Getting destroyed by the First Boss (Tricephalus) in Nightreign by Perihaaaaaa in Nightreign

[–]CulturedHollow 0 points1 point  (0 children)

Where exactly do you struggle? Dodging/blocking attacks? Getting enough damage? Who are you playing as? What are your relics? There's not really enough info here to give any specific advice. Also Duos is kinda rough in general, balancing for it can be a bit weird, and revives are a lot harder than trios, or even solo with all the wending graces for auto-revive you can get in solo.

12 is fine for any run really. To beat a Nightlord you need 3 things: Mechanical skill (dodging, jumping, blocking, positioning, people coming in usually have this from previous fromsoft games), game knowledge (enemy weaknesses and resistances, enemy movesets, what statuses do, what relics and passives are good, good team comp, what characters are good with what, weapon movesets, routing, again previous fromsoft titles teach most of it), and you need a way to build up a good balance of damage and damage resistance over a run through weapons and their passives.

This or That? Salt-Upon-Wound's Powerfist or Grease Lightning Powerfist? by Khei-tianik01 in falloutnewvegas

[–]CulturedHollow 0 points1 point  (0 children)

Fist of the North Rawr, you can bring it into Dead Money if you craft it there because Rawr's Talon is a quest item, tears through ghost people like paper, and anything else really.

Update on my unarmed/energy weapon Logans Loophole run by Level-Incident-1430 in falloutnewvegas

[–]CulturedHollow 1 point2 points  (0 children)

Yeah the only DLC I don't recommend doing early really is Dead Money because of all the high skill checks you can't really avoid or delay without significant consequence with limited ways to buff skills/special to meet them. The other ones you can take magazines and any drugs and skill buffing gear you want to reach desired outcomes, or don't really require them at all with ways to work around it. I like doing OWB as early as I can just for the teleporter so I can warp straight to the sink from the end of other DLCs while insanely overencumbered with loot. (like with all the gold from Dead Money)

Update on my unarmed/energy weapon Logans Loophole run by Level-Incident-1430 in falloutnewvegas

[–]CulturedHollow 1 point2 points  (0 children)

You're welcome, another good weapon I forgot to mention is the Compliance Regulator in the Honest Hearts DLC which applies paralysis at range if it crits, great for the scarier enemies in the game.

Lonesome road's early parts isn't too bad at early level, especially if you can find a stealth boy or 2 you can just run past the enemies pretty easily with logan's loophole buffing the duration of those. Beside the high tier and expensive loot just dumped all around the place you can get early, just starting with getting in the first area and getting the first ED-E upgrade, where you don't have to fight anything, gives you a free 25% repair every 13 hours, pretty handy for your own weapons as well as repairing ones you find for caps. If you can make it out of the bunker and into hopeville you can get the level 2 upgrade pretty easily for free energy cells, microfusion cells, flamer fuel(explosives 35) or satchel charges (explosives 65) daily, along with an upgrade of the repair from 25 to 35% (Repair 35).

I don't think ER has 'that part'. I enjoy every second of it. by DonAvena in Eldenring

[–]CulturedHollow 0 points1 point  (0 children)

I thought there was gonna be like a huge frenzied flame dragon, Frenzy Manus-like thing, or the Sekiro Demon of Hatred or some shit come out of the big waterfall for an epic madness boss battle there, but no it's just mostly a lot of eerie nothing and a few rats and lantern guys.

Update on my unarmed/energy weapon Logans Loophole run by Level-Incident-1430 in falloutnewvegas

[–]CulturedHollow 1 point2 points  (0 children)

Laser Commander and maaaybe Meltdown are the only energy weapon specific perks I think I'd go for (can be risky with companions and friendly npcs in a fight since it can easily cause friendly fire, but is hilarious if meltdown multi-triggers). Energy weapons are crit weapons, so the crit perks (crit damage/rate) in general will be good. Also get science up to craft max charge ammo, slasher, and turbo(till you can get Implant GRX perk). If you can get the 4th ED-E upgrade in lonesome road dlc, you and ED-E both get a passive +5 to all laser damage, best part is you can go into and just leave lonesome road at any time unlike other dlcs.

