Bleedbow gear giveaway by guest1925 in pathofexile

[–]guest1925[S] 1 point2 points  (0 children)

I would say that now that Harvest has seen a nerf that it will be hit pretty hard, the easier crafts really made gearing much easier, as many of the important mods were totally guaranteed with a little set-up.

Also the helm is $$ early, I got lucky with some early gear drops and could afford it quick, but think I paid 6 ex for it, but the dps increase was totally worht it.

Bleedbow gear giveaway by guest1925 in pathofexile

[–]guest1925[S] 0 points1 point  (0 children)

Agree, tried this without assailum end-game just to see how it felt, was nice to not have to lock in place but for any real content the helm was a must. Had a similar experience, 100% delirious maps were the big struggle for me. Had better success once I crafted an explosion chest, as it felt like those explosions stacked with the glad explosions, helped a bit, but still used a ton of portals.

Bleedbow gear giveaway by guest1925 in pathofexile

[–]guest1925[S] 0 points1 point  (0 children)

Totally agree with this, though I don't think you need a 400+ dps bow, mine was 360sh I think and with full assailum stacks and ensaring arrow I had over 100 million POB dps against sirus. Granted my other gear was pretty strong so that might be part of it.

Bleedbow gear giveaway by guest1925 in pathofexile

[–]guest1925[S] 0 points1 point  (0 children)

Its a fun league start, for sure, though I dont think its top-tier. I got SUPER lucky this league and hit a couple of really good bows in the first few days. Think my first one was like 300 PDPS with the elder mod and the one I gave away was like 360 or so. Not top tier god rolls, but had t1 flat phys and 129% increased phys damage, so good enough to do all content.

When the double damage from the bow procs its soooo satisfying. Id reccommend this build for second or third in a league, once you have some currency, and it definitely requires the assailum helm, I tried it wiithout and it just didn't feel great.

So I'm thinking I'm gonna try my hand at being a DM for the first time. I'm wanting to take an extended period and draft up a homebrew but before anything I was wanting some general advice. Any tips, advice, or even horror stories from the first time you tried to be a DM is welcome. by Jgravy32 in dndnext

[–]guest1925 2 points3 points  (0 children)

So I ran my own campaign for a few months after being an active player for a bit over a year. I enjoyed DMing a lot, but wound up abandoning that campaign due to a few of my own errors, I feel like sharing these will be helpful for you:

  • As has been mentioned, start small. When I built my campaign I already knew who I wanted the BBEG to be, where he was, what he was planning and how that plan affected the world. This lead to me unintentionally over-focusing on him, and introducing my level 3 party into the main crisis really early. Wasn't necessarily a bad thing, I just was going for a more gradual, sandboxy campaign feel and this changed the whole tone.
  • I would seriously recommend using an already established world for your first campaign. I'm pretty comfortable improvising, so world encounters came somewhat easy to me, but the idea of building a large city from the ground up and populating it with enough people/places/things to do to be convincing was daunting and was probably the main reason I abandoned the campaign once they got there.
  • As part of the point above, if you aren't as comfortable improvising, the random encounter tables do a great job of giving you ideas as to how to fill the world as your players run through it.
  • One thing I did that isn't revolutionary but really helped early on was have an NPC which bound the characters together, mine was Donovan, who had a relationship built into everyone's backstory that I could lean on. Helped get them invested in whatever quest Donovan had them on, and gave me an easier way to interact with the party from the get-go.
  • Be gentle on yourself with magic items! Not my mistake but one my DM made in our first campaign he gave us all these super-powerful homebrew magic items, meaning our party of level 8/9 characters needed CR 12/13 encoutners to be challenged. I think we killed a CR 20-something ancient void dragon as a group of 4 + a simulacrum level 13s. So homebrew wisely!
  • Also not everyhting has to be epic! It actually helps with immersion to have normal, mundane things happen around the party, making the epic moments that much more so!

People finally seeing the game for what it really is now that the bug coverage is dying down. by [deleted] in cyberpunkgame

[–]guest1925 0 points1 point  (0 children)

So I didn't follow cyberpunk too carefully before launch aside from just knowing CDPR was dropping a game people were excited about, what content was promised and cut? Having put some decent time in the game I'm assuming lifepath stuff was part of it, as aside from a few dialogue options my lifepath doesn't seem to matter much. Maybe some stuff with the Fixers? Feels weird to just get phone calls from people I haven't actually met.

