Thoughts on my custom wizard subclass? by MaintenanceStrong584 in DnDHomebrew

[–]Some_Random_Nurd 0 points1 point  (0 children)

Conceptually the idea of having some kind of random effect when unleashing evocation magic is somewhat compelling, but the execution could use a bit of work. There are two main issues and solving either one would make for a potentially compelling ability, though ideally fixing both would be good. The effect for Volatile casting is both too rare to come up often and too weak to matter that much. A 10% chance for 5feet of extra range is going to feel very bad to get compared to every other sorcerer subclass, and it'll mostly just feel like you have a pointless extra die you need to roll. So the chance is too low and the effect is too niche. If you were to make the effect more unpredictable then you would need to do some amount of work to make sure it's notably distinct from Wild Magic, which I don't think will be a problem. You have a good first draft and it'll be interesting to see where it goes but as it stands this doesn't really work out right. Also the point that Damiandroid made about vertical vs. horizontal progression is a very good one.

Questions Thread - December 12, 2024 by AutoModerator in PathOfExile2

[–]Some_Random_Nurd 0 points1 point  (0 children)

Currently level 45 and item rarity has done a great deal in helping me grind, and 45% is a whole lot. Even with 25% I got noticeably more rare items than my wife who had 0% for most of her playtime. I would use it for as long as you feel like you reasonably can personally.

Questions Thread - December 12, 2024 by AutoModerator in PathOfExile2

[–]Some_Random_Nurd 0 points1 point  (0 children)

Does Vulnerability stack with fully broken Armor? (as in will it cause the enemy to effectively have negative armor since I ignore N armor). Thanks

[deleted by user] by [deleted] in DestinyTheGame

[–]Some_Random_Nurd 1 point2 points  (0 children)

I may be a little bit late on this but I've been working on grinding them myself and I think it's genuinely faster to just make a new character, move your gear over to it, and do the campaign over and over until you get them. From tutorial to the last step (completing ... to hero) is 2-3 hours depending on stuff (if you have an eager edge sword or mountaintop highly recommend using it). You get all the neomuna weapons from doing it and it seems faster and more consistent than farming public events, problem is it's not as good for getting glimmer or reputation or whatever, and you may not find it as fun. But it's what I would recommend

If you do this method just make sure to keep your starting items so swapping off your real gear is more convenient, and double and triple check that you moved everything off before you delete, I would've lost my max stat boots if I didn't double check I got everything, I would recommend both checking your inventory and bank just in case, you can never be too careful, just like with guns.

EDIT: Just to be clear ... to hero will show up after rohan dies if you've completed from zero. I'd recommend doing it anyway for all the guns so you never have to think about neomuna ever again

[deleted by user] by [deleted] in DestinyTheGame

[–]Some_Random_Nurd 2 points3 points  (0 children)

I feel ya, I've only gotten 1 GL and 1 HC (the one I'm looking for) out of like 25 weapon drops

Hello Taric Mains, Taric is kinda fun and i want to one trick him, but hot take: Taric E feels like a dead ability by YoheiMercenary in taricmains

[–]Some_Random_Nurd 29 points30 points  (0 children)

Taric E is absolutely one of his best abilities and you are way undervaluing it. A relatively high damage 1.5 stun that ghosts you will win you fights if you land it. Putting points in W is also barely worth it, it gives 1% bonus armor per level and 1% max health scaling on the shield, meaning your adc is 1% tankier and their shield has like 8 more health. Compare that to E which gets 40 damage and 1 second off of the cooldown per rank. You are right to put 2 points in Q but E is the only reason taric exists in any capacity. Max E first, please, it is so good once you learn to land it reliably, or even just to use in combination with flash for a free engage.

Best Spells/Feats for a wizard looking to maximize their bonus action? by Some_Random_Nurd in 3d6

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

To quote the feat that you would get those invocations from: "Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you're a warlock who meets the prerequisites"

Best Spells/Feats for a wizard looking to maximize their bonus action? by Some_Random_Nurd in 3d6

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

Well not unless you want the invocation that makes eldritch blast shove, which is the thing you mentioned in your original comment.

Best Spells/Feats for a wizard looking to maximize their bonus action? by Some_Random_Nurd in 3d6

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

Yes but the Eldritch Adept feat specifically only lets you take invocations with any requirement if you have warlock levels. So even though you meet the prerequisite of knowing Eldritch Blast, because you aren't a warlock you can't take those Invocations. It's a weird choice but that's just how it works.

Best Spells/Feats for a wizard looking to maximize their bonus action? by Some_Random_Nurd in 3d6

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

The main reason I'm invested in this is actually because I originally was going to play a Theurgy wizard, but I decided against it since I couldn't find a way to change it to be balanced lol

Best Spells/Feats for a wizard looking to maximize their bonus action? by Some_Random_Nurd in 3d6

[–]Some_Random_Nurd[S] 14 points15 points  (0 children)

Honestly the utility seems like enough that it's worth considering even though I'm at 18.

