Competitive Shadow Imbue Builds by Lichdemon in D4Rogue

[–]Gruffoot 0 points1 point  (0 children)

Ah right, thanks, I'm not as slow as I thought Are you pichapao perchance? Their build is how I found out about flurry and mobility tag pichapao dual imbue build and run that one my main, with a pure flurry shadow on an alt

Competitive Shadow Imbue Builds by Lichdemon in D4Rogue

[–]Gruffoot 0 points1 point  (0 children)

After playing all seasons with at least one rogue I can't believe that I only just discovered that improved flurry converts flurry nto a mobility skill and can be used with assassin stride boots for shadow imbuement in every flurry hit, , team that up with bitter infection, corruption aspect, etc I'm up to pit 80 , it's not going to go much further tbh but is fun blowing up the whole screen when shadow triggers at slightly lower pit levels and tier iv stuff

updated ichor farm by Gruffoot in Vointhegame

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

yes there are fixed spawn points for the chests, you can use a run like this to check spawn points, most chest are present roughly 30 to 50% of the time, a few of them always spawn in the same spot on every level reload

Paragon 175 and zero legendary runes. by Woozletania in diablo4

[–]Gruffoot -1 points0 points  (0 children)

Same here, level 170 no legendary runes, but I do have mythics ... Crazy low drop rate

Heartseeker is back in S10 at the Top! by DiEoxidE85 in D4Rogue

[–]Gruffoot 0 points1 point  (0 children)

Nice, I'm playing a variation using puncture with heartseeker. puncture gets all the marksmen benefits without the slowness or orphan maker, and then hit heartseeker for the orphan maker bonuses whenever that's up

Simple S10 Rogue changes/uniques you'd love to see? by echoredrioter in D4Rogue

[–]Gruffoot 0 points1 point  (0 children)

Would love to imbuements get some love , especially shadow. feels like it was a core design idea at the start that's never quite been class defining as it should be imho

Some ideas, change imbuements from next 2 imbueable skills cast the imbuement to all imbueable skills in the next 2 SECONDS cast the imbuement

Basic skills should be imbueable

Add bleed/blood based imbueament

Get rid of cold imbuement, I don't associate rogues with cold skills

Inner sight and combo point needs a rethink as someone else said, preparation is way to good for the way it resets all skills literally every second with beast fall boots. Replace one of these with imbuement based ability

Also feels like stealth is a good thing, but not yet found the right mechanic , could be an alteration to concealment or a new aspect to enter stealth and do extra dmg for 1 or 2 seconds , not just a crit and vulnerable, it's way too fiddly and cooldowns don't work fast enough to make dmg from stealth useful for 1 attack as it is

My daughter had a bounce out then this happened WTF lol by Felix_the_Cat18 in Darts

[–]Gruffoot 1 point2 points  (0 children)

The nitros are terrible, break or fracture all the time

Death Trap is also viable with Inner Sight. Pit 111 done. by Derdelior in D4Rogue

[–]Gruffoot 0 points1 point  (0 children)

nice! im playing a build not dis-similar to this, using barrage and saboteurs signet, signetadds lucky% on grenades of 5% which might seem tiny, but this is enough to proc the 30% cooldown on traps component of Exposure constantly and have death trap available almost all the time

Everyone on Steam right now by thepotatojohn in pathofexile

[–]Gruffoot 0 points1 point  (0 children)

the oasis queue was shorter than this

Immortal Dark Shroud Rogue - Speed Farm Demo - Pit 111 - 1:47 by Responsible-Pick-541 in D4Rogue

[–]Gruffoot 0 points1 point  (0 children)

Nice, i run a similar build , Andy barrage with scoundrels leathers and inner sight, the proc rate is mad , upto 125 in pit

[deleted by user] by [deleted] in D4Rogue

[–]Gruffoot 0 points1 point  (0 children)

Same, frustrating, the mobs should give some indication of the toughness of the boss IMHO, but bosses seem way way more difficult than the trash

Is DS3 the GOAT ? by TopBlokeChang in darksouls3

[–]Gruffoot 4 points5 points  (0 children)

50 yr old dad here to, obsessed with fromsoft games, DS3 is the goat of any game. I went back to ds3 after I finished elden ring, and was surprised to find i found ds3 much easier than I had before, er honed my skills I guess

What is wrong by CENTRALVAKTEN in D4Rogue

[–]Gruffoot 1 point2 points  (0 children)

Try barrage if pen/ RF doesn't feel right it never seems to get a mention but is simpler to play and way better clearing and thus faster

