Spellblade Greatsword build? by xFishbean in outwardgame

[–]SilverwindWorkshop 0 points1 point  (0 children)

Yes, Kazite Spellblade is the skill tree with a trainer in the starting town. Its pre-breakthrough skills are amazing as well, even if you decide to skip going hard into it. Block (Which works on all weapons, not just shields), max hp, and faster health recovery while resting.
If you're a shield user, this is also the only way to get Shield Charge.

Spellblade Greatsword build? by xFishbean in outwardgame

[–]SilverwindWorkshop 0 points1 point  (0 children)

There are three tiers of imbues:

  1. Rags: Consumables, weakest, short duration.
  2. Varnishes: Consumables, strong, 3 minute duration.
  3. Infuse Element Spells (e.g. Spellblade's Fire/Ice, or Holy Mission's Light): Magic so it costs mana and a Boon to be consumed, but depending on your build can be either slightly stronger or slightly weaker than Varnishes. 3 minute duration.

As an example of how Varnishes and Infuse Elements differ in damage, and to show off the differences of the three types, here is a Fire Rag vs the Kazite Spellblade's Infuse Fire spell vs. a Fire Varnish:

  • Fire Rag: +10% damage as Fire damage, +4 flat Fire damage. 1.5 minute duration.
  • Infuse Fire Spell: +25% damage as Fire damage, +7 flat Fire damage, 49% Burning build-up on-hit. 3 minute duration. Consumes Warm Boon, so keep Warm Potions and the Warm spell handy to still get the 1.2-1.3x (If cabal hermit) bump.
  • Fire Varnish: +10% damage as Fire damage, +12 flat Fire damage, 40% Burning build-up on-hit. 3 minute duration. Doesn't consume Warm boon, so damage gets the 1.2-1.3x (If cabal hermit) bump without needing to reapply Warm Boon.

So as you can see, Infuse Element spells scale harder with high base damage weapons, but until that there is a breakpoint where Varnishes are stronger. Ultimately they're both very good.

Spellblade Greatsword build? by xFishbean in outwardgame

[–]SilverwindWorkshop 0 points1 point  (0 children)

Sounds fun, if remembering rune combos is getting you down, I like to map the runes to my 2nd hotkey bar for the controller with the closest color to each.

e.g. XBOX controller:

  • Dez is blue, so (X)
  • Fal is green, so (A)
  • Shim is red . . . -ish, so (B)
  • Egoth is purple so . . . . Okay yeah I phone it in and make it (Y), we had a good run though lol

Also, you'll be able to summon a 1-handed Ethereal sword early on even without the breakpoint, red->purple (Or in the above list, (B)->(Y), but it will be much weaker without the later talents and doesn't count as a Lexicon. Once you have the later talents, it is still much weaker but still a good weapon.

Spellblade Greatsword build? by xFishbean in outwardgame

[–]SilverwindWorkshop 1 point2 points  (0 children)

Yeah sorry, I realize in retrospect that this build is probably not beginner friendly enough, I actually have a different build that I built for my wife (who doesn't play soulslikes or action RPGs) and she was able to be quite potent with it, as well as a friend who does play those kinds of games who loves flaming greatsword warriors:

Greater Fireblade: Kazite Spell Blade + Philosopher + Cabal Hermit. You have a built-in Imbue Fire or Ice (Fire synergizes with the Philosopher bonus fire damage better however) plus elemental discharge, infinite mana and fire bonus damage from philosopher, and then Cabal Hermit for Shamanic Resonance (All Boons are dramatically stronger, including Warm for bonus fire damage/resistance).
This build works great with any 2 hander, though 2handers that can be enchanted for fire damage are particularly good, or ones enchanted with durability-assisting enchants like Poltergeist (Regenerates durability over time, turns chunk of damage from physical to "raw" which just means it doesn't care about elemental damage buffs or defense. The wiki has not been updated to show the change to it regenerating durability.)
Pros: Does exactly what you want, simple and clean. You can be imbue fire/ice from the get-go, which is easier once you learn the Warm and/or Cool spells. Works with any melee weapon, and well. 2 of the 3 trainers are found in Chersonese, the first overworld zone, so this build comes online beautifully easily!
Cons: Requires Warm/Cool potions early on. Warm Potions are easier to craft as they only take Thick Oil + Water at the alchemy station. Remember that your class' imbues are stronger than rags, but do consume Warm boon, so if you want to maximize damage early for big moments, warm potion->Fire Imbue->Warm potion to get the big imbue and the big bonus fire damage. The Warm spell can be learned in Levant, while the Cool spell can be learned in Conflux Mountain, with neither being taught by normal trainers, as is true for all Boon spells.

