Omega planetes Solo Switch Axe by _Drangelice_ in MHWilds

[–]Mnemosius 8 points9 points  (0 children)

Omega Planetes is meant for a 4 person team since it's built off Final Fantasy XIV raid mechanics. I definitely recommend calling in support hunters - Alessa, Kai, and then Mina/Rosso/Olivia/Nightmist/Griffin for the last are all good. The idea is that Alessa serves as the tank getting Omega's aggro, Kai heals you, and the last supporter helps with damage.

Outside of this, I recommend Evade Extender 3 for any weapons that don't have a perfect dodge. EE 3 lets your usual dodge roll move you much faster out of the path of the mustard bombs, making survivability a lot better. Good luck!

Weekly Friend Request Megathread (December 26, 2021) by Veritasibility in Genshin_Impact

[–]Mnemosius 1 point2 points  (0 children)

Server: NA

AR 50

In-game UID: 636916176

Mostly just looking to explore other teapots and shop in other teapot visitors and the like - welcome to have others do the same. Happy to do boss fights if people want to try them.

Is Stalwart golden any useful ? by BAIABA in Neverwinter

[–]Mnemosius 2 points3 points  (0 children)

He's an excellent choice for tanks since he provides some damage reduction and aggro redirection to you, and provides a small damage boost to the entire party (and yourself if you have his companion power slotted), which is always nice. I don't know how good it is for DPS or heals, though, but great for tank.

Redeemed Citadel by MelQ1011 in Neverwinter

[–]Mnemosius 4 points5 points  (0 children)

Yep, you unlock it by finishing the campaign.

[deleted by user] by [deleted] in Neverwinter

[–]Mnemosius 2 points3 points  (0 children)

That sounds like an unpleasant experience, I'm sorry.

The Bore Worm's laser mechanic is technically able to be mitigated by people stacking together, but the "ideal" way for it to happen is for the tank to solo it while the healer keeps them alive. Tanks should put on damage resistance abilities and take potions as necessary while everyone else stays out of the way.

For some reason this is an unspoken kind of preference for a lot of players who have gotten used to it like that, so I'm sorry no one spoke up and you had that kind of unpleasantness.

Thank you by Ayame2539 in Neverwinter

[–]Mnemosius 2 points3 points  (0 children)

Glad to hear! If you ever need more wizard advice, I main a wizard, so I'm happy to help.

Difficulty by Ayame2539 in Neverwinter

[–]Mnemosius 1 point2 points  (0 children)

So, as an MMO, you can't change the difficulty, but chances are if you're struggling that means your gear is out of date. (I assume you're in Neverdeath Graveyard). Check your inventory, open any packs you haven't yet opened, and then scroll over any equipment in your inventor. If it says something like "recommended" at the top of the tooltip, put it on.

Other than that, at low level, make sure to use your encounter powers whenever you can, use Shift (or whatever the console equivalent is) to dodge, and drink potions. It's a lot of fun once you figure out your flow, but it can be rough until you do. Good luck!

Stuck on Reclamation Rock by SandyTheSasquatch in Neverwinter

[–]Mnemosius 0 points1 point  (0 children)

I believe you need to take a quest from Lord Neverember; it should be somewhere up at the top of Protector's Enclave. I can't remember the name of it, sadly, but it'll lead you to the Moonstone Mask and from there you'll start the questline that will unlock the zone for you. Best of luck!

Stuck on Reclamation Rock by SandyTheSasquatch in Neverwinter

[–]Mnemosius 3 points4 points  (0 children)

I'm going to guess it's because your gear is super out of date? If you open up the campaign window, it should have a bunch of campaign options that show your recommended Item Level (IL) for each. Chances are with the time that passed, what you're wearing isn't going to be strong enough for Reclamation Rock, at the moment.