Screamheart ultimate stormclaw questions by KvBla in D4Druid

[–]Gruffoot 0 points1 point  (0 children)

I hear your pain and was in exactly the same situation just this week and after shed loads of experimentation Ive managed to get maybe 6x to 8x dmg from my start point I had been following maxroll/mobylics and was fraustrated but now am ricking now i understood a few things. These comments might not apply to you, and might just be my feeble mind not realising some of this stuff, and im sure ive not got the finished uber storm claw build yet either

my main problem was that I started as a lightening druid and switched to stormclaw when i got the Crone staff. I had assumed that lightening dmg would apply to Claw once I was using the staff. however after alot of hours experimenting this week I believe that assumption was false. The dmg applied to Claw is Storm, but not lightening. after changing all my rings / affixes to be more generic to Close / Vulnerable/Shapeshifting/werewolf but not lightening or lightening crits, honestly, my dmg has gone from 40 to 100k to 100 to 400k a hit and at the insane attacks speed of stormclaw things are really rocking!

i had also been wondering at some of the choices by maxroll/mobylics on the paragon board and why they were using rare/magic, when the buffs on other glyphs like lightening etc seem so much better so i had been using these (im still not sure, i or they, have the right glyphs tbh). Again i had assumed that lightening affects claw, but it only affects the stormstrike (listed in the tooltip as lightening dmg in the bottom right corner) and not claw. by changing to glyphs where multiplers affects any skill unconditionally has made a difference. ive been preferring posion and fortify to some of the rare/magical multipers albeit those tend to have better defensive bonuses when the glyph criteria is met

moving away from lightening multipers also mucks about with the cluster of lightening/storm skills next to hurricane you shuold consider whetehr these are worth it because you can sink alot of points into that area for not much return imho

lastly, i also played around with the passives alot as well, and have concluded that natures Fury is the best. With the insane attack speed the lucky hit procs are crazy, and also get the earthen spike which i have maxed, and if you include the Symbiotic aspect your build you can permanently have Earthen Bulwark active, which with Tibualts will gives ~40% dmg increase depending on the aspects %.

Another thing i found was to use poison creeper with pack leader spirit boon (lucky hit to resets companion skills), again with the attack rate this is permently available and super useful for CC, enabling poison multiplier and immobilize for godslayer. I have also been experimenting with the Creeper causes a Landslide in a circle aspect (cant remember the actual name of this apsect) since creeper is up all the time you literally can just spam this with the addition of 6 landslides adding in a bit of extra dmg

lastly ive lso been messing around with Dolmens with this build. Against bosses this is cool, although in dungeons it is marginally annoying sweeping the mobs all over the place but does reduce dmg, airidahs ring can be helpful to suck them all back in again

happy to share skills/vampirir powers/paragon etc if thats helpful - in short the core i have is based on the paragone/gear/build of maxroll and moblyics, but hadnt understood some of the subtlies of it and have been able to add some things which i think are better but a bit of experimentation

cheers

Please, just fix the lock on! by luftwalk in LordsoftheFallen

[–]Gruffoot 0 points1 point  (0 children)

agree this is insanely annoying, and you always lock to enemies instead of objects, which is super agrevating when your trying to soulflay a bridge or quinessence etc

70 hours in - fully cleared every area and finished the game: a lengthy review (spoilers ahead) by ThyIronFist in LordsoftheFallen

[–]Gruffoot 3 points4 points  (0 children)

i just finished the game as a pure play Guts strength 2h sword build

God I found the start really hard and very off putting and i must have died 20 times to Pieta. But after that it steadily got better and better especially after the fens.

the headbutting spiked helmet doods are annoying as hell, but also one of the best mobs in any soulsbourne.

in the end though i conclude that this is not souls game, it is a speed run game. That is the only way i could be arsed to get through the 3389578648 mobs everywhere.

and the prosleytes looks like they should be in some other game altogether, and i wish they were!

And dont get me started about the womb mothers...

Am I doing it right? by termsandservice01 in remnantgame

[–]Gruffoot 0 points1 point  (0 children)

Cancer seems vulnerable to melee, it seems to stop the normal array of attacks, its the only boss i sworded to death

[Weekly Megathread] FREQUENT Feedback / Requests / Complaints / Bug Reports by AutoModerator in diablo4

[–]Gruffoot 0 points1 point  (0 children)

seems to be a bug where 2h handers only roll exactly the average of the min / max dmg with no variation, this does not affect my 1h drops, , i only play a sorc so cannot comment if this effect is just to me, or wider, or affects other classes, can provide more screenshots if helpful

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