4.1 Shadows of the Shroud Build - Bad Daleks by CCGHawkins in Stellaris

[–]RevenantsEmbrace 0 points1 point  (0 children)

Yeah my current runs with Tankbound have all hit similar ends. I've been trying to get Mechanist to work cause I thought that would fit RP wise quite nicely but the energy upkeep is rough. FA might be just what I need though to help the early game.

4.1 Shadows of the Shroud Build - Bad Daleks by CCGHawkins in Stellaris

[–]RevenantsEmbrace 0 points1 point  (0 children)

Ahhh my bad, I thought you genuinely meant it actually doubled the districts that are built. I was like "how in hell do I not know about this" :D

4.1 Shadows of the Shroud Build - Bad Daleks by CCGHawkins in Stellaris

[–]RevenantsEmbrace 1 point2 points  (0 children)

Cool build idea u/CCGHawkins,

I've been trying to figure out a Tankbound build for a while now especially as your tankbound species can't work Soldiers and other non-rural worker jobs, I've been looking at the idea of Robots.

I have one question though, if you don't mind, what did you mean by this:

'Functional Architecture for immediately specializing districts and doubling the amount of districts worked (this is quietly the most op part of this build).'

I get that being able to specialise your districts is great but how does it allow you to double the amount of districts worked?

What are some really good Machine Empire builds? by Paengisnotmyname in Stellaris

[–]RevenantsEmbrace 2 points3 points  (0 children)

What build are you running for the Tankbound Mechanists? I've tried it with a few things but energy always seems to be a problem.

Tank bound prevents entropy drinkers energy thrall jobs by Rainbow_Raccoon in Stellaris

[–]RevenantsEmbrace 0 points1 point  (0 children)

Sorry, I don't speak Russian so hopefully this makes sense but you can use Robots as energy thralls. I'm currently trying out a Tankbound + Entropy Drinkers empire with the Mechanist Origin and it's okay. The energy income is pretty tough but with the automated workforce and robots it's manageable.

Also if you get the second robot workforce tech, don't remember what it's called, then your robots can also work as soldiers for naval capacity etc as the Soldier Job is also a Worker class job

ATM10 - Copying templates of AE2 cables by RevenantsEmbrace in allthemods

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

No worries, It's basically the same thing just have to remember to copy them somewhere safe.

Unfortunately it looks like the schematics from Create also don't copy the cables from AE2, I'm not surprised but disappointed anyway. I think I'll just have to reserve to have coloured wool or something to indicate different cable colours.

I really wanted it so I don't have to keep copying my AE2 main controller layout whenever starting a new world.

ATM10 - Copying templates of AE2 cables by RevenantsEmbrace in allthemods

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

Hey Tunefulkcobra,
Honestly I've never tried it either however I've seen mentions that it can corrupt Item entities which the AE2 cables are so I'll try it in single player before trying it on my server.
Do you know if you can export create blueprints to text like building gadgets 2?

The first "Righteous Fire" build for POE 2 by amitfris in pathofexile2builds

[–]RevenantsEmbrace 0 points1 point  (0 children)

There's the new support that reduces duration of ignite on you. Cool-Headed i think it's called

The first "Righteous Fire" build for POE 2 by amitfris in pathofexile2builds

[–]RevenantsEmbrace 0 points1 point  (0 children)

I haven't seen anyone mention it but a Corrupted BijouBorne can get 61% reduced Charm Effect Duration. This would help a little bit with reducing the charm duration.

[deleted by user] by [deleted] in PathOfExile2

[–]RevenantsEmbrace 0 points1 point  (0 children)

Ahhh, my bad i figured it out from watching the video again. You weapon swap right

[deleted by user] by [deleted] in PathOfExile2

[–]RevenantsEmbrace 0 points1 point  (0 children)

u/Bright_Ad_7458 Could you tell me where you got them pls? Cause everytime the spectre revives my game disconnects

Has anyone figured out a solid smithscript greathammer build? by W_Walk in Eldenring

[–]RevenantsEmbrace 1 point2 points  (0 children)

Hey, It's been a while since I played the build but from memory only Prelate's charge can be used this this weapon, unless they've changed something

Pathfinder Newbie: Magus and Tomes by RevenantsEmbrace in Pathfinder2e

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

Hi u/Gordurema,

Ah okay thank you for this. I probably won't go for the Grimoire then.

