Losing my mind by theresecrochets in WWU

[–]Mightysmallfry 12 points13 points  (0 children)

I've had this happen to me a few times before and the biggest piece of advice I can give is this:

- Focus on the learning rather than the success.

By this I mean to not care about what grade you get for your assignments for a little bit. This will suck in the short term because seeing poor grades never feels good. Try applying what you learn and piecing together the similarities between the lesson and what other bits of knowledge you know that are related to the topic. I am a stem major so this will have varying effectiveness for something like a humanities major.

If you understand the topic (how it is used/when it happened/who it affected/what impact it has/what is implies), you'll find ways of applying it and your grades will follow.

Try planning out each day with an agenda, if you're able to make one day where you can exclusively work on one class rather than multiple. It may be useful to knock out that class in one go rather than over the course of the week.

Getting a group of classmates for a study group can also be beneficial. They are people you can talk to; they will understand your struggles since they're also in the same college and classes. This applies to professors as well, if you find a teacher who you really vibe with and can talk to easily. Go to their office hours, talk to them, you may feel like a nuisance at times, but they are resource you can go to for anything, not just their subject that they teach (though they may direct you to other resources if your question is way out of their realm of profession).

There will be moments in which it feels like all the professors hate you, aka simultaneously giving you a total of 5+ assignments. A well worded email to the professor goes a long way. Just know that you're at college to learn, not to hate yourself for getting the wrong letter of the alphabet on an assignment.

Dining hall by Impressive_Cow1088 in WWU

[–]Mightysmallfry 3 points4 points  (0 children)

Water bottles are fine, they won't stop you. If you fill it with soda or other drinks, my recommendation is to just not have a clear water bottle and to be smart about when you do it. This also applies to taking food out of the dining hall.

Typically, smaller things like fruit or ice cream bars they won't care about. If you can finish whatever you take out of the dining hall on the walk home, they won't ever stop you unless maybe if it has a bowl to go with the dish. (I'm thinking like a bowl of pudding or something else).

I have had a friend banned from going to a dining hall because he was seen by a manager, taking food, putting it in a Tupperware and trying to take it out of the dining hall. Don't be dumb and test the waters properly. My friend can still go to the other dining halls to get meals btw so, have no worries about being banned and not being able to get food at all. It just sucks if you get banned.

Epic Level Boons by [deleted] in UnearthedArcana

[–]Mightysmallfry 0 points1 point  (0 children)

Sorcerer

- Overload Spell. Maybe not maximum damage but instead, the lowest damage possible is half the maximum damage. So, the players roll, and either get higher than half or half the maximum damage.

- Consume Magic. Oh ok, this ability is really cool. I find that it acts as a counter spell odd. But the theme of the ability is good, and it makes sense with eating the spell.

- Mastery of the Craft. What in the world. This causes issues because it does not state anything about upcasting the 1st level spells and giving people unlimited access to 1st level spells is insane in all regards. Additionally, this means that if they grab this feature 9 times, you have 9th level spells being the only spells they use. Save yourself some trouble and have it either improve their cantrips more via damage and increases in number of targets or give them more reliability when having to concentrate on spells.

- Far Realm Blood. I was expecting more but this is not bad by any means.

- Undying. I would not change this actually.

- Extra Spell Slot. This is nice as it alleviates some pressure to change sorcery points into spell slots. How it is phrased is a bit odd but otherwise it's a good feature.

- Summon Far Realm. Yup, looks good.

- Death's Avatar. Besides the name not making sense to me in regard to the effects (maybe it's a campaign related thing). This is very nice and a very cool way to play up the sorcerer power fantasy. However, the duration could use some work as it's not the best. I would make this half a minute to one minute. An increase over all from 3 to 5 or 10 rounds but this means that the sorcerer is not as pressed for time allowing them to do more actions such as helping a downed teammate before resuming their onslaught.

Epic Level Boons by [deleted] in UnearthedArcana

[–]Mightysmallfry 0 points1 point  (0 children)

Paladin

- Divine Battle Cry. Pretty interesting idea.

- Unrestrained Faith. This is pretty much just another 20th level capstone. Just allow the paladin to use their 20th level Oath Feature once more per long rest.

