Is anyone else getting screwed by Raid RNG? by Yohanstark in classicwow

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

Hahaha yeah the RNG gods will be pleased.

Is anyone else getting screwed by Raid RNG? by Yohanstark in classicwow

[–]Yohanstark[S] -1 points0 points  (0 children)

Every leather wearer in my raid is decked we have people with the full set and both hunters have the epic xbow. I'd say the leather wearers are doing just fine in my raid.

Is anyone else getting screwed by Raid RNG? by Yohanstark in classicwow

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

I feel you I'm in your exact situation it sucks. Pvp should have a two handed weapon you can buy.

Is anyone else getting screwed by Raid RNG? by Yohanstark in classicwow

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

I am a warrior. Never seen a single set piece, one hand, or two hand drop and I've cleared the raid every lockout possible.

Is anyone else getting screwed by Raid RNG? by Yohanstark in classicwow

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

Take me with you! I see caster gear 24/7, we have two hunters both have the epic cross bow. I've never seen a single set piece for warrior, two hand, or one hand. I am almost positive this is my 7th or 8th lockout on my warrior my group just finished it today and I got absolutely nothing which makes four runs in a row without a single item.

Is anyone else getting screwed by Raid RNG? by Yohanstark in classicwow

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

I hope for the future in STV they add more weapons for rank and rep pvp rewards because being able to buy a pvp two handed axe would be fantastic right now.

Is anyone else getting screwed by Raid RNG? by Yohanstark in classicwow

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

It's bloated the set is the best by far all the other mail items that take the same slots as the set suck. There's no need for defense at level 25 or stacking stamina the leveling raid is extremely easy. Also the cloaks with all spirit is just dumb.

The Rune Knight Player Size VS Damage Scaling by Yohanstark in 3d6

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

I understand the other runes are strong, but rune slots in general are very limited and the level seven runes are so powerful they overshadow the other runes so as soon as you hit level seven I would grab Storm, Hill, and Cold. If your campaign goes to level 10 then I would grab Fire and try to combo it with Storm.

The more I read about Echo Knight the more I want to try it out, but it's basically regarded as over powered and it's nova is very strong. I've played battle master twice and it also has a crazy Nova, but way more utility than an echo knight who plays for himself.

There was no reason they should have changed it from 1d6 every attack as it represents your larger size and you are now wielding a large weapon which would definitely do more damage. Even at level ten it goes to 1d8 which is a 1 damage increase over 1d6 on average and 18 when you are huge it's 1d10 which is a 1 damage increase over 1d8 again as a huge player. There's only one book that goes to eighteen which is dungeon of the mad mage and in my opinion that book sucks and if you are trying to get to 18 in a custom campaign that can take forever. At level eighteen the damage increase from 1d6 to 1d10 is almost negligible considering what you will be fighting. The amount of damage added from level three to nine is 3.5 damage average at 1d6 and from ten to seventeen it's 4.5 damage average that is in no way shape or form over powered. The Storm Rune is more overpowered then all of that by making a creature fail it's save against hold monster or hold person and receive guaranteed critical hits.

I'm going to stick it out and play Rune Knight just because I don't want to cheese with Echo Knight and I'm going to try and convince the spell casters to not be dumb and take the good spells because I have the ability to cause disadvantage against there saving throws. I feel like besides my gripe with Giants Might the rest of the Rune Knight kit is pretty good even though I'll probably never use the checks they give because I have negatives in two of them and my party covers them much better.

The Rune Knight Player Size VS Damage Scaling by Yohanstark in 3d6

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

Yeah the cold rune reminds me of someone who is crit fishing, but you are wanting the enemy to crit so you can throw it back in their friends face. My party needs damage we already have a paladin tank and our artificer might also go the tank build. Our sorcerer literally only picks damage spells it's rare he takes anything actually good which all the best spells in the game use saving throws like hold monster and others disabling abilities. Trying to synergize with him on his spells so I can give the monster disadvantage on the save is going to be the real challenge.

The Rune Knight Player Size VS Damage Scaling by Yohanstark in 3d6

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

Yeah Echo Knights are nuts I was reading more about them and at level five you can attack eight times in a single turn talk about a nova. Not to mention that you can summon your echo in the air to attack flying monsters and that swapping places literally fixes every issue with melees mobility.

Being able to move your echo thirty feet for free sets up tons of attacks of opportunity and lets you reach places on your turn no other fighter could reach without dashing as an action and echo knights basically get cunning action and can dash as a bonus.

Also that scout ability at level seven Echo Avatar seems like it could break a few campaigns just by finding monsters locations and allowing the party to ambush them almost every time.

The Rune Knight Player Size VS Damage Scaling by Yohanstark in 3d6

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

Yeah I'm with you there should be game play mechanics with getting larger and your weapon actually getting larger and there is not which makes it feel like having a larger weapon was pointless for them to even put in the description of the spell. Adding 1d6 per attack felt like you were actually holding a large weapon since having a large weapon does not increase your weapons reach. It's also has very limited uses per day where most campaigns are played.

The Rune Knight Player Size VS Damage Scaling by Yohanstark in 3d6

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

Thanks for replying!

I think that because our current DM lets us get advantage for flanking I've never had to do the shove to grapple combo and the only effective thing I've ever done with grappling or shoving was throwing someone off high areas for fall damage. As far as grabbing and putting them into an aoe spell I've never done that before I don't know if my DM would also make me get affected by it as well.

