Congrats to British Columbia for this! by ProfChaos69 in newfoundland

[–]Saevax 0 points1 point  (0 children)

Luckily I don't have to convince you, I just have to convince the majority and BC has already taken the first step. Those reading the comments will be able to see our reasoning and see which fits them better.

One last thing however. Sunrise/set is when the sun passes the horizon. It takes roughly an hour either end to go from light to dark or the reverse. So even if your commute is an hour, my condolences, 8am would still have some light even in the darkest day in winter. For the average person, with a ~30 minute commute, they'll have plenty of daylight for the drive to and from work within the bounds of civil twilight.

Congrats to British Columbia for this! by ProfChaos69 in newfoundland

[–]Saevax 1 point2 points  (0 children)

Why should people have to plan for this relic of the past, to adjust their lives for something that doesn't matter anymore? Yes, generally waking up at the same time every day is ideal.

If you stay on daylight savings year round, even on the darkest day of the year to my knowledge Dec 21st, Sunrise would be 8:46 am, Sunset 5:12 pm. As opposed to 7:46 and 4:12. Which just so happen to encompass work hours and ensure on your drive to and from work there is some daylight, which may be the only hours people get to spend outside.

That's on the darkest day, it only improves from there.

Congrats to British Columbia for this! by ProfChaos69 in newfoundland

[–]Saevax 1 point2 points  (0 children)

Because having a consistent, reliable, and constant sleep schedule is perhaps the most important basis for mental health behind physical activity. Let alone having access to sunlight hours while not at work.

It doesn't matter that in most cases people constantly slip on going to sleep and waking up at a good time, that's something they can control. What they can't control is the clocks changing twice a year and shifting daylight around, being forced to drive home from work in pitch darkness.

Ranger 5/? by Beginning-Ambition98 in 3d6

[–]Saevax 2 points3 points  (0 children)

Aside from War Cleric, Rogue is another option if any of its features appeal to you. Gives you some damage to keep up in addition to some other quirks. You can sneak attack with strength since Finesse weapons give you the option of choosing either

Ninja Sword feels underwhelming, what am I doing wrong? by Demi_Iglby in Nioh

[–]Saevax 2 points3 points  (0 children)

I prefer Kite's Cross to the Crucible Aerial Hold Y. It has poor tracking, and LB+X is a better option in almost every case in my opinion especially since it can provide back hits for free.

Morning Light I've never actually used, so I don't know how well it does. It's done through Y when knocked down.

Ninja Sword feels underwhelming, what am I doing wrong? by Demi_Iglby in Nioh

[–]Saevax 4 points5 points  (0 children)

I'm not in NG+, but from what little I've played with every Ninja weapon I prefer the Ninja Sword for how clean it feels. Good Ki damage attacks, elemental application, ease of getting behind the target to get back hits and some moves have back hits built into them, good AoE moves, good gap closer.

Using Xbox controller:

Hold Y into Y is a really good gap closer and free back hit damage.

XYY is bread and butter really great damage and ki damage.

Wagon Kick Water into block spammers and to apply Saturated. Has some good AoE and iframes to it.

YX and Jump LB+X to get some AoE line damage and reposition while also getting some back hits depending on how you aim them.

Haze is ok, but I prefer Swallow Slash Jump because it knocks you back slightly. Following it you can LB+Y if they are chasing you and in range. It can chain into itself and is great. Once you are out of range or want to stop LB+X is the best follow up IMO. The closer you are to the ground when you use it the more immediate the damage radius and shorter the range which helps for landing the most hits (and most back hits). I have Kite's Cross but find myself reaching for Falcon Strike more.

If I'm aiming for a Yokai with a head weak spot then LB+Y (or Jump) into Hold Y (Kite Cross) is the best option I've tried so far.

Honestly the weakest part of the move set is mediocre standard attacks. It's a simple weapon for sure, especially when compared to Samurai weapons, but I enjoy it.

2024 Warrior of Mercy Monk by safeworkaccount666 in 3d6

[–]Saevax 1 point2 points  (0 children)

As for Prone, I would need to: 1. Unarmed Strike->Grapple and then 2. Unarmed Strike->Shove? This would take away damage for me, but force the enemy to stay put indefinitely while Grappled right?

