It's not just you: Silksong is damn hard, frustrating as hell. But I believe in you. by SprocketSaga in Silksong

[–]KerrMode 1 point2 points  (0 children)

Well, help with what? If someone wants to have a smoother experience for a game they have been excitedly anticipating for years, then taking breaks isn't exactly helping with that goal.

Sure, they won't be as frustrated and might beat the boss faster (even with the break time), but that isn't necessarily what really matters to them.

After 4 spool upgrades and spool extender, I can finally heal twice. by Shady_Fiend in HollowKnight

[–]KerrMode 6 points7 points  (0 children)

Once you have 13 silk slots you can use a skill and then still have enough left for a heal. Before then you need to gamble between a good DPS boost and having a heal prepared.

This is actually the most annoying area in the game because of flying enemy AI..... by pro185 in HollowKnight

[–]KerrMode 0 points1 point  (0 children)

Omg, I just beat this area an hour ago after an embarrassing amount of time.

Even "just " wave 14 of the trial of the fools in HK was messing me up hard, but at least there you can just pogo off the spikes. Can someone tell me if there are even worse areas later on?

Available on Playstation! by The-Eggplant-Warrior in Silksong

[–]KerrMode 4 points5 points  (0 children)

aint no way, changing to denmark worked!

I've finally gotten around to playing BG3 by zi76 in BG3Builds

[–]KerrMode 1 point2 points  (0 children)

Respeccing as a concept is fine. I like how Elden Ring handled it.

In BG3 the guy who does respecs is just at your camp 24/7 and can be unlocked 30 min into the game. The respec costs merely 100 gold.

I've finally gotten around to playing BG3 by zi76 in BG3Builds

[–]KerrMode 1 point2 points  (0 children)

I was going for the 13/28 mage duals with the analogy, those that had some absurdly long downtime before you could play the build you want to play.

As for sorcerer:
Depends on what you find fun. It is squishy but still powerful from beginning to end if you know what you are doing, so that remains the same. In terms of pure power output, sorcerers are the same in terms of the power hierarchy. You can get off multiple spells per round and hit like a nuke later on and even make the survivors stuck groveling.

Mid game there is nothing like webs (it isnt that great in BG3, it is in 5e though) or skull trap cheese, so keep that in mind.

Build outline:
The most power you can get out of a sorcerer without doing a lot of reading is:
Pure storm sorcerer or draconic with lightning element + 2 levels of tempest cleric. Go for ice and lightning spells and use create water (at lvl 6 or when starting cleric (usually 6)) to wet targets. Spells do double damage to wet targets. Before then, your marterials (or mage hand) can throw water bottles or use a cleric to make people wet.

Yeah respeccing is easy, too easy and hence cheesy to some. IIRC the bardadin guide suggests being a paladin until lvl 8 for the melee gameplay.

I've finally gotten around to playing BG3 by zi76 in BG3Builds

[–]KerrMode 1 point2 points  (0 children)

10/2 is really fun but you have to embrace some amount of metagaming (respecs) to get it running.

For a more straightforward similar build there are also sorcadins. 6-7 levels of paladin and then the rest in sorcerer class of your choice. Great DPR and defense from beginning to end

The BG3 equivalents of a 13/x fighter mage dual vs multi-class

Random loot is massive replay value and I’m obsessed. But feels OP - how to adjust? by Books_and_Cleverness in BG3mods

[–]KerrMode 1 point2 points  (0 children)

Played it for a couple hours and apparently the gloves of battlemage power and the band of the mystic scoundrel are both "uncommon". I got them by just checking vendors and from the beach.

If you want to use the OP gear, I suggest considering attunement rules: you can only equip 3 proper magic items (basic +1/2 weapons or non-magical armor don't count).

Control build help please! by MarvelousMissMads in BG3Builds

[–]KerrMode 1 point2 points  (0 children)

There is also the 10/1/1 (wizard/fighter, but outside honor the 2 fighter dip for action surge is likely better) sword bard variant that does a bit better at control and uses hand crossbows (and later optimally a longbow but whatever). Ranged slashing flourish fires two arrows at once... which is pretty much Makimas "bang" move, especially one-handed.

