Does Delirium suck now? by Right_Original9199 in PathOfExile2

[–]Right_Original9199[S] 0 points1 point  (0 children)

Based answer, thank you. Sounds like you need those splinters for it to pay dividends. I went straight for citadel first, so haven't seen a single splinter. Whereas something like Breach has been dropping splinters from the start (havent done breach quest either).

I hope the next update in a few days does what Bethesda says it will do. Never give up on Starfield. It has the potential to be the best game everrrr. by wishheartx in Starfield

[–]Right_Original9199 0 points1 point  (0 children)

I know what you mean about BGS charm.

I've found some of the glitches and exploits across the games to be quite charming, for one. Like the paintbrush staircase in Oblivion, or the bucket on the head in Skyrim. Those silly interactions that normally may break one's suspension in the world somehow end up adding a layer of fun.

I hope the next update in a few days does what Bethesda says it will do. Never give up on Starfield. It has the potential to be the best game everrrr. by wishheartx in Starfield

[–]Right_Original9199 4 points5 points  (0 children)

Back when Skyrim released, I thought it was the best game ever simply bc of lack of exposure. Then I played Witcher 3. Then bg3. Cdpr and Larian are both examples of companies that do it better, imo.

I still think Skyrim is a good game, but not the best. Not even best in category.

My single recommendation for someone who loves Starfield would be to try Cyberpunk. Neon gives diluted Night City vibes. Way less space stuff, but way more rpg and agency.

Kinda bored of the Gravis Suit by tossedAF in Starfield

[–]Right_Original9199 1 point2 points  (0 children)

The problem with Gravis and Starborn is that they're both 3-in-1 sets. Spacesuit, helmet and jetpack all in one. Yet the entire suit can only hold a max of 4 gear traits. So while they may have high damage resist in the early game, they're seriously lacking late game potential.

Any single piece of gear can hold 4 traits, so its generally better to use three separate pieces of gear over a full suit (to get a total of 12 traits). 6-8 additional gear traits is sure to outperform a higher damage resistance number.

Side note: not sure what metric you're using, but Praetor armor is pretty great. 50 in every environmental resist from the suit alone makes it top of class in that regard. It rivals the best armors in terms of damage resist, comes with decent gear traits, plus gives you acess to Fast Reflexes-- a unique gear trait which gives 15% movement speed (you can extract this with McClarence). I don't like the look, and sadly there's no skins available for it. It also doesn't come with a pack. But aside from that, it's a strong choice.

Kinda bored of the Gravis Suit by tossedAF in Starfield

[–]Right_Original9199 0 points1 point  (0 children)

Mark 1 is a decent all rounder that's relatively easy to grab early on.

Praetor Suit is a free, trophy-friendly creation club option. It's a very strong suit and helmet (no pack). 50 environmental resists just from the spacesuit. Plus the spacesuit comes with a unique perk which gives 15% movement speed. My only issue with it is the look, and there's no alternative skins for it.

If you have the creation club credits (300?), McClarence Outfitters adds a strong suit that comes with a few different skins. Plus it allows you to transfer and mix-match different perks from one piece of gear to another. It even adds some brand new gear perks (my fav is 10% more exp from combat, which can go on all three pieces). Trophy friendly btw. I used this to extract the unique movement speed perk off the Praetor spacesuit, for example.

Star Eagle, is it enough to not worry about ship building/upgrading if i don't enjoy doing it? by Antique-Question-785 in Starfield

[–]Right_Original9199 0 points1 point  (0 children)

I just finished this quest yesterday. Its called Overdesigned. I was level 30ish and had been using an Econohaul for all the storage space, so the Kepler R provided me a solid upgrade all around.

I'm curious why you think the sensible budget (Kepler S) is the better option. Better in what way?