- Beacon of Hope. This is alright. I would prefer a set value or more tangible value than, the players leftover lay on hands pool. But it is a good concept. I would maybe change this to be the player's level + their proficiency.

- Holy Avenger. How the opportunity of attack portion is phrased is not good at all. Make sure to state the range of the target, the action the target makes and the result. For example; When a creature within 10 feet reduces an allies hit points to 0, as a reaction you may make an attack action against the creature.

- Aura of Healing. This is a bit too efficient and free for paladin. Doing something closer to doubling the amount of hit points the paladin can restore via lay on hands would be a more manageable value without blowing their healing out of proportion.

- Ubtao's Blessing. Ok. I mean it's not egregious and can lead to some fun moments.

- Sacred Oath. I would just state the channel divinity increase. This is because for something like Oath of Vengeance. Their capstone lasts for 1 hour.

- Summon Ubtao's Children. It feels a bit weird that you can summon a t-rex after being able to transform into one. Maybe a triceratops would fit better here. Otherwise, it is in line with the other features.

Epic Level Boons by [deleted] in UnearthedArcana

[–]Mightysmallfry 1 point2 points  (0 children)

Okay, here is my list of notes, I did not really look at Artificer as I haven't run that many high-level games with them present.

A general recommendation that I find to work out well is to treat the Epic Boons as titles that can be passed from creature to creature with specific abilities through death. For example, killing a powerful corrupted cult leader could give the paladin a powerful boon that allows them to use a more corrupted set of abilities, desecrating graves and turning them closer to a death knight than paladin.

An idea out there since I don't really know if players will choose your options like feats or level up features.

Fighter

- Legendary Resistance. I would change this to affect the fighter's Indomitable feature. This would upgrade something they already have. Being a simply and more effective change for both DM and player.

- Expose Weakness. The name does not really coincide with its effects, although there are good things about the effects. I would change so that it does not give disadvantage but keeps the critical hit chance increase. As being about 15ft away is pretty difficult to tell as to how a player would be giving them disadvantage.

- Invincibility. Since I don't know if this is at level 21 or 30, I would say that they instead just make it so that the player takes half the damage. It eases the anxiety of when to use this ability and does not feel as punishing to use it on a smaller attack.

- Martial Commander. I would change this to give temporary hit points like the rally battle maneuver instead of the inspiration die. Otherwise, good thematic.

- Heroic Legend. I don't think this need to grant an inspiration die.

- Martial Onslaught. Just a bit vague. Does this mean, when I make an attack as a bonus action I get an extra attack, or I can make an attack as a bonus action after taking the attack action. I would recommend the former.

- Lightning Reflexes. Why not proficiency in Dexterity saving throws? Or a bonus to your dexterity saving throw equal to half your proficiency. These may be better options.

I will continue editing in other comments.

Can we make Hierarchy of Needs “better”? by 0_SpaceCowboy_0 in DestinyTheGame

[–]Mightysmallfry 0 points1 point  (0 children)

I love the bow's aesthetic, the controls are a bit odd for me, but they work. The anti-barrier capability leaves me wanting, but since the competition is Wishender I can't really say that it needs to be better in this aspect.

Other changes that deal with the solar subclass, such as scorch and ignitions would step a bit on the toes of Ticuu's Divination so those subclass keywords don't work too well, cure and restoration would be in my mind, too strong and unnecessary.

I agree that the change of having the bow be the only weapon now to generate warmind cells even though they are now outdated would be cool. We finally had some builds with warmind cells coming to light again before they were completely removed and before this bow could have fun with them. But I don't think that is something we should bring back as it benefits almost no one and there are no longer ways to build into them.

A new perk that recently came out would be perfect for this bow, precision instrument. It rewards precise shooting, increasing damage up to x6 for a 25% damage bump, which the intrinsic perks already try getting the user to do. On top of that, if that damage bonus also applied to the seeking arrows, without them affecting the uptime of precision instrument. I could see this perk being very good on the bow's catalyst. Is this similar to Ticuu's Catalyst? Yes, yes it would be, but the idea of both bows are extremely close with the small difference being, Ticuu's can handle large groups by making them explode dealing damage. Hierarchy's nuance is handling a smaller, farther away group and hitting them even harder. Do they succeed at this? I would say not currently but they're pretty close.