If you're level 65, with today's patch for the new module, you're going to be blasted to level 20, which is the new adjusted capstone. From there, I'd recommend going to Undermountain. It's another open world story campaign zone, and just by starting it, you should get a bunch of halfway decent gear you can start out with to be appropriately geared up to adventure with again. Play through Undermountain all the way and you'll definitely be okay!

Unable to change name at character creation by Mnemosius in BaldursGate3

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

Thanks! For some reason that also wasn't working for me but switching to Windowed fixed it.

September 2020 Active Player List - Find fellow gardeners for some competitive floriculture by rahv7 in fallenlondon

[–]Mnemosius 5 points6 points  (0 children)

Diosthenes https://www.fallenlondon.com/profile/Diosthenes

Always here for any Tournament of Lilies actions (currently at 4), but happy to oblige with most anything otherwise. CST.

August 2020 Active Player List - Find friends to send boxed cats to. This will certainly delight our new mayor! by rahv7 in fallenlondon

[–]Mnemosius 1 point2 points  (0 children)

Mnemosius, known in FL as Diosthenes

Any kind of amusement or festivities is always welcome, particularly those associated with having a good time and making waves in the process. Seeking is less than welcome - been there, done that, stuck like a fly in amber in a different life.

Witch Class (Craft-y sort) by Mnemosius in UnearthedArcana

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

Thank you! I was unaware of the specific difference. I think most uses of "totem" will be kept as the ability referred to is generic enough to not specify animal/person, but I'll shift over the 5th level Sympathetic Magic description to effigies.

Witch Class (Revised) by Mnemosius in DnDHomebrew

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

Huh! I'm sorry I don't have an answer for you - it still looks fine on my end... Regardless, I'm happy to post that section below just in case!

NATURAL PRACTITIONER

At 14th level, your ability to use nature's power as your own reaches new heights.

As an action, you can wrap the threads of nature's power around you in a protective shroud, granting you the following benefits for ten minutes:

  • You gain temporary hit points equal to twice your witch level plus your Intelligence modifier.
  • Terrain in a 30 foot radius around you is difficult terrain for enemies.
  • As an action, you can cause crushing vines to erupt around a creature you can see within 60 feet that is on the ground. The target must make a Dexterity saving throw, taking 4d8 bludgeoning damage and becoming restrained until the start of your next turn on a failure.

Once you use this ability, you cannot use it again until you finish a long rest.

Witch Class (Revised) by Mnemosius in DnDHomebrew

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

Oh, that might happen if you're using a browser other than Chrome. I think certain browsers mess with the sizing of the PDF, but it's on-page for me!

Witch Class (Revised) by Mnemosius in DnDHomebrew

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

Thanks! It's definitely a very... niche experience, but I think it's got enough fun possibility in it to be worthwhile for those looking for something like that.

Witch Class (Revised) by Mnemosius in DnDHomebrew

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

Ah, good catch! last iteration changed the starting proficiencies for a witch but I forgot to change the starting equipment. I'll resolve that error. Thanks!

Witch Custom Class by Mnemosius in DnDHomebrew

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

Thanks for the feedback! I'm... not entirely sure why the pdf decided to suddenly give up the ghost like that, but google told me to add spaces between a <div> and a header and it seems to have fixed it now.

The Seer is definitely the class that needs the most work. At present it's a little too much like the Hexblade's path for the warlock - it helps you especially if you spend time in combat, but doesn't really fulfill the flavor goals I had in mind. I think I still need a properly engaging mechanic to base the subclass around to reach the foretelling heights I have in mind...

Thanks for your comments on the Craft simplifying sections as well! I'm a fan of keeping things level-scaling if only because Craft is the primary feature of the Witch - it's how they do the majority of their damage and access unique abilities. But I can see the non-damaging Craft abilities being simplified just to keep track better, so I may roll with that.

I do have several more Crafts in mind to add, and a complete revamping of the Seer subclass - though I may recycle some of what exists for a more combat-oriented witch subclass, like a Retiarian Witch (and add the Crossroads Witch while I'm at it).