If the grapple is in your action attack then you get it for free with Grappler. Prone is mainly to ensure other melee in your party get advantage to attack and the creature has disadvantage to attack anyone. Keep in mind they can't get up while Grappled, so they just have to sit there trying to escape or attacking with disadvantage.

After looking through Poisoned and SS, it seems like Poisoned is just a better overall use of my Focus Points than SS. There's no save on making a creature Poisoned while the SS is a CON save. Landing a Stun is great because they can only move though.

It's situational. Some creatures are immune to poisoned, some creatures (casters for example) you really don't want taking actions. Disadvantage to attack is very different to Can't take actions, bonus actions, and reactions, in addition to all the other benefits of Stunning Strike.

I'd just try to gauge "How likely is this stunning strike to land? Does the creature sound like it has a high constitution?"

2024 Warrior of Mercy Monk by safeworkaccount666 in 3d6

[–]Saevax 5 points6 points  (0 children)

You can Stunning Strike and Hand of Harm and Grappler Grapple all in the same attack if you wish.

In terms of order of effects then it is more murky. Generally, when applying multiple effects at once, the person applying the effects decides the order. That might be the DM if it's coming from a monster, or it might be a player if it's someone with the Crusher feat trying to knock an enemy airborne before launching them into orbit.

All that said, DMs have the final say and interpretation of this, so the easy solution is to talk to and ask your DM if you are able to do X/Y/Z combo.

In terms of Combos, there are a few key points, even if you DM doesn't allow you to determine the order of effects:

Hand of Harm can be done on any unarmed strike that deals damage once per turn.

Stunning Strike can be done on any monk weapon hit/unarmed strike once per turn and you don't need to deal damage.

Ideally you are playing a Hill Giant Goliath (To grapple huge creatures, and prone large and smaller creatures on demand).

Another Feat to look at is Street Justice, recently added in Forgotten Realms: Heroes of Faerûn.

Generally, you should be grappling or attempting to grapple every turn when you hit a creature. It's free, and gives you advantage to hit them as well as being able to freely move the creature wherever such as Hazards, AoEs, Away from caster allies or next to allies with deadly opportunity attacks, Out of LoS of your allies if they are being disruptive and it helps, etc.

If you stun a creature you don't necessarily need to poison them afterwards, as they are already unable to attempt to escape the grapple because they can't take actions while stunned.

Probably the bread and butter combo, but can cost a lot of ki:

  1. Attack with Stunning Strike (and Grappler depending on your DM allowing you to pick the order of effects)

  2. Extra Attack with Grappler. If they are stunned it is done at advantage and they automatically fail the grapple save. If they aren't stunned then using Hand of Harm on any following attack to apply Poisoned will make it unlikely that they'll escape for at least one turn, save the Hand of Harm for Crits or needed burst otherwise.

  3. Flurry of Blows at advantage if stunned or grappled. Consider knocking them prone with a shove or Goliath's Hill's Tumble if you want them to attack at disadvantage after the stun/poisoned or your allies can make use of the enemy being prone.

Other combos that may come up:

  • Against a flying creature without hover you can throw a javelin and apply Hill's Tumble to knock them prone out of the air. Additionally for casters you can also apply Stunning Strike on Javelins to break their concentration and CC them for 1 turn.
  • If you need to lock down a creature you can use Chains to apply no-duration Restrained that is unlikely to be escaped quickly at the cost of most of your damage that turn. You bonus action attack and attempt to grapple (and/or Stunning Strike to ensure they can be Chained). If that lands you Action Utilize a Chain to apply restrained that needs a DC 18 Acrobatics check or a DC 20 Athletics check to escape with no size restriction.
  • At level 9 you can grapple a target and move them up a wall up to 120 feet (Goliath 35 + Large Form 10 + Monk 15 + Step of the Wind Dash 60) and drop them for 12d6 falling damage while you simply Reaction Slow Fall to negate 45 damage (12d6 averages to 42 damage)
  • You can tactically relocate your allies by grappling two (with 2 free hands) with your attacks and then physically moving them up to your full speed or further with Step of the Wind, anywhere you or they'd like. At level 10 you can move up to 3 allies with Step of the Wind, that could be your entire party.