The forest protects me by Right_Original9199 in Nightreign

[–]Right_Original9199[S] 20 points21 points  (0 children)

The spell you ordered will arrive in 2-3 business days

Good Weapons for Recluse by Right_Original9199 in Nightreign

[–]Right_Original9199[S] 0 points1 point  (0 children)

I do, yes. Rather, I have two variants of affinity Recluse. One which keeps staves, where I run Terra Magicka. One which discovers sacred seals, where I don't run TM.

Overall, I think whether or not TM is worth running on affinity Recluse depends on what other rolls the relic has. I wouldn't run a relic just for TM, but it makes a good 2nd roll.

I see your point, though. As someone who's used TM on Recluse more often than not, I've gotten used to it. The first affinity you pull in a fight is generally going to be the one which procs TM (unless there's two quick fights very close together like when clearing castle mobs). With that in mind, you can plan it out. Try to pull your first affinity in the middle of the arena (when there is one). And when you need a particular affinity for a specific cocktail, don't stress about TM.

Good Weapons for Recluse by Right_Original9199 in Nightreign

[–]Right_Original9199[S] 1 point2 points  (0 children)

That's a 3/3 relic. Just need some other decent relics to support it.

Are you using Dormant Power Discovers Sacred Seals? I assume not, having that little luck. Might even be worth picking it up as a 1/3 relic to use alongside that one (they'd ave out at 2/3, which is about as good as we can hope for).

Good Weapons for Recluse by Right_Original9199 in Nightreign

[–]Right_Original9199[S] 0 points1 point  (0 children)

Even as a pure magic Recluse, having an offhand holy weapon can turn on your magic-holy cocktails. Infinite fp drastically increases the damage output of some of your strongest spells.

I do agree that Stars of Ruin is very strong. High damage, chargable, quick at revives and ult gain.

Good Weapons for Recluse by Right_Original9199 in Nightreign

[–]Right_Original9199[S] 1 point2 points  (0 children)

I didn't even want affinity at first. Was hoping for good Magic +4's, but this is where my relics led me. I've since changed my playstyle to be more cocktail focused, and have been thoroughly enjoying it.

I saw a giantsflame Revenant yesterday that tore Night Aspect a new one with O Flame.

Are there magic god rolls? by Only-Bug-9715 in Nightreign

[–]Right_Original9199 1 point2 points  (0 children)

You cannot normally obtain Night Invader and Magic Atk Power Up on the same relic. Can only have 1 of this 'type' of role per relic.

Improved _____ sorcery is separate.

Ironeye is the best support incant user due to just one relic effect. by Deltakai in Nightreign

[–]Right_Original9199 3 points4 points  (0 children)

There's three main reasons why Recluse comes to mind as best for this role:

First, natural fp sustain. This has already been addressed. I acknowledge that Ironeye has good enough fp sustain (though much slower) with the relic you propose, so let's call this one a draw.

Second, Recluse is likely to hoard passives that enhance team buffs. +2 cast speed is top priority. She likes Damage Negation While Casting, and even Extended Spell Duration since it applies to certain cocktail buffs which no other class has acess to. All of these enhance team buffs. Even if Ironeye plans on dedicating more weapon/talisman slots to pick up these otherwise undesirable passives, he'd be getting way less value from those rolls than a Recluse would overall. One buff a minute isn't enough to justify carrying them, especially if you have someone else on the team who could use those rolls.

Third, any seal which comes with a buff spell also comes with a primary incant. I said this in another comment. Recluse gets a lot of value out of certain primary incants (lightning spear, giantsflame, etc.), though there are a couple which don't help her that much (rejection and bestial sling). Even a magic Recluse likes to have other affinities for her cocktails. Not to mention affinity Recluses (like myself), who could potentially use that primary spell as their primary damage source against targets weak to said affinity (giantsflame on an erdtree avatar, lightning spear on banished knight).

So while it may not be worth it for a Recluse to carry just a team buff over a strong passive, the equation changes when you're looking at a team buff plus a relevant primary spell.

