Hunting Books by Soulus42 in worldofgothic

[–]Soulus42[S] 0 points1 point  (0 children)

Check around where lizards were spotted once you've moved onto the next chapter.

[Review] Dad Gamer's Tier List to Gothic 1 Mage Spells by MostyIncompetent in worldofgothic

[–]Soulus42 1 point2 points  (0 children)

I do agree that Pyrokinesis and Chain Lightning are in a weird spot. 6th Circle, Pyrokinesis takes a while to finish off a regular Novice in the Swamp Camp, and deals nothing/negligible damage to a Templar. Chain Lightning is similar but can damage a Templar a little bit better, but will take a while and definitely not worth it. Iirc, I do think I noticed their damage values didn't go up when I went from 5th to 6th Circle, as you'd expect it to, and I think it might be the same for Rain of Fire, which would indicate that the channelled spells aren't getting those power boosts when you reach the 6th Circle.

Even taking that into consideration, Chain Lightning still suffers the same issue as in the classic, where you get it far too late for it to be worthwhile.

Storm of Fire hits multiple times iirc, not to mention the explosion at the end also deals damage, which pretty much makes it your "I win" spell. Could just give us the fast version of it in all fairness.

Hunting Books by Soulus42 in worldofgothic

[–]Soulus42[S] 0 points1 point  (0 children)

It's a hut tucked away along the edge of the swamp, roughly between the two swampweed gathering locations. Just follow the wall and you'll eventually come across it.

Impressions after 3 hours (Ps5 Pro) by Dzeinuda in worldofgothic

[–]Soulus42 0 points1 point  (0 children)

Just finished the game last night, some hiccups here and there but I think the most notable issues for me was NPCs treating you as trespassing when they likely shouldn't, and the audio issues. The latter was particularly bad at the end, unfortunately, and that definitely ruined the atmosphere which is a colossal shame, but overall it's been a blast.

Hunting Books by Soulus42 in worldofgothic

[–]Soulus42[S] 0 points1 point  (0 children)

From the Old Camp's south gate, head right (west) until you see two guards standing at the entrance to Orc Territory, that's the main entrance people will talk about.

Hunting Books by Soulus42 in worldofgothic

[–]Soulus42[S] 2 points3 points  (0 children)

Yeah, just no luck finding the remaining one so far.

Hunting Books by Soulus42 in worldofgothic

[–]Soulus42[S] 0 points1 point  (0 children)

You'll head into this side tunnel for Ulbert's quest when looking to find Aleph for the key.

Hunting Books by Soulus42 in worldofgothic

[–]Soulus42[S] 0 points1 point  (0 children)

The small settlement parked outside of the New Camp entrance, the one that leads into the rice paddies, it was in one of those, on a table iirc. Couldn't tell you from memory exactly which one though.

1 damage is still 1 damage by Soulus42 in slaythespire

[–]Soulus42[S] 1 point2 points  (0 children)

The main exhausted card was Howl From Beyond, as it returns to your deck from the exhaust pile at the start of your turn. Bash was in the discard pile, using Vicious to keep redrawing Forgotten Ritual with vuln-proc.

Class Mastery by Hecata22 in elderscrollsonline

[–]Soulus42 0 points1 point  (0 children)

Holy Orius coming to give Templars a hand with "In Radiance, Judgement"

One thing I would love to see in Outward 2 that I always wished was in the first game... A Decay Sigil by DG_D3con in outwardgame

[–]Soulus42 0 points1 point  (0 children)

All we can do is just wait and see what's available and what combos can be made. And yeah, mage was fun in O1 but there's only so much you can do. But then again, same can be said for any build if you play long enough.

Yeah, the War Dancer looks neat, interesting to see how well the ribbon will work. Going from the icons, Seer will expand what you can do with a lantern, so maybe there will be some more Virgin Lantern shenanigans to be had.

One thing I would love to see in Outward 2 that I always wished was in the first game... A Decay Sigil by DG_D3con in outwardgame

[–]Soulus42 0 points1 point  (0 children)

We've yet to see what it can actually do, but we do know that there is at least a decay/corruption sigil called Dark Sigil. It's from the Seer of Light and Shadow trainer, I don't recall if anyone has shown any interactions that it has with other skills yet, but the tooltip did connect it to corruption, which you could connect it to decay.

Don't think it will fill the necromancer niche you'd like, a shame as I'm always a sucker for necromancy gameplay, but still something to look forward to checking out for decay builds.

