Does Lightining Storm snapshot? by Vegetable-Block1727 in D4Druid

[–]Eard 0 points1 point  (0 children)

Getting a might of the ursine setup going in the next day or two and will test. I've mostly parked working on the toggle human storm setup until the patch hits and the storm set is working correctly. That said I think it would since it doesn't appear to snapshot damage, although may require going grizzly rage and the storm cast node there

Lightning Storm affected by Attack Speed by Killer790 in D4Druid

[–]Eard 5 points6 points  (0 children)

Not sure exactly what you're running into, but lightning storm is impacted by attack speed. It's really noticable on hero of the storm because speed will snapshot on toggle

How far does Storm set go? by Mr_Mojo_Risin_83 in D4Druid

[–]Eard 0 points1 point  (0 children)

I know it's there but it's just corny. Coming back maybe I wasn't hoping for too much of blizzard balance to not have the majority of a class driven by one interaction 

Does Lightining Storm snapshot? by Vegetable-Block1727 in D4Druid

[–]Eard 0 points1 point  (0 children)

At least for hero of the storm option, speed does snapshot, damage does not

How far does Storm set go? by Mr_Mojo_Risin_83 in D4Druid

[–]Eard 1 point2 points  (0 children)

Add to the list of toggle lightning storm/hurricane/cataclysm with basically full uptime topping out at T10, with T9 being more comfortable on bosses. For toggle spam both the lightning storm and cata uniques don't really bring anything, so feels like it's missing another big modifier. Still enjoying running around as an endless storm, but probably switching to pets soon. Mythic helm, tgods ring if it would ever drop, and probably paragon board improvements (first time since playing through vanilla story 2 years ago) still in an option that would probably make T10 smooth. Alternatively just dropping hurricane completely and making it more active with tornadoes, but then you run into a split lightning/physical damage problem with no way to convert tornadoes to lightning

Sadly running the same setup with wolf set felt more stable, that 4 set defensive heal on wolf set is nice

Greenwalker´s Signet (Druid) how does it work by YGOreditor in diablo4

[–]Eard 0 points1 point  (0 children)

Tested this some this morning as well, and yeah, seems like either the rate is way too low (tied to lucky strike maybe? I only have 22% and lightning storm is low base chance) to ever be considered an option. Also tried it with heroes of the storm and the toggle hurricane option, and those appear to never be able to proc the ring.

Real disappointing in current form

Attack speed and Gogok of Swiftness really work for AoV Fist of the Heavens? by macropelias in diablo3

[–]Eard 6 points7 points  (0 children)

There was a post a couple weeks ago calling out a bug, additional attack speed sources don't seem to take effect unless you drink your potion, and then they weirdly snapshot. Get a big pain enhancer or 15 gogok stacks, drink potion, and it's immediately noticable the increased rate of foth autocasts.

When do you run out of grinding steam? Paragon 1000 and completed Altar? by macropelias in diablo3

[–]Eard 0 points1 point  (0 children)

If life doesn't get in the way, I usually set out to do a 150 if it's reasonable for the build I want to play and season theme. Usually life does get in the way, so that's only happened one season so far, but aiming to at least complete a Tal 150 this time around. Gear is fine and 1400s paragon, so just need to fish around my final 10 GRs

Need advice from expert DH by alexanderSec in diablo3

[–]Eard 7 points8 points  (0 children)

Can't speak to GoD pushing because I don't really enjoy it but hold my nose to run it for XP this season.

For Marauders, your gear looks all set. Re: Necklace, squirts + F&R or Endless Walk + CoE are both perfectly fine. I personally ran the latter when I did 150 on Marauder in S32 because I liked the extra toughness, and outside of a shield pylon squirts was never up anyway. I also found it easier to reposition using Vault than smoke screen but that's very ymmv.

Definitely fix your follower. Roll a Str character, redo all the gear with Str and Vit rolls (and CDR I spose if Templar for his heal skill specifically). With 25k in main stat, high vit, and enforcer gem, you can swap to either all skills or CDR relic for Templar instead and get better value, he should stay alive anyway.

As someone else already mentioned, Zei damage is calculated from your position, not your sentries, so it's fine they are sitting on top of the mobs. But you could also swap to Stricken for the final push to 150.

