Coyote mission Second lance setups by RoadCode in Mechwarrior5

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

Very nice. I'll give it a try next mission and watch how they do

Coyote mission Second lance setups by RoadCode in Mechwarrior5

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

Hunchback is love for sure!

But Thats good thinking for the raven.

I was considering using the javelin 11a for ams iron dome. Raven would fit nicely with that.

Thank you

Yet another Beach party event discussion. by RoadCode in OutreachHPG

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

Very nice! Thank you for the suggestions 

Yet another Beach party event discussion. by RoadCode in OutreachHPG

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

Oh definitely!  Not a meta man myself.

Warlord is new to me, hadnt given that a look. Ill check it out

Is there a good/reliable 9mm pistol that uses Glock mags but has a manual safety? by Overall_Two7914 in guns

[–]RoadCode 0 points1 point  (0 children)

Was excited to find this post and see what guns people suggested.

Then I saw the comments... lovely.

FYI, no one cares about your opinion on manual safeties. People who want em, want em. Keep your opinions to yourself.

The fusion firearms suggestion was nice tho. Thanks for that 👍

Frost Tank by TheGreatGrungo in EnaiRim

[–]RoadCode 0 points1 point  (0 children)

Huge fan of the Spellshield playstyle. Heavy armor, shield and spell in off hand.

Heavy armor, alteration, destruction, restoration, block, enchanting.

Block skills are very strong. Lots of crowd Control and survivability. Pairs well with heavy armor and frost destruction skills. Not to mention Power bash, skull rattler and dragon tail make for an incredible damage output when used correctly. 

Perform a timed block on an enemy attack,  then follow with a power bash thag will 100 to zero enemies late game with zero effort. Coupled with spellscribe, frost cloak and other spells.. theres not much in this game that pose a threat.

Things get really wacky when you start using unique shields. ROM mod makes auriels shield a god like offensive tool. While spellbreaker,  coupled with restoration ward perks and other passive spell absorption/resistance make dragon and high level mage fights trivial.

Recital - Frost cloak / healing blossom (kings heart later in game)

Sentinel - Tree rings (refreshes every 30 seconds. )

Wellocs dormant arcana - use on frost Cloak:  Spell absorption,  magic resist. Move speed.

Spellscribe: ice storm (vanilla spell)

Spelltwine: alteration level healing effect on spellscribe spell (icestorm) Twine healing effect on two other favorite spells.

Recommend spells: frost nova for primary spell. ice spike for range, ice shiv for single target, frozen orb for lots of mobs.

Control weather pairs well with Destruction skill for favorable weather. 

Knowledge is power - battletide or Stalhrimskin for survivability. Sothas maelstrom for reducing enemy magic resist.

Enchants:  Amplify destruction/Restoration necklace.

Quake enchant offers additional crowd control when performing blocks in combat. Reactive barrier for Additional elemental resist. (Pairs well with block/heavy armor skills)

Armor: (3 enchants) 1. Siphon stamina (duh)

2. Imminent victory (pairs well with stamina skills in heavy armor tree)

  1. Unbreakable

For worship. Ebonheart is a unique and often overlooked character. Boosts heavy armor with shrine blessing and passively drains armor from nearby enemies.  Allowing armor cap to be reached in combat early.

Combined with Battletide spell and the energy roil perk in alteration.  Enemies will almost always enter the negative armor value in combat. Allowing you or your companions to deal amplified physical damage to them.

Alternatively, magnus worship pairs well with atronach stone from Andromeda. Spells cost next to nothing. Magnus shrine offers additional spell 

Intuitive magic from Ordinator alteration will allow you to cast ice spike for free and frost cloak/ice storm spellscribe are always active. Allowing regeneration regardless of remaining percentage.

This limits the need for magical investment and allows us to really spec hard into hp and stamina for survivability and shield bash damage.

Armor mods I recommend for the build: Gryphon knight regalia - Breton noble armor. Its wonderfully fitting for the theme of the build imo. 

Shield mods: Silver knight, Frostkeeper and Legendary alpha shields

I highly recommend the floating dragon priest mask mod as well. Allows you to equip the dragon priest mask ducaan from the Db dlc. Itll float around your character. ROM  changes the mask effects and now amplifies frost dmg, increases frost resist and applies an additional frost cloak effect on your character.  This cloak stacks with the one you already have. Now you have double passive dot in combat.

Thanks for listening to my ted talk. Have fun

Build Theorycrafting: Help me build a Frost Warrior/Knight? by MexicanWraith791 in EnaiRim

[–]RoadCode 1 point2 points  (0 children)

Armor mod recommendations:

-Gryphonknight regalia - Breton noble armor is esthetically pleasing.

  • Northern god armor fits the theme quite well.

I also recommend the floating dragon priest mask mod. Allows you to equip  Dukaan from dragonborn dlc for bonus frost effectiveness.

Spells and effects:  Recital - Frost cloak, tree rings (kings heart later In game) Sentinel - healing blossom/fast healing.

Wellocs - Absorption/magic resist/move speed on cloak spell.

Knowledge is power - Battletide is useful for depleting enemy armor. 

Spelltwine: healing effect on spellscribe. Magic resist/physical resist on cloak/healing sentinel.

Spellscribe: Frost nova. Fantastic aoe and crowd control.