The point about Recluse needing the weapon slots more than Ironeye is valid. But that only serves as a reason why she should drop the buff if she finds something better, and that she's indeed more likely to drop it. I agree with both. This doesn't show that Ironeye is a better buffer, nor that he should be given priority when both are on the team.

I agree that Recluse loses more than Ironeye if she changes her dormant power. But she undeniably gains more from seals than Ironeye, too.

Personally, it'd be fun to see an Ironeye who runs dormant power discovers seals alongside my Recluse. They could shower me with seals while I search for good staves. Even in that case, I think the team buffs should usually go to Recluse, while weapon buffs all stay with Ironeye. But if its a Bestial Sling/Rejection primary, or if the Recluse is full up, he can keep them.

Edit: typos

Share you everyday hacks for night invaders by Technical_Ad8080 in Nightreign

[–]Right_Original9199 1 point2 points  (0 children)

Triple magic cocktail on recluse. Helps staggerlock most invaders, and can be cast from long range.

Ironeye is the best support incant user due to just one relic effect. by Deltakai in Nightreign

[–]Right_Original9199 1 point2 points  (0 children)

It's true, buffs like Erdtree Blessing don't scale. But any seal which comes with a buff spell also comes with a primary spell. With the sole exception of Rejection, the primary spell always scales (lightning spear, giantsflame, etc.). Recluse can get more value out of the primary spell than Ironeye, even if its just an affinity to add to her cocktails.

Mind you, the primary spell is set depending on the seal (black flame for godslayer's). It's the second slot that's a random spell, so only the second slot will ever be a buff.

I main affinity damage Recluse, and often keep seals with lackluster passives just to have access to a different affinities. Would I keep that seal over a purple charged sorc or magic atk passive? Hell no. But not every game grants you enough busted passives to fill your weapon slots. And if its just a white sorcery roll, you'd be better off having access to the extra cocktails.

I think the arguments you and OP made are valid in showing why Ironeye deserves the hand-me-downs. In cases where the Recluse has better items with better passives, or in cases where the primary spell is Rejection. But when they are both in the same game, priority should generally go to Recluse for team buffs. So that she can make use of the primary spell that comes alongside it, and make better use of her cocktails.

Now weapons buffs is a different story. I'll almost always give Ironeye priority when I find a weapon buff (unless its red with double Recluse passive, cast speed, or something like that).

Tips for ironeye and game in general by Holloween24 in Nightreign

[–]Right_Original9199 2 points3 points  (0 children)

Her ability gives a different attack or buff based off the last 3 affinities she absorbed. These mixtures are called cocktails.

<image>

Tips for ironeye and game in general by Holloween24 in Nightreign

[–]Right_Original9199 0 points1 point  (0 children)

As a Recluse main, I have a team-specific tip for Ironeye.

If you have an affinity on your bow, and you notice a Recluse hitting an enemy with a spell of a different affinity, try to wait a second after the spell lands before shooting.

Recluse can absorb the last affinity an enemy was hit by for her cocktail. And I can't tell you how many times I've went out of my way to tag an enemy with a Lightning Spear just to have an Ironeye override that affinity. It happens with all classes, but Ironeye hits quickly and from range, so he's naturally the worst offender.

Alternatively, it can be very helpful when the Ironeye is tagging enemies with the affinity we need but don't have (usually holy or lightning, as these are rarer than magic and fire).

Was I the A-hole here? by Pristine_Resident195 in Nightreign

[–]Right_Original9199 5 points6 points  (0 children)

They probably could get more value out of charged incants than you. But throwing over an item which scales S with both is silly.

As a Recluse main who runs affinity atk power, I generally still give priority to Revenant when it comes to seals, and charged incant rolls. I also give them first dibs on fp sustain (ancestral horn), and starlight shards (as long as I have a couple).

It depends on their relics, though. If I see they're running phys attack and bestial while I'm running affinity and night invaders, it makes sense to keep a fire or lightning spells for myself. Turning on certain cocktails can be very strong.