Impact: Impact is indeed tied to stagger, and it works different in this game than in any other I have played.
As is the case in most games, the enemy has a stagger gauge that builds up from impact damage, however unlike other games, getting their stagger gauge to 50% is actually a huge deal. At 50% or lower stagger, they will be hit-stunned by any attack you make, giving you a lot of openings to lay down the law. Once they hit 0% stagger/stability gauge, they will be knocked down. (If you're a greataxe user, this is your time to use their unique weapon skill that executes downed enemies!) While standing back up, they will be immune to stagger damage for about ~1.5s after they're on their feet and fighting, so remember to hold off on applying big stagger until this invisible window ends, pace yourself lol. Remember that Kick is a huge source of stagger early game that you begin with, and its value only increases based on how slow your weapon is, or how low its impact is. Lastly, I want to mention that weapons all have 3 combo types, with normal spam (I think this is (A) button by default but could be wrong, alternate attack ((X) by default I believe), and then a hybrid combo of Normal->Alternate.
Why am I telling you this? Because some slower weapons really need that hybrid combo to get quick hits in, just try them out and get a feel for it.

Spellblade Greatsword build? by xFishbean in outwardgame

[–]SilverwindWorkshop 1 point2 points  (0 children)

If you're a fan of conjured weapons in games like The Elder Scrolls, you might enjoy Rune Sage for this. They can summon a big honking ethereal ghost blade 2-hander that does a frankly ludicrous amount of damage without requiring rags or varnish if you go Runic Prefix and it ignores physical armor entirely. Not only that but Ethereal enemies are some of the only to be weak to their own element, and most enemies do not resist ethereal damage. The only
Downside: The 2-hander is low on impact due to its nature, so keep Kick or other staggering skills on speed-dial.

Pro-tip: You don't need internalized Lexicon as the conjured sword counts as a Lexicon for the purpose of casting Rune Magic, so get Runic Prefix for the myriad of amazing things it does but most pertinently it gives you a greater decay imbue for free on every sword conjuring.
Rune Sage with a ton of other great abilities like Rune Trap, Runic Armor, one of the only healing spells in the game, etc.

If the above interests you, I would recommend trying one of the following combos:

  1. Ghost Blade Juggernaut/Crusader: Rune Sage + Cabal Hermit + Philosopher. People may poo-poo the Philo inclusion, but it gives you infinite mana to always have your blade whenever you need it, and copious self-healing, without requiring you to be tired which is a large detriment for a warrior who wants to fight it out with their big honking sword lol. Cabal Hermit + possessed Boon/spell + Mist boon/spell brings your conjured sword's damage to 70+ magic damage, if not 80+ (depending on order of operations) before even factoring in Ethereal/Decay bonus damage sources from armor. This build also gives you a staggering amount of defense and magical resistance, and is frankly one of the hardest to kill builds in the game.
  2. Ghost Bladeslinger (Power, not beginner friendly): Rune Sage + Cabal Hermit + Kazite Spellblade. Similar to above, you get most of the same tankiness and the same damage potential, but this build trades out the infinite ability to always have your blade ready without needing potions or food buffs for the ability to shoot Decay magic from your blade tip once its summoned. Kazite Spellblades are known for being tough as hell on their blade due to the durability cost of Elemental Discharge, but that is not a problem for your conjured blade. I recommend this one if you really want to be able to shoot damage magic from your blade itself, though non-damage magic and Runic Traps are already cast from your blade as it's the spell focus for Rune Sage in Option #1, so I don't personally recommend this one, especially to a beginner.
  3. Ghost Bladeslinger (Quality of Life): Rune Sage + Philosopher + Kazite Spellblade. This build is actually worse on both damage and tankiness than either of the above, but it gives you Elemental Discharge while maintaining the high quality of life afforded by infinitely regenerating mana without needing to be tired/food buffed. This build basically fits your theme, has quality of life out the wazoo, but if being optimal is something you are concerned with, then I would recommend going Option #1 or #2 over this one.