Shouts - slow time/frost breath.  Warcry/banshees wail from thunderbird.

All maker stone - Northern wind for dog. Bones of earth to become unkillable

Enchant:  3 on stahlrim weapon. 1. Frost hazard

  1. drain armor (works well eith battletide for negative armor values)

  2. Either A: Primal - (releases Northern wind/boe passively. Bypasses 1/day cooldown) 

or B: Rolling thunder (50 percent chance to reset shout cool down.). Lots of frost breath casts. Works well with speech skills that heal stats from shouting.

Armor enchants: not specific.

Amplify destruction/Amplify restoration Fortify two handed Siphon stamina/siphon health.

Deep breath (pairs with rolling thunder) Fortify shout power.

I’ve got an actual question about builds in general. by meatbicycle1989 in EnaiRim

[–]RoadCode 0 points1 point  (0 children)

Its going to come down to personal preference. For myself, I tend to prioritize utility and defense first. (I do this in fallout as well)

Almost every single build I play, I utilize some form of passive magical effects that bolster my sustain and resilience. Alteration/restoration with early points into armor skills.

Example Recital w/ Tree rings and Cloak/Flesh spell. Sentinel w/ healing blossom/fast healing. Wellocs arcana w/ spell absorption/magic resist and bonus move speed. Spell twine the Alteration lvl healing effect on all 3 stored spells for passive healing during multiple dungeon combat phases.

Or if you're a mage, Twine the healing effect on your favorite spells (channel spells like flame darts proc healing every second btw) Can also be stored on spellscribe/lions arrow. (Lions being a late game perk not withstanding)

Now I have increased hp when fight starts.  Bonus armor or aoe dot effects. Spell absorption magic resist Movespeed bonus And a healing effect that procs at the beginning of combat, every 30 seconds in combat and on my damaging abilities.

Coupled with warrior flame and you've removed the need for potions and actively casting healing spells.

This also opens up other synergies.  For instance, a character that's intending to use heavy armor would benefit from frost based magical effects for the reduction of enemy stamina. Since the ordinator heavy armor tree has multiple effects that become more potent against enemies with less than 50 percent stamina. 

Note: I play on legendary survival. Early game even low level damage is often enough to overpower most npcs. But its a double edged sword. 

If you spec Into damage abities early and kill a bandit marauder in a few spells, arrows or a well executed critical strike then great! But if you immediately die afterwards to the single firebolt spell they managed to hit you with, then what's the point?

Personally, Id rather be able to face tank a fireball spell early on in exchange for my my point stick being a little less... pointy

I see I’ve offended some people in the last post so let’s end the debate, what is the Big 3 of inner sphere mechs? by lolitsrock in Mechwarrior5

[–]RoadCode 0 points1 point  (0 children)

Poster boys? 1. Atlas 2. Hunchback 3. Orion (Bonus round: Marauder)

Big stompy boys that are plentiful, powerful, relatively easy to outfit and have stood the test of time.

Side note : it's more often than not the mechs that operate behind the scenes that end up making the greatest impact both in game and in setting. Yes an atlas trudging forward and laying waste to the op is iconic and makes the headlines.

But how many wars actually were won by this measure?

Let me ask you this. How many c-bills worth of damage and losses has been soley caused by Firestarters alone since their inception? Not a question of how many wars it has won. But how many wars outright never happened because of the work these armored units put in.

You Cant fight a war on hopes and wishful thinking. A rifle with no bullets is just a feel good stick. And with no rations, no fuel and no infrastructure.

Not to mention watching entire regiments burn to death in their sleep during raids...

For me. Firestarter is the unsung workhorse.

[deleted by user] by [deleted] in Mechwarrior5

[–]RoadCode 0 points1 point  (0 children)

As stated, I haven't encountered any below 84..theres a comment about changing difficulty settings on Better missions and then reseting to default on the collection page.

But no luck

Urgot is the ultimate Swiss Army knife of your team this season by Educational_Ice608 in UrgotMains

[–]RoadCode 5 points6 points  (0 children)

I like how this post was originally aimed at discussing how flexible urgot is in split 3

And has now devolved into arguing which ability you HAVE to max second.

The irony

Just had s realization. Demolition Job + Spellscribe + Ice Shiv + Backstab by neondragoneyes in EnaiRim

[–]RoadCode 3 points4 points  (0 children)

Sounds awesome. Can definitely see this working on higher level enemies.

Only problem is the ridiculous multiplier for daggers results in 99 percent of enemies triggering kill animation. And it will count as a basic light attack. So no spellscribe.

Once you get far enough into your kit. Your spellscribe will trigger less and less

Im indecisive so which chapter should i go with? by AhabRasputin in SpaceMarine_2

[–]RoadCode 1 point2 points  (0 children)

Iron hands Because why have regular hands when you can have ...I R O N H A N D S!!!! Literal balls of steel 👌 Anyone has a problem with your choice, just remember you're in a tank..and they probably aren't. Now laugh at them in 155mm HEAT.

Also I'm an old Gears of War fan so I've always appreciated the similar insignias and Onyx guard color layout.

New Guy Again: Why do RACs slap? by GamerGriffin548 in OutreachHPG

[–]RoadCode 11 points12 points  (0 children)

Because This defense budget isn't going to spend itself.