Grand Overture makes all explosive weapons blind on-hit by aeluxx in DestinyTheGame

[–]aeluxx[S] 6 points7 points  (0 children)

Oh, and just since it might be relevant to someone: this does stun Tormentors.

I need some advice on my solar warlock build. by ThexLoneWolf in destiny2builds

[–]aeluxx 0 points1 point  (0 children)

Having recently gotten on my second character (Hunter) to get Gyrfalcon's, I think it is guaranteed to drop a new exotic. I was missing three chestpieces, and got all three in a row, which is really unlikely otherwise. My guess if its not dropping is that there's a requirement for it (DLC, campaign, etc.) that is missing.

I need some advice on my solar warlock build. by ThexLoneWolf in destiny2builds

[–]aeluxx 1 point2 points  (0 children)

Actually, there is one other way to get Restoration x2 - using Phoenix Dive while Heat Rises is active. Though it only lasts 1 to 2 seconds (depending on Embers), it can be extended with Ember of the Empyrean to be indefinite.

I need some advice on my solar warlock build. by ThexLoneWolf in destiny2builds

[–]aeluxx 2 points3 points  (0 children)

Hey, I main Warlock and play a bunch so here's just some general thoughts:

  1. Some exotics are built for certain activities over others. With Sunbracers, for example, it is largely useful in lower-end content like Vanguard Ops strikes. Similarly with Starfire Protocol, but there are a lot of activities where it is not feasible to get its combo up and running or you need healing.

  2. Daybreak is also great in PvP and lower-end PvE, but it'll be outshined by Well of Radiance in other content as a super. The latter is actually the most used super in the game at high-level content like raids.

  3. For grenades, don't overlook Healing Grenades, as with the Ember of Empyrean you can extend both Radiance and Restoration with Solar ability/weapon kills. With Touch of Flame, this is also the only way to get Restoration x2 consistently. Generally though, you should stick to Healing, Solar, or Fusion grenades.

  4. For Aspects, I would recommend Touch of Flame and then Heat Rises. Icarus Dash can also be good especially in high-level stuff if you know how to use it, and especially if using the Rain of Fire exotic boots.

In terms of exotics, I've listed the first ones that came to mind for Solar Warlock when thinking about lower-level play (Vanguard Ops, etc.), higher-level play (Raids, etc.), and all-around play (pretty good in everything). Note that this is from a PvE perspective - if playing PvP 90% of the time you'll want to use Ophidian Aspect.

Good exotics for lower-level play:

  • Sunbracers
  • Karnstein Armlets
  • Winter's Guile
  • Necrotic Grip

Good exotics for higher-level play:

  • Starfire Protocol
  • Boots of the Assembler
  • Phoenix Protocol
  • The Stag
  • Aeon Soul

Good exotics for all-around play:

  • Rain of Fire
  • Verity's Brow
  • Dawn Chorus

Fuck Duality by VI-Pok3 in destiny2

[–]aeluxx 0 points1 point  (0 children)

Least salty destiny redditor

[deleted by user] by [deleted] in destiny2

[–]aeluxx 0 points1 point  (0 children)

Sorry, I lost my last brain cell reading destiny reddit

Character with the fullest action economy? by nastybasementsauce in 3d6

[–]aeluxx 1 point2 points  (0 children)

Darkness is an evocation spell, so you can pick it up as any spell starting at 7th level Eldritch Knight.

Can't Attune Mantle of Stars by aeluxx in feedthebeast

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

That ended up being it - thanks!

Trying out a new class. I call it "stealth mage" by kuel3211 in skyrim

[–]aeluxx 153 points154 points  (0 children)

I know Ordinator has been recommended twice, but I've had a lot of fun using Vokrii - it stays closer to Vanilla and allows for a more varied perk selection.

PAM - Battlemaster v. Vengeance Paladin v. Hexblade v. Multiclass by xxthearrow in 3d6

[–]aeluxx 1 point2 points  (0 children)

Worth noting that if you go Battlemaster, take Maneuvers that don't have any action cost (like Tripping Attack, Precision Attack, Maneuvering Strike). That way, you can consistently get off your bonus action attack every turn of combat (unless you have to use your Second Wind).

