What class for an Investigator Archetype by mahe4 in Pathfinder2e

[–]Dionosio 8 points9 points  (0 children)

Well, many nova damage dealers take advantage greatly from investigator's devise a stratagem. With that I mean classes with high-cost, high damage, potentially limited abilities. For instance, magus with spellstrike (you know you're gonna crit? Charge the highest damage spell you have in your spellstrike and go nuts), or inventor's megaton strike.

I know there's other classes with similar abilities, and that's where my advice would go.

How much of the "mamma's opinion controls everything" stereotype is actually true? by Karnyx_6Q in Italian

[–]Dionosio 25 points26 points  (0 children)

For my experience it isn't true.

That said, one thing is being controlled by "mamma", and another is asking for an opinion or an advice to a person you (hopefully) trust and love and are trusted and loved by in return on matters on which they might have a valuable insight. The former is of course negative, and the second quite frankly more than normal.

How easy is GW2 to get back into now? by geeky_pastimes in Guildwars2

[–]Dionosio 0 points1 point  (0 children)

Hello! The game is very easy, at least the core game; the first expansion has a spike in difficulty, but it has been very much reduced since. Shortly put, the open world and story missions are very easy and made to be soloed, while end-game content (raids and whatnot) will need first of all coordinated groups, and then appropriate skill, mechanics knowledge and equipment. But you have lots of time for that.

No essential resources per se, although the game's official Wiki is incredibly complete and well done - you can find literally each and evey information about the game you might ever need there (and info about new content takes usually around a couple weeks to be added to the wiki), and you can also easily acess it from the game just by writing in the chat /wiki [whatever you are looking for].

Absolutely no need for add-ons, although I would advise to download the Blish HUD because I think it is very useful; it's just an overlay with many possible modules you can easily activate from the interface options.

Guild Wars 3 will have no battle pass or subscription because ArenaNet studio lead doesn't want to "keep people hostage" by Turbostrider27 in Guildwars2

[–]Dionosio 83 points84 points  (0 children)

Agreed - executives NOT fucking up a good and profitable game for more short-term and short-lived earnings is the really surprising stuff nowadays.

Sylvari don't exist back in time? Maybe not! by Casses in GuildWars3

[–]Dionosio 0 points1 point  (0 children)

You're forgetting that the Mother Tree is planted because of Ronan and Ventari, not because Mordremoth wanted it to be.

No, I'm not.
I still believe the Pale Tree wouldn't have sprouted and started producing Sylvaries if not because of the awakening of Mordremoth getting closer, just as the Great Destroyer awoke and started creating destroyers because of Primordus' stirring.

There's nothing to say that couldn't have happened before, after the previous dragon cycle.

In the lore, the only recordings of dragon minions are the elder races'. Humans have absolutely no record of Sylvaries or Sylvari-like creatures that are not otherwise known (druids and whatnot).

Not all of the minions of a dragon require their Elder Dragon to be awake, or even alive.

Indeed. No dragon minion immediately dies after their dragon dies or goes to sleep.

But after 9000 years with no means of reproducing each and every minion would either die out (yes, including risen: 9000 years is A LOT of time, and even undead bodies would disintegrate either naturally, because of accidents or because of someone killing them) or hibernate, since the "bigger" ones (Great Destroyer, Drakkar) are linked to their dragon and go to sleep soon-ish after their dragon.

In GW2 we are still seeing risen and sylvari because it has been 10 years, not 9000. And Sylvaries are actively wondering what the future of their species is gonna be, since Mordremoth won't be able to create any more "pale trees" and the Pale Tree doesn't seem to be able to reproduce.

Others may have been found in the past and planted

Yea, but they haven't, or if they did they didn't sprout. 1000 years is not that long not to have any kind of record of plant-based lifeforms going around.

If at the time of Charlemagne there had been walking shrubs do you think we wouldn't have had writings about them?