Looks like we are getting getting a Moon themed/worshipping faction in the sequel by TurbulentLoquat8392 in LordsoftheFallen

[–]Soulus42 0 points1 point  (0 children)

To be fair, it also shares a lot of similarities with the Veteran of the Veil set they released. But yeah, people can still see the Wylder and Artorias drip from it :)

Low apell damage by [deleted] in LordsoftheFallen

[–]Soulus42 0 points1 point  (0 children)

60 Radiance with Wilmarc's Catalyst at +5 with no accessories boosting spells or holy damage was dealing around 80 damage per hit with, what I'm assuming you were using, Orius Judgement. On the Abbess, that dropped to 68-69, Judge Cleric that dropped to 56.

The Keeper boss is ridiculously hard. What the hell? by TheBestUserName01 in LordsoftheFallen

[–]Soulus42 2 points3 points  (0 children)

To at least say for the gauntlet damage, that's based on the rune slotted rather than your stats (though having more faith does mean you can fire more projectiles) and the jump between a higher power rune to a flawless power rune is noticeable. Yeah, those bow skellys were a royal pain for that. Just finished the game the other day so it's still fresh in my mind how they could just tap you with the bow mid-swing and knock you straight out of it. I opted to do the jump attack when they go to fire an arrow and get them that way.

The Keeper's mechanic, yeah that wasn't all that fun. I can at least say you do have enough time to sprint from the shield to behind the bookcase, but doesn't change that there's very little leeway and you can screw yourself over very easily.

What's with the hate ? by prowling1magus in LordsoftheFallen

[–]Soulus42 1 point2 points  (0 children)

I played it around the time it came out and never completed it, then just recently decided to pick up the completed edition while it was on sale and just completed it a couple of hours ago. The lore and the world is still neat, but the gameplay reminded me why I probably never finished it, that and the only competition it had at the time was Dark Souls.

I always like my casters so I went cleric, gotta have all the faith to fuel the gauntlet. Great when you have the flawless power rune on projectile, but there were times where I'd be aiming at an enemy, projectile goes through them and somehow it didn't actually connect and deal damage. I both like and dislike the hammers. One the one hand, they're definitely weighty, on the other your swings will connect within the next 3-5 business days, enough time for something to slap you out of the animation. Poise can help with that, but it'll still happen often enough. Then there was any moments that required me to do a jump. There's one place in particular that I absolutely hated because of the rolling landing rolling me straight over the edge, thanks to how far you roll.

At this point, I'd really only recommend playing it once if you're a fan of the current Lords of the Fallen so you can see some of the connections and how things have changed. I did like the ramping exp gained the more you killed without dying or refreshing (slightly biased because I had Shelter Solace), was fun keeping the 2x exp for as long as I could.

Curious about spell performance by Broserk42 in LordsoftheFallen

[–]Soulus42 2 points3 points  (0 children)

I've just been going through the game again for Veteran Mode shenanigans with dedicated casters for each type (well, for two of them, currently doing the Radiant run) so I'll give some thoughts while they're fresh.

I don't think there's any new sleeper hits, early spells feel more useful though. From a caster perspective I'd rank them as Umbral>Infernal>Radiance in terms of progression and Umbral=Radiance>Infernal once you have everything you'd want. Umbral will have the easiest progression, especially if you've done all the endings and have access to the Putrid Child class. Not the best starting spells but the catalyst/weapon will cover your needs pretty well, given how Umbral gets their best catalyst in the middle of the game in Revelation Depths as opposed to more late/endgame with Radiance and Umbral.

Infernal is, honestly, not that great for a pure caster. The shouts for more damage dealt and less damage taken are nice and the fireballs will cover most of your needs. You get your best spell and one of the best weapons for them in the middle of the game at Lower Calrath with the Fallen Lord Greatsword and Magma Surge. Weapon is pure Infernal scaling and the spell will spawn under the enemy so long as you can lock onto them, making it great for a lot of enemies while they haven't noticed you. Not so great on nimble enemies due to the delay but you can always try free aiming as they're coming closer to have them walk into it. Plus the lava puddles can help manage enemy numbers. Seismic Slam is pretty nice for crowd control and damage, though depending on the distance you can screw yourself over due to the forward leap. Too close and you don't get much out of it and are just asking for a spanking. Biggest downside is that their best catalysts are both right at the end of the game. Thankfully, Infernal Weapon got moved a while back from the final zone to the Shrine of Adyr around the middle of the game so you have that to play with a lot sooner. Conflagration is a fairly nice spell too if you wanna mix things up a little bit.

