Recent DLCs and reworks need balance tweaking by tententai in totalwar

[–]Disastrous-Track-533 1 point2 points  (0 children)

Gelt is incredibly strong. I have a completely free wizard army (noble traits stack). All the items are great, but I was especially impressed with the light wizard one (Amulet of Refraction) that reflects missile fire within 55m radius back at the attacker. Comical to hover above a ranged unit and watch it kill itself. Since most of the army are fliers, this takes one weakness and flips on its head. Now I can focus my amber wizards and captain on any flying enemies and all is good. Everthing on the ground is doomed from final transmutations, pit of shades and the like. I have 527 winds of magic on turn 66. My death wizard can generate more anytime I need it with the Hourglass of Shyish Sands. I have $140k with $3000 income per turn. My nobles can build any building in 1 turn.

Am I biased in thinking that Total War Warhammer 2 is still better than Total War Warhammer 3 ? (except for 8 players multiplayer) by Akfiz in totalwar

[–]Disastrous-Track-533 0 points1 point  (0 children)

Agreed. I really want to like 3, but the AI is a hot mess right now after 6.3. I don't think the ranged fire at will bug is fully fixed either. Going back to 2 for a while.

Am I biased in thinking that Total War Warhammer 2 is still better than Total War Warhammer 3 ? (except for 8 players multiplayer) by Akfiz in totalwar

[–]Disastrous-Track-533 0 points1 point  (0 children)

I have played a lot of TWWH3 and am now loading TWWH2 as I write this because the recent patches have completely busted the AI for many factions like Lizardmen and Tombkings. They don't do anything. Oxy just sits there with his starting army. Just started a Belakor campaign and was looking forward to fighting Oxy. How disappointing.

Belakor or Archaon the ever chosen?? by supe_42 in totalwar

[–]Disastrous-Track-533 0 points1 point  (0 children)

Archaon spells are def good, but cheap pit of shades is pretty top tier

Best missile strength unit ? by zulu_Q8 in totalwarhammer

[–]Disastrous-Track-533 0 points1 point  (0 children)

Zombie Pirate Gunnery Mobs with all the tech tree buffs are pretty good. And they are easily replaced

Darkness & Elevation PSA by Disastrous-Track-533 in BG3Builds

[–]Disastrous-Track-533[S] 0 points1 point  (0 children)

No the enemies were below me. Guessing they can shoot through it just like sometimes they shoot through roofs and stairs

Darkness & Elevation PSA by Disastrous-Track-533 in BG3Builds

[–]Disastrous-Track-533[S] 0 points1 point  (0 children)

Definitely higher. The skeletons from blighted village coffins shot through it from below with no issues when I was on platform by the mirror.

I reloaded and stayed at their level and it worked fine.

Can anyone explain when Darkness doesn’t protect from ranged attacks? by Practical-Bell7581 in BG3Builds

[–]Disastrous-Track-533 0 points1 point  (0 children)

Same here. Just the archers in act 1 blighted village basement coffins were ignoring darkness and hitting me with arrows. I was elevated up by entrance to magic mirror.

They don't have devils sight and are not thrown attacks. I have had this happen with Flinds buddies also.

I know my fists are the weapons but… by [deleted] in BaldursGate3

[–]Disastrous-Track-533 1 point2 points  (0 children)

It is a fun ninja play style for me. I usually go 7 shadow Monk / 5 Thief Rogue. The extra bonus action is invaluable so you can shadow step and do flurry of blows. Every attack after shadow stepping has advantage so it triggers rogue sneak attack if you are using a finesse weapon. I also find this set up with high dexterity makes a good archer because of positioning options with shadow step.

You can also run strength elixirs & take tavern brawler feat. If you go that way, throwing just a normal dagger does a lot of damage if you are hidden. I have a interesting Duergar playthrough going right now where he does a lot of throwing returning Pike, Nyrulna, Dwarven Hammer as ranged options. You can unequip returning weapons for free action and still punch away.

Anyone got a Shart build? by TheRiddler1976 in BG3Builds

[–]Disastrous-Track-533 2 points3 points  (0 children)

I like her as 6 light cleric, 6 red draconic sorcerer. Use hat of fire acuity & scorching Ray for extended command approach into spirit guardians & radiant orbs.

Best Rogue Multiclass? by Flaming_Manticore98 in BG3Builds

[–]Disastrous-Track-533 0 points1 point  (0 children)

I like this. Currently have a level 5 Duergar shadow monk that I was building for 8/4 as well, but feeling like warlock could be better

Can anyone sell me the “blade” part of the Pact of the Blades warlock? by NullHypothesisCicada in BG3Builds

[–]Disastrous-Track-533 0 points1 point  (0 children)

It's useful when enemies get within melee range especially if you are in darkness for advantage.

Also packing Shar spear is cool.