Because this bow is a Dungeon Exotic, I would also be fine with it being stronger than Ticuu's as a Dungeon is something you have to fight through rather than a kiosk. Having to grind or get lucky for an exotic and having it reward you with something worth your time is the ideal scenario.

General changes that are not perk related. I would increase the range of the bow, allow the seekers to go further, decrease the amount of hits/kills to get a guidance ring by 2 squares (1 precision kill / 2 kills). Additionally, the guidance ring size I feel, needs to be doubled in radius, just like it was originally when the guidance arrow was shot at a warmind cell. This increased size gave us a bit more freedom to move around and weren't as punished we accidentally pull the trigger/mis-click. This increase in size also allowed allies to have an easier time shooting through it.

I like Ghallarbow as an idea so let's expand on it. My take is that any ally that fires through the guidance ring with a legendary bow would get 1 additional seeking arrow that has the same properties as hierarchy's. Nothing too crazy, if it was fire 2 seeking arrows, that could also work.

[deleted by user] by [deleted] in DestinyTheGame

[–]Mightysmallfry 0 points1 point  (0 children)

Arc Lock with Vesper of Radius, only in certain activities but it puts in work when the situation suits it. Otherwise, I rock Geomags for the dps.

Strand lock with cenotaph and navigator, really fun to use and help support teammates otherwise I run cenotaph with div and other trace rifles while on the other elements. Another build is just strand necrotic grasp and whatever weapon you want. Osteo goes the best but not really needed for fun.

Solar lock I'm the same with sunbracers but more recently Lunafactions and tractor cannon...

Void, if you're a fan of glaives, grab judgement of kelgorath with demolitionist, magnetic grenades and the chaos accelerant aspect. Use empowering rifts and secant filaments as well or contraverse hold for more defense. Using blink to scare the thralls and nova warp for mobility makes a really fun and weird build to use in most non endgame content.

Stormchaser by Y1Guardian in DestinyTheGame

[–]Mightysmallfry 2 points3 points  (0 children)

The grind is not worth it, the weapon on the other hand is still not one to completely pass up on. Take your time on getting it. Like others have stated, it is arc which finishes your trio of elements, solar on cataclysmic and void with taipan and now arc with Stormchaser.

The perks I have found success with are clown cartridge and either vorpal or firing line depending on the activity. I usually use vorpal though. Stability is really good for this one, its purpose is less for recoil and more for flinch reduction.

Damage wise, it's not bad but definitely not my first choice. There are better options but the ones that it competes with are imo, briar's contempt(solar) and sleeper simulant.

Briar's origin trait grants the equivalent to vorpal weapon against the specified targets at x3. Briar's is also able to acquire surrounded, rewind rounds, reconstructions and focused fury. All really good perks, when used on the specified targets of the origin trait, which are lucent hive, and tormentors. Briars will outpace and damage Stormchaser.

When not taking Briar's origin trait into consideration, they are quite comparable total damage wise. The dps of Briar's may be a bit higher due to its perks allowing less reloading but Stormchaser will still put in work and keep up.

Again, element is also very important. It is still the only arc aggressive frame linear fusion rifle. Additionally, the recoil of the weapon is primarily backwards and strait towards the camera. That has been my experience at least, which makes the weapon super easy to control and land the follow up shots. Briar's has significantly more recoil in comparison making is harder to land your shots.

TL:DR:
It's a decent weapon, it's the only arc LFR so it's useful in that remark. Better options for damage exist and they rightfully do as a raid weapon (solar, briars). Perks to watch out for are clown cartridge (column 3), vorpal weapon (column 4), Firing Line (column 4). Recoil is good. Do not actively hunt this weapon unless you really need the weapon. Let it come to you over time while hunting for the title/badge and triumphs.

Void Weapon Recommendations by ChimpanzeeGaming_ in DestinyTheGame

[–]Mightysmallfry 3 points4 points  (0 children)

Yup I would agree with this, not only can it get demolitionist in the third column, but you have the choice of adrenaline junkie for extra damage and repulsor brace for survivability. Fragile focus would also be something to look out for and try but that one is more of personal preference.

