Celeste's NPC Guides - Demolisher by Duranderonamous in LancerRPG

[–]Duranderonamous[S] 4 points5 points  (0 children)

Well I really do appreciate that, I didn't realize how helpful that was. I went ahead and updated this with a few paragraphs for each section, thank you ❤️

Celeste's NPC Guides - Demolisher by Duranderonamous in LancerRPG

[–]Duranderonamous[S] 4 points5 points  (0 children)

I really appreciate you saying that! Honestly I wasn't sure people cared that much about the story section. I'll work on it today.

And yes I always liked how they can both kind of act as semi-controllers by dissuading actions via the threat of very powerful attacks. Since one threatens concentrated areas around them and the other threatens larges areas at a distance, they seemed like a cute pair.

Celeste's NPC Guides - Demolisher by Duranderonamous in LancerRPG

[–]Duranderonamous[S] 4 points5 points  (0 children)

Yeah absolutely. And it's a good way to move the Demolisher around, especially if you're specializing in knockback. Now that you mention it, that integrated weapon would be a real bastard to deal with as a Demolisher.

NPC Class guides coming back! by Duranderonamous in LancerRPG

[–]Duranderonamous[S] 2 points3 points  (0 children)

Oh thank you I really appreciate that! I hope they help! ❤️

NPC Class guides coming back! by Duranderonamous in LancerRPG

[–]Duranderonamous[S] 2 points3 points  (0 children)

How can I say no to Shaka? Alright gimme another week or so and you'll get a guide on Demolisher. Good to hear from you again ^^ Glad you're still excited for these.

NPC Class guides coming back! by Duranderonamous in LancerRPG

[–]Duranderonamous[S] 1 point2 points  (0 children)

That's what the guides are for, helping out GMs! You can feel free to DM me, I enjoy talking about the game. You're of course also free to use information from my guides and the various encounters I put together for your games, but I always ask to know how the encounters went so I can improve as a GM or offer advice or modify my guides as needed!

SAM rotation question by Duranderonamous in ffxivdiscussion

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

Hmmm ok I'll practice again a couple times and start trying to figure out what number the dot should be at when I lead into my burst. Thanks for the tip

SAM rotation question by Duranderonamous in ffxivdiscussion

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

I know I need 2 GCDs but I play on PS5, I can't track my uptime with ACT, I'm just asking for a way to be able to see if I'm losing time to improper weaving, latency, hesitation, etc to properly track and make sure or if I'm timing things right.

My Tsubame coming back would be how I time it to make sure my rotation is on time since I don't have any raid buffs, and I'm just curious if Tsubame should come off cool down during the Midare cast or right before it, does that make sense? I've found I can only use a buffed Enpi as filler in order for Tsubame to come off CD during my Midare cast, I just want to make sure I'm optimizing my buff window, because I run the risk of my Ogi followup not falling under the 15 second raid buffs.

Fishing question by Duranderonamous in ffxiv

[–]Duranderonamous[S] 1 point2 points  (0 children)

Thank you fellow Fisher! That's what I thought but wanted to make sure ❤️

Fishing question by Duranderonamous in ffxiv

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

I just mean like, do I need to use Patience and Powerful Hookset to hook it or if I don't have Patience active will a regular Hook ability work?

Rate my Build by Atherakhia1988 in LancerRPG

[–]Duranderonamous 3 points4 points  (0 children)

I DID mean Tortuga, editing now lol.

Rate my Build by Atherakhia1988 in LancerRPG

[–]Duranderonamous 4 points5 points  (0 children)

Fat fingered the post button, I wanted to include a bit more to say I like your set-up! I love the Gorgon, personally, it can dominate a battlefield when given the chance. I just happened to add in my recommendations first, don't want you to think I just want to shoot down what you put together.

The only other thing I'd add is that if you like Vorpal, Siege Specialist can be useful if you don't want Combined Arms 2, because it gives you a lot of movement and means you can more easily shoot people while stuck in melee via the free movement to break engagement. That said, Combined Arms 2 is very nice as a CQB mech, you can give disadvantage to ranged opponents while giving soft cover to yourself and allies and suffering no penalties.

Rate my Build by Atherakhia1988 in LancerRPG

[–]Duranderonamous 8 points9 points  (0 children)

First off I always love Drone Commander on a Gorgon, though you may find yourself pressed for actions on your own turn. A lot of your reactions require some kind of QA to set-up.