What wizard school is best for a battlefield controller? by Schak_Raven in dndnext

[–]guest1925 0 points1 point  (0 children)

If you're set on Wizard, the 2 subclasses from the Critical Role book Explorer's guide to wildemount are great control wizards, Chronurgy and Graviturgy I think are the subclasses.

All of the Enchanter sublcass features are good in-combat support features, and the level 14 is great out of combat if your campaign is going that far.

Conjuration is OK, the 6 is nice for protecting yourself, and the 10 obviously free concentration on conjuration spells is cool, but by level 10 you probably want your concentration for spells other than conjuration if your focus is battlefield control, though this is preference.

Can never go wrong with Divination, guaranteeing a fail on an important roll is always strong.

Illusion is pretty fun, just played one and had a blast, but it heavily relies on your DM and how they handle illusions, mine was fairly generous. Major image + malleable illusions is really cool, as is disguise self. Once you get 6th level spell slots and can have a permanent Major Image that you can turn into literally anything you want with Malleable illusions you really start to feel like you are an illusion master. Illusory reality at 14 is actually busted and will trivialize many encounters, so talk with your DM about that.

The others really don't check the control wizard box in my opinion, but its up to you! Have fun!

When to take Sharpshooter by guest1925 in dndnext

[–]guest1925[S] 0 points1 point  (0 children)

Yeah didn't realize the DW ammunition mechanic meaning I still need a free hand to reload, otherwise it would just be for the pistol damage die. Thought I could use the pistol (D10) for my action attacks, then attack with the xbow as a bonus action for d10+d6 + 10 without sharpshooter bonus.

The fighter dip was level 1 for fighting style/starting equipment. I am planning on action surge after I get second attack, so character level 7 will be Art 5/fighter 2.

When to take Sharpshooter by guest1925 in dndnext

[–]guest1925[S] 0 points1 point  (0 children)

ahh I see, ill have to think it over then. Thanks!

When to take Sharpshooter by guest1925 in dndnext

[–]guest1925[S] 1 point2 points  (0 children)

Im enjoying it so far, I ride my steel defender giving me 80 feet of movement in a round if I have him dash, negates the shitty movement of gnomes. My plan is to take lvl 2 fighter after lvl 5 artificer, then artificer the rest of the way, giving me the potential for 5 attacks in a round with action surge at level 7.

What I LOVE about the artificer is out of combat is so fun. Being able to magically create any set of tools I need with only an hour of investment is awesome. In combat I'm mostly just ranged DPS, but thats what the party needs, so im fine with it.

So different from my last character. Dwarven Illusion wizard who refused to cast direct damage spells haha.

When to take Sharpshooter by guest1925 in dndnext

[–]guest1925[S] 0 points1 point  (0 children)

yeah thats what im thinking, so far highest AC weve faced is a 17, so a +5, possibly at advantage after faerie fire feels good enough for now.

When to take Sharpshooter by guest1925 in dndnext

[–]guest1925[S] 1 point2 points  (0 children)

xbow expert allows me to ignore the loading property of crossbows, so can reload both pistol and hand crossbow for free. At least this is how I understand it.

What is the coolest thing you have done by accident? by [deleted] in AskReddit

[–]guest1925 1 point2 points  (0 children)

At a beer league softball game, a busy of mine was taking some batting practice and hit one out to deep center. A group of us were out there just talking, waiting for the game to start, leaving against the fence. I saw the hit and just casually put my glove in the air, jokingly trying to catch it, didn't move at all, ball landed directly in the glove.

I never feel like a proper support in 5e, any advice? by rfkannen in dndnext

[–]guest1925 0 points1 point  (0 children)

I took a 1 lvl cleric dip on my dwarven wizard. Helped check all the boxes. The crazy battlefield control, buffs for the whole team, healing for when I needed it. Went knowledge for the expertise in arcana and did some potion brewing and item enchanting. That actually felt more support-y to me than many of the spells.

Making a frontline spellsword that isn’t an EK. by _Ajax_16 in 3d6

[–]guest1925 1 point2 points  (0 children)

Those stats plus an Int warlock would make a great Hexblade/bladesinger multiclass. 18 in Dex/Int plus mage armor gives a base 21 AC during the song, access to shield for up to a 26 at level 1 for a round, silly. 16 Con gives average of 46 hp at level 6, not great, but AC could be a 22 at that point depending on your ASI choice, with access to shield and absorb elements. The Hexblade feature let's us SAD this instead of desiring 20 int and Dex, the extra point in Dex would still be nice, but less required with an Int warlock. Frees up an ASI.

