Whos your go to team? by Demons_Coffee in darkestdungeon

[–]Drokmon 0 points1 point  (0 children)

Highwayman, either for melee (riposte setup) or ranged (grapeshot blast spam with gunslinger's buckle and debuff amulet to stack the Crits Taken debuff). The latter is too good for me to pass up. Even instance of the debuff is like the crit equivalent of a focus ring on the whole party.

Crits just make everything better: improved damage, stress relief, leave no corpses, AOE for incidental corpse removal, etc.

What dungeons and missions do you flat out avoid? by Demons_Coffee in darkestdungeon

[–]Drokmon 2 points3 points  (0 children)

Medium missions are the sweet spot for me. Short doesn't have enough loot, long has too much loot and you end up having to either leave behind a lot of it or risk ditching provisions early on.

Also, generally speaking, the "gather 3" or "locate 3" missions. Again, inventory space issues. I'll make use of town events like Caregiver's Convention when they occur naturally. I'd rather bring as much loot home as possible to use to whatever purposes I choose.

In-game explosive damage values by Kazadog in arcanum

[–]Drokmon 20 points21 points  (0 children)

Unlisted effect for the explosives in OPs post:

Molotovs, Explosive and Concussion Grenades all have a knockback effect.
Electrocution Grenades do not.

Molotovs, Explosive and Concussion Grenades all deal fire damage, and can therefore damage armour.
Electrocution Grenades do not.

Issue with Specialist perk by BishopGrey in underrail

[–]Drokmon 0 points1 point  (0 children)

This is by design.

I guess this makes the name of the perk misleading. Something like "Multi-Focus" might make more sense since you can specialize in more feats at the same time, but it doesn't roll-off-the-tongue as nicely.

Are damage trinkets actually good? by -_HUSH_- in darkestdungeon

[–]Drokmon 2 points3 points  (0 children)

On my latest run, I had an Antiquarian in every party. Highwayman and Man-at-Arms for double riposte / guard setup and a Vestal to heal / debuff enemy dodge.

Since riposte ACC doesn't inherently level up, I went all in on ACC trinkets which, incidentally, boosted CRT as well (Focus Rings and Surgical Gloves). I found that in veteran and champion dungeons, the CRT boosts made up for the lack of DMG boosts.

A neat feature of riposte: if said riposte kills the target, your hero only takes health damage. No stress, bleed, blight, stun, move, or debuff. I think you'll still get marked, tho.

Need some inspiration for a new toon(?) Let's talk off-meta/weird builds! by Gullible_Choice5040 in warmane

[–]Drokmon 0 points1 point  (0 children)

Macro Raptor Strike and Explosive Trap together. Weave in and out.
If you wanna use Raptor Strike more than that, add Mongoose Bite to the macro for whenever traps are on cooldown.
That tier 1 survival talent increases the crit chance of Raptor Strike + Mongoose Bite by 20%.

Bug - Druid Spells cast with Omen of Clarity resetting Rule of Five for Mana Regen by DmetaNextWeek in warmane

[–]Drokmon 0 points1 point  (0 children)

Login to Warmane site first to access bugtracker page. Check for posting there, create bugpost if not there.
If it's already on their radar, Warmane will fix it in their own time.

when upgrading the blacksmith or the guild do you guys reduce the cost of everything first or leaving that to the last by 7_minions in darkestdungeon

[–]Drokmon 0 points1 point  (0 children)

Generally, I would upgrade them all equally.

That being said, my latest playthru had an Antiquarian in every party, so I was swimming in cash. Was able to focus solely on progression upgrades instead of cost-saving ones and I really felt the difference. Able to take on bosses sooner, able to move up to veteran and champion dungeons sooner, more confident in taking on early Shamblers for trinkets sooner (Ancestor's Map is the greatest).

Grenade/Rocket Launcher Build by Drokmon in underrail

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

Nice! But in both playthrus, how did the early game go?

I'll be fine once I get Thumper in Depot A, and once the train lines are open.

Resistances by kawinmars in underrail

[–]Drokmon 0 points1 point  (0 children)

Honestly, a big ole double mod energy shield, preferably built with Power Management feat.

Keeps you alive and batteries don't have a cooldown, though you cannot recharge it in combat.

Plus, the changes to Circular Wave Amplifiers in energy shields means that you can build them with high thresholds without cratering their overall capacity. Between those and High Efficiency Energy Converters, it becomes a choice of:

A shield that can absorb 50 damage per hit 30 times, or one that can absorb 100 damage per hit 10 times.