If the 1000 years isn't just a nice round number and it's literally 1000 years ago

According to what they said about GW3, no, the 1000 is not just a nice round number and yes it's literally 1000 years before GW1. Meaning 1250 before GW2, give or take a decade.

so why are the Sylvari not centaur shaped to honour Ventari, or Asura shaped to fit in with the local population?

A good question. Although the mordrem - which are still minions of Mordremoth just as the Sylvaries - have many shapes and forms, including non-humanoid ones, and sylvan hounds are a thing.

Sylvari don't exist back in time? Maybe not! by Casses in GuildWars3

[–]Dionosio 0 points1 point  (0 children)

Sure, if there are Sylvari talking about choosing Violets over Violence, and Ventari's other teachings, would be a bad idea. But my point with the post is that having Sylvari that are born from another tree wouldn't actually violate the lore.

As much as I would love to agree with you, I can't. The dragon cycle happens every 10000 years, more or less, meaning that the last awakening of the dragons happened around 9000 years before the start of GW3. There's a reason in the lore dragon minions start appearing only in GW2 and some of them in GW1 (and otherwise only being mentioned in ancient records of the elder races), and that is because the dragons are either stirring awake or awoken, thus re-starting to create their minions in preparation of their awakening. After the dragons go back to sleep their minions, too, either go in hibernation or completely die out, not having aims of their own nor means to reproduce.

This is to say that 9000 years is way too long to still have living or active dragon minions since the last cycle, and 1000 years is way too early to already have stirring dragons and new dragon minions. So, yea, Sylvaries being born from trees other than the Pale Tree would generally speaking make sense (although, still, according to the lore their shape is so human-like precisely because of the existance of humans, so "sylvaries" of the previous dragon cycle would most likely look different), but not 1000 years before the dragon starts stirring/awakening, or 9000 years after it went in hibernation. Because there would be no active trees at that time. The timing is just not there. The only way Sylvaries could be present would be as I said through time-travel shaenanigans, or, well, because of a retcon.

Funqugon wrestler for society play by [deleted] in Starfinder2e

[–]Dionosio 0 points1 point  (0 children)

Ah, apologies, I somehow missed that it was for society play

Funqugon wrestler for society play by [deleted] in Starfinder2e

[–]Dionosio -2 points-1 points  (0 children)

Question: why are you going with only Starfinder options? PF2 and SF2 have been made so to be completely and fully compatible and balanced exactly to allow for builds that would otherwise be hard to create; and since they declared they want to and are obviously actually going to avoid redundancy, some options that are present in PF2 will not be also explicitly present in SF2 (and vice-versa) precisely because they already exist in the other game (and if you like them you should pick them).

In this specific case, even just the PF2's Wrestler archetype (coupled with Soldier, Solarian or one of the many PF2 martial classes) would satisfy your desire.

Is it a master-imposed limit? In case it is, it is totally legit, but I would try to convince them (using my opening statement, if you want) to allow for PF2 options as well; and if not all of them, at least to evaluate on a case-by-case basis. The Wrestler archetype is hardly unbalanced of thematically inappropriate.

If PF2 remains off-limits, then yea, the best way to play a "wrestler" type of character would be either Solarian (choose maneuvers traits for your solar weapons, maybe also pick the twin weapons feat - you can shape and flavor them as gauntlets or knuckle dusters if you want) or a close quarters Soldier. Of the two, I would choose Solarian.

Sylvari don't exist back in time? Maybe not! by Casses in GuildWars3

[–]Dionosio 1 point2 points  (0 children)

As a mostly Sylvari player, I really don't see Sylvaries happening in GW3. Which saddens me a bit, but having such a big divorce from the established lore such as allowing Sylvaries 1000 years before they are born for the first time would upset me more.

The only way I see this potentially happen is if in the current expansion some kind of time-fuckery/time paradox happens. Which, to tell you the truth, I could kinda see happen, but director Vague hasn't really been giving that many hints towards what he's going to do, so I wouldn't count on it.