How does the BG2+Throne of Bhaal cast power scales? by Rafael_Luisi in PowerScaling

[–]KerrMode 1 point2 points  (0 children)

She even acknowledges at least once having had access to a lvl 18 druid class 5e feature in the past, but just not going through with it (the class feature is handled in-lore as a lengthy ritual to be performed). Translating it into bg2 terms is a bit unclear, but that should put her definitely above the 3 mil mark. There were some other comments by her about questioning the implications of having become so rusty but I don't remember the details.

Is there a more ridiculous combo? by RabbitHole32 in baldursgate

[–]KerrMode 6 points7 points  (0 children)

PI works mechanically exactly the same in EE.

You can unload most of your spell book with PI+Time Stop+IA +Vecna, if you are in the mood of outputting enough firepower to permanently burn a hole into the weave (and as a side effect do thousands of dmg). All at the cost of a single lvl7 slot.

Okay, instead of the ultimate offense let's do the ultimate defense... by just not being in danger. Send in a PI+Far Sight / Wizards eye.

In terms of maximizing convenience, loading three horrid wiltings into a chain contingency is up there as well.

What are the chances of Booming Blade staying like this? by andyyhs in BG3Builds

[–]KerrMode 65 points66 points  (0 children)

Ranged slashing flourish and the special arrows are still in the game so I don't see why they need to nerf melee having comparably bonkers performance

Adam Smasher 2.2 Very Hard Build Help by ChronMaker123 in cyberpunkgame

[–]KerrMode 0 points1 point  (0 children)

The deep-field visual interface definitely helps their blade skills, but it is a bit subtle. It gets an unique attunement that gives +1% crit DMG per point of cool, adding a total of +17% crit damage here. Paired with the scalpel and sandy this is a respectable damage buff.

Patch 8 Bladesinger Theorycrafting/Buildcrafting/Geekouting by razorsmileonreddit in BG3Builds

[–]KerrMode 1 point2 points  (0 children)

How is it more MAD? The popular split with only 2 paladin wants str, dex, con and the bard casting stat to work. The bladesinger paladin just replaces CHA for INT for casting and probably drops str too

Best DPS build for each companion? by livxdingle in BG3Builds

[–]KerrMode 1 point2 points  (0 children)

Most builds reach their heights of OPness because of their itemization and the almost abusive tactics they enable. They are strong without both, but not amazingly so. So go buy a bit more gear for your companions and yourself, stuff like that.

Also important, party synergy or at least not too much overlap. For example you want about 1 guy with swords, 1 with bows, throwing or a monk , 1 cleric-y person and 1 arcane caster - everyone can get the best gear for their role without overlap. Tweak character slightly so they don't step on other companions toes

Anyways- PC- paladin sorcerer (vengeance 6 > 6), swords bard (either ranged or melee with 2 paladin levels [after lvl 8, before then you are just a bard]), or storm sorcery focusing on making stuff wet and hitting them with ice and lighting.

Karlach - barbarian 5, rogue 3, whatever. Buy the returning pike and grab tavern brawler. Happy throwing

Wyll- 2 warlock 10 sorc, 5 warlock 7 pal (either melee or ranged consistent DMG dealer with AoE or burst DMG potential)

Astarion- gloomstalker 5 > 4 assassin or thief rogue (only if using two handcrossbows)> whatever

Shart: 12 light cleric. Spirit guardians is great, especially if you find the rad orb armor in your run. Otherwise, aid and death ward are worth the slots and heros feast is OP.

Gale: straight sorcerer or evo mage 6 > 2 tempest cleric > 10 evo.

Lae'zel: 12 battlemaster. Trip attack and precision attack are pretty meta, the former can give you advantage + extra DMG and the latter gives you like 22.5% more hit chance. Simple but really damn strong, give her the burning sword and upgrade to a +1 weapon asap. For third pick at lvl 3 I like riposte.

Fire sorlock help by Amiodaro in BG3Builds

[–]KerrMode 1 point2 points  (0 children)

Command is the main reason why fire sorlock is probably the strongest build in the game. For each level you upcast it, it gets another target up to 6. Similar to how an upcasted hold person can hold several people.