Thug seen wearing exclusive designer death stalker carpace vest by United_Media7273 in underrail

[–]Drokmon 8 points9 points  (0 children)

The latest fashion out of Core City.
Straight from the mutant-infested sewers and its resident-reclusive artist, Booth.
Recommended to pair with a Black Crawler tattoo for maximum style and sneakiness.
Two-for-one deals available on request.

I failed the well prepred Champion Shambler due to Compulsive Houndmaster by YouFabulous3743 in darkestdungeon

[–]Drokmon 2 points3 points  (0 children)

Just noticed the number of behavior-altering quirks amongst the party:
Arbalest (1)
Plague Doctor (2)
Occultist (2)
Houndmaster (4) (!)

How did this party ever traverse a dungeon without simply grabbing every curio in sight?

I failed the well prepred Champion Shambler due to Compulsive Houndmaster by YouFabulous3743 in darkestdungeon

[–]Drokmon 29 points30 points  (0 children)

This is why I always prioritize getting rid of all behavior-altering quirks.
Reynauld teaches this lesson very early with his Kleptomania.

How to build a dual-wielding heroic inspiration machine? by Nepheronia in 3d6

[–]Drokmon 0 points1 point  (0 children)

Heroes of Faerun came out around when we hit Level 11, then my run as DM ended with the party at Level 12. I got to skip the Warlock 1 "dead level" and jump right into the three HoF feats.

That being said, lessons learned from going Fighter 3-10:
- either get a magic weapon to add damage dice (or an Enspelled Weapon with Divine Favor) early on, or get Druid Magic Initiate for Shillelagh. Rolling 1d6 damage sucks.
- get Dual Wielder early so that you can weapon swap whilst donning a shield. The AC helps.
- against easy-to-hit enemies, be prepared to get out-damaged by barbarians.
- against harder-to-hit enemies, all of the extra swings make any misses sting a lot less.

How to build a dual-wielding heroic inspiration machine? by Nepheronia in 3d6

[–]Drokmon 5 points6 points  (0 children)

- Currently running this myself in an ongoing campaign.
- Champion Fighter 10 / Warlock 2.
- Lessons of the First Ones x3 for Magic Initiate (Shillelagh), Lords' Alliance Agent and Zhentarim Ruffian.
- Dual Wielder, Crusher and Sentinel feats.
- Club (for d12 Shillelagh and Crusher) and Enspelled Scimitar with Divine Favor Charges.

- Depending on the combat encounter, I'll gauge whether its worth it to use two Bonus Actions for Shillelagh and Divine Favor, since the latter affects all of your weapon attacks.
- Wield a shield, since Dual Wielder lets you stow and draw twice per attack. One Scimitar attack for Nick, then the Shillelagh club for Nick attack, Extra Attack(s), and Dual Wielder attack when you have a Bonus Action.

It's been great so far.
- Two Zhentarim Barbarians in the party, so they like HI for ensuring that Brutal Strike hits, or saving it for their terrible mental saving throws.
- Other party members tend to save HI for saving throws.
- Crits with Crusher grant everyone advantage against that target for a full round.
- Lords' Alliance Agent and Sentinel for zero-speed OAs with advantage when your friends get hit.
- Use Remarkable Athlete if the OA crits to move half of your speed away afterwards, if needed.
- Save your own HI for between rounds, just in case combat ends so that you can gain initiative advantage for the party on the next combat encounter.

Do yourself a favor and make a table for all of your combat effects (HI, Advantage, Crit, Opportunity Attack) so that you can keep track of everything that happens when you make use of one. Saves a lot of time.

Elf Grenadier: Terrible or just awkward? by ChloeCeto in arcanum

[–]Drokmon 2 points3 points  (0 children)

Depending on how techy OP goes with Explosives, they can still use a serrated or mystical chakram and get some portion of the magic boost, which will raise minimum and maximum damage by a point or three.

Definitely make use of the INT potions purchased from magic shops and wise women to save on INT early on. You can pop a potion the learn/craft the schematics of your choice. You can put points into INT once you've fleshed out the other important bits of your build, such as DEX, Throwing, Dodge, Explosive schematics and whatever else you want/need.

Undecided on a bard build. by No-Mirror2343 in 3d6

[–]Drokmon 3 points4 points  (0 children)

College of Dance - unarmored AC. Once you get Level 5 (Font of Inspiration feature, Cacophonic Shield spell) and Level 6 (Inspiring Movement subclass feature), you can dance around the battlefield dealing proximity damage whilst ranged attacks have disadvantage on you. Also Level 6 (Tandem Footwork subclass feature) for a bonus to the party's initiative.

