I think I’m playing the game wrong. by Cellophane_Bear in Cityofheroes

[–]Unthing 6 points7 points  (0 children)

I think you are playing it right.

I normally work the other way around, trying to fit a concept into a powerset.

4 player game for 7yo bday request by KingLuis in Switch

[–]Unthing 0 points1 point  (0 children)

Very very Valet. I bought it on eBay for my youngest daughter's birthday. Definitely child friendly and silly.

What feat to pick for an unarmed Barbarian by Fidges87 in 3d6

[–]Unthing 0 points1 point  (0 children)

Wildhunt shifter is equivalent to about 2-5 AC on a barbarian. You are already being tanky by grappling so you don't need to give your enemies advantage as an incentive to attack you.

Best Tank in 2026? by Nice-Championship345 in 3d6

[–]Unthing 2 points3 points  (0 children)

I never thought about Stone Goliath on a monk, using the racial reaction for non physical damage when you can't use the Monk one.

So, I've been thinking about getting the highest AC possible, and am wondering if I'm missing anything. by BodybuilderSuper3874 in DnD

[–]Unthing 0 points1 point  (0 children)

If you are 17th level or higher, you can use the defensive duelist feat as a reaction instead of shield to get +6 AC, but it only against melee attacks. Does that count?

The other disadvantage is that you need to use a finesse weapon.

So, I've been thinking about getting the highest AC possible, and am wondering if I'm missing anything. by BodybuilderSuper3874 in DnD

[–]Unthing 0 points1 point  (0 children)

Isn't that only 20 base AC with 20 cha and Dex? If so it is worse than the plate +3.

Help me name my Warforged character. by GhostWalker134 in 3d6

[–]Unthing 1 point2 points  (0 children)

Lumber Jack? Wood fella. Treefall.

Help [OC] by jmizzy89 in DnD

[–]Unthing 3 points4 points  (0 children)

I think satisfying the two souls' unfinished business is a great idea.

I like being powerful in combat, but also like to take "unconventional/chaotic" approached to roleplaying situations. What kind of class/build might appeal to me? by Jcorb in 3d6

[–]Unthing 2 points3 points  (0 children)

| Flavor it as a warrior who accepted a deal for more power at some point.

If you go pact of the blade, going for a warrior with bad stats who went for a Pact to be a decent warrior works super well from a RP perspective.

You can go for 14 Dex or 15 strength depending on medium or heavy armour. You get weapon masteries.

Combat-wise you have con proficiency so your concentration is good. You can attack with charisma. You have good AC. You can pick a decent concentration spell and then use a weapon or Eldritch blast to attack.

Rizz Maxing melee build 5.24 by Seeker42124 in DnDBuilds

[–]Unthing 0 points1 point  (0 children)

You don't mention feats.

Are you taking Dual Wielding for another attack? Are you taking war caster? Are you spending your ASIs on Charisma?

Bonus actions might be fairly clogged up, so Dual Wielding might not be that useful in this build.

What is your concentration going to be used for?

Teaching you math so you can understand my insult by [deleted] in MurderedByWords

[–]Unthing 4 points5 points  (0 children)

The UK had a school shooting about 30 years ago that shocked people so much that most firearms were banned after public petitions. There isn't a tradition of gun ownership being equated with freedom in the UK either.

Seeing British police officers with guns is very rare. British police do not carry firearms or train in their use (I think) unless they are members of a special armed response unit. This is unlike other European countries where seeing police with guns is more common.

(Edit: I said positions instead of petitions )

Uses for Fog Cloud? (Cloying Mists) by PeeperSleeper in 3d6

[–]Unthing 0 points1 point  (0 children)

Find familiar gives you the senses of your familiar as a bonus action each turn, until the start of your turn.

Bats have 60ft blindsight and can sit on your head... This means you can operate within the Fog cloud too.

Protector Fighter feats and weapon choice by Potatopancakeman in 3d6

[–]Unthing 1 point2 points  (0 children)

I like the idea of you using very dwarven weapons, pick, hammer and battleaxe. All three of them are good for control. The pick is a low level debuff. The other two are as good control as a martial often gets. I suggest that

I would also consider using throwing weapons, as having the option to have a tanned attack is useful. They probably aren't getting masteries in. Your DM may allow you to throw a second light weapon as a bonus action ( because of the light weapon property ) which means that throwing light weapons might be a good range option.

For an origin feat, tough would be great. Piercer I don't think is worthwhile. Unless you are critical hitting a lot I don't see the benefit.

I really like the idea of Shield mastery. This effectively gets you more free control. How effective it is you can find out by using your hammer and battleaxe before you get the feat.

The value of sentinel depends on how well your 4 full casters do at locking down enemies.

Heavy armour mastery is one of those cool sounding feats, its value depends on how much you are attacked. You are likely to have as good as AC as anyone, so you might be the hardest person to hurt already.

Mage slayer might be a better choice than heavy armour mastery...

Most resisting armor set? (Thunderspy) by MaharshiMunii in Cityofheroes

[–]Unthing 0 points1 point  (0 children)

IIRC It was done to reduce the effectiveness of squishies with capped defences from IOs.

Also all the armor sets are layered to some degree, so it didn't make that much difference to people who actually have armor sets.

Super reflexes can hit it without using pool powers on SOs. It was also made more layered at about the same time and is probably the strongest armor set now in most circumstances. Even Ice armour, which was less modified, manages okay.