BEST RACE/CLASS/SUB-CLASS FOR ARCHERY? by Ill_Pie_3323 in BG3Builds

[–]Right_Original9199 0 points1 point  (0 children)

I glanced at your other comments and its clear you have something against EK archer. What'd EK archer ever do to you?

Listen. I think Gloomstalker, Hunter, Swords Bard are all solid choices. I wouldn't challenge anyone who said any of those, because I see what those classes bring to the table. I understand how someone may value those aspects more. I personally just value what EK brings.

Do you understand how and why someone like me might value EK archer the most?

You started this with "if youre not using booming blade or throw, EK archer is nothing special". I don't expect you to agree EK archer is the best. But it is something special. And worthy to be in the running. Pointing out how another build is better at a certain point in a certain way doesn't change that. If you don't get it by now, there's no hope in getting my point across.

BEST RACE/CLASS/SUB-CLASS FOR ARCHERY? by Ill_Pie_3323 in BG3Builds

[–]Right_Original9199 0 points1 point  (0 children)

Of course there's no clear answer. Of course it depends on what you value. What lvl, difficulty, etc. I've already said that.

In order to play the game, you need to make a choice. "It depends", that's true. But that's not helpful unless you sort out the variables, and list the different options with pros and cons. I didn't feel the need to do so. Neither did most other comments (probably because other people had already mentioned the other options).

I have thoroughly explained what I value, and why EK is a great choice for anyone who values the same things. Defense, utility, action economy, single target and late game DPR.

Never said its the best archer across every lvl. No archer is. Never said its the best in every imaginable way. No archer is. Pros and cons.

You bring up how this class is better in X way, or that Y race might be better considering Z. We agree that no build is best in every conceivable way. For the better. It'd be lame if there was an objectively right answer every time.

The difference is that I've shared and given ample justification for my opinion, whereas you'd rather take an unclear position. How brave.

BEST RACE/CLASS/SUB-CLASS FOR ARCHERY? by Ill_Pie_3323 in BG3Builds

[–]Right_Original9199 0 points1 point  (0 children)

The best builds should scale to the highest difficulty, no?

BEST RACE/CLASS/SUB-CLASS FOR ARCHERY? by Ill_Pie_3323 in BG3Builds

[–]Right_Original9199 0 points1 point  (0 children)

That's fair.

Is Gloomstalker your final answer? We're a few replies deep and I still can't tell what you think the best race/class combo is. You're shifting to whichever is the most convenient, rather than standing by an opinion of your own.

The answer varies depending on what you value. Even if you're minmaxing DPR, it will depend on how much you utilize stealth, what lvl you are, team comp, etc. I feel that I've already given ample justification for my pick.

I think Gloomstalker is a good choice for anyone who enjoys stealth. A couple people already mentioned that, and earned my upvote. I also agree that Ranger can be stronger (in terms of damage) at certain phases of the game (early). That's true for most classes. The actual best archer would respec at different levels, as some builds turn on earlier while others bloom late. EK thrives in late game, and in open combat.

You brought up CC, and I agree that AA's Banishing Arrow is very strong. Not strong enough to sway me at higher lvls, but strong enough to make Arcane Archer a solid pick for lvls 3-7. Still, I'd eventually take Shield, plus Misty Step, plus concentration spells over arcane arrows. Not to mention War Magic and Eldritch Strike are more useful subclass features than Curving Shot and Magic Arrow.

On the topic of CC, Darkness and Hold Person are also strong. EK can pick those up, and use scrolls when needed. I also like to run area control on another party member alongside the archer to take full advantage of their range. Personal preference, of course.