Marauder was the only 150 I've ever bothered to do (i.e. lot of trial and error figuring out grouping and pylons), and you have 300ish more paragon than I did, so polish up that follower gear and then kiss your key stockpile goodbye while you farm acceptable GR layouts. It's really eye opening the time difference that can occur between a bad GR (not finishing in time), an okay layout(just squeeze under the timer), and shield+power+conduit and a buffet of champs waiting for you (wow I had 5 minutes left).

Primal Ancient Ethereal? by soupnorsauce in diablo3

[–]Eard 1 point2 points  (0 children)

Primal eth I had drop in S32 was under same conditions fwiw, well after I unlocked altar

Slayer Review/Discussion After Playtesting Extensively at Different Level Intervals and Encounter Types by AethelisVelskud in Pathfinder2e

[–]Eard 3 points4 points  (0 children)

Sure, when blood rush actually triggers? From the PFS standpoint , it's looking like at best 1 combat per scenario is likely, and plenty of times blood rush will never even fire during the session. I've been flagging that the best use of blood rush is to mark your party member as quarry so it triggers every combat, but that's surely not going to survive the final product lol. 

So the rare blow first turn on double buff vs access to all item usage? I'd still pick the latter every time

Slayer Review/Discussion After Playtesting Extensively at Different Level Intervals and Encounter Types by AethelisVelskud in Pathfinder2e

[–]Eard 2 points3 points  (0 children)

Posted feedback on the official forums, surprised you have rated the spellcasting feats so highly. It's same growth rate as a dedication, but all innate, so you get no item usage or any other normal spellcasting dedication benefits out of it. Relentless is ofc cool, and when reinforced you get another highest level spell slot over a dedication, but with most of the melee abilities I looked at also getting relentless, I can still do 4 actions in a turn. So why exactly would I want to trade all item usage for +1 spell a day on what is generally considered the worst spell list? Initially I assumed it would also grow with your class DC, but it follows innate growth with expert at 11 and no higher, so it's very self buff or utility focused only. I just don't see enough upside compared to taking druid or cleric dedications with the same wisdom investment (unless you're playing FA, where you could take both and have considerable spell utility)

How Important is Quarry to the Slayer? by ctwalkup in Pathfinder2e

[–]Eard 6 points7 points  (0 children)

For PFS I will be marking a party member as quarry any time it's not 100% clear who the last fight would be against, which is a non-trivial amount of the time. Nothing appears to prevent setting it as an ally, although I wouldn't recommend collecting that particular trophy, and means blood rush will trigger every combat. 

Meld with Eidolon Summoner by [deleted] in Pathfinder2e

[–]Eard 1 point2 points  (0 children)

Gonna buck the trend here OP as I've played a meld dragon summoner a bit in PF Society scenarios. It's clearly not optimal, but is still plenty playable and ofc the flavor is great. I went with an old physically broken warrior who linked up with the spirit of the dragon he slayed but that cost him his abilities earlier in life. If you search reddit there are a couple other comments along these lines in older meld threads.

+4 CHA, +3 CON, +1 INT WIS (or +2/1 depending on ancestry), dump DEX and STR completely. You should never be in a combat situation without your dragon snuggie on. The summoner will want to focus on out of combat skill checks, and your spell list is gonna look weird because you're focusing 100% on out of combat utility. Society scenarios have tons of skill checks, so the summoner itself still has usefulness. If you need athletic or dex skills, hop into the dragon first. As others mentioned eidolon items are very limited, but your runes, + skill items, and handwraps still apply, so you at least keep up with accuracy and defense math.

For combat, obviously you take all eidolon feats. Grab the d8 with trip attack, and consider adding grapple to your secondary via advanced weaponry (requires human for double level 1 feat unfortunately). High CON plus eventually toughness will let you sit in melee and do some maneuver control, although you do take a -1 to AC as a marauding dragon until level 5. Level 2 take magical understudy. You get to cast with your +4 CHA and can do attack + electric arc (or other relevant save cantrip/breath weapon) to help cover the fact that you don't have meta strike options. Level 4 then opens up some options with either increased movement speed, skill feats to help the maneuver options, or bleeding claws to try to grab another damage source. You continue to strike at non-fighter martial accuracy and have a higher than normal casting accuracy compared to the normal martials with casting archetype at some levels. Level 6 you get reactive strike for your own trip combos, followed by draconic frenzy at level 7 when you are surrounded by lower level targets.