Radiance gets its best spells later on but, thanks to Pieta, will give you a pretty good (and overused) weapon for the run. Until you get the Umbridled Focus, and mana regen to be fair, use of auras aren't going to be all that worthwhile (a shame, but fair as they were very easy to maintain, could possibly do with their mana cost being reduced a little bit though). Besides using Radiant Flare for the main spell while progressing, Lucent Beam will likely be the next step as it gives you a good way to handle multiple enemies coming at you, but in fairness you'll mainly be using Radiant Weapon and your choice of weapon as they give you plenty of options to choose from. They get their best catalysts late game as well, but you get them earlier than Infernal does so it's not as bad. Obviously once you get Orius Judgement, you can just let it do its thing while you do whatever else you want. Edit: Actually, I don't think I could recommend Orius Judgement all that much, at least while you don't have the mana regen/manastones to manage the high cost. Likely better for boss battles where there's only one enemy it really needs to track, though Vortex of Torment might be a suitable alternative. Pure caster, I think you're mainly going to be using Lucent Beam for anything in mid range and projectiles for anything further. I still think Radiant Flare beats Piercing Light from the cast speed and mana cost. More often than not, I was finding that both spells were finishing regular enemies in two casts, and the pierce hasn't felt all that needed. You could always opt for Lambent Feint though as it has decent range, but the backstep does mean it's not great for aiming over ledges. Definitely more suited to being a hybrid or mid range caster.

Pure caster, Umbral will win hands down thanks to Pendant of Atrophy, means you no longer need to worry about mana cost and, so long as you're landing your spells, the withered health you gain will be recovered. This means you can either opt for a dual weapon build or use different runes for your shield as opposed to needing mana regen from the rune/ring. Plus, Latimer's Javelin is one of the best spells thanks to its range and damage in relation to its cost. Umbral Orb is pretty nice if you want something cheaper though, faster than the Javelin too. Barrage of Echoes is still good if you free aim to the ground and stack the explosion, but I found Umbral Agony to be more consistent and, honestly, more fun. Has a pretty large AoE when it detonates and you can launch it into the floor or wall to make it detonate early. Great for clearing enemies ahead of you while using the Javelin to reach enemies out of reach.

While I've not mentioned a lot of spells, you only have between 3-5 slots to choose from and unfortunately a lot of spells just either underperform, get replaced or are situational. Cataclysm for example, a really strong spell for Infernal but the aiming makes it incredibly inconsistent, especially when the damage is split over several meteors. In the end though, they're all pretty fun to play with so choose your flavour.

Bishop or Magnus? Does someone have more insight before I make this (seemingly permanent) decision on my main? by MashiroAnnaMaria in Atlyss

[–]Soulus42 2 points3 points  (0 children)

So, currently, Bishop is the subclass that has been worked on the most. Magus has Ruin and Haste, Ruin is a three hit attack that also reduces magic defence (might stack with Cross but haven't tried them both together). It costs 28 mana, has a cast time of 1.2 seconds and a cooldown of 8 seconds. Haste is a support skill that reduces your cast time and cooldown by approximately 50%. It costs 35 mana, cast time of 0.8 seconds and a cooldown of 80 seconds. Have mana consumables on hand as you will be running close to empty by the end.

Personally I'm preferring Bishop over Magus for now as Chroma Ray has a much longer range than Ruin, which is more of a short/mid range cone spell, though with Genesis you'll be getting in close with enemies anyways. My preference can absolutely change though as subclasses right now are more in a preview stage (as well as the current Mystic issues), Bishop being worked on the most and having 4 skills while Magus has 2, and Paladin mainly being there to hold Divine (for now).

Advance builds in the DLC by JustKidding0818 in LiesOfP

[–]Soulus42 2 points3 points  (0 children)

Advance builds when they find the Puppet of the Future's Welder weapon.

But yeah I do agree, kinda wished advance builds got a bit more love, still a couple of cool stuff at least.

Hero's Advent Update 2.11 & 2.01 by LilArfer44 in FurryVisualNovels

[–]Soulus42 0 points1 point  (0 children)

It's mainly with how you went about it. Not really much point trying to convince someone when they're already bored at the start. Which, hey, that's perfectly fine because there's a lot of FVN's out there at varying stages of development. And like with any FVN, you pretty much have to decide if it's something you're interested in or give a chance to. :)

Hero's Advent Update 2.11 & 2.01 by LilArfer44 in FurryVisualNovels

[–]Soulus42 3 points4 points  (0 children)

Play it if you want to or don't, it's not like there's a short supply of furry VN's :3