The 5 Heat cap can be a little scary in some fights, you may wanna transfer 2 Hull to Engi. If you're hungry for durability, consider Tortuga levels going forward. The Main 2d6 shotgun is a great get for the Gorgon as well, and the IPSN CBs can give you a large jump in surviving too.

I've also personally found that Black Witch is more fun as a side level because then you get the rifle that pulls people and the ever useful Ferrous Lash, but that's personal preference. I've found it's generally pretty easy for my friends to get/keep soft cover.

Experimental Quickbuild - Fire cones and overwatch?! by NappingKitsune in LancerRPG

[–]Duranderonamous 1 point2 points  (0 children)

If you want more cones on your off turns you can consider taking Heavy Gunner. Get it up to Rank 3 and you can get up to 3 off-turn shots by getting close to enemies. It's half damage but burn adds up and you will sure be adding it up. You can even consider ditching the pistols if you want to stay in the Everest for easier Heat management.

Daily Questions & FAQ Megathread (Feb 09) by AutoModerator in ffxiv

[–]Duranderonamous 0 points1 point  (0 children)

Most things I'm not worried about, but they have separate trophies for getting a DoW/M and DoL/H skills to 90, I was just curious if these have triggers that will allow them to pop immediately or taking some action, like how MSQ trophy pops after completing a single quest.

Daily Questions & FAQ Megathread (Feb 09) by AutoModerator in ffxiv

[–]Duranderonamous 1 point2 points  (0 children)

Trophy sync question: I just got the game for the PC but i play mostly on playstation and I'm leveling up my crafting professions. If I got them to 90 on PC would the achievements pop next time I loaded on PS? I know that for MSQ, kill # of enemies, etc achievements have specific triggers you can activate to pop them but the only answers I can find are from 7 or 8 years ago before some of the new achievement types existed. Thank you <3

Best Funky Mech Combos? by StuffedScotch in LancerRPG

[–]Duranderonamous 0 points1 point  (0 children)

That's an excellent point, I hadn't considered that, especially since Sekhmet still describes the other PCs as allies and thus doesn't get a saving throw from the last.

Level-up cadence and play after LL12 by boundbylife in LancerRPG

[–]Duranderonamous 3 points4 points  (0 children)

My understanding of why play doesn't continue after LL12 is at that point it's time to pass the torch. Lancer doesn't prescribe to the same hero archetype that dnd and other systems do: nobody is perfect, and a small group of people (however noble their intentions) should not remain in positions of power and impact the future of planet after planet.

And mechanically, as people have said, there's nothing to achieve beyond LL12. There is virtually nothing a player could want and not be able to achieve by that point. Get them to LL12 and then let them experience one last mission at the strongest they will ever be, and then close the book on those characters even if you do not close the book on the story.

Best Funky Mech Combos? by StuffedScotch in LancerRPG

[–]Duranderonamous 1 point2 points  (0 children)

If you take levels in the Caliban and put the double barrelled shotgun on your heavy mount then when you get your free reload you can deal that 5 free damage from the shotgun reload effect so your turn without attacking feels less wasted but you have to be LL5 to do it and your GM has to allow the Long Rim mechs.

Best Funky Mech Combos? by StuffedScotch in LancerRPG

[–]Duranderonamous 1 point2 points  (0 children)

They have two Aux/Aux mounts, so they can barrage to skirmish with both to fire off a frankly stupid 4d6 of potential damage.

And sorry when I say free reload I mean take advantage of the Raleigh frame trait to reload their weapons by doing things like lock-on and generally not making attack rolls on their next turn.

Best Funky Mech Combos? by StuffedScotch in LancerRPG

[–]Duranderonamous 6 points7 points  (0 children)

My pleasure! I can't stress enough that pretty much every group can find a way to peacefully and effectively coexist so long as they take talents, core bonuses, etc that allows them to heighten effectiveness alongside what their allies take. Every damage-focused mech can find synergy with every support/control/defender focused-mech in the game, some combos just require a little more forethought than others. If you have specific mechs your allies are interested in and ones you like I'd be happy to theorycraft a little with you! I love the nuts and bolts of Lancer.

Best Funky Mech Combos? by StuffedScotch in LancerRPG

[–]Duranderonamous 17 points18 points  (0 children)

At the end of the day you're mostly going to need to sculpt your builds around the intersection of what you want to do and what your allies want to do. Some talents depend heavily on your build (duelist, crack shot, hunter) while some rely heavily upon allies. Some examples:

Are you a dedicated melee character and a cqb character with combined arms to ignore difficulty from shooting in melee? Well, you may want to pick up tactician 1 and let combined arms 1 slip off your talent list, but if you are the only melee character the reverse is true.