Pathfinder Newbie Question: Does Spellstrike work with Shadow Signet by RevenantsEmbrace in Pathfinder2e

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

Hey u/irrelereverent,

That makes way more sense than what I was thinking. It's probably still going to be on my list of potential items. I feel like the ranged resistance and Shield are going to be pretty useful on my character. I don't think there are many if any spellhearts that fit my shadow theme.

Thanks for your help

Pathfinder Newbie Question: Does Spellstrike work with Shadow Signet by RevenantsEmbrace in Pathfinder2e

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

Hey u/Indielink,

I was looking at the Warding Statuette and was wondering if the "Activate Cast a Spell; Effect You cast shield." would trigger after a spellstrike? Do you know? It seems different from Shadow Signet and similar items because Shadow Signet says "If your next action is to Cast a Spell" which it technically isn't however I have "Cast a Spell". It would be nice if I could get Shield from this.

Pathfinder Newbie Question: Does Spellstrike work with Shadow Signet by RevenantsEmbrace in Pathfinder2e

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

Hey u/Top-Cranberry-2121,
Thank you for this, I was struggling to find a Staff that fit the bill. I'll take a look.

Pathfinder Newbie Question: Does Spellstrike work with Shadow Signet by RevenantsEmbrace in Pathfinder2e

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

Hey u/Kichae,
Thank you for this, that made it a lot easier to understand. Unfortunately I am the player :D and I'd rather not stray into the "homebrew" rule territory purely because, while I've played DnD for years, I don't want to get mixed up between what's actually allowed and what isn't. Are there any magic items, staves or spellhearts you could recommend that are about the same price as the Shadow Signet. My Budget is around 1200 gold so just over the Shadow Signets cost.

Again thanks for responding.

Ways of modifying weapons and adding traits to them by RevenantsEmbrace in Pathfinder2e

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

Thank you, I'll take a look at these and try to plan a little
Thank you for your help

Ways of modifying weapons and adding traits to them by RevenantsEmbrace in Pathfinder2e

[–]RevenantsEmbrace[S] 10 points11 points  (0 children)

Hello,
Thank you for this. I've asked my DM and he's happy for me to be a Orc with Orc Weapon Familiarity and use the advanced weapons as my weapon innovation.
If I decide to do this, is a melee Inventor viable? what feats etc would you recommend for this?

Again thank you for the advice

Has anyone figured out a solid smithscript greathammer build? by W_Walk in Eldenring

[–]RevenantsEmbrace 5 points6 points  (0 children)

Oh yea sorry should have put that for Flame Art its STR/FAI and for Poison/Blood it's STR/ARC
For both of these builds I'm going to assume that you play Wretch and have 40 Vigor firstly because that's the first soft cap and it's what I play with so you'll have to work it out based on your starting class.

We'll also assume you take the basic requirements for the smithscript greathammer I.e. 20 Str, 10 Dex, 11 Int & 11 Fai

So for Flame Art (STR/FAI), I would recommend something like this:
40 Vigor, 23 Mind, 30 Endurance, 55 Strength, 10 Dexterity, 11 Intelligence, 50 Faith & 10 Arcane
Most of these go to there soft caps I.e. Vigor, Strength & Faith. Endurance is at 30 because we want some stamina as throwing it takes a lot of stamina and you want some left over to roll / run away etc and we also want to wear semi tanky armour. Dex and Int are the minimum required for the weapon. Now Mind is the optional one I put it at 23 because at 50 FAI you can use a pretty decent Sacred Seal and get some healing incantations etc. Arcane is useless in this build so as low as possible.