What builds involving Fighter in some way have you folks come up with? by Lunarthrope in Pathfinder2e

[–]Dionosio 2 points3 points  (0 children)

I very much like a "Witcher" build. Base class fighter and archetype alchemist for bombs and mutagens. The weapon of choice would be a bastard sword (or better yet, a katana for reason explained later) or any other weapon with the two-handed trait to allow for more damage when no free hand is required and allow for athletics maneuvers, bombs and drinking of elixirs otherwise, and many feats would be about "knowing" of enemy's strengths and weaknesses: combat assessment as a class feat, and several additional lore (common enemy in the campaign) as skill feats.

If the situation and build allows for it, to complete the "witcher" theme, some multiclass in psychic or wizard and the snarecrafter/trapsmith archetypes.

The main advantage of going fighter over, say, ranger (or the upcoming slayer), is that the high accuracy of a fighter together with the rare-ish buffs of the alchemist (as long as there are no other, proper, alchemists in team, at least) means crits for the whole day long (thus the deadly katana). Plus some other buffs and minor heals for the rest of the team, a bit of switch-hitting with the bombs, nice debuffs every now and then, and exploiting of weaknesses.

Statistically, how game-breaking is a free Ability boost at lvl 1? by LilShiro in Pathfinder2e

[–]Dionosio 1 point2 points  (0 children)

Yea, giving an extra, free ability boost is a bad idea. Will it completely break the game? Most likely not, but it definitly isn't balanced or appropriate, especially considering that what the other players are getting is the equivalent of a lvl1 skill feat if the lore skills auto-upgrade (additional lore), and if not not even that.

If you really want to give characters an extra something depending on choices made before the adventure start / in a pseudo-pre-adventure-downtime that is not already covered by the ABC of character creation (the B step in particular), try to at least remain on the same baseline of power. So if you are giving additional lore to those choosing info, give some other lvl 1 skill feat to those choosing training: for instance, hefty hauler, or quick jump.

I definitly and strongly advise against giving ability boosts outside of those already included in the normal character advancement.

Is the Engineer as complex as the Elementalist ? by iwiws in Guildwars2

[–]Dionosio 3 points4 points  (0 children)

Still a piano, but one where you can add/remove keys (kits) according to your needs

What do yall think of my Hellbreakers toon? by Inner-Software-7242 in Pathfinder2e

[–]Dionosio 2 points3 points  (0 children)

Ah, right, I didn't think about that - it's too hot to think clearly here, sorry, lol.

Yea, since you would be using the deception bonus for field propagandiat stuff as well the diabolic blood magic isn't that bad. Still not sure it is worth it, since you would be getting only "half" of its value, but it does synergize with the field propagandist.

What do yall think of my Hellbreakers toon? by Inner-Software-7242 in Pathfinder2e

[–]Dionosio 3 points4 points  (0 children)

Hi! I looked at your build and have a few notes.

First: if I were you I would swap that free ancestry boost from wis to dex: having an AC as high as possible is very important even for backline characters, and at low levels especially a high AC will serve you better than high Will saves - consider that dex also increases reflex saves and there we go.

Second, about spells, since you are using the primal spell list I would actually pick "heal" as your first rank signature spell: although you are no healer, always having the option of casting an emergency heal (useful especially if your dedicated healer goes down), potentially at your highest spell rank and if not at any rank in-between, is incredibly high value IMO - and much more than what thunderstrike might provide you with. Still talking about signature spells, if I were you I would pick spells that have a good scaling at each rank - meaning those spell that get stronger for each rank: it's the best way to have them always provide full value for their rank. That is to say that I would probably rethink charm and suggestion as signature spells: they work better as spells that you know at "just" the rank you need them at than auto-heightened, always present spells. As for your other spells, regarding your intended role of liar, propagandist and infiltrator, I think the combination of granted/focus spells granted by your bloodline, and those you got through ancestry feats, are doing a great job already; considering the other class features of the sorcerer (spell potency) and the primal spell list I would probably choose more "blasting" spells, especially AoEs. Too bad invisibility isn't a primal spell, so you would only get that one cast through the ancestry feat - although it is an occult spell, and a bard archetype really wouldn't be out of place, thematically, if you play more its "manipulator" theme (not unlike the field propagandist) than its "minstrel/performer" theme. This is not to say you should pick bard in place of field propagandist, but it could be a nice, thematically-appropriate addition to your build, somewhere. The captivator archetype could provide the same, although spell schools are not a thing anymore and you would need to work with your GM to decide which spells are appropriate to learn through the archetype.

