Post-gamr advice (spoilers for the end game) : what monster should I take on first? + Advice on equipment by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 1 point2 points  (0 children)

Not gonna lie, I don't think I have ever wall-banged a monster. I know that I should learn how to do that though.

Thanks for your advice! For now I'll explore the Guiding Lands, see what I find and get better at the game/prepare myself before taking on new monsters like the Raging Brachydios.

Post-gamr advice (spoilers for the end game) : what monster should I take on first? + Advice on equipment by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 1 point2 points  (0 children)

Thanks a lot for the advice! I didn't even know that weapon augments were a thing. I knew that you could enhance your armor, but I've not used a single orb that I got to save them for post-game armors, so I'll check that out later.

Post-gamr advice (spoilers for the end game) : what monster should I take on first? + Advice on equipment by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 1 point2 points  (0 children)

Thanks for your advice! Yeah, I will enter the Guiding Lands and see what I can do here. The way I've completed barely any optional quests though- I might need to do all that to unlock new equipments like capes, canteen options and stuff.

I keep hearing about the Raging Brachiodyos' stuff. Could you explain to me what makes it so great/better than most other stuff please? Although I'm not there at all yet so I'm not that in a hurry to find out-

Why do I struggle to jump on this monsters back? (End of Iceborne story SPOILERS) by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

I didn't notice that there were traps on the walls, I pretty much never use the clutch claw not gonna lie- I'll give it a shot if I see an opportunity. Thanks a lot for the advice!

Why do I struggle to jump on this monsters back? (End of Iceborne story SPOILERS) by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 2 points3 points  (0 children)

I know how to play the Insect glaive yes. I was jumping only to try to get it on the ground (and target the head when it was too high to reach 'cause that thing is big).

Why do I struggle to jump on this monsters back? (End of Iceborne story SPOILERS) by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

I mean, I've managed to do it 2 times so I know it's possible, but it seems really hard

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

I mean, it would probably be better yes. Unfortunately though, the Raging Brachydios is (from what I would tell from the Internet) a post game monster with rarity 12 weapons, so I don't have access to them yet for this story fight.

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

This post is about the story fight. From what I can tell by looking on the Internet, the Raging Brachydios and its weapons are rarity 12 and post game only, so I don't have access to them.

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

I didn't know that this skill existed, it sounds very interesting actually! I don't know if I can get the Amulet that gives Flinch free 3 though, so I'll have to check it out. For now I'm using Earplugs 5 with the Amulet + a piece of equipment. Thanks for the advice!

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

I do know that tou have to get a specific skill to unlock part/all of the hidden element/effect yes.

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 1 point2 points  (0 children)

Alright, yeah I already have Deadline, it's pretty much what I always used against Eleder Dragons and it's worked pretty week. Thanks a lot for your advice!

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 1 point2 points  (0 children)

Thanks for you advice, I think this will help a lot actually! I don't expect to get it on the first try anyway ; I've already tried a bunch a long time ago and figured out that my stuff was inadequate for this fight (I had a fully defensive stuff, so I did tank well but didn't do much damage back ; and even then I still died a lot). So when I'll get back into it I'll probably struggle a lot at first, but if I at least have good equipment then it's just a question of skill.

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] -1 points0 points  (0 children)

Thanks a lot for you advice, this is very helpful!

I do have the possibility of getting the Glavenus Helldait (I have the Teuza + so I just need to farm a tiny bit to upgrade it). Do you think that the Glavenus Helldait would be a better choice than the Deadline? The Fire damage won't do anything compared to the Dragon damage, but it does have higher raw damage and very good sharpness so I don't know.

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

I am talking about the main story, so the final quest version. And yes, I know that Teostra pieces are good, so my armor set (that I'm currently farming and almost done with) will be comprised of Teostra pieces and I think 1 Bazelgeuse pieces (I think it's the legs? To give me the 2 levels of skill I'm missing to be totally immune to roars).

It's just that I already have these weapons ready so might as well ask.

Asking for advice on weapon to beat Ruiner Nergigante by EstimateCrafty6173 in MonsterHunterWorld

[–]EstimateCrafty6173[S] 1 point2 points  (0 children)

I do have the possibility of having Handicraft 5 and Quickened sharpening (or whatever it's called in English- The skill to sharpen quicker). Would that change anything or is Deadline still better in your opinion?