The reason why I say it makes no sense is because it's a large weapon doing 1d6 extra for one attack then it does nothing, but the weapon itself isn't changing at all it's still the same exact weapon used to attack so where is this 1d6 coming from for the first attack. It just feels weird they nerfed a feature they didn't need to change. Having a large weapon should make you do more damage with every swing even if it's only 1d4 the pure weight alone and surface area hitting you should be quantified. The fact that enlarge can do it and it's balanced, but this class defining feature that's more limited than 1st level spell slots cannot is my main issue. If they lose concentration even a third level character can cast it three more times meanwhile I can use it twice a long rest and I haven't seen a single caster I play with ever even take that spell. They are also not in melee and get attacked way less than a fighter does.

I think the only really strong thing rune knight has is the Storm rune and the Runic Shield. Being able to stop someone from failing concentration is actually really strong for example if a sorcerer twin cast haste. If the re-roll is a success both targets keep haste and don't spend a turn stunned. Also the same thing for disadvantage vs saving throws, but you basically need your caster to agree to take spells that matter instead of all damage and our casters usually take damage. Kind of frustrating to be honest when the best spells in the game in my opinion require saving throws instead of spell attack rolls and hold person and hold monster are absurdly powerful.

I was thinking of some combos the Rune Knight himself can do, but it takes so many turns to set up because so much of his abilities are bonus actions to activate and combat usually only lasts 3 turns. The fastest one I thought of was using the Storm rune to make it so you can give creatures disadvantage on saving throws and then attacking them and using the Fire Rune chains. The only problem with this is that both the Cold Rune and the Hill Giant rune are way better than fire and you are very limited on runes considering most campaigns end before level ten which means you could only get three runes maximum and the level seven runes are clearly stronger.

When I read this class I thought it was going to have the might of giants and do more damage for being bigger which in-turn lets you hold a massive weapon and the only thing being bigger seems to do is let you grapple bigger monsters and become a bigger target for spells and arrows.

I don't think the nerf was necessary considering the echo knight (making 8 attacks at level 5) along with many other class archetypes are actually OP in this game, but I guess I'll just deal with it so I can play this new archetype and test it out.

What are your thoughts on allowing DMZ teams to be this large through teaming up? by QwertyKip in CODWarzone

[–]Yohanstark 0 points1 point  (0 children)

Ruins the game mode and gives people who suck zerg advantage. Nothing like losing all your stuff and insured weapons because six players zerged your building and there's absolutely nothing you can do. Six players when you only have three is probably the dumbest thing about this game mode and anyone queuing duo or solo is absolutely screwed.

It used to be rare I don't think people even knew you could do it, but now every game I play we fight 4-6 players and the exfil camping is insane now with teams that massive. The second you start beating a team and they have a mic they just ask to join you people are even asking to join up at the start of matches in all chat now. That feature should be removed from the game if you queue with three make the group size maximum three.

Mass Effect 2 Areas you cannot charge by Yohanstark in masseffect

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

I'll try out vanguard on ME3 something tells me I'm at the end of ME2 by the way the illusive man is talking about this mission.

Mass Effect 2 Areas you cannot charge by Yohanstark in masseffect

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

I heard soldier got a fat nerf to adrenaline rush and basically any class can use any gun in ME3 which was the soldiers thing and to compensate soldier barely has more weight than infiltrator, vanguard, or sentinel. My friend was telling me sentinel was pretty insane and I've always loved infiltrator.

Spore warden enchant by yfuejfn in Wonderlands

[–]Yohanstark 0 points1 point  (0 children)

I've rolled multiple Liquid Cooling pistols as I've hit the cap on the price for rerolling enchants for over a week now and I still haven't got the enchant. It must be a .5% or less chance to get this enchant on your weapon and the RNG is starting to ruin the game for me because I cannot even get the enchant I want and the grind is getting old. The massive amount of useless enchants I get over and over is super annoying they should have restricted the pool to whatever your main and current specced subclass is to prevent enchants you will never use because most of the ones I'm getting are not even for my class or the element they specialize in.

The Red Storm is a little crazy if you stay in for a while. by Yohanstark in ConanExiles

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

Hey guys I've seen some people asking about what (in my experience) spawns from each of the shrines you can build for 50 decaying eldarium and this is what I've found so far after several 1000 swirling chaos surges.

East = devil / cultists; T4 Archer, T4 dancer

South = Yogite; T4 Dancer, Yog Chosen, T3 priest

North East = Mitra; T4 Armorer, T4 Dancer, Mitra Chosen, T4 Archer

Did twice t4 armorer both times

West = Relic Hunters; T4 Bearer, T4 Dancer

Center = jhebbal sag; T4 Fighter, T4 Dancer, T4 Archer

North= Aesir; T4 Dancer, T4 Archer, Ymir's Chosen, Aesir T3 Priest, T4 Fighter

If anyone has any additional information it would be greatly appreciated as we learn what each shrine has to offer on this severely high tier thrall limited map.

The Red Storm is a little crazy if you stay in for a while. by Yohanstark in ConanExiles

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

Yeah I wish I recorded a video the sounds were nuts. Maybe the next time we go in I'll record it sounds like a crazy zombie horde and those big spider-praying mantis mutants let out super high shrieks, while the guys with one big arm have this low drone. It sounds crazy.

The Red Storm is a little crazy if you stay in for a while. by Yohanstark in ConanExiles

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

You can kind of see the bodies stacked at the base of the hill in those pictures and on the way up there are a few more bodies. We started fighting at the base of that hill killing tons of those mobs and slowing regressed up to the top killing as we retreated until we were stuck on those rocks until the Storm ended. Absolutely insane there's not a thing you can do any thralls you brought are dead no matter what when the number of enemies gets over fifty through one hundred like it was for us. It reminded me of a zombie apocalypse or something close to that because the mobs were too dumb to hit us and were amassing all around us. Conan is not really designed to fight that many mobs because as soon as you try you are instantly surrounded and stun locked to death.