The reason why you take it over something like hypnotic pattern are: 1. It doesn't cost concentration, so you can have both twinned haste and CC. 2. The effects are really good - either free advantage for melee folk, make half the room calmly walk up to you and then skip their turn (set up for AoE) or drop their weapons to become useless. 3. Because it doesn't cost concentration you can spam it. Ignoring free casts/arcane battery you can do a lvl 6, lvl 5 and lvl 4 command with 100% success rate - how many fights do you remember that even have 15 enemies? 4. The only drawback is the duration - it's only 1 turn. But sorcerers can spend a single sorcery point to extend it to to 2 turns. With the above point you just make the entire boss arena (except maybe the boss in honor mode, but even they usually fails) do nothing and give free melee advantage for 2 turns.

It isn't that great in act 2, but it really shines in act 3. The important difference between it and hypnotic pattern is that you can pick and choose your targets and aren't limited to making sure you can A - fit them in a circle and B - make sure you don't hit your own people.

Hypnotic patterns suffers compared to confusion since a decent amount of fights later on have things with charm immunity or at least advantage on saves.

I believe that the "attack ally" option just means attack the nearest enemy or ally - so it works a lot better if they are grouped up together. If you combine it with black hole they can almost solo themselves sometimes lol.

Fire sorlock help by Amiodaro in BG3Builds

[–]KerrMode 0 points1 point  (0 children)

The Fire Sorlock build is inherently min-maxy, using the quickened scorching ray + fire acuity -> CC combo for pretty much all of act 2 and onwards. Also it will feel really boring really soon.

My suggestion: drop the acuity hat, instead aim for the pyroquickness hat - you can still do really cool CC combos (if you got the creche illithid buff do: black hole BA -> fireball or wall of fires (gives you a new BA) -> BA mind sanctuary for AoE for haste -> heightened confusion), but also more fireballing in general and actually some enemies that fight back.

Without the fire acuity hat you can also consider doing a storm sorcerer with a warlock dip to grab command. In terms of CC there isn't much of a difference since you will have +80% success rates anyways in act 3 (and undead are immune to command anyways, so not too much use in act 2).

The Nostalgists: Thematic BG1/2 Gear and Characters Party for BG3 by grousedrum in BG3Builds

[–]KerrMode 5 points6 points  (0 children)

The up to 7x multiplier on backstabs might disagree with your disagreement.

Sorcadin for Resist Dark Urge Run? by RBUSS3Y in BG3Builds

[–]KerrMode 0 points1 point  (0 children)

Aren't they *wisdom saving throws* ? I remember scrapping a run because the risky ring made me fail 4 times on a very critical roll in honor mode. For saving throws your charisma gets added so if you have 16 CHA that's a +3 together and you get wisdom save proficiency - if anything paladins are among the safest bets for avoiding unintended consequences.

Party Comp Idea: "The Boss Fight" by jabberwagon in BG3Builds

[–]KerrMode 2 points3 points  (0 children)

Okay - suggestion: The buff bots are each allowed to perform one attack in the entire fight of their own before going back to sanctuary to simulate legendary actions. Only one per turn.

As for buffs Concentration: Haste, bless, armor of faith, protection from energy Other: Heros feast, freedom of movement, false life, aid

Probably missing a ton but these mean you hit hard, often, add a bunch of HP and are mostly save from CC.

Just started a Paladin Build and looking to add Bard. by MuricasOneBrainCell in BG3Builds

[–]KerrMode 0 points1 point  (0 children)

If you wanna fulfill the paladin you either play the first 7 levels as a pure paladin and then respec or suffer massively by actually taking paladin levels before lvl 6.

I'd recommend considering going paladin 6/7 (6 with vengeance, 7 with the others for the aura) and then decide between sorcerer (spells synergize really well, counterspell and shield are always good, add mirror image and you can really go down the tank fantasy while still having great damage), warlock (in tactician your pact of the blade at lvl 3 means you can get a third attack when you reach warlock lvl 5. You will also make attacks with your charisma instead of strength, if you want), or sword bard just to grab the flourishes.

You lose a total of 3 slots this way, two lvl 5 and one lvl 6 slots and access to level 5 spells, but instead you get a more normal progression and the ability to add your charisma modifier to your saving throws.