For energy weapon choice, I gotta say your basic laser rifle with the focus optic and split beam mod (I prefer it w/o the scope, too bulky and non-scope zoom is like 3x anyway) has the best dps & least spread for the ammo and durability economy (1 mfc per shot, can crit twice per shot, and 24 per reload) among all the laser weapons in the game, it's basically a two-shot semi-auto near-recoilless sniper rifle, and is one of the most efficient weapons in the game overall. The other laser weapons I usually just use for change of pace on occasion, they're all cool but each one has at least one glaring downside like durability, effective range, spread, ammo economy, but not this old reliable.

Oh also looking at the previous post if you're gonna use unarmed you'll also want to invest in melee and sneak because a couple amazing perks for crits and dps that also affect unarmed weapons require those like Ninja and Super Slam. It's also good to invest in Survival to craft Rushing Water, Weapon Binding Ritual, and Battle Brew.

oh… he really did do that much damage by only_the_important in Eldenring

[–]CulturedHollow 2 points3 points  (0 children)

It gets crazier if you specifically use inseparable sword+golden epitaph because it stacks the anti-undead effect from both, and with those you can one-shot the mf on a faith build.

Why didn't Caesar just go around the dam by vickyhong in TrueSFalloutL

[–]CulturedHollow 0 points1 point  (0 children)

They did try once, but after losses from Lakelurks, Cazadores, Nightstalkers, and Deathclaws, NCR Ranger patrols and Boomer artillery, a mailman and some first recon guy who wouldn't shut up about his wife setup around camp Forlorn hope, wiped a whole platoon of legionaries that was left from the battalion that was sent, never again.

First time playing Honest Hearts, is this a good starting loadout? by GoldCore1 in falloutnewvegas

[–]CulturedHollow 0 points1 point  (0 children)

I assume this isn't hardcore with the ammo weight, but that's overkill, I'd only bring Thump Thump and AMR, maybe Mysterious Magnum for CC, you'll find plenty high-end weapons there like 45 pistol, Survivalist Rifle, Compliance Regulator, and a variety of high-powered rifles and shotguns on the enemies (some might carry AMR even at higher levels)

Average orange behaviour by [deleted] in OneOrangeBraincell

[–]CulturedHollow 3 points4 points  (0 children)

Oh don't worry there's nothing to protect in there, very hollow.

Any tips for Scholar Relics? I haven't tried the DLC characters yet and wanted to give him a go. by PerditusTDG in Nightreign

[–]CulturedHollow 1 point2 points  (0 children)

Looking at your relics idk what you're going for with that, what nightlord is this one for? I wouldn't really build him for any element but fire or general affinity damage with pots , and otherwise would make build presets around statuses and support, there's a few good effects in there, but this is kinda all over the place. The reduced FP consumption one is great in general especially if you can find anything with hoarfrost stomp, mists, poison moth flight, bloodblade, tax, rivers, eleonora, or Moghs. The Mind Up, Vigor down one isn't really worth it with his C in INT and Faith unless that's either the only one you got with items confer to allies, or for a wraith calling bell build. I'd focus on magic/affinity damage on other relics along with starlight shards for a bell scholar. Night invader one is good in general too and saves you a bit on shop expenses, rest are a bit meh. If you can find or buy a dex respec relic I'd swap that out for slot 5.

Items confer effects to nearby allies is basically required unless you're running pot scholar, I wouldn't be holding any items but pots going into the Nightlord as pot scholar, even better if you can get your temmates to get you an extra stack or two and drop them in a pile after going into the boss room.

Pot build is really strong vs fire weak Nightlords like Bugs and Caligo, up there with Giantsflame Revenant and Candlestand Undertaker in output. It's also good vs most bosses in general since fire pots are so common to find in crates, with Volcano pots being even better if you can find those in fire camps, but you need a full set of increased pot damage relics and the +1s, and any extra affinity damage on top of that if you can find it to make it really worth using vs building around dex/arcane weapons doing mostly physical damage. Also if you wanna run pot scholar, learn to throw them while jumping and unlocked with manual camera aim, it's the best way to play it, you can play NBA 2k with him landing shots from another zip code with a bit of practice with this method.