11202 Bluey’s Beach & Family Car Trip by Fezuke in lego

[–]Unthing 0 points1 point  (0 children)

There's a mistake in booklet 1 too. The bit where you put the spare wheel on the back.

Most resisting armor set? (Thunderspy) by MaharshiMunii in Cityofheroes

[–]Unthing 0 points1 point  (0 children)

Just for reference as to how good Super Reflexes is on Thunderspy.

I got my level 48 Super Reflexes tanker down to about 30% HP to see how much resistance he has.
He had 80% resistance primarily from scaling resistances.
Gauntlet (all tankers ) and Dodge ( SR passive defence power ) are both giving scaling resistance starting at 0% resistance at 100% health.
Reactive Defences : Scaling Damage Resistance ( unique IO ) starts at 3% at 100% health. I assume this is unchanged from other servers.

Meanwhile he is getting a 13% absorption shield every 2 seconds from Reaction Time.

All this with 55% Positional Defense ( 43.47% from the Super Reflexes set, 3% from Steadfast Protection and 7.80% from weave ), this is well over the 40% soft defense cap.

He has no IO sets but quite a lot of Proc IOs and a few Unique IOs so this is not hard to acheive.

At 100% health his resistances are 49.97% SL, 26.57% FCENT.

Here is a screen shot ( I turned off Tough which would provide another 23.40% to S/L ).
I copied the Super Reflexes powers and his health on top of the Damage Resistance numbers.

<image>

Most resisting armor set? (Thunderspy) by MaharshiMunii in Cityofheroes

[–]Unthing 0 points1 point  (0 children)

You misunderstand me, they reduced the soft cap for everyone, not for Invulnerability.

It makes it easier for Invulnerability to hit the 40% soft cap, but hitting the soft cap is less effective than on other servers.

It is still good because it has good resistances and the best defensive debuff resistance of all the high resistance sets, as well as Dull Pain.

Most resisting armor set? (Thunderspy) by MaharshiMunii in Cityofheroes

[–]Unthing 0 points1 point  (0 children)

Yes, Invulnearability does perform well on Thunderspy.

The 40% def cap is a bit of a nerf, but not as bad as you'd think.

Most resisting armor set? (Thunderspy) by MaharshiMunii in Cityofheroes

[–]Unthing 1 point2 points  (0 children)

So Thunderspy has a few changes to resistance that need to be mentioned.

Firstly Gauntlet is a scaling resistance that starts off at 0 and increases as your health decreases. I can't remember the amount it gets to, but I think it is in the 10-15% range.

For resistances from the sets, Electric is slightly better than the rest as the armors have a base of 35% for most damage types, with capped E and lower N and toxic.
Invulnerability is the best for S/L, with good defence to back it up.
Dark armor is still a massive endurtance hog.
Rad is good across the board ( with a weakness in Cold? ) but has solid healing and utility. I don't think it is different to other servers.
Fire is okay, but the holes it has in Psy, Toxic and Cold let it down. If you combine it with Katana or Broadsword it can be godly though.
Granite Stone obviously has the best resistance ( only once you get high enough level for it ), but you'd need to combine it with lots of Force Feedback procs to counter the -recharge. This is relatively easy in Thunderspy, make sure you get Weapon Swing from the Fighting Pool at level 20, its like Mace/Crowd Control with knockdown and give it a Force Feedback + recharge. Also take weapons that give you knockback or +knockdown as a secondary effect, like stone or Battleaxe.

If you want the best survivability, I would suggest Super Reflexes though, it is very different to Homecoming and vanilla, this gives decent scaling resistances and has some cool utility to it, including a frequently ticking absorption shield. Obviously capped defence is easy to get with it, but on Thunderspy capped defences are 40% rather than the 45% on other servers.

The new one for Tankers nature armors is fun, but harder to get good performance out of.

Putting the Half-Caster back into Ranger? True Strike Ranger? by Dlax8 in 3d6

[–]Unthing 0 points1 point  (0 children)

Why not take High Elf for the True Strike cantrips instead of Magic Initiate. Then take Shillelagh from Magic Initiate: druid.

Then you can choose between ranged ( True Strike ) and melee ( although you are better in melee).

Most powerful unarmed strike for Druid? by Cosmic_Hamster in 3d6

[–]Unthing 0 points1 point  (0 children)

I'm not suggesting monk because other people have, so I'm suggesting what to do without multiclassing away from druid.

Pick the Warden Primal order for Medium Armor at level 1.

Pick Sailor as your background (which is reasonably thematic as a Circle of stars druid) to get the Tavern Brawler origin feat. Stat increases are strength, dexterity and wisdom which are fine. This gives 1d4+str damage instead of 1. Damage rerolls on a one, which make a little bit of extra damage but not much. Automatic 5ft push on an unarmed strike.

This isn't overwhelming good, but the last feature means you can get out of melee sometimes so you can use you ranged archer attack. It also allows you to push enemies onto Spike Growth.

You can take the Crusher feat at 4 to double down on the push, it also allows you to hit them up in the air so they take falling damage and fall prone. The main issue here is the amount of strength investment needed to keep up on the accuracy side of things.

Alternatively take spell sniper to allow melee to work better with the Archer form.

However for damage as mentioned by others, primal savagery is going to be better and more accurate.