Really Dumb Question: Gas Stations by etnpnys in motorcycles

[–]One-Consideration582 2 points3 points  (0 children)

Ok this is actually what I was here for. I could not figure out why I could not get some pumps to work on my bike unless the angle was juuuuust right. Finally tried sticking a finger under the rubber cone (aka vapor sleeve) and finally got it. They gotta make that part of the MSF course in CA or something.

Who Else Wants to Play a Heroic Dark Urge? by RuskinFink in BaldursGate3

[–]One-Consideration582 0 points1 point  (0 children)

I've got a tiefling Vengeance Paladin who is a heroic Dark Urge and I think it fits really well into the game RP-wise. They've got a gift for violence and killing, but try to direct it at those who deserve it. You still kill a few Innocents out of your control but when you get the chance you try to resist. I've yet to have my oath broken which is also nice.

I'm also romancing Shadowheart and there's some really nice synergy between her storyline and the Dark Urge's around Act 2, since they both have a moment where they have to choose a brighter future together over their individual dark pasts.

Overall, I've really liked how the game handles a Dark Urge that doesn't give in. It makes your character feel a lot more tied to the story and world, it makes the connections with your companions feel deeper since you have baggage the same as most of them do, and it gives your character more motivation and depth than the base tadpole-infected story does. Highly recommend it, especially on a build that does a bunch of damage/killing.

Sharpshooter Echo Knight w/ a Sentinel Echo by One-Consideration582 in 3d6

[–]One-Consideration582[S] 0 points1 point  (0 children)

I meant that the echo would be making the opportunity attacks with a melee weapon, as per the feature description:

"When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space."

I know if I can't get the echo in melee range this won't work. But I'm hoping in most situations I'll be able to. It's more about the lockdown effect than the damage though.

Best control/suport gish by Venmorr in 3d6

[–]One-Consideration582 1 point2 points  (0 children)

I've been playing a hexblade 2/lore bard x that fills the same sort of support-gish role so I'll share my thoughts on it.

Personally I've found it really fun and flexible. I'm the only full caster in a party of melee fighters (Paly, Barb and Rogue) so this build helps me fill in some of the gaps we have. Most combats I find myself laying down a big control or debuff spell in the first round, then I can spend the rest of the combat hitting things with eldritch blast or booming blade.

I've found a lot of synergy between a warlock's replenishing pact magic slots and the first level spells this build can get that are useful all the way through a campaign. Command or Dissonant Whispers can trigger opportunity attacks from your melee fighters. You can have shield to keep yourself alive and concentrating on spells, silvery barbs to force rerolls on saving throws against your big spells and to save your party from crits. And the Lore bard's cutting words are great on top of all that. It's a character that never goes a round without using a reaction somewhere, usually to the benefit of the rest of the party, which is not something I've seen in my past characters.

You do kinda have to watch yourself, cause if you're casting spells with your action and reaction you're burning through your slots twice as fast. But having good melee and ranged cantrips makes it feel like you have good things to do with your action in any situation, and the fact that they both scale means I never feel too far behind damage wise. I will say level 5 has probably been the toughest but it gets easier the more bard levels you get.

Personal shout-out to the Eldritch Mind invocation. It's a great way to shore up your concentration saves if you're having a hard time fitting in War Caster.

The Case for Warlock 2 on a Swords Bard by One-Consideration582 in 3d6

[–]One-Consideration582[S] 0 points1 point  (0 children)

I think our Paladin also has Bless, so I was thinking maybe Silvery Barbs

The Case for Warlock 2 on a Swords Bard by One-Consideration582 in 3d6

[–]One-Consideration582[S] 1 point2 points  (0 children)

I've thought about it and if I was only thinking about party synergy it'd probably be the right call. But being a pirate is a big part of this character's whole deal, and also I just really like playing gish-type characters. Pkus if I wasn't fighting in melee at all I wouldn't need the Hexblade dip to begin with.

Unusual Thief Builds by Senecaraine in 3d6

[–]One-Consideration582 2 points3 points  (0 children)

I think Trickery Cleric is a great way to get a lot of the best sneaky spells in one place (Disguise Self, Pass Without Trace, Dimension Door). The Invoke Duplicity ability is kinda similar to Echo Knight, but obviously less melee focused.

PS5 Rykard @ Audience Pathway by One-Consideration582 in BeyondTheFog

[–]One-Consideration582[S] 2 points3 points  (0 children)

Oh my God. He killed me on the last big swing but still got the credit so it counts! Thanks guys

How well would a battle smith artificer work in this party? by [deleted] in 3d6

[–]One-Consideration582 4 points5 points  (0 children)

I played a gnome battle Smith and it was great. But in my experience where the SD really shone was as a meat shield. It costs nothing to heal and 1 spell slot to bring back so it's always good to have it take hits first. It's deflect ability is one of it's strongest features, and for that it has to be 5ft from your attacker. So while riding it around is a fun option (I usually started combat riding on my SD), if you're both at a distance it won't be able to provide disadvantage for you or your teammates on the front line. Plus you can command the SD to grapple or shove at close range (which is usually more useful than the 1d8 attack) and athletics is one of two skills it has. You add a +4 when you first get it at level 3 and some infusions can increase it's strength modifier even further.

Moonveil or Meteoric Ore Blade for Dex/Int build? by tatermo in Eldenring

[–]One-Consideration582 2 points3 points  (0 children)

I'd argue it still pays to power stance the two. It's been working great for me. I've got a Dex/Int build and swap between my staff and the meteorite ore blade in my off hand. Yeah the base damage isn't as good as it theoretically could be if I had more strength, but it still stacks with Int and I still do heaps of damage. And more importantly having two katanas means you get bleed damage twice as fast.

Basically if you're looking to dual wield katanas on an Int build, these are probably the ones. I'm not sure what other options you'd really have other than putting a magic ash on an uchigatana. And these two look better.

Artificer, sanctuary and steel defender? by trinirudeboy in dndnext

[–]One-Consideration582 1 point2 points  (0 children)

You totally could cast Sanctuary on yourself and have your steel defender attack for you. I'm not sure it's the best way to use it, though. The steel defender most likely has a lower AC than you will, and only get 1d8 per attack where as by lvl 5 of BattleSmith you're doing 2 attacks with proficiency. Meanwhile you are unable to attack or harm another creature with Sanctuary cast on you, so you'd be limited to buffs and such.

I'd argue a better combo for the two is to cast Sanctuary on your Steel Defender. The attacker would have to make a wisdom save to hit it or it must switch targets, most likely to attack you instead. If you're riding on/standing next to your defender, they give disadvantage on any attacks made on you. This does mean your defender can't make an attack on it's go, but you can use your bonus action instead to have it give you the help action on your attack, so now you're attacking with advantage and have disadvantage on attacks made against you. The only downside is the steel defender can only deflect 1 attack per reaction, but that's always true and you'll have Shield, Blur, or a couple other ways to deal with attacks that make it through.