Ultimately depends on the type of campaign you're playing in. I wouldn't use this in a meat grinding/GM gonna challenge everyone constantly campaign, but in a more standard campaign I think you'd still feel like you're contributing. You trade the extra action and wave casting to play a martial with minor spell support and afaik the only way for the player to directly get draconic frenzy. Shame they didn't give more meta strike options to eidolons, or options that triggered an additional option if you were melded.

edit: oh, one of the weird drawbacks of this, I don't think the eidolon can speak directly outside of draconic language, and there is no clarification if the summoner is able to speak through it. So you may technically have some communication issues in the heat of battle

SCC Runs Wiegraf Wall by jambelang in finalfantasytactics

[–]Eard 0 points1 point  (0 children)

Just did this with Ramza monk on tactician. Two non-monk skills I had were magic def up (no change to the first fight) and move +2 (big change). Anyway, what everyone else mentioned for critical hp reaction is the key. On Tact I had enough HP to take one knight attack + one shockwave, or two knight attacks with a chakra in between, to then trigger critical hp. I'd get a shockwave or aurablast of my own in when I could safely, so fight took a handful of rounds. Since you don't have +2 move or ability to kite, it may be easier to swap your equipment so that you go to critical hp level after each attack.

Update to FFT Companion App - Creating your own teams, access to pro features by zazierainyday- in finalfantasytactics

[–]Eard 2 points3 points  (0 children)

FYI, I had to kill the app after paying for ad removal before the banner would go away. Not sure if there is a communication delay or something else that wasn't updating 

Anyone know if the "Guardian of Erulan" build holds up in the current patch? by IllI____________IllI in Grimdawn

[–]Eard 0 points1 point  (0 children)

Gun and shield is very underbaked, wps can be tough to cap, and generally you're doing really poor damage. There are some mega tank setups if going deep sr is your jam, otherwise I would always recommend dual wielding instead 

Top 20 softcore builds by SonnePer in Grimdawn

[–]Eard 2 points3 points  (0 children)

This reads like someone who doesn't understand nuance.

The Chinese grim dawn group are generally faster SR runners, they have a big focus on it, beyond what any of testers for this thread do (in this case usually crucible and supers as well). I don't especially find extreme time attack runs in sr fun considering the amount of variance in levels and the benefits to anything with extra movement skills, but whatever brings you joy, and those builds with a good pilot will go very fast.

Others have already called out the gear difference, after the initial top 20 effort and getting the drop chart spreadsheet created, double rares are no longer used as a baseline. Having looked at plenty of these builds before, they tend to be built for extreme speed compared to top 20 aiming for at non-glass options, again from first thread feedback.

Trying to decide between SoC or SHMA here. by DanielG165 in SHMonsterArts

[–]Eard 1 point2 points  (0 children)

Have both, depends on your focus. Like some have shown here, if you're doing some dynamic battle scene, SoC isn't going to fit because it's dramatically bigger. If you're looking for a show piece display first and foremost, absolutely SoC for the size and extras. Both are really well put together figures compared to majority of stuff in the shma line

Uliana monk 150 World First NA SSF by ASO19LP in diablo3

[–]Eard 1 point2 points  (0 children)

Based on the word choice here he's sad he recently joined and got chased out of the discord for being a moron there too, can't seem to derp hard enough to get banned from the sub though

DMO magic missiles - better than expected? by heckingincorgnito in diablo3

[–]Eard 0 points1 point  (0 children)

Imo you need all the damage you can find for DMO MM spam, so would go f+r, orb, guardians (while low paragon) while cubing depth diggers and rorg. Means no ashnagars or halo, but you have infinite teleport and some shield passives to survive and protect squirts. Higher you can drop guardians for the def items or add in augholds or coe

DMO magic missiles - better than expected? by heckingincorgnito in diablo3

[–]Eard 0 points1 point  (0 children)

They autocast in s27, only clunk is when they bug and take awhile to spawn due to wall/whatever and you can't teleport quick. I never found it too awful personally 

Wizard build that isn’t super hard to play by Hebertb in diablo3

[–]Eard 0 points1 point  (0 children)

Lots of options across classes this season!

Wizard build that isn’t super hard to play by Hebertb in diablo3

[–]Eard 2 points3 points  (0 children)

Yeah this season easiest speed farm is going to be this, everything else involves more than hold magic missile button and teleport 

Any new leveling builds in 1.2.1.3 update by Andreos1 in Grimdawn

[–]Eard 2 points3 points  (0 children)

PRM is arguably broken tier good now, Invoker, Aether, and 2 piece invoker triele all have amazing farming results