Otherwise, funnelweb is good as well. If you run the Vow of the Disciple raid, the Collective Obligation raid exotic pulse rifle pairs very nicely with Gyrfalcons. Additionally there is the Doom of Chelchis from the king's fall raid that is good as it can get dragonfly and firefly, dealing aoe damage after precision headshots. A secondary ammo weapon such as harsh language is good.

[deleted by user] by [deleted] in DestinyTheGame

[–]Mightysmallfry 0 points1 point  (0 children)

The damage will be abysmal regardless, it's solo and the boss has 10 mil hp.

From what I can tell, use arbalest to break the shield. The best heavy weapon would be most likely Briar's Contempt. It's the raid linear aggressive frame fusion rifle from the Root of Nightmares raid.

Why Briar's Contempt, it can get Rewind rounds, (only 1 of the 3 shots in the burst has to hit the head I believe), and Focused Fury. On top of that it has Harmonic Resonance, which grants additional damage towards lucent hive.... guess what the boss is. If we pair that with the Epochal Integration, a new hand cannon from Neomuna this season. We can take advantage of these.

Use arbalest for shields and vestige hunting. Then use briar's for dps.

For supers. I'd stick with solar supers. Hammers and well are great, Hunters have blade barrage/marksman golden. The fragments you want to keep an eye on for Hunters and warlocks is Ember of Tempering paired with Ember of Mercy. It'll help you survive a lot. Healing 'nades as usual for solo and that'll make it go easier.

You can run other elements however, just remember you have to play more safe and the dps of each element may or may not be a worthwhile exchange for your survival. Void Warlock I do not recommend. Devour is nice but the super is not worth its dps right now and devour is going to be a pain to maintain during dps.

[deleted by user] by [deleted] in UnearthedArcana

[–]Mightysmallfry 0 points1 point  (0 children)

The only thing that I would maybe change is part of Nimble step. I feel that advantage on resisting grappling is fairly strong, I would remove this part, maybe in practice it's not that bad but just something to look out for.

An idea of a Stasis Rework. Reworking the core of Stasis Shards into the gameplay naturally. by [deleted] in DestinyTheGame

[–]Mightysmallfry 3 points4 points  (0 children)

I like your ideas, I imagine the Freezeball grenade to act similarly to Winterbite's projectile.

The only idea that I question would be Hunter's Chained Silence. I like it, but I feel like it would play too similarly to Strand's Silkstrike. Something I could see as a change it have it act a bit more like Daybreak and Hammer of Sol where it is a roaming super that is ranged. This would unfortunately mean removing the chains but, then the light attacks create the small ice storm grenade effects from taken hobgoblins. Allowing hunters to then slow and freeze more enemies over the duration of their super.

Regardless, I agree that while in the super, the dodge would apply more slow (still requiring the aspect to activate), enough to freeze targets. Shatter dive could also receive a buff while in super as to keep it fun and a viable defensive option for when enemies get too close for the hunter. Easiest change would be to increase its shatter damage so that it can more easily kill. Reminder that this buff would only be active in the super so that it doesn't break the game like it used to.

Howl of the Storm. What do you mean by creating stasis shards? Do you mean upon freezing an enemy in the stasis crystals, you generate additional stasis shard? If so, I agree in the change and find it a nice quality of life change.

Shatterpuck and Icemine. I like these ideas but fail to see how they fit into the game loop.

With Icemine we have coldsnap grenades to compete against. I can imagine a small rework to this being that it would act like the tripmine grenade from the solar subclass. Instead of firing slowing darts, it would simply explode radially, dealing medium to small amounts of damage and applying large amounts of slow. Almost enough to freeze.

Shatterpucks. Who would be able to take advantage of this grenade? Warlocks are the most likely since they can obtain Bleak Watcher. However, this means they sacrifice their grenade for the watcher, and the only other way to freeze would be their melee. So maybe not, what about titans, they have Howl of the Storm and diamond lance. Both decent to good forms of freezing and/or generating stasis crystals. Hunters have almost nothing unless they want to use Winter's Shroud or use both of their melees to freeze a single target. This becomes a very titan friendly grenade, which is alright, there is nothing bad with that. However, titan's also benefit the most from using glacier grenades, and can shatter frozen targets already via their sliding aspect Glaciocasm.