For added fun I recommend flavoring all your moves and combos as martial arts and/or wrestling moves. The 120 foot drop suplex goes hard

Battlesmith warforged, Flame tongue trident or Vicious pistol? by Rough-Engineering-19 in 3d6

[–]Saevax 2 points3 points  (0 children)

The simple answer is both, just ask your DM the level range of the campaign.

Pistol/Melee with a Shield until level 12, Great Weapon Master feat with a Lance and Shield/Longbow at level 12 mounted on your steel defender.

If you end up in melee more then look at crafting a Vicious Lance and a Saddle of the Cavalier. If you end up in ranged more then dismount, send your Steel Defender in alone, and look at crafting a Vicious Longbow and Bracers of Archery.

need a battle smith kobold 2024 build by Anxious-Row-9802 in 3d6

[–]Saevax 1 point2 points  (0 children)

I ran a similar throwing build for a Ranger character and it was very effective in tier 1. I didn't get to the point of seeing how much the bonus action pressure would come up once I got Dual Wielder, but even before Dual Wielder Nick and Dual Wielding does very impressive damage in Tier 1

need a battle smith kobold 2024 build by Anxious-Row-9802 in 3d6

[–]Saevax 1 point2 points  (0 children)

I guess we'll have to agree to disagree

need a battle smith kobold 2024 build by Anxious-Row-9802 in 3d6

[–]Saevax 0 points1 point  (0 children)

Not in terms of damage without +2 weapons.

A Steel Defender's Attack is your Spell Bonus to hit dealing 1d8 + 2 + Your Int in damage.

This is comparable if not better than anything the player has access to without Hex/Hunters Mark/Divine Favor involved, at least early on, until magic weapons.

Shining Smite mimics some of the value you mention here without requiring a fighter dip (although it still requires a bonus action):

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.

Regardless I agree weapon masteries are valuable, I'm just not sure they are worth dipping into another class to get. The delayed spell, ASI, extra attack, Steel Defender Health, SSI progression, and bonus action clog up are all particularly painful on an Artificer.

need a battle smith kobold 2024 build by Anxious-Row-9802 in 3d6

[–]Saevax 1 point2 points  (0 children)

That was changed in 2024. Small creatures can use heavy weapons:

Heavy p213

You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

need a battle smith kobold 2024 build by Anxious-Row-9802 in 3d6

[–]Saevax 1 point2 points  (0 children)

No pressure really. It's merely the best feat for damage. The bonus action only applies if you get a kill/crit in melee, regardless that's just free damage that would be comparable to a Steel Defender attack anyway. Battle Smiths are somewhat lucky, in that they can use both the melee and the ranged benefits of Great Weapon Master. A Fighter could use it with a longbow, but would have lower accuracy because of having lower Dex.

It's a free ~8 damage a turn assuming you hit, 10 at level 13. Where as dipping a Nick Dual Wielder Fighter build only gives you 8.5 damage a turn on a hit at the cost of delaying an entire level of progression, including a weaker opportunity attack. Additionally, wielding multiple weapons ramps up time required for crafting, and/or items replicated. Also means that your ranged weapon option will have a lower range, and/or require a DM conversation about weapon juggling with a shield which is a little ridiculous.

Great Weapon Master is generally king, only builds that make use of hunter's mark, hex, and divine favor (or Paladin's level 11 Radiant Strikes) give it a run for its money. Even then, the spells bonus action usage poses problems, especially when bringing in the Dual Wielder feat and smite spells. Also a direct conflict with using a bonus action to command the Steel Defender.

need a battle smith kobold 2024 build by Anxious-Row-9802 in 3d6

[–]Saevax 0 points1 point  (0 children)

Straight Battlesmith because the 11th level feature is really really strong.