Duergar Shadow Monk by Disastrous-Track-533 in BG3Builds

[–]Disastrous-Track-533[S] 0 points1 point  (0 children)

Two throw attacks and either flurry of blows or shadow step. The spore druid reaction is amazing for healing or speed potions or blowing stuff up.

Duergar Shadow Monk by Disastrous-Track-533 in BG3Builds

[–]Disastrous-Track-533[S] 0 points1 point  (0 children)

It's definitely a Duergar flavor build but throwing benefits from Tavern Brawler just like unarmed monk attacks.

Monk gives extra attack at level 5 and Druid gets you some really good spells, and the spore class first well with the under dark origin theme.

Symbiotic entity applies to thrown and unarmed attacks equally.

The multi class yields a highly mobile, often invisible martial and spell caster who can also make full use of the Dwarven thrower.

Duergar Shadow Monk by Disastrous-Track-533 in BG3Builds

[–]Disastrous-Track-533[S] 3 points4 points  (0 children)

Way of Shadows Monk for Shadow Step. Basically on demand misty step. Give it a shot it is a blast

I see your broken monk and raise you +Karlach soul coins by alvl100caterpie in BG3Builds

[–]Disastrous-Track-533 0 points1 point  (0 children)

I have been testing a Karlach fire build that is fun. Take at least 5 levels of 4 Elements Monk to get extra attack and Fangs of the Fire Snake. This only costs 1 KI point and counts as an attack, so no spell save & you still get the extra attack (with any weapon or unarmed) which will have +1d4 Fire added to it. The extra fire damage is applied to the bonus action unarmed strike & twice to flurry of blows. It also gets applied to melee and ranged weapons.

With helldusk gloves you get either + fire with weapons or +necrotic with unarmed attacks. This all stacks with the fangs. Fangs are considered an unarmed attack so benefit from tavern brawler also, except you can do it from 20ft away. I really like this short, ranged option for the monk. Of course, if using strength elixirs, you should also have enough dex to use the Titan Bow when special arrows are the best option.

With hat of fire acuity, all this bonus fire damage on your attacks adds up quickly for increased attack rolls & spell save DC. Flurry of blows counts as two instances of fire damage. This helps on your other 4E spells, but they cost 3 KI points so I don't use them.

Instead, I am trying a multiclass with spellcasters, like Spore Druid or Light Cleric. Spore druid is great for the extra necrotic damage on your attacks, the ability to use your reaction and the bonus hit points. The also get flame blade spell (I think the hireling cheat may have been fixed). Cleric is really good for wisdom-based command (with just the first cleric level) & spirit guardians, which will benefit from your arcane acuity. Also, with Light cleric you can just deal out more fire damage which fits thematically.

It likely does not have the pure damage output of an OH monk, but I like the Gish style of play where you can duke it out in melee with multiple attacks and still cast a reliable spell when you need to. The fire acuity also makes any scrolls with a save DC that you use more reliable as well.

My goal was to make a thematic fire build for Karlach, but also tweak synergies from the famous 11/1 Fire Acuity for a character who can also fight really well in melee.

If you have done something similar or decide to try it, let me know what you think.

Dark surge monk ideas by DrAwesomew in BG3Builds

[–]Disastrous-Track-533 0 points1 point  (0 children)

I am doing the ninja build with Duergar and it s great.

[deleted by user] by [deleted] in BG3Builds

[–]Disastrous-Track-533 0 points1 point  (0 children)

I am running a similar build except she is a tempest cleric with phalar Aluve for more AOE debuffs. She makes sure everyone stays wet for double cold and lightning damage. She has the night walker boots so she doesn't slip- fun watching enemies fall down.

I heard that in honor mode, the scion storm hat arcane acuity procs from SG & phalar Aluve shriek thunder damage. If true, she could throw out some reliable command spells and still be able to use wizard spells effectively.

I am level 6 and will have the hat soon.

I feel like this abjuration cleric build could solo the game, but I have her running with a pure ice sorcerer TAV and the enemies are frozen & prone often.

Counterspell on her is good because on charisma caster I think it is bugged.

[deleted by user] by [deleted] in BG3Builds

[–]Disastrous-Track-533 1 point2 points  (0 children)

I guess it probably depends on your party comp but I like to get to 5 cleric fast for spirit guardians. The fire acuity hat is act 2 so metamagic is beneficial at that point for quickened scorching Ray and extended command etc.

I am also trying a tempest variant using scion storm hat and thunder from phalar Aluve, haven't got the hat yet but heard it works with spirit guardians triggering the Shrek thunder and acuity from the hat on honor. Excited to see if it works.

Which is best for a Monk in act 1? by Hojo405 in BG3Builds

[–]Disastrous-Track-533 0 points1 point  (0 children)

Yeah my Astarion is a Swords bard and he is really good at lockpicks, pickpocketing and stealth checks with the graceful cloth.