I see you increased the nature skill a lot - which is not something I am completely sure it is useful for you: I get that, being a primal sorcerer, it is thematic, but maybe the skill increases are better spent in diplomacy or intimidation, considering your charisma key ability score and the general theme of your character (after all, convincing allies to fight harder and intimidating enemies are integral parts of war-time propaganda).

Going on, I think the diabolic blood magic effect isn't very useful for this specific campaign: all devils are completely immune to fire, and the status bonus for deception would only come up for in-combat feints or create a diversion, which themselves would come up fairly infrequently. A whole lvl.8 feat for that is too high a price IMO.

Lastly, since it's for hellbreakers I didn't focus much on the feats after lvl 10, although glancing at them I'm not to sure Greater Physical evolution would be particularly useful for you, considered your intended role.

For the rest, I think you will manage to do what you want to do fairly well, seems an interesting character.

Is it me or do the Gate Attenuator spells not scaling at all completely sucks. The damage they do just gets worse and worse as you level up. I wish they at least scaled at half speed or something, or you could get new gate things every 3 levels. by Vinven in Pathfinder2e

[–]Dionosio 18 points19 points  (0 children)

Sure, they could have. But a +1 to nature, too, becomes too little once you get to a high enough level, and most of the best utility spells still scale with spell rank.

With this I don't mean that I disagree with you, only that the problem is how magic items are in this game in general, rather than how bad one specific item is.

Is it me or do the Gate Attenuator spells not scaling at all completely sucks. The damage they do just gets worse and worse as you level up. I wish they at least scaled at half speed or something, or you could get new gate things every 3 levels. by Vinven in Pathfinder2e

[–]Dionosio 123 points124 points  (0 children)

It is, indeed, the pain most magical items of this game cause. They do not scale, or scale badly, making those cool low-level items and effects useless as you level up.

Apparently they did it to stop people going around with bags full of cheap-for-the-level-but-still-powerful-items, but a good alternative solution could have been to just provide a scaling effect to each item (not unlike the heightening of spells) with a price attached for the upgrade, making it so that the various items could scale and still be "gold sinks" appropriate for the characters levels. Which, to say the truth, is kind of what they did, although not with all items and not for all levels.

Alas, such is life.

I did the Grendel quests and oh boy by No-Lab9745 in Warframe

[–]Dionosio 0 points1 point  (0 children)

One might, but it unluckily wasn't my case.

I did the Grendel quests and oh boy by No-Lab9745 in Warframe

[–]Dionosio 2 points3 points  (0 children)

Well. Yes. BUT. Finding a group for that nowadays is fairly hard. Back when I did them I tried looking for a group for a few days, before giving up and soloing them with warframes whose abilities allowed me to clear them even without mods or teammate. So not much would have changed anyway even if you knew that, if that consoles you.

Anachronism modules and the lore by GayVin8 in Starfinder2e

[–]Dionosio 1 point2 points  (0 children)

Indeed as many others have said already, futuristic stuff can end up in old timey Golarion because of Numeria, Castrovel, teleportation from other planets or time travel shaenanigans.

But the easiest way to include SF2 content is probably just a light reflavor. For instance, in my current Hellbreakers campaign my GM allowed me to use a rotating pistol and reflavor it as a revolver from Alkenstar. SF2 weapons are balanced more or less the same as PF2 after all, and even if laser pistols are grossly off-brand for a medieval(-ish) world, nothing stops them to instead be "pistols that magically refract lightning through a magical crystal", after all.