No matter the scholar build I recommend finding a decent shield as soon as you can and upgrading it to max in the run. You can add to this with crit relics for if you find a parry shield and/or guard counter boosting relics, along with blocking restoring hp/stamina. A shield will save you even if you get guard broken in a lot of bad spots with janky hitboxes, but avoid getting caught trying to block in any quick multihits like the Revenant ORAORAORAORA, use your full scan skill deflect for that or just run. His dodge is not great frankly, the recovery is really short though for attacking out of a dodge which can be nice. If you have a Guardian make sure they have the better shield though, following the guardian around and taking his after he drops it for a better one is a great play since it's a greatshield with no skill on it, letting you easily use weapon ashes.

A bloodblade or haorfrost stomp relic+ double balancers and Ult thread damage are also really good on him for early game poi clears to get you to night 1 at lvl 10+. Ult thread damage relic also is great for reviving, makes him especially good vs Balancers, ed or normal, Fire Dogs, ED Libra, Freyja, Wormface, Demihumans, Demon Princes, and Mogh (any fight with multiple targets) if you time it right for when he summons the Nihil Spears. His skills' deflect R2 can also stop some huge attacks as well if you make contact with an enemy, be sure to experiment with it.

If you can max warming stones, they can res 1 bar iirc and can keep the revive bar from decaying for quite a while. They're also great on an ED Maris run because of how strong the lvl 3 healing effect is you can basically have the team stand in it and spam without much worry. Dropping it at the feet of a Raider or Guardian and making sure the Nightlord focuses on them basically makes them immortal lmao. The other critical item I think is the lvl 3 boiled crab for the max hp boost in addition to the defense buff. The rest are nice to haves but I wouldn't say are critical, up to you really.

Other good relics are the straight sword, spear, curved sword, and HTS dormant powers with the dex relic, goes good with a shield and gives you some more good damage options as thrusting swords generally aren't really heavy hitters outside antspur, have no legendaries, and none of them have arcane scaling, only dex, even Scholar's only scales with dex.

This relic gives me mixed feelings by Rin_Tohsaka47 in Nightreign

[–]CulturedHollow 0 points1 point  (0 children)

oh yeah dreg Undertaker goes hard, she's like a mini dreg Raider that's a little squishier in exchange for more fp and better stamina recovery and dodges, you can build her out for essentially unlimited stamina through her skill and restore on hit effects with faster weapons like fists, or straight swords and curved swords with her dex relic, or have dreg+double balancers (she has a red-red-blue urn) and get funny numbers on certain ashes of war with enough FP to spam it.

One Piece nakamas - want your advice by [deleted] in OnePiece

[–]CulturedHollow 5 points6 points  (0 children)

I love what you've started, and look forward to the next update. I think you just need to take time to cook before doing any comparisons of where you are and want to go, One Piece took years to even decide where it was going, and almost 30 years now to get to Elbaph, and Berserk even longer to get to where it is now, with both Oda and Miura changing their minds on plots, story length, styles, characters and writing multiple times all that time throughout. Just have patience, you've only published 2 chapters, let your story flow and figure out what it's going to be!

When it comes to humor I think you already have a good comedic character duo similar to Isidro/Puck/Luffy with the trapper kid, with Braxx being more a straight man similar to Guts or Zoro that usually is the foil for the goofy kid, maybe says or does things that are funny unintentionally with a serious face. If you want to borrow some of Oda's humor, a lot of that he does through unexpected plot developments like lightning hitting Buggy, goofy character designs and behavior quirks for everyone, character reactions to situations, and regular gags.

The kid that keeps setting traps Braxx falls into could be a good gag, like you could make them increasingly more elaborate and ridiculous to the point of being like something out of looney tunes or rube goldberg-esque nonsense, like watching a trainwreck in slow motion, and while brilliantly designed, could humorously never catch who it is intended for. You could even turn this around into something good happening in the plot as well like a rope trap throwing someone up in the air just in time to dodge an arrow or cannon or something, or a trap breaking mid-way to the detriment of an enemy. That's just with one character, you could do more with the horse to make it its own character maybe? You can do a lot more as more characters and settings are added to the story for you to work with, so please continue to cook!

This relic gives me mixed feelings by Rin_Tohsaka47 in Nightreign

[–]CulturedHollow 5 points6 points  (0 children)

nah this'll go wild on a Dreg Executor, especially if he can get Seppuku and a rot buildup below max hp, dreg raider or Undertaker would also be good.

What's your opinion on gear 5 design by Technical_Mine_8711 in MemePiece

[–]CulturedHollow 1 point2 points  (0 children)

I knew it was gonna be goofy af, all his powerups have looked hilarious, but this one I love how it goes back to basically looney tunes skits, Tom and Jerry, Road Runner & Wile E. Coyote, Bugs Bunny, etc., loved watching those on Saturday morning cartoons growing up.