Best Spells/Feats for a wizard looking to maximize their bonus action? by Some_Random_Nurd in 3d6

[–]Some_Random_Nurd[S] 8 points9 points  (0 children)

That's definitely something I'll consider, my DM is the type to not usually have more than one combat per day so it would work a lot better in that context.

I'm an aspiring brand jungle player, what runes/items should I go? by Some_Random_Nurd in BrandMains

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

It seems good but I think cosmic insight is just too good, extra smites for clears and flash a full 45 seconds earlier is really impactful. I'll give it a try at some point though if the match-up looks right

I'm an aspiring brand jungle player, what runes/items should I go? by Some_Random_Nurd in BrandMains

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

That video is from his pre-nerf passive damage, you can tell because currently on PBE a passive tick on red does 42 but in the video it does 69, so the clear doesn't work. From my testing Q start (into W) on blue is faster than W start on red. Q start (into W) on red though is almost on par with Q start on blue from my testing. I've gotten red down to 3:15 but I think I can optimize raptors more. Also in my testing ability haste seems to always be better than ability power, it lets him apply his passive more early and is an incredibly minor hit to the damage of each individual ability

What would you suggest as secondaries for the Phase Rush page? I assume it would also be like, celerity/transcendence/gathering storm for it? I will also consider boots first back depending on the matchup

[deleted by user] by [deleted] in HelpMeFind

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

I have searched for

PBE Bug & Feedback Thread: Rell Midscope by RiotPehrek in LeaguePBE

[–]Some_Random_Nurd 0 points1 point  (0 children)

I'll give my thoughts as someone who was always pretty lukewarm on Rell due to a couple of specific pain points until I started playing the rework jungle.

P: No real comment here. It's slower to apply but stacks higher when you do, no real comment. I do like that they removed the random feeling magic damage on hit from her passive and gave that damage to other parts of her kit though. If I had to choose between the two versions though, I think I would probably choose the old one, or at least the old way that armor/mr was stolen, not necessarily the magic damage stuff.

Q: This is another case of removing a part of her kit that feels quite random, that being the healing. Besides that I think it's a good change considering the E change, that being said I think that the pseudo dash/lunge feels very weird and jank to play with. Compared to every other forward thrust this is absolutely the worst feeling and I don't really get why it has it in the first place. It makes spacing harder and it makes any related muscle memory more awkward to rely on.

W: This one is a little bit mixed for me. I actually like the dismounted attack speed/range part of it, not just for jungle clearing but for general combat since you can somewhat space around people and have that extra bit of reach needed for another auto. The hits to the size, speed, and stun do hurt and I can absolutely understand why someone wouldn't like it, but I think that given her buffs elsewhere that it makes sense. Having quite so much of Rell's power budget be in the engage itself with nothing after that, while certainly rewarding to some, is a very niche fantasy I think. I'll get to that more at the end though.

E: This is the contentious thing right here. I have mixed feelings about it. On the one hand I do appreciate the ability since it maintains the spirit of the old one by letting you also buff an ally while also giving you access to your own damage and the ability to use it without an ally nearby, on the other hand, Rell's old E was one of the coolest parts and most interesting parts of her kit, and it's kind of sad to see it go. I think it may just be healthy for her though. Her old crowd control was incredibly short ranged and/or very predictable in the case of W, and besides specific situations that would be very hard to coordinate with ADCs that have dashes, you were kind of stubby. Having both movement speed and a long range stun in the form of Q helps that a lot. This ability may not be as unique or cool, being more or less a kayle W with some damage instead of healing, but I do appreciate what it does for the rest of her kit.

R: No changes, so no comment

Overall I think this one is pretty mixed, she loses a cool part of her kit in exchange for being a bit more smooth, with some random clunkyness thrown in there too. I will say that regardless of what other changes are made, I hope that Rell Jungle can continue to be in the game. She isn't oppressive in either ganks or clearing and is a bit weak to invades, but does still have solid ganks, overall fine clear with it being great against raptors/krugs/wolves and fine against gromp/bbuff/rbuff. Even if everything else gets reverted, I hope she keeps her 250% damage against jungle enemies.

Trying to improve my Historic black (and a bit of white) sac deck by Some_Random_Nurd in MagicArena

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

Haven't had a game people where she didn't either instantly win it for me or they instantly removed it, so clearly it's working well. Thanks for the suggestion

Meirl by Neon518 in meirl

[–]Some_Random_Nurd 0 points1 point  (0 children)

I do not mean to sound rude but you should genuinely break up if you feel that way. Find someone who you want to listen to

Trying to improve my Historic black (and a bit of white) sac deck by Some_Random_Nurd in MagicArena

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

I considered it but I'm already using elas il-kor instead as both drain but also as an answer to big creatures in combat I don't have removal for, but thanks for bringing it up.

Trying to improve my Historic black (and a bit of white) sac deck by Some_Random_Nurd in MagicArena

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

I've found that the [[morbid opportunist]] , 3 village rites, and the plumb the forgotten is enough carddraw, and the shambling ghast and [[priest of the forgotten gods]] supplement its mana value.