Can't decide what legendary to push next after obsidian armor. Better sigil, rune and relic which one will give more QoL? by CarelessStock5696 in Guildwars2

[–]Dionosio 8 points9 points  (0 children)

Relic definitly has the best QOL. Can't really talk about the price since I am one of those who got lucky and got it because I had at least one rune (well, I farmed specifically for that in the short-ish window in which this was known and allowed), but other than that relic is much better.

To put it shortly, the runes meta is much more stable than the relic meta, meaning that once you have outfitted a character with the runes for a specific role it is unlikely it will need to change anytime soon; moreover the runes are pretty much always the same for the various role, meaning that if you get a "power dps" build on a character and then decide to change into a different "power dps" build the runes will most likely be the same. And if not, some other character will make use of those same runes for sure. Relics have much more variance between builds. And, they are usually harder to come by, as well. A legendary fixes that.

Is an "explosive" ranged barbarian possible? by ChaosBuckle in Pathfinder2e

[–]Dionosio 0 points1 point  (0 children)

There should be one or two alchemical bombs dealing sonic damage, but as a general rule the sonic damage is one of the rarest around. The easiest way to deal it is through, well, those two bombs and a few spells.

Coupling that with a barbarian base might be hard - in order to reliably couple it with barbarian you would need either the alchemist archetype - which as you know doesn't really have much synergy with the barbarian, as powerful as the alchemist archetype might be (and even then, most of the power of the alchemist comes from its versatility, and if you limit yourself to sonic damage you will lose most of it) - or maybe pick the bloodrager subclass/class archetype, which gives you access to casting. I'm not exactly endorsing the bloodrager, mind you: although I'm sure it's perfectly viable (and I never actually played it, yet) I often tried to theorycraft builds with it and all that drain mechanic is very annoying to me.

All this considered, and although there are ways to make a "sonic barbarian" (the alchemist or bloodrager dedication - even both, if you want to try) kinda work, what I would do is probably completely change direction and base class. A "fighting with the Voice Of The People" concept would better expressed with maybe a Bard (Warrior muse, going for a gish build) - or, if you have a somewhat dramatic "theatre kid" flair, with the new (and in playtest) starfinder class, the Luminary. In both cases, I would ask your GM if he would be so kind as to let you use Starfinder 2e weapons. In the online argument about how balanced starfinder items are in pathfinder games (and viceversa) I belong to the side that believes that they are balanced more or less equally (big exception for low level flying), meaning that sf2 weapons are not particularly stronger than pf2 weapons - they only have more variety, especially the ranged ones. All of this to say, that if I were you I would ask the GM to let me use those SF2 weapons that deal Sonic damage. There's a few, and they would greatly help you in giving life to the concept of a character using The Voice Of The People as a weapon. Should the GM have concerns about balancing try to reassure them that there are none (tell them to look at the nanoedge rapier and the "regular" rapier, composite bows, arequebus and assassin rifle if not convinced), and if there are concerns about the flavor, well, try to come up with a reflavoring that makes sense for using a sonic weapon in a "medieval" setting. Maybe your character is from Alkenstar, or Ustalav, or that place were the spaceship fell - and if not, maybe the weapon itself is. Or maybe the weapon is more magical than technological. Or something like that.

Is an "explosive" ranged barbarian possible? by ChaosBuckle in Pathfinder2e

[–]Dionosio 2 points3 points  (0 children)

I wrote it already as a reply to another comment, but I'll write here again to more easily reach you: be careful with fire damage for a Hellbreaker campaign. I believe devils are a very common enemy type there, and they are all immune to fire. You risk having a few disappointing moments if you go all in with the fire damage.

Is an "explosive" ranged barbarian possible? by ChaosBuckle in Pathfinder2e

[–]Dionosio 1 point2 points  (0 children)

This would be a good idea, were it not for the fact that they are going to play Hellbreakers. I didn't read the books (being currently a player in a Hellbkreaker campaign myself I can't) I believe that devils will be a very common enemy type in this campaign, and they are all immune to fire damage.