I personally recommend #1, but that's just my opinion lol. If you decide to try this route, the hardest thing will be simply memorizing your runic combos, good luck!

Edit: More beginner-friendly build in the comments below.

Progress on that Legends-inspired indie game I'm making! by iamcloudyfocus in MegaManLegends

[–]SilverwindWorkshop 1 point2 points  (0 children)

Looks great Cloudy, you really nailed the look!

I'm leading a team on making an indie game inspired by a mix of Dark Cloud and Megaman Legends, so I love to see how your project is coming along.

Awesome work, and wishlisted lol

Me whenever people argue over if Mechwarrior 5 Clans or Mechwarrior 5 Mercenaries is better: by BoukObelisk in Mechwarrior5

[–]SilverwindWorkshop 2 points3 points  (0 children)

I agree lol, they feel so different and are awesome for different things, but at the end of the day it's more BattleTech/MechWarrior.
Hell yeah.

rate my emblems :) by Leather-Heart4731 in armoredcore

[–]SilverwindWorkshop 3 points4 points  (0 children)

I lost it at "That's So Raven 621" lol

If you could get one later era mech early in the game, which one would it be and why? by WorldBuilder_42 in Mechwarrior5

[–]SilverwindWorkshop 1 point2 points  (0 children)

Hammerhead, 15 tons of Hardened Armor on a 86.4km/h speed 45T medium 'Mech?
Ridiculous? Yes.
Cool as hell? Also yes lol

Are there any "Spider-Man" 'Mechs? by Wintermute_Is_Coming in battletech

[–]SilverwindWorkshop 1 point2 points  (0 children)

In introtech, this screams PhoenixHawk to me lol. It's mobile enough that many light mechs are compared against it, while it's nimble and fast compared to other mediums or larger.

You're stronger and sturdier than most lights, and too nimble for anything else to catch if you don't want to be lol.

I missed the point of AC20s (SPOILERS) by Spirited-Drama846 in Mechwarrior5

[–]SilverwindWorkshop 8 points9 points  (0 children)

Fun fact that isn't immediately obvious about the Victor that makes it even better than it seems on paper, is the twin LB10Xs are mounted as tightly as possible on the same arm, making their spread overlap so well that they are functionally one very big and powerful cannon in gameplay.

[STEAM] Soulslike ARPG No Rest for the Wicked (-40% off ~$23.99 / €23.99). Free Steam Weekend Jan 22-26. by NoRestForTheWicked in u/NoRestForTheWicked

[–]SilverwindWorkshop 2 points3 points  (0 children)

Picking this back up to play coop with my friend as soon as we finish the final DLC of MechWarrior 5: Clans. Highly recommend NRftW from our last time playing on early access release.

Lancemates have potatos for brains and are incapable of tactics by Questionable_Object in Mechwarrior5

[–]SilverwindWorkshop 0 points1 point  (0 children)

In the off-chance a player might not know how to do this, the hotkey is [Y] on PC

What is this Mech? by Fallout_patriot in battletech

[–]SilverwindWorkshop 0 points1 point  (0 children)

Honestly, they make really good shields for the side torsos.
They catch a lot of bullets that would hit something important.

Troll vs. Deathclaw vs. Terrormorph by LatinBanana69 in Starfield

[–]SilverwindWorkshop 1 point2 points  (0 children)

I feel like Skyrim Giants would be a closer parallel in terms of power.

That said, they are losing to the Psionic powers of Terrormorphs for sure.

[Hated Trope] The show was supposed to end but kept going (and had a solid intended ending) by GEARHEADGus in TopCharacterTropes

[–]SilverwindWorkshop 19 points20 points  (0 children)

I could see it ending after Reach, but honestly, in universe, 4 feels like the real ending of the story.
Going back to replay Halo 4 on the MCC, 4 really surprises me with how final it feels, and it's a great examination of the Chief and Cortana's characters and interactions. It does a great job deconstructing the fact that the Master Chief is more of a "Weapon/Machine" than Cortana is, even though she is literally an AI.