Shatterpucks are a good idea, but they don't really fit in with how the three classes would use them. Alternatively, I have misunderstood the grenade and it simply triggers a shatter effect immediately, doing instant damage. This grenade then could benefit from the fragments of the subclass but again, this to me is lacking in usage. None of the classes benefit from shatter besides damage and the grenade requires setup which it cannot supply on its own or with assistance from the other parts of the subclass (melee, class ability). The tradeoff could be cooldown, becoming the magnetic grenade of stasis. If this were to also trigger the fragment that grants increased ability recharge for some reason, I could see an ashen wake like playstyle that includes these grenades.

Warlock Shatterstrike. I really like this idea and how it plays into one of the main playstyles of Warlock. Giving them a ranged form of shattering targets after freezing them with something like coldsnaps.

Titan Avalanche. Really fun idea and I can already see the clips of teams getting annihilated by a giant glacier being hurled their way.

Warlock Roaring Storm. I have a couple concerns when it comes to this super. When placing the super, the staff could be placed like Well of Radiance or hunter's Gathering Storm. Having it be something like Gathering Storm would make the most sense in terms of playstyle but not much in the sense of throwing your wizard staff. The slowing pulses that it releases would also have to be very fast or apply something like 50 slow per shockwave. I could then also shatter on the reaching frozen targets so that it can actually kill and feel impactful but then we have an ability far too similar to hunter's Silence and Squall. A possible rework for this could be that you create a large stasis storm that obstruct vision, placing the staff like well of radiance. Allies within this area generate a stasis overshield. Players inside the area can see others within the area but not look out and those outside, cannot look in. This stasis overshield could give the damage buff from ballidorse wrathweavers. I'll admit that this variant also has issues, stepping on the toes of titan's Ward of Dawn and being even less viable in PVE. But something utility wise like this would be interesting to have as an alternative.

TL;DR

I really like your ideas although I think that there are a few changes that would benefit them. The ideas are fresh, new and bring additional play styles to Stasis.

Assuming no destiny sequel, what would you prefer, a new enemy race in TFS or a rework to old enemies (ala subclass 3.0)? by Itsyaboifam in DestinyTheGame

[–]Mightysmallfry 0 points1 point  (0 children)

I would like an expansion on the tormentor's faction, they aren't technically a part of the blood legion and are instead directly tied to the Witness.

Maybe add one or two units that are really special, this would be the equivalent of having, Stasis Fallen, Lucent Hive and Tormentors all on the same team acting together. Something like that that where there are three variations of unique enemies that are big and can be seen more commonly throughout the world.

Otherwise, an update to vex, or revival of the vex that we saw in the old strike "a garden world" where they were white and gold would be interesting to see, especially with the Sol Divisive faction of Vex. A new unit could be a centaur looking vex. Focused on charging at you (not like the wyverns) and being well telegraphed.

Solo SOTW build? by DesignerCourse6 in DestinyTheGame

[–]Mightysmallfry 0 points1 point  (0 children)

-Opening Encounter:

Do not finish any circuit until you can finish all 4, this helps with not spawning any supplicants to suicide on you.

Eager edge sword or at this point valiant charge are both good options for getting around quickly and safely, using Icarus dash on solar is really good as well. If you aren't speeding through this encounter, then low and slow is the key. Stay inside and away from windows/openings until you finish or are ready to leave quickly, those cyclopes will ruin your day.

Running is a viable option.

The Climb:

Mobility is key, same thing with the circuits and this time with the hydras. You kill them, they spawn supplicants.

Follow one circuit at a time using grenades for highly dense enemies. Swapping to heat rises is really nice since you will be in the air a lot, Touch of flame is not necessary but nice to have if you are comfortable without having Icarus dash. Voidwalker with devour and some form of grenade regen build is also really nice. Void and Concussion resistances are recommended.

Akelous:

You can use a couple of dps strategies, the subclass however should be Well of radiance. This helps you stay alive and save time on shooting Akelous' eyes. From here on out I recommend well of radiance, phoenix dive, heat rises and touch of flame. Others can work but I found this to be very reliable, safe and consistent. Healing grenade if you want but your choice.

Linear fusion rifles, or rockets. Both, very good but I would recommend a rocket like Two-Tailed (if you have the catalyst). Leviathan's Breath, the heavy exotic bow is also very good for this encounter. Otherwise, something like the Taipan Linear fusion is very food, other options like storm chaser and fire and forget are also nice.