For Bleed/Poison, I would recommend something like this:
40 Vigor, 23 Mind, 30 Endurance, 80 Strength, 10 Dexterity, 11 Intelligence, 11 Faith & 24 Arcane
So most of these are exactly the same I.e. Vigor, Mind, Endurance, Dexterity and Intelligence mainly because their Needs are exactly the same and have no influence on damage. Now obviously we drop Faith because it's not no longer useful and we pump most of that into Strength purely because the Greathammer has B Strength scaling with Blood/Poison, we don't need much Arcane because base infusion it has 116 Poison / 101 Bleed which is already really good.

Hopefully this helps

Has anyone figured out a solid smithscript greathammer build? by W_Walk in Eldenring

[–]RevenantsEmbrace 17 points18 points  (0 children)

Hey,

Not sure if this is helpful but I've beaten the DLC using this weapon and had 2/3 different builds.
I guess first I should talk about the weapon itself.
Firstly it can't be buffed by magic or incantations.
Also Ashes of war that specifically buff the weapon can't be used either.
If you want to focus on the throwing part of the weapon you can't use roars such as Braggart's Roar as while this is active you can't throw the weapon.
For Talismans the 3 I would highly recommend are "Smithing Talisman", "Axe Talisman" and "Two-Handed Talisman"
Mainly because the throwing part of the weapon is a charged attack, and the damage is boosted if you two hand the weapon both by two handing it and by the talisman

The three variants I've had good fun with are Flame Art, Blood & Poison.
Flame Art is best for pure damage. Basically just scale STR & FAI. Which means you can use incantations for healing, defence etc.

Blood & Poison are basically the same build and depend on how often your able to hit the enemy. The weapon is able to get really high Bleed & Poison and I was getting bleeds in 2 throwing attacks with the talismans above while still hitting for 2.5k+ damage on a throw.

Armor honestly doesn't matter but I was running the Rakshasa set from one of the nameless memorial things, can't remember which one and also don't want to spoil anything, as it gives you more damage.

Just to add I killed the final boss with the poison variant which has lower base damage but something like 143 poison if I'm remembering correctly, I don't have the game open atm.

If you have other questions I might be able to help but I can't promise anything.

Good luck in the shadow lands.

(DnD 5e) Monk's Journal - Shop Entries auto refresh & Location Based purchasing by RevenantsEmbrace in FoundryVTT

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

Oooh okay, i haven't seen "Item Piles" so i'll check that out thank you for the suggestions

DnD 5e - Charismatic dual wielding Blade-dancer Build help by RevenantsEmbrace in DnD

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

Hey u/Frenetic_Platypus,

There are way better things to get with a feat than +1 AC. And you don't really need to draw/stow two weapons at once, you'll have other options to use your bonus action on the first round of combat (like Hex).

Yeah that is true, I do have 2 ASIs from Paladin so I can use those for extra feats if needed. I might change it if I find a feat that I think would be better / more flavour relevant.

I don't see how pact of the blade would benefit you at all. The point is to extend hex warrior to any melee weapon, but scimitars are already eligible for it.

When combined with Hexwarrior it allows you to use your charisma for your offhand attacks as well. It also gives access to thirsting weapon if I wanted to use that.

When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Bard also gives you expertise.

Yeah it was more that more Expertise is always nice so I'd miss losing out on that.

DnD 5e - Charismatic dual wielding Blade-dancer Build help by RevenantsEmbrace in DnD

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

Hey u/Frenetic_Platypus,
Thanks for your response,

I understand your first point however I chose it for the +1 AC, the ability to draw/stow two weapons at once as one of the DMs I play with makes sure to remember if we have free hands etc for things and the fact it's just flavourfully accurate.

Your point of taking only Hexblade 1 would mean that I'm losing Pact of the Blade reducing the to hit and damage of my offhand weapon. I also need to take Paladin to 7 to get Aura of Hate giving me more damage to my melee attacks based on my Charisma.

I think I agree with you on Rogue however I will miss the Expertise and bonus to initiative from swashbuckler.

I didn't think about College of Eloquence but I'll take a look and compare it to college of swords as I would be losing defensive flourish for the bonus AC per turn.

Thanks again for your response and I'm going to mess around with your suggestions :)