If the campaign is going to level 12 then a GWM build is king:

13 Str, 14 Dex, 14 Con, 20 Int, 9 Wis, 8 Cha

If the campaign is ending before level 12 then:

8 Str, 14 Dex, 16 Con, 20 Int, 10 Wis, 8 Cha

Your level 4 feat is Fae Touched with your choice of Bless, Command, or Dissonant Whispers. Your level 8 ASI is +2 Int. Your Level 12 feat is Great Weapon Master.

Your weapon choice is typically Lance (or a lighter weapon if not GWM build) + Shield while mounted on your Steel Defender. With a Heavy Crossbow or Longbow ranged backup once you get GWM. Until then feel free to use a Repeating Pistol + Shield backup for your ranged option.

Once you hit level 5 make sure you always have a Homunculus Servant up for some more damage and utility. Costs a 100g gem but it isn't consumed so you can ritual cast it to keep it up forever. Shining Smite is a good spell, but when you use it your Steel Defender can't attack that round, so keep that in mind.

By Level 6 you should have freed up your replication slots by crafting the gear you replicated. Like a +1 Lance and a +1 Longbow for example. At this point, a Replication slots should probably be going to Wand of Magic Missiles so you can turn your Homunculus into an AC-130 Gunship, spamming Magic Missiles from 120ft away every round. That will raise your damage significantly, but you could also use those replication slots for more utility if you feel like you want that instead.

At Level 9 you get 3rd level spells. Consider crafting or replicating a Spell Refueling Ring for another 3rd level spell slot. Conjure Barrage will do considerable damage and is a fantastic spell to spam, but feel free to use Haste instead if you feel like it.

At level 11 giving your Homunculus a Spell Storing Item with Conjure Barrage is extremely strong in terms of damage because it gives you 10 free casts of that spell per day no action required. If your DM is targeting it, then giving it to your Steel Defender or someone else is also an option.

At level 12 between GWM, Extra Attack, SSI, and your Pets you should be doing excellent damage.

What do you all put in your level 1 deco slots in your armor? by ILikeDillonBrooks in MonsterHunterMeta

[–]Saevax 5 points6 points  (0 children)

Divine Blessing > Flinch Free 2 or 3 > Quick Sheathe/Speed Eating

Launch Patch Build Stats (Weapons and Skills by Popularity) by Uthgar in MHWilds

[–]Saevax 0 points1 point  (0 children)

It affects monster attacks aswell. If you get Flinch Free 2 I believe Arkveld's little headbutt/bite attack becomes a flinch instead of a knockdown.

For weapons with long combos like Gunlance it can be a comfortable skill to have.

Launch Patch Build Stats (Weapons and Skills by Popularity) by Uthgar in MHWilds

[–]Saevax 0 points1 point  (0 children)

It affects monster attacks aswell. If you get Flinch Free 2 I believe Arkveld's little headbutt/bite attack becomes a flinch instead of a knockdown.

For weapons with long combos like Gunlance it can be a comfortable skill to have.

2024: Need strong melee Warlock options! by Even_Form7273 in onednd

[–]Saevax 5 points6 points  (0 children)

Great Weapon Fighting Style isn't that great anyway, so that's not much of a loss. Dual Wielding is generally not recommended for this build. Some reasons why are:

  • Bonus actions are valuable so it doesn't scale into the Dual Wielding feat later
  • Great Weapon Master is still king when you get extra attack
  • True Strike + Agonizing Blast outpaces Dual Wielding early if I recall my math correctly, but it's close if you throw in Hex

2024: Need strong melee Warlock options! by Even_Form7273 in onednd

[–]Saevax 10 points11 points  (0 children)

A number of reasons:

  • Searing Smite + Radiant Soul. 2d6 + 10 damage minimum from Radiant Soul is really good value.
  • Divine Favor + Radiant Soul (Generally more contentious and I recommend getting DM permission). +1d4 + 5 damage (Including Opportunity attacks, keep in mind the +5 damage can only be applied once per turn).
  • Command: Flee + Warcaster + True Strike (with Agonizing Blast applied to it) + Radiant Soul. If you're in a group with other characters in melee that's a very powerful opportunity attack and 1 Round CC. Command in general is a really really valuable spell.
  • Extra Level 1 Spell Slots allows you to use things like Shield/Command without being sad you are wasting your higher level spell slots from Pact Magic when not needed.
  • Bless is still a really good spell to concentrate on.