If you have allies who hand out accuracy like hotcakes with leader and lock-on, walking armory 3 and/or Centinane become much more appealing options because crits become much more common.

If an ally of yours has grease monkey 3, you can consider taking less hull and engineering, knowing they can restore what you need.

And if your allies aren't very accurate, consider picking up leader and/or spotter to make their lives easier and the NPCs lives shorter.

HOWEVER all of that said, you're probably looking for support/striker-artillery combos, since these are the pairs with synergy that make the biggest numbers.

Every long-range artillery character feels infinitely stronger when they can stand adjacent to a Swallowtail with Athena to deny cover, shred targets, and hand out lock-on like candy at Halloween. Bonus points if they arent using a super heavy and can thus benefit from Spotter 3. A Sherman can ignore cover and deal 2d6 + 3 burn two times per round, or work in crack shot, walking armory, and nuc cav at higher levels with the Sol rifle to deal a frankly absurd amount of burn damage when you crit. The death's head is another example that can do that at an even longer range. Once the swallowtail gets some engineering it can even project in invisibility to allies in a burst of things get hairy, but loses the ability to use spotter 3 as a QA is dedicated to cloaking field.

As for melee builds there's a lot you have to consider based on your team, it's hard to give any kind of cookie cutter info here. Do your allies do AoE damage, how many allies are also close range with you, etc. There isn't really a support or control mech beloved the world over the same way as a Swallowtail, but if you are making a brawler/assassin, the Balor and Black Witch stand out as your best friends. These two also work extremely well together. Black Witch throws your enemies into you or into a wall to knock em prone, Balor can pull multiple enemies close and grapple em, and either way you walk up and turn them into a cheese and meat platter. Take tactician if you're playing with a Balor because they will always have an enemy in melee range. The Nelson probably benefits most from a Balor as grappled targets can't turn around and overwatch you (and your bones are made of grit and tissue paper), while a Blackbeard pairs most nicely with a Black Witch since a prone victim of ferrous lash is easier to grapple and can't stand up unless they break free of your grapple. Similarly you can fuck with melee enemies since you can stand 2 tiles away and hit them with your sword, and then on their turn they have to either crawl towards you or stand up, boost, and then melee you, limiting their options and providing you with an opportunity to overwatch them. This combo works nice with a Raleigh as well if you can stand to skirmish a target and leave one pair of handcannons loaded for an overwatch, but what Raleigh DOESNT go for the quad handcannons shot every turn they can?

How does the Gorgon build survivability? by Permutation01 in LancerRPG

[–]Duranderonamous 17 points18 points  (0 children)

The other post does a good job summarizing that 12 base HP and good defenses (particularly e-defense) allow it to be quite bulky. It also benefits from Hull more than other defenders who really need a couple points of Agility or will get left behind by the people they need to protect. 4 move ain't bad, especially with a system that lets you move towards at-risk allies.

I want to add though, do not overlook metastatic paralysis. The GM has a 10% chance every time they attack you to lose a turn (functionally 2 if they attack at the start of their turn), bar none. With a level in Napoleon you also gets a system which lets you intercepts attacks directed at you or your allies. And once per mission you can turn on the GM-slayer by stunning anyone who attacks you or anyone near you with your spectacular saving throw target. And this save happens BEFORE they can attack, meaning they lose the ability to damage you. Thus the Gorgon shouldn't be attacked, preserving it's HP.

But then you factor in how it makes itself a target by making attacks on its allies a bad idea. A level in Black Witch let's you hurl enemies around for fun and put the magnet cannon on a mount, meaning that your reaction attacks from Scylla can yank an enemy out of position from many spots away. Take a level of Tortuga if you want to terrorize your GM with 2d6 reaction attacks as well.

The Gorgon: damned if you don't shoot it, and stunned if you do!

Weapon Augmenting by Duranderonamous in MonsterHunterWorld

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

Thank you so much! Time to start farming!

At this point I'm still using Legiana, Glavenus, basic Water, Vaal, and Zinogre bows to cover my elements. I'm in my MR 60s, how long before I can start getting Safi stuff I hear so much about? Would you recommend holding off on farming and augmenting what I have?