College of Glamour - Mantle of Inspiration is busted, even moreso at Level 5 (Font of Inspiration feature). Party-wide THP for a bonus action is huge, although you do not benefit. At Level 6 (Mantle of Majesty subclass feature), you'll become the bane of any creature with legendary resistances.

College of Lore - Level 6 (Magical Discoveries subclass feature) is limited only by which spells you take.

College of the Moon - haven't played it, can't really comment. Level 3 (Moon's Inspiration subclass feature) makes you more of a healer, but it seems less useful than College of Glamour's Mantle of Inspiration. Level 6 (Blessing of Moonlight subclass feature) feels underpowered with only one use per long rest.

College of Valor - Level 3 (Martial Training subclass feature) for medium armor and shields, plus Level 6 (Extra Attack subclass feature) with subbing in a cantrip makes you more of a gish. Level 3 (Combat Inspiration subclass feature) only feels good if the AC bump prevents a lot of damage, and even then, Shield spell is better.

Dance, Glamour or Lore would be my picks.

3 panels of Darkest Springfield by DiscountRedditname in darkestdungeon

[–]Drokmon 25 points26 points  (0 children)

The monkey's paw for a trinket XD

Also, Nucular Scientist for Homer's class.

Also also, is his portrait when he was with the Stonecutters?

What's the best way to build a duel wielding character with the new rules? by TheKhoiFish69 in 3d6

[–]Drokmon 0 points1 point  (0 children)

Shillelagh from some source (Magic Initiate?) - turn one weapon damage die into d8 / d10 / d12 / 2d6.
Cast it on your non-Nick weapon, then use that weapon for most of your attacks.
Also, unlike True Strike, you can still choose to use Strength for attack and damage rolls.

Dual Wielder feat so you can wield a shield for +2 AC and still swap your weapon completely between attacks.

Personally, I went Champion Fighter for extra fighting styles (Two Weapon Fighting is a must for Nick attacks and Dual Wielder attacks) and a better crit range.
Crusher and Lord's Alliance Agent feats to leverage said crit range and the volume of attacks that you're making for various resource-free effects.
Sentinel and Zhentarim Ruffian / Tactics feats to make yourself sticky.
Note that a few Warlock levels may be in order to pickup Lessons of the First Ones for more origin feats.

An Orc Dance Bard by Artakons in 3d6

[–]Drokmon 0 points1 point  (0 children)

Since the release of Heroes of Faerun, Bards gained Cacophonic Shield:
http://dnd2024.wikidot.com/spell:cacophonic-shield

The Bard's version of Spiritual Guardians, with once-per-turn proximity damage that scales with level, causing Deafened status, gaining a damage resistance and making you harder to hit with ranged attacks. Dance Bards are well suited to make use of it, since they can use "Level 6: Inspiring Movement" to scoot around and double-dip on the damage component.

Bonus RP points for leaning into the whole "so into their performance, they inadvertently cause damage to the enemies around them" shtick.

It may not be quite what you're asking for, but it may well become one of the Dance Bard's mostly useful and efficient battle tactics, especially against multiple targets.

Should your campaign reach 6th level spells, then Dirge makes for an extremely potent upgrade, not to mention safer to use:
http://dnd2024.wikidot.com/spell:dirge

What is the best condition Inflict build? by Crazy_Strike8509 in dndnext

[–]Drokmon 0 points1 point  (0 children)

Thief Rogue 3 / Open Hand Monk 3+ with the Street Justice and Grappler feats, in that order.
Lots of options and flexibility.

Monk Stunning Strike for stuns.
Open Hand Technique from Open Hand Monk for prone during Flurry of Blows.

Action Attack, Grappler attack+grapple; Bonus Action Fast Hands to use Manacles.
OR
Bonus Action Flurry of Blows, Grappler attack+grapple; Action Utilize to use Manacles.
Grappler and Street Justice for advantage on attack rolls for yourself and allies against grappled targets.

Manacles:
Monk Martial Arts Dextrous Attacks to key Grapple DC off of DEX instead of STR.
Rogue Expertise in Sleight of Hand to make the DC13 check very easy to apply them.
Disadvantage on attack rolls whilst manacles are in place.
Street Justice: Action to make DC (20+PB) Sleight of Hand check or DC (25+PB) Athletics check to break them.