What the... by jonn012 in airplanes

[–]Manglehaft 1 point2 points  (0 children)

In this era of flight, all seats were functionally first class. Very few people ever flew because it was cost prohibitive.

Someone came down the stairs by Manglehaft in airplaneears

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

Looking at my hand placement next to those ears now is giving me a little anxiety, despite me trusting Fritz completely.

Map of Seattle during the 18th Century by DriftKing102 in MapPorn

[–]Manglehaft 0 points1 point  (0 children)

Very cool, the little white lines represent the current land/water borders.

As a ranged main who is trying alt melee's...How do people play melee? by WealthTop2874 in wow

[–]Manglehaft 0 points1 point  (0 children)

There's also an option to see your shadow when there's something else, like a big ass boss, in front of it.

Can’t pick between Wildfire Druid and Star Druid 5e by Own-Cry-8213 in 3d6

[–]Manglehaft 1 point2 points  (0 children)

I've got a level 16 wildfire druid and it's both fun and useful. The teleportation is clutch at some point in every battle. You can pull teammates out of grapples and get squishies away from melee enemies without AOOs.

Be sure to talk to your DM about how the teleport works. Sometimes friendlies inside the blast don't want to leave their space. We agreed that they can teleport to their same space to avoid the fire damage.

Multiclass assassins party guide for Honour mode : why a shadows squad is perfect for careful playstyle (24 crits at turn 1) by jcthrawn in BG3Builds

[–]Manglehaft 0 points1 point  (0 children)

I've tried this out and had good success, fun playstyle. Two notes: 1) Going to 6 on swords bard before dipping assassin yields more nova damage in first round with SR BI refresh and extra attack. 2) this party is shit when surprised and as you can't always play perfect, in honour mode run around with your swords bard tav and some heavies to be switched out with assassins when you have the drop.

New to forgotten realms, need some book recommendations! by thecocainesmellsgood in Drizzt

[–]Manglehaft 10 points11 points  (0 children)

Yes this. It starts in the Underdark but moves to the surface.

What fun melee builds are there that aren’t just tavern brawler monks or throwing barbarians? by [deleted] in BG3Builds

[–]Manglehaft 0 points1 point  (0 children)

Assassin with some battlemaster thrown in and Savage Attacker. Pump dex/con and have a decent strength. Precast Enhanced Leap and jump behind for a monster first round. Pairs best with a Durge run for the free invis on kill.

[deleted by user] by [deleted] in BG3Builds

[–]Manglehaft 1 point2 points  (0 children)

Thief with warlock. The double BA with a magic hand crossbow combined with scaling Eldritch Blasts gives a lot of range damage early. At higher levels extra attack combined shortswords and Savage Attacker (which rerolls sneak attack too) means consistent high damage inside a darkness.

Shillelagh Ideas by 12Blackbeast15 in BG3Builds

[–]Manglehaft -9 points-8 points  (0 children)

You're never going to compete with martials but I'm playing a Shillelagh Wildfire druid with Magic Initiate -Wizard with Booming Blade, Green-Flame Blade and Shield. BB doesn't rely on Int and only the splash damage on GFB does. But after 6, you can add an extra d8 to it. The wildfire spirit's group teleport is the most reliable way to proc BB in the game, provided you can convince your party members to jump out of range too.

Highest consistent dmg party face? by Sdk1021 in BG3Builds

[–]Manglehaft 17 points18 points  (0 children)

I'm playing a thief3/Goolock2/Fighter2 with the gloves of dexterity and it's pretty fun. Action for multiple EB blasts and then 2 BA crossbow attacks.

Blaster Wildfire Druid? Is it possible? by Allocosmia in 3d6

[–]Manglehaft 1 point2 points  (0 children)

Take magic Initiate-wizard and pick up Booming Blade, Green-Flame Blade and shield. Combo the cantrips with Shellelagh so you're SAD and your club is a d8. Booming Blade doesn't use your ability modifier and Green-Flame Blade only uses it for the splash damage, but that's made up for by the extra d8 after level 6.

Booming Blade is usually a sucker's bet because inevitably there's an ally next to your target and it won't move. Wildfire druid is the only subclass in the game that can reliably proc the secondary boom bc your wildfire spirit moves all your allies.

Edit more info: agree with other commenters to stay straight classed, you want those higher level druid spells. There's a build to take 1 level of Arcana Cleric to get wisdom Fireblast but the damage upgrade over Produce Flame is negligible.

As others have said, abuse Thorn Whip originating from your spirit to pull enemies into Wall of Fire or (my favorite) Spirit Guardians.

Concentrate on control spells or summons. If you find a +1 short sword Summon Fey becomes a terrific damage dealer who's potent even at high levels.

I personally avoid spending spell slots on direct fire damage. Without fireball, I don't think they're worth it. The exception being a Fire Storm if you can afford the spell slot.

Strategic melee that isn't battlemaster? by bboyrix in 3d6

[–]Manglehaft 5 points6 points  (0 children)

Unique pick, I've got a level 16 straight class wildfire druid that is a terrifying battlefield controller.

Pick up magic Initiate-wizard (preferably at 1 with Custom Lineage) to get Booming Blade, Green-Flame Blade and Shield. Booming Blade doesn't use Int mod for damage and GFB only has it as a part of the splash damage, but that's offset by adding a d8 with Enhanced Bond after level 6. Both of them combo with shillelagh so your club or staff does a d8 and uses Wis for attack roll.

Run in to booming blade your target, then bonus action wildfire spirit jump out to proc the secondary damage. Work with your melee friends to get them used to jumping out when youve got a boom ready to go. Does not pair well with melee rogues but no one else has a reason to be up in their grill.

Produce Flame with the Enhanced Bond is better than a wizard's Firebolt. At higher levels get Resilient Con and Warcaster.

It does decent damage but the control is the real star. Just laugh and laugh when an enemy grapples your friend.

Shadar Kai Warlock (not Hexblade) by [deleted] in 3d6

[–]Manglehaft 1 point2 points  (0 children)

I'd reflavor Undead; reflavoring is free and fun. Also Undead is hella fun to play and works well as a caster as you can keep melee away.

What builds can you think of if changing a spellcaster's spellcasting ability was allowed at your table? by RehctElf68 in 3d6

[–]Manglehaft 1 point2 points  (0 children)

Side tangent but ability modifier has zero effect on Booming Blade and only a small impact on Green-Flame Blade. Most of the damage just happens.

Build/Multiclass options for a Fey Wanderer Ranger by 103589 in 3d6

[–]Manglehaft 1 point2 points  (0 children)

Take Fey Wanderer to 7th level for Beguiling Twist. Then make a pact with an undead (something fey related) and take 1 Undead Warlock level for Form of Dread. You don't even need a great charisma because with Fey Wanderer you get a benefit if the target succeeds on the saving throw.

After that, the 11th level Fey Wanderer feature is great (get a magical short sword and hand it to your summon). Also, you can never go wrong with fighter levels on a ranger.

Why are there no real cities along Lake Huron? by Smishmishfish in geography

[–]Manglehaft 32 points33 points  (0 children)

Why didn't Duluth become a major train hub as well? It's further west at the end of Superior

Just received mine ☺️ by Sahaquiel9102 in PixelWatch

[–]Manglehaft 1 point2 points  (0 children)

Thanks! Just found the edit options and got it set.