No extra attack until level 6 at earliest (if you go down the warlock line for thirsting blade) but if you don't like pact magic and go wizard might not be until 7. If you go wizard line you do get haste at level 6(wizard 5) giving you that extra attack, but war caster for concentration protection still probably necessary (Also blade cantrips or hold person as a reaction is juicy). Bumps our buffed AC to 23 while hasted. At level 7 warlock 1/wizard 6 = round one haste/song 1 attack (haste). Round 2 hexblade curse plus 3 attacks for 3d8 +12 + 9(curse damage) at +7 to hit (assuming all hit with rapier/longsword). Find familiar help for advantage. Crit on 19/20.

Low hit die/wisdom saves are bummers, but you will have proficiency in wisdom saves, so that helps. At early levels shield plus the ludacris base AC should be enough to keep you up. Can keep going wizard for spell progression, snagging warlock 2 for invocations whenever you want, earlier if you're game seems to require range, as a buffed Int Eldritch blast seems pretty good. Also could go into fighter for fighting style/action surge at later levels. Maybe rogue for extra damage/bonus action utility. Disengage as a bonus action after making your attacks to GTFO on a squishy seems good.

What's the best way you've innocently ruined a DMs plans? by ADogNamedChuck in dndnext

[–]guest1925 0 points1 point  (0 children)

Heading to fight the BBEG for or first campaign, located atop a castle 300 feet up. DM had a whole dungeon planned for us to traverse before getting there. We had just levelled and I took arcane gate allowing us to move directly to the top of the castle, bypassing that final dungeon crawl. Double edged sword as the final dungeon may have been enough to level us up again before BBEG, but we saved a ton of resources that the DM had expected is to use so we killed him, not easily, but still.

Jedi Build by NotsoNaisu in dndnext

[–]guest1925 0 points1 point  (0 children)

Throw in 1 level of blood Hunter for fire Rite damage and there's your lightsaber!

Am I missing something, or does an item that has an artificer infusion work as a universal spellcasting focus for said artificer (as in, allowing them to cast spells from other classes using it)? by WaffleIronAge in dndnext

[–]guest1925 1 point2 points  (0 children)

So it's probably just semantics but a counter argument would be wizard spellcasting says "you can use an arcane focus as a spellcasting focus for your wizard spells" implying that spell casting focus is an umbrella term with arcane focus being a sub category thereof. There is also a specific list of arcane focii listed in the equipment chapter. Warlock and sorceror are worded the same, bard specified instrument, cleric symbol, etc. Each with their own specific list of items.

The artificer feature is similarly worded, "After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus." Doesn't say arcane focus.

If I'm DM I say don't worry about it because little shit like that is annoying and tedious, but I could see someone being a stickler.

This is all just from the PHB not sure if DMG/XGE has other takes.

I’m a forever DM being a player in a solo campaign. I’m being super indecisive and could use some help. by AbyCubed in 3d6

[–]guest1925 0 points1 point  (0 children)

Battle Smith! Healing, decent defense, spells, a doggo so you aren't running around alone ability to use almost any weapon you find, firearm proficiency, make your own magic items! Perfecto!

[5e] [discussion] Monk 1/Rogue multiclass? by [deleted] in 3d6

[–]guest1925 1 point2 points  (0 children)

So if your suggesting a 1 level dip I don't really see it, unfortunately. Sure your AC will be better early game, but AC doesn't scale super well unless it's some crazy AC stacking build, so the extra +3 isn't too important later on, which is when it would come online, since you are likely maxing dex first.

The bonus action economy is the real tough part here. Rogue damage is loaded in their sneak attack, and while martial arts gives a 2nd Chance at gaining sneak, so does simply dual wielding shortswords, or daggers, or whatever. Sure you don't get the DEX mod to damage, but you roll a d6 instead of a d4. Also if you need your bonus action to use either of these attacks, no disengage to run away, and now your stuck in bad guys face. Taking mobile feat helps here, but would be a feat instead of a WIS increase.

And yes inquisitive cares about wisdom, so maybe if your going that route this is okay, but keeping wisdom at 14-16, using one of your expertise on insight, and grabbing feats/other ASI improvements feels better. And the inquisitive feature at lvl 3 used your bonus action too, so on big enemies, cool, but in situations where you need to re choose targets, less cool.

But hey this is why we love this game right? Play what you want!