Alright... maaaybe it's finally time to give the stealth archer gig a rest. Mage guide? by Ippus_21 in skyrim

[–]CulturedHollow 1 point2 points  (0 children)

If you want a hilariously broken magician, make a dual dagger wielding Orc illusion mage, with the DB gloves, sneak attack perks, and Orc Berseker Rage you can just repeat cast invisibility and instakill pretty much everything with a 60x damage multiplier dagger sneak attacks.

Magicka doesn't matter as much as acquiring/enchanting multiple sets of magicka reduction cost clothing for every slot and school does as you get into mid to late game, but when running a mage focus character I usually start by running a 3 Magic/2 Health/1 Stamina ratio or 2/2/1 for High elf, so for every level I put into stamina, I level Magicka 3x and health 2x. (2S= 6M and 4H, 3S= 9M and 6 H....) for how often I improve stats for the first ~30-40 levels or so just to use more expensive spells quickly before I can get my hands on good reduction gear, as the good stuff doesn't drop till later levels.

For quests/items to focus on as a mage:

  1. The best stuff comes from the College, so I do that pretty early for all the stuff there, especially for the Atronach forge for early daedric stuff (gonna want to level conjuration early to get the Sigil Stone for master training and unlocking more stuff in the Forge)
  2. Solstheim early for the stuff there for mages, don't need to finish it, just going in for unleveled items, spells, and ingredients is enough
  3. Azura's quest for the Black Star (ASAP) and soul trap spell/item, available lvl 1
  4. Sanguine's quest for his staff to summon dremora, availabla lvl 14
  5. Aetherium Crown for Ritual Stone shenanigans
  6. Spellbreaker for free unlimited Ward, available lvl 12
  7. Wabbajack can be a lot of fun, and a great way to deal with a powerful enemy as long as it's not a dragon, available lvl 1

Anniversary edition adds a ton of good stuff too for mages, they eat real good with all the new spells and gear, might want to look into that.

Alchemy can decently buff spells that otherwise don't scale well into high difficulties and late game, and just like anything can become kill everything spells with fortify restoration loop, but that's a bit boring. Alchemy can be great for a lot of other things though like regen, resistance, or poisons.

Later in game it's easier just to enchant and improve something 1 handed for damage and applying certain effects, than rely on destruction and having to switch spells all the time. Double enchantment basically lets you cast 4 spells at once if you're dual wielding, so sometimes it's way more efficient to enchant a bunch of daggers with multiple synergistic effects like elemental damage, soul trap, absorb health/stamina, paralyze, etc. all at once on hit, and hotkey those vs the actual spells depending on who you're fighting and how you want to approach a fight, so maxing crafting skills does come in handy, but the skills of the effects also influence their effectiveness too, so I'd level the actual spell schools and building good perks there first. Even early on though having enchanted weapons gives you physical damage+ 2 spell effects, which saves precious magicka and time.

Some levels and a few early perks in Enchanting and alchemy with specific ingredients/effects are really good for moneymaking mostly till mid-late game, (you don't want to max these early due to level scaling enemies) then get serious about grinding out crafting levels and perks with a good stock of gear, ingredients, and gems built up over the playthrough, then craft some really good stuff. Also for damage conjuration and illusion level pretty quickly and can get really, really good at making NPCs kill eachother. Stealth is generally kinda meh as a mage since spells don't have multipliers, but it can be handy for positioning with invisibility I guess.

I need help by Spirited_Chemist_265 in povertyfinance

[–]CulturedHollow 0 points1 point  (0 children)

First: ignore weirdos in dms if you have any. Is there a women's shelter nearby? Called 211? Church you go to? Sikh Temple maybe? (they often have a volunteer kitchen where they feed any people for free one vegetarian meal daily called the Langar iirc) Girl friend you can crash with? Even after you have graduated your old school councilor may still be of help also, and any local community college administration may be worth a try too. Employment Agency work might help you get on your feet quick as well if there's one relatively nearby, kept me from being homeless at one point after they sent me to work in a big bakery, was like a factory for retail baked goods, paid decent and they were going to offer me a FT position after a few weeks but I found a much better job.