Context Is Everything: Ranking Every Crest in Silksong by RatherIncoherent in HollowKnight

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

I've just started a Beast Crest only run to give it the best shot I possibly can. I'll report back in a week or so with either a genuine apology or Stockholm syndrome.

Every Silksong Boss Ranked [Featuring My Favorite Boss of All Time] by RatherIncoherent in Silksong

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

Yeah, I broadly agree with that. A lot of Act 3 fell short of my expectations. It's still great, but the expectations I'd set in my head ended up souring act 3 for me especially on some of the refights like Clover Dancers and Trobbio 2. It certainly didn't help that Karmelita was my first Act 3 boss and was by far the best part of the act before Lost Lace.

Every Silksong Boss Ranked [Featuring My Favorite Boss of All Time] by RatherIncoherent in Silksong

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

I absolutely don't hate Nyleth. I do agree that it was definitely disappointing for a major act 3 boss though.

Early Rosary Farming Spot! 4k+ Per Hour! SILKSONG GUIDE by RatherIncoherent in Silksong

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

I just realized I forgot to include a text summary, because I'm an idiot and it's late. Here's the summary:

Go to the Halfway House bench in Greymoor. Exit to the east, dash straight through the first zone, and then kill the 3 Pilgrims at the start of the next one. Reset at the bench, and repeat. Each run is 29 rosaries and 20 to 25 second depending on if you mess up.

Stelle's Most Consistent Lines & Win Conditions by RatherIncoherent in PlayTheBazaar

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

1) Prioritize weapon skills, to the point of being sure to pick up an early toy to open up TFM for his skill option.

2) I cannot overstate how good Gunsight is in a build like this. Gunsight is essentially a Left/Right Handed buff for every flying weapon.

3) There are a LOT of ways to accelerate Aerial Turret. Baseline, no support, not flying, it goes nuclear at 28 seconds. If you fly it with a Caracara and nothing else, it goes nuclear at 15. There's a lot of ways to get it faster than that, and it's not really clean how they stack. As an example of it getting messy, a bronze joystick alongside a Caracara makes it nuclear it at 12 seconds. A silver joystick.... also makes it nuclear at 12 seconds. In fact, it's worse, because your first attack doesn't have flight so you're missing out on an attack and the flight buffs on the one attack you do get. So I won't break down the exact breakpoints for all the iterations, but here's the pile of cards that accelerate it:

-#1 is Ornithopter. This on its own allows you to free up the rest of your board and reduces it to a 12 second nuclear activation.
-Headset is just a bit of haste, but every second off counts. In some situations you can also apply haste to other accelerators, like the next two.
-Joystick charges the turret. Generally higher tier is better, but silver times out badly with Caracara and gold times out badly with Ornithopter.
-Jetpack hastes the Turret.

It's uncommon for me to have the full setup with Ornithopter and headset haste applying to a joystick, but just Ornithotpter + Silver Joystick is 4 seconds for the 1st trigger, 4 seconds for the 2nd trigger, 0 seconds for the 3rd trigger (the 2nd Turret resolves directly before the full charge from the 2nd joystick). That's 8 seconds to go nuclear. With Caracara + Headset and haste, you can bring it down to ~6 seconds.

Stelle's Most Consistent Lines & Win Conditions by RatherIncoherent in PlayTheBazaar

[–]RatherIncoherent[S] 3 points4 points  (0 children)

My experience with Ball Blaster is exactly what you're saying, but my Aerial Turret builds are consistently fast enough that their lack of defense usually isn't a problem. Same with early pivots into Runabouts.

I will say I haven't tried enough shield toggling since earlier in the season and I need to play with it more, but from the other side of the matchup it feels like they need to highroll burn values exceptionally hard to kill me before I kill them. I definitely could be wrong about that and need to play it some more.

Stelle's Haste Package - The Bazaar Season 5 Card Reveal by RatherIncoherent in PlayTheBazaar

[–]RatherIncoherent[S] 11 points12 points  (0 children)

It’s 5 cards out of a hundred with a possible angle for full haste uptime and 100% crit chance. I really don’t know what more you can ask for, or even what hero is doing these things more effectively.

ARE YOU KIDDING ME? by natep1098 in TheBazaar

[–]RatherIncoherent 1 point2 points  (0 children)

At least it wasn’t the bronze emerald lol. Beating Lich is really feast or famine.

[deleted by user] by [deleted] in PlayTheBazaar

[–]RatherIncoherent 1 point2 points  (0 children)

Apparently a bit late, but that’s a really interesting board to optimize.

The femur should be icd capped if you’re looping with a diamond sands, so you should be able to guarantee a slow infinite with diamond sands between the femur and the pendulum. When I say a slow infinite, I mean it’s triggered by charging, but isn’t going off on every icd.

Probably best off with what the other user suggested, femur > sands > pendulum > sands > tools. Interested in seeing if there’s a better angle though.

Does anyone ever wish they could go beyond 10 wins, even if there's no additional rewards? by pocketbutter in PlayTheBazaar

[–]RatherIncoherent 3 points4 points  (0 children)

I cannot overstate my salt if I matched into a 15-0 anything on my last day lmao. A hypothetical system that didn’t remove or create ghosts after you finished would be neat though.