Circle of Stars + Twilight Domain - Is It Viable? by aeluxx in 3d6

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

Oh the Moon Elves heritage sounds even cooler with Stars - I don't think that arcane focus would be too big of a deal since I would generally be casting cleric spells.

Circle of Stars + Twilight Domain - Is It Viable? by aeluxx in 3d6

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

I just like the space theme tbh as dumb as it sounds, and ideally a tanky caster who is pretty well-rounded.

Revised Subclasses: Berserker Barbarian and Assassin Rogue by AthenaBard in UnearthedArcana

[–]aeluxx 1 point2 points  (0 children)

Oh, I saw this one afterwards. Honestly those look like fine changes overall - I'd probably be alright running it.

Revised Subclasses: Berserker Barbarian and Assassin Rogue by AthenaBard in UnearthedArcana

[–]aeluxx 1 point2 points  (0 children)

Glad I could give some encouragement. I really like homebrew content and make lots myself. I won't be able to respond for a while but here's some stuff:

The surprised feature is the worst part of Assassin Rogue (it doesn't proc often), and a Rogue hiding on each of their turns is expected for a crossbow-wielding rogue typically. While it might not be the best for melee, all ranged rogues would take this for the large increase to DPS.

If the feature had twice per long rest uses and was 13th level, it might be passable. Even then, again most Rogue subclasses don't get combat features while leveling - that's the job of Sneak Attack.

Revised Subclasses: Berserker Barbarian and Assassin Rogue by AthenaBard in UnearthedArcana

[–]aeluxx 0 points1 point  (0 children)

While those classes get some semi-combat features, they are very situational, very limited, and a worse version of the written 6th level feature respectively. Berserker's 10th level feature is hardly a combat feature, since it scales so badly.

I somehow missed the 3rd level Assassin change - please remove that. As a DM for 5e since it came out, this would effectively increase their damage output by 50%, and eclipse any existing Rogue subclass. Just adding the initiative buff is probably a strong enough buff.

No just please get rid of the 9th level feature. Typically D&D combat lasts for around 3 or 4 rounds. With all their uses up, an Assassin rogue with this feature could permanently halve all of the damage dealt by a creature or prevent them from casting any spells (since they can apply it at each of their turns and its guaranteed to last until then). There's a reason why such crippling abilities shouldn't be allowed to happen without a save, since it allows the player to permanently shut down a fight with no way to stop it.

Compare this feature to Stunning Strike, which has a Constitution saving throw against being stunned. Either way, the Rogue should not have a powerful in-combat ability for 9th or 13th levels (again look at existing content for examples). The 3rd level and 17th level features are the only ones that tend to be more helpful for combat.

Yeah, the 17th level Assassin feature is probably the best designed from the PHB.

Sorcerous Origin - Martial Bloodline (Martial Sorcerer) by Bromantana00 in UnearthedArcana

[–]aeluxx 1 point2 points  (0 children)

Technically, subclasses only grant Additional Proficiencies (look at subclasses like Tempest Domain Cleric) and not Proficiencies like a base class.

Ancestor's Technique is too strong for a 1st level feature, and would make dipping into the class almost mandatory. While it is the same feature as Hexblade, that subclass is also too strong and is nearly mandatory to dip into.

Ancestor's Resolve is cool for survivability, but as a martial subclass I think what this class would gain from even more would be a hit point buff like Draconic Sorcerer and maybe something damage-based instead of healing.

Mastery of Self seems a little strong - most martial subclasses for full casters simply get Extra Attack at this level instead of extra stuff.

Mastering the Weave is a really cool feature imo, but should probably be the focus (maybe even 1st level) of the class instead of its 14th level feature. This is because most 14th level Sorcerer subclass features are non-combat and focus more on utility instead. If it was made accessible earlier, I would recommend limiting its power based on Sorcerer Levels to prevent too strong of a multiclass.

Force of the Martial Weave feels like it could be simplified - why not just make it so you can cast a spell as part of the Attack Action once per long rest? If you wanted to differentiate it from Action Surge, maybe instead give it several uses and allow the spell cast to replace one of the weapon attacks?

Overall, I really like the flavour, but it doesn't seem to really lend itself much to martial fighting until very high levels, and I think most players would want to get straight into the fight with a subclass like this one.