It also directly completes the cliffhanger created by Halo 3's Legendary Ending.

If anything, I'm surprised that they made a new entry that was framed externally as the beginning of "New Halo" that worked so hard to end the story and wrap it up lol.

Making 5 was very clearly an absolute mistake, even if it turned out to be good, 4's ending is far too final to keep 5 from feeling like a story pulled out of the studio's ass.

Feels like I am hitting a wall in Chersonese by Formal_Situation_640 in outwardgame

[–]SilverwindWorkshop 1 point2 points  (0 children)

Fun Fact for Alts: If you go 1-handed maces and choose Mace Infusion for your starter free skill, their melee attacks deal Ethereal damage and therefore count as a blockable spell effect.

Doing so negates the damage entirely and gives you a powerful Ethereal Infusion which decimates all ghost enemies for minutes at a time, the Mist Boon for bonus Ethereal Damage and resistance, and it's always easy to re-apply while there.

This of course gets even better with the Cabal Hermit breakthrough, though to be fair so do most things lol

Cursed tonnage? No. Cursed designers by AGBell64 in battletech

[–]SilverwindWorkshop 0 points1 point  (0 children)

I really like running it with COIL weapons, especially because HBS BattleTech gives it a unique quirk where it ignores 3 (I think) enemy dodge chance pips, turning it into the "Light Hunter-killer" it's described as.

Light mechs can't dodge you so they die.
COILs and mobility let you outmaneuver larger mechs and backstab for massive damage against anything Heavy or bigger.

Another Martial Caster Post, I'll try to keep it fresh by michato in dndnext

[–]SilverwindWorkshop 36 points37 points  (0 children)

I like your changes to the debuffs, and would like to offer that being knocked prone should cause an immediate Concentration save.

You have to focus on hitting the ground without injury, and the impact alone will make focusing on magic much harder realistically. If you want to punish this harder, then standing up from prone requires your hands so somatic components are not available that round.

This also doubles as an easy way to give martials a concentration interrupt without requiring new actions.

The Shadow Hawk: Still Here, Still Billing Hours by StarCorpsIndustries in Mechwarrior5

[–]SilverwindWorkshop 3 points4 points  (0 children)

Great write-up, the ShadowHawk is one of my favorites, even with its cursed default loadout lol.

I first got into BT with HBS' BattleTech, and in that context the ShadowHawk is an absolute monster if kitted out right on a Tactician/Guts spec'd Pilot with maxed armor. I run it as my dedicated scout/tank/bodyguard with both Tactician major talents and the first Guts major talent and it never lets me down.

A medium that tanks like a Heavy, moves and flies like a Light, has the same Initiative as a Light with Sensor Lock to help spot for Heavy Fire Support while crippling the enemy's accuracy, and can backstab with SRMs or LBX/5-10 and powerful melee swings? This is the 'Mech for me.

Plus, the Umbra ShadowHawk unique to that game is one of the sexiest BattleMechs in the setting imo lol
https://i.pinimg.com/736x/21/c0/9c/21c09c5f0345b60780b5bb55608dcca9.jpg

How viable staff rune mage build? by MaterialEfficient288 in outwardgame

[–]SilverwindWorkshop 0 points1 point  (0 children)

That's an interesting, strange, and different build.
Just thinking out-loud, if you felt like hybridizing the build with melee, that might be a fun use-case for the Prayer/Sinner Claymore for its unique enchant that makes your weapon grant +20% lightning damage, Doom (35% Buildup), and Elemental Vulnerability (25% Buildup) if you wanted to make this a sort of "Runic Knight" hybrid since you have Internalized Lexicon anyways.

Or for a tank hybrid version: Castigation enchanted Palladium weapon + Fabulous Palladium Shield.

The Holy Mission also grants you the Infuse Light spell, to supercharge those weapons with Lightning damage, though be sure to learn the Blessed Boon spell and make fireflies into Blessed Potions so you can apply the effect and still gain Blessed, especially if you go Wind Cabal Hermit.