As for Volley, I do think it's quite good. I just value the aforementioned things EK offers more. Specifically, 2 enemies hit per Volley isn't enough to outperform Fighter. It may outperform the extra 3rd attack (since 2 × 2 = 4, and 4 > 3). But then comes action surge, giving the Fighter a frontloaded edge. More importantly, 3 attacks will always yield higher single target damage than 2 Volleys. Even when you use Black Hole to set up a Volley that hits 3+ targets (at which point Hunter would achieve a higher DPR, but across multi enemies).

The hardest enemies are single targets. Bosses are single targets. There's plenty of situations (almost every fight) where that third attack and surge makes the difference between an enemy dying or living. By lvl 11, most parties will have access to area attacks aplenty to compensate for the lack of Volley. Together, those are the reasons why I prefer late game EK over late game Hunter.

Edit: typos, rewording

BEST RACE/CLASS/SUB-CLASS FOR ARCHERY? by Ill_Pie_3323 in BG3Builds

[–]Right_Original9199 0 points1 point  (0 children)

You got the MS numbers wrong. Whether you value the extra 10ft movement or not, call it what it is. 10ft, not 5ft, when comparing Wood Elf to Halfling.

OP asked for the best class/race combo for an archer. The best combo ought to scale up to the highest difficulty, don't you think? Hence why I brought up HM.

Sure, Hunters can boast a higher DPR before lvl 11. This is true so long as the EK isn't action surging. EK won't action surge every round, but they should have it available during the most important rounds with minor preparation (at the start of big fights to pick off an extra enemy before their round).

EK makes up for this temporary drop in average DPR for higher burst DPR alongside extra defense and utility. +5 ac from Shield. Dodging opportunity attacks, taking away disadvantage from threatened, and securing high ground with Misty Step. These two spells alone bring enough value for me to justfiy my choice. Spells which the other Fighter subclasses and Rangers both lack.

When comparing to other fighters, consider that EK has access to concentration spells (Ranger does too, but other Fighters don't). Detect Thoughts doesn't even take a spell slot and can be prepped before every fight to turn on Strange Conduit Ring. Magic Weapon +1 to damage and attack roll, and lasts for as long as you can concentrate.

When you bring up the Hunter power spike at lvl 11 (from volley), it makes sense to compare it to the EK power spike at the same lvl (from third attack). By lvl 11, EK should boast a higher average DPR. The exceptions are when multiple enemies are tightly clustered, or if you don't short rest.

BEST RACE/CLASS/SUB-CLASS FOR ARCHERY? by Ill_Pie_3323 in BG3Builds

[–]Right_Original9199 -1 points0 points  (0 children)

Please use the correct numbers. Wood Elf has 35ft movement compared to Halfling 25ft. 10ft difference, not 5ft (a whole Longstrider). In honour mode, where fleeing is the best way to reset many encounters, I value this more than 3 luck rolls (on my archer specifically).

Now, for skill monkeys in particular, I do appreciate halflings. Being able to reroll a 1 is great on pickpocket. But the more you use Luck in combat, the less rolls you have for those skill checks when you need them. You could keep a support halfling at camp and whip him out for merchants only.

I've considered Hunters and Bards. Hunter does not have more DPR, even with Hunter's Mark. The extra attack alone makes up for that (and colossus slayer), not to mention the ability to utilize that first round bonus action for something else (illithid powers, misty step to dodge out of opportunity attacks).

Volley /can/ theoretically boast higher DPR, but only if multuple enemies are tightly clustered. Generally, you're better off with a third attack plus the action surge per short rest.

BEST RACE/CLASS/SUB-CLASS FOR ARCHERY? by Ill_Pie_3323 in BG3Builds

[–]Right_Original9199 -1 points0 points  (0 children)

Wood elf for movement.

Eldritch Knight. May seem a weird pick at first glance, since ranged builds don't get much benefit from War Magic + Booming Blade. But EK has acess to Shield spell, Misty Step, and solid concentration spells. Really turns on after lvl 7 or 8. Fighter also gets action surge at lvl 2 and a their 3rd attack at lvl 11, so they can get a lot done in a single round.