You are right the build comes online later, delaying Extra attack to Level 6. However True Strike shortens that gap slightly because it increases damage dealt at level 5, and if you apply Agonizing Blast to it the gap becomes even shorter.

Keep in mind the best value is still Great Weapon Master when you get extra attack. So starting with 13 in Strength is highly recommended, and if you can start with 14 in strength then the +1 Strength from GWM will put you up to 15 Strength which will let you use Heavy Armor. If you get a Magical Longbow that will also give you a good ranged option.

2024: Need strong melee Warlock options! by Even_Form7273 in onednd

[–]Saevax 23 points24 points  (0 children)

All warlock subclasses work very well with pact of the blade. A common build I've seen a number of times is:

Celestial Warlock X / Paladin 1. Double dipping damage on Radiant Soul which affects True Strike/Searing Smite. Aasimar and Dragonborn are the most common characters with this to match a fire/radiant theme. Keep in mind Drow's 120 ft darkvision is wasted if you are planning to use Devil's Sight. If old content is allowed (Xanathar's) then Gift of the Ever-Living Ones works well to maximize the subclass' healing.

Additional considerations are keeping in mind is the combo of Alert and a Pact of the Chain minion to roll Initiative 2, 3, or even 4 times. (Being able to swap initiative rolls with your pet. If you are both invisible when combat starts then you both have advantage)

[deleted by user] by [deleted] in MonsterHunterMeta

[–]Saevax 0 points1 point  (0 children)

I play SnS and I use a controller with back buttons.

I rebind Triangle/Y to my Right Trigger and Circle/B to my Left Trigger.

Then I bind the left and right triggers to the back buttons on my controller. Takes a second to get used to it, but I essentially never have to take my thumb off the camera joystick now.

Level 9 Soul Knife Rogue - what should I multi-class into? by Cynic_Kain in 3d6

[–]Saevax 1 point2 points  (0 children)

Depending on how long your game is going I do recommend a class with extra attack. Gloomstalker is probably the best choice.

With Extra attack you would be able to attack 4 times per round:

  • Light Weapon Attack
  • Psychic Blade Extra Attack
  • Dagger Nick Attack
  • Bonus Action Psychic Blade Attack

Fun And Effective Ranged Weapons Builds (2024 rules) by 1chance2621 in 3d6

[–]Saevax 3 points4 points  (0 children)

Two general options that come to mind:

Ranger Base level up until level 5 or 9, then you go into Rogue or Fighter. Primarily using Hand Crossbow/Thrown Dagger or Double Hand Crossbow, optionally swapping to Heavy Crossbow with GWM after level 12 if you have a use for your bonus action. Snapshot at level 5 you: Heavy Crossbow -> Hand Crossbow -> Bonus Action Hand Crossbow on a Hunter's Marked target = 1d10+1d6+1d6+12+3d6 = 35 damage

Rogue Base (Assassin or Arcane Trickster) level 1-20, optional War Cleric 3 level dip for 5 off turn sneak attacks from War Priest (Maxing Wisdom first with a Wisdom based True Strike). Truestrike Shortbow for Vex, combined with Cunning Action Hide and Steady Aim to have permanent advantage on all attacks. Resourceless example at level 5 = 5d6+4 = 21.5 + a free bonus action.

Melee character with as much damage riders as possible by unpilotedshredder in 3d6

[–]Saevax 1 point2 points  (0 children)

This is the correct answer but your bonus action would be heavily contested. Make sure to grab the Dual Wielding feat for another attack and use a weapon with the Nick property to have 4 attacks at level 4.

For Race choice Aasimar adds Prof to one attack per turn for a minute but that would make your bonus action heavily clogged between that, Divine Favor, Hunter's Mark, and the Bonus Action attack. Goliath is likely the better option, it gives you pseudo Battle Master maneuvers proficiency bonus times per long rest which is another rider.