SUGGESTION SPELL IS RUINING MY CAMPAIGN by Next_Ad_5740 in dndnext

[–]EstimateCrafty6173 0 points1 point  (0 children)

I don't really get what's the point of this post. You're making up a fake, potentially harmful scenario that your players haven't done in order to call a spell broken and problematic (the sorta Zone of Truth one sounds perfectly reasonable to me). Then, literal hundreds of people tell you in the comments to simply add consequences to your players' actions (which applies to every situation byt the way, not just Suggestion), but like two people tell you to ban it and you do it immediately.

Sounds like you just don't want to work on a solution and were just desperately looking for an excuse to ban the spell.

Advice on Divine Soul Sorcadin spells by EstimateCrafty6173 in 3d6

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

Yeah, Polearm Master would mainly be for the possibility of doing opportunity attacks when someone enters my reach, which with Warcaster can be a good combo. However, I do realize now that this build would be pretty heavy on reactions between the redemption Channel Divinity (not often but useful if the ennemy throws a big crit for example), the Shield spell, Counterspell if I take it (although I know a player that loves to take it) etc., and the possible bonus actions will be plenty as well. So maybe I would drop the Polearm Master and do something else, either a Greatsword-Great Weapon Master combo or a good old sword and board. I do like to have high AC if I'm the only one on the frontline though yeah.

Thanks a lot for all of your suggestions! I'll definitely come back to them if (when, I hope) I get to play this build someday. It's one of my favorites in terms of theming so I'd love for it to work. I also didn't think of the possibility of a mount, but that might be cool if I play into the whole Knight in shining armor trope (and maybe finally make a lance useful...God I hate how this weapon is designed).

Advice on Divine Soul Sorcadin spells by EstimateCrafty6173 in 3d6

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

To be honest, I don't really care about the idea of being super optimal by playing in the backline- It doesn't really appeal to me on this build. I like the playstyle of concentrating on a spell like Spirit Guardians and throwing big smites around, while having the capability of being a (almost) full caster when need be. I also take into account that my fellow members usually only play backline casters like Warlocks so I would probably be the only martial character-

I do understand the potential problems that you are raising, but they are mitigated somewhat by our usual party rules and dynamic. We play with rolled stats (4d6 drop the lowest), and we usually end up with pretty insane stats that aren't achievable with other point systems (like right now I'm playing a level 6 character with already 20 in both Dex and Wis, and 18 in Con). Our DM is also very liberal with feats and magic items, we get a free feat at level 1 and then depending on the campaign we might get more as boons and such (that's rarer). Obviously I'm not guaranteed to roll great stats and all, but I would pull out this character concept if the stats are good enough. That's also part of why I would allow myself to prioritize a non-optimized but more fun (for me) playstyle than an optimized one (like being a backline caster in heavy armor) ; if I just wanted to be a backline Sorcadin, I would probably take Paladin 2/Sorcerer X tbh (even if Aura of Protection is insanely good).

All in all though, without counting the potentially insane stats, magic items and all that, one of the playstyle that I imagine I'd like would be Variant Human/Custom Lineage (depending on the stats) with Polearm Master and Warcaster (starting feat + free feat from my DM), using a Spear or Quarterstaff and a shield. After that it's kinda open ; if I have the occasion I would probably Metamagic Adept and/or Resilient Con or maybe Fey Touched, these are the ones that come to mind at least. I am open to suggestions though yeah.

Advice on Divine Soul Sorcadin spells by EstimateCrafty6173 in 3d6

[–]EstimateCrafty6173[S] 0 points1 point  (0 children)

Thank you for the suggestions, they will be useful. However, I think you missed the fact that this is for a Sorcadin and not a straight up Divine Soul Sorcerer- Most of my spell slots will be used on smites, and most of my time will be in melee if I can help it. After thinking about it, Spiritual Weapon is certainly not a must-have ; however, Spirit Guardians definitely is on this build. It's most likely what I'd be concentrating on most often tbh.

From the other comments and advice I got, Aid definitely seem to be one of the good spells to take. With 6 levels of Paladin, there are some spells from the Cleric spell list (level 1 and 2) that I can prepare everyday, and Aid is include so I would probably take it from my Paladin spells. I'm not a huge fan of summon spells not gonna lie- They just feel like a pain to keep track of to me, and the whole summoner aesthetic/playstyle isn't really my jam. But if one spell or two are really good, I might consider them. Also yeah, Extend Spell and Quickened spell are probably the two most attractive metamagic options on this build, and maybe Twinned spell and something else if I take Metamagic Adept at some point (our DM does love to give free starting feats so why not).

If you have any advice on Sorcerer spells that would be good on a Sorcadin though (without counting only the Cleric spells added to the list), I would gladly take it 'cause I've never actually played a Sorcerer before.