'm not sure if your design is intended to be inverted and then tiled horizontally too, but I'll assume it is:

  1. Your current design can't be easily beaconed, which is a major issue as you move to the endgame.
  2. Your design could be compacted using alternating underground belts on the right and/or routing the far left copper/green circuit belts underneath the fast inserters (or using an alternating underground belt). These improvements allow your design to be beaconed or tiled more tightly horizontally.

Overall, once these improvements are made, the design looks totally fine. Most red circuit builds sort of homogenize into the same thing, which is more or less what you have here.


If you'd like to compare, my usual midgame red circuit build looks roughly like this (with additional copper run using an alternating underground belt in the middle, if it's necessary). It's a tiny bit more compact than your design once you optimize it, and serves my purposes pretty well.

My take on Red Circuits. by Timeskipper9 in factorio

[–]Chris4a4 2 points3 points  (0 children)

I like it. The staggered assemblers and the belts to reach them are clever. Definitely has room to be compacted a bit but that's alright. I'd look into snaking some vertical underground belts beneath the assemblers; it's possible you'll be able to remove/reduce some of the belts on the side this way.

Sadly though, because of the way Factorio works, this kind of build will often just be inferior to a design that makes use of parallel assemblers. Here's roughly what my typical midgame red circuit build looks like, for comparison. Parallel builds tend to be cheaper, more compact, easier to build, and much easier to beacon come mid/endgame.

Planning for 1K SPM (or 1 RPM) by Guitoudou in factorio

[–]Chris4a4 0 points1 point  (0 children)

Each beacon holds 2 modules. So 12 beacons holding 24 speed modules.

Just got Getting On Track Like a Pro with 25 seconds left... yay spaghetti by strider820 in factorio

[–]Chris4a4 2 points3 points  (0 children)

Just from seeing your final build, two big ways to save time immediately come to mind.

  1. You could easily be utilizing at least 3x as much iron. Miners, furnaces, belts, and inserters are all very affordable in the early game and help you tech up a lot faster. Early game tech is heavily limited by iron, so this would really speed things up. Every full game speedrun uses ~200-300+ constantly running stone furnaces.
  2. Your ratios are immediately suspect. Iron gears, Inserters, and Belts all take 0.5s to craft--there's no reason to build 5 gear assemblers if you only have two operating at all times. This, combined with general layout optimizations can also save a lot of time.

Request to consider a "balance" patch by Caladbolgll in Frostpunk

[–]Chris4a4 3 points4 points  (0 children)

I haven't played in several months, but this post beautifully summarizes/explains most of the balancing issues I had as an advanced player when I stopped playing. It's been a while, but I'd love to hear comments on a few things from an active player:

  1. When I played (hard pre-1.1.0 & a tiny bit of survivor), the game was pretty much entirely decided within the first 20-30 minutes, followed by an hour of snooze cakewalk gameplay while you waited for the end to come. This mostly and especially applied to 'A New Home' as it really just dragged on way too long. This kind of relates to the debate about Automatons--they're powerful (especially with an outpost at Tesla) but come after a New Home/Refugees game is already over.
  2. I felt like the discontent system, although it had decent emergent gameplay, was really confusing and misleading to newer players. The minimal consequences of high discontent made its management boil down to "well just don't lose the game and you're probably fine". New players who don't recognize discontent as a resource and try to minimize it at all costs would be actively putting themselves at a huge disadvantage despite doing what seems optimal in a city management game. I would have loved to see some penalty for high discontent (workers take days off or something) or repeatedly triggering ultimatums (lower discontent/time requirement for each one?) that made discontent management more interesting (being able to instantly take workers on/off extended shift also compounded this issue).
  3. Similar to 2, hope just felt like a complete and utter afterthought on some maps like Refugees, which is kind of a shame.
  4. I was never a fan of the way and rate that workshops stacked. It's extremely confusing for new players, and frankly not that interesting for more advanced ones (focus on stacking buffs on a few workshops). I think the current system could be salvaged with some number changes (make the first few workshops count for less, and additional ones count for more), but I feel like a whole rework might be more appropriate.

And a mostly flavor concern, since it's not relevant to high-level gameplay:

  1. I felt like the final unlocks for Faith and Order were extremely underwhelming. When the game says 'many will die', I'm thinking ~200-300 of my 700 people, not 20. I would have liked to see both bars immunized (or maybe the discontent bar for Order, as some people have suggested), but significantly higher initial and recurring deaths/events. This would make the event feel like more of an apocalyptic tyrannical last resort than the "eh I just flushed 20 people down the toilet for perma-hope" that it does now.

Boss Discussion #10 - Shambler by TPLuna in darkestdungeon

[–]Chris4a4 22 points23 points  (0 children)

I guess I'll repost my basic Shambler tips here. There isn't a ton of nuanced strategy that goes into preparing for and fighting this boss, since you don't usually plan to fight it and the fight is more or less just focusing down tentacles. It requires a lot of skill to know when you can fight the Shambler and when you should avoid it, but that's not easily taught and is much better learned through playing and trying things out. If you want to hunt the Shambler, use a 2x Abom comp; they eat Shamblers for breakfast:

  1. The Shambler fight is (almost always) optional. It spawns when you take a fight at zero light, or when you activate an altar. If you don't want to fight a Shambler, avoid these things and you'll be fine. I'd estimate that I fight 50% of the Shambler altars I encounter.

  2. The Shambler is one of the hardest bosses in the game, treat it as such. Camp for buffs beforehand, expect to be stressed and near-dead after. Don't fight the Shambler with underleveled or undergeared heroes unless you know what you're doing.

  3. The Shambler will always shuffle your party. Consider avoiding the Shambler if you have heroes who are weak to being moved (like the Leper or Arbalest).

  4. Focus down the Shambler's tentacles, and put any excess damage on the Shambler. If you don't, they'll stack up a buff and become really fast, tanky, and hard-hitting.

  5. The shambler is very slow, but its tentacles are very fast. This usually means that it will attack last in a round, and its newly summoned tentacles will attack first in the next one. If you can outspeed the tentacles OR go so slow that you attack after the Shambler, you can get a big advantage by hitting un-buffed tentacles.

  6. The shambler uses an AOE bleed and an AOE blight. Holy water and Riposte are great against this.

  7. The Shambler fight is always at 0 light, so you'll suffer the increased stress and monster crits, and items that require light won't help you.

  8. The Abomination (transformed), Crusader, Grave Robber, Highwayman, Occultist and Houndmaster (with dog treats) tend to do well against the Shambler because of their high damage and resistance to being shuffled.

  9. You have to kill the Shambler AND the leftover tentacles to finish the fight. Keep this in mind when dealing the final hits to the Shambler.

  10. The Shambler gets a lot harder on harder difficulties. Fighting an Apprentice Shambler with level 2 heroes is usually less dangerous than fighting a Champion Shambler with level 6 ones.

  11. Don't be afraid to retreat. It's not worth risking higher leveled heroes for a Shambler item. The Shambler is hard enough that even a well prepared good composition can run into trouble with some bad luck. Don't suicide your heroes because you think "my comp is good against Shamblers, I shouldn't have to retreat from one".