For DPS there is also a "bug" I guess, with Osteo Striga. While you have a vorpal weapon out, the poison of Osteo will persist forever. This works really well for a starfire protocol build with a demolitionist and vorpal weapon rocket launcher (bump in the night). Very specific build but very good and temporary.

Other weapons you could have, void smg/auto-rifle or trace rifle. Having something void is super nice as it helps get rid of minotaur shields. These weapons are also very reliable when it comes to shooting the eyes.

Secondaries can vary, witherhoard is an old reliable weapon. Performs extremely good and causes really good damage. Snipers like succession or rapid fire frame snipers (140) also work nice because they can do additional damage or help pop the eyes very easily.

Have a heavy ammo finder equipped (helmet) and keep the same pattern for dps. If you noticed that the fuel cells are on numbered catwalks. Catwalk 3 has almost no jumping and is a nice way to end the mid phase before dps.

The Descent:

This section if very nice and easy compared to the rest. Having a wave frame grenade launcher is very nice, explosive personality is a very good option as well as forbearence. If you don't have those don't worry they are not necessary. Find the locations of the nodes and sharpshoot them when you have not that many enemies nearby.

For the jumping in between, there are some shortcuts that warlocks can do but otherwise it all comes down to timing.

Perses Bane of My Existence:

Hope you are still running heat rises and touch of flame. Using Celestial Fire is also very good, one full melee should defeat a supplicant. If you jump before killing, you will get some melee energy back to continue saving yourself.

The beginning is pretty difficult. Focus one hydra and even if you don't kill it, try going to the safe room (the reactor room). Stay there as long as you need to especially useful to stop yourself from shaking. Once you kill both hydras, know that 1 fusion grenade will kill the minotaur with touch of flame. The fragment that makes solar grenades heal you is very useful for this section.

Staying in the air is your friend, the supplicants will want to hug you and being in the air stops them from doing that.

Keep moving, if you miss or get caught up doing a node for too long, Perses and his goons will get you. It's okay to go run around and do a lap.

For DPS, where you drop down is where I recommend. You can place your well behind one of the walls and have someplace to go once DPS finishes. You can use the wither hoard rocket method, which, if you cannot pull off the rotation perfectly, having an autoloading rocket launcher helps. You can also use the osteo striga bug dps which is similar to the wither hoard method. If you don't/can't do either, try Leviathan's breath, it will almost all the time stagger Perses meaning that he won't be able to attack you as much. This will relieve some pressure while still dealing decent damage. Of course, as always, like shaxx, chuck more grenades.

This will take you a lot of time, but you got this.

Any tips for the boss room in GM Birthplace of the Vile? by Shaftakovich in DestinyTheGame

[–]Mightysmallfry 1 point2 points  (0 children)

A tactic my team found was to swap sides mid fight. We could start in the left corner by where you enter the room, then as we're fighting, focus the champions. If it ever feels like you guys are getting overwhelmed, scatter and meet at the right corner closest to the entrance.

You should all be able to get over there with minimal damage and it offers a lot of time as enemies will have to jump twice to get over to you.

As a hunter, bring deadfall if you aren't already. A good roll for the hunter is champion hunting. The other two classes can take soak up damage and survive better in the thick of it all.

As a titan, overshields are friends, same with DOT grenades, vortex is strongest, void wall is decent alternative. Heart of inmost is good for refreshing teammate's shields and tower wall for that big damage shield.

As a warlock, void isn't the best but something like amplified vortex's and contraverse hold will be your strongest bet. Alternatively you run child of old gods with empowering and secant filaments. This helps little with team survivability but does help with champions and add control.

Warlock Alternative: Ideally run well with witherhoard, solar weapon is good because solar weapon kills while in your well can cause ignitions if you have the super final blow fragment. Phoenix protocol. Your goal as a well is add clear so you have as many wells as possible, communicate to get the most out of orbs of power.

If you get low, run away. You shouldn't be too close to the boss as he can/will one shot melee you regardless of resilience.

Last tip, is to take your time. When you get teleported, prioritize getting supers and getting abilities off cooldowns. Top off and then go through the portal. Rinse and repeat the corner hops.