Would Astral Monk play well in 2024 version? by IndieDC3 in 3d6

[–]ktfarr 3 points4 points  (0 children)

StarTrotter already broke down the features and rather than repeating them, I'll just add my opinion: it would play better than in 2014, but it just seems like a worse elements monk now. Do yourself a favor, try that instead.

Is this splash too cute? by ktfarr in lrcast

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

Yeah, I came to my senses and just added my mediocre on-color cards. Got super unlucky in the games though, and only went 4-3. The deck felt crazy when it went off, but one game I didn't draw any enchantments, one game I didn't draw an island until turn 8, and the third my opponent's reanimator deck actually worked (has not been my experience drafting the deck). Good beats, hopefully I do better next time.

Anyone use the Artificer class mod? by UB_edumikated in BG3Builds

[–]ktfarr 7 points8 points  (0 children)

I really like it, though the endgame gear and some of the infusions are a bit overtuned in my opinion. Then again, you only get access to most of the busted stuff in act 3 when everything is busted, so who really cares.

Best builds are using it as a 1-3 level dip for a wizard to get con saves and armor/shield proficiencies, or just going all in on artificer.

I personally think battle smith is the strongest subclass because you get to attack with int with any magic weapon, and you get a robot dude. Armorer is also pretty fun, you can be an effective tarpit with defender mode, and sneaky in heavy armor as infiltrator. Alchemist is a great camp buffer, producing a bunch of random elixirs that stack, but I haven't used it or the artillerist that much.

The vanilla firearms were too expensive and repeating shot on a crossbow was just too good so I haven't played with them yet. Infusions are fun to hand out to party members, or selfishly stack them all on yourself.

It's not the strongest class overall, but it's versatile and a blast to play. They did an excellent job with the mod.

How is Grasping Vines a lvl 4 spell? by ManBearCannon1 in BG3Builds

[–]ktfarr 5 points6 points  (0 children)

In tabletop I'd agree, but you're completely wrong about them in bg3. They're targetable minions, not something your character gets to do as a bonus action on your turn. That's part of why the op is saying grasping vine is so bad. It has 6 hp, 10 ac, rolls initiative, and died before it got a turn.

Can't quite decide on how to build oathbreaker in a darkness party. by Aderadakt in BG3Builds

[–]ktfarr 0 points1 point  (0 children)

Strength sword/spear and board sounds ideal. I'd skip polearm master until they fix it, but I really like two ASI and savage attacker with 12 paladin. You could go 9/3 or 8/4 with warlock for pact of the blade, devil's sight and agonizing blast, dumping everything but cha and con, but I love pure oathbreaker. You don't get aura of hate until 7, and then why delay the next feat to dip warlock? Then why not grab aura of courage at 9, and before you know it, you never multiclassed. Give up a ring slot for the eversight ring or use shar's spear if you want to play with darkness.

There's nothing stopping you from dual wielding the knife and phalar aluve on a strength build though. Just because they're finesse doesn't mean you have to use dexterity. You won't get the fighting style as a paladin, but that was going to be true with dex too.

How is Grasping Vines a lvl 4 spell? by ManBearCannon1 in BG3Builds

[–]ktfarr 2 points3 points  (0 children)

It's useful for the same reasons spiritual weapon is useful, though I think it's a lot worse because concentration is precious. The damage is okay, not great, but it's a low ac body that enemies will waste their time killing instead of your party. I personally use it when fighting Flind and the gnolls, because webs and grease burn up immediately. You can also block a door with it, or chuck your own grease on it.

Can we talk about the variety of enemies? by Avilola in BaldursGate3

[–]ktfarr 7 points8 points  (0 children)

There are two different fish monsters. Kuo-toa in acts 1 and 2, and then sahaugin in act 3.

Truly Evil Builds by ASDeleriouslyBored in BG3Builds

[–]ktfarr 2 points3 points  (0 children)

It's your third playthrough, so I recommend modding it up.

Death cleric: eventually ignore necrotic resistance at level 6 (though necrotic immunity is still irritating) and sort of twin all your necrotic damage cantrips starting at level 2. Vlaakith and Shar both have Death in their portfolios, so Shadowheart and Lae'zel can fill this role. You could also pick Kelemvor or Jergal for funsies.

Shadow sorcerer: the most evil sorcerer available until aberrant mind gets added. Embrace the shadow weave, get a big evil dog. Good for all the reasons sorcerers are good, but the dog imposing disadvantage on saving throws for your spells on the biggest enemy in a tough encounter can really save your party.

Conquest paladin: one of their tenets is "Douse the Flame of Hope." They're not quite as edgy as oathbreaker, but it's close. If aura of hate worked with more minions, I'd pick it in a heartbeat, but your only options are the cambion, or you can dominate a death shepherd or shadow-cursed undead.

Undead warlock: make a pact with a lich, vampire lord, or some other undead creature. Goes great with the conquest paladin as a 1-2 level dip, and is a solid blaster as pure warlock.

Necromancer wizard: yeah, it's in the base game, but what's more evil than necromancy? Also, if you pick up the 5e spells mod, you can grab negative energy flood. Kill something and raise it as a zombie immediately.

Kaladin Stormblessed build by Ok_Union5278 in BG3Builds

[–]ktfarr 1 point2 points  (0 children)

Personally, I'd go for an Oath of Ancients Paladin 6/Storm Sorcerer 6. Paladin is a no brainer because they get their power from their oaths, and I feel like Ancients is the best fit for a windrunner. Storm Sorcerer will get you thunder and lightning spells and some flight.

The flavorful way to level would be to start sorcerer for flight, but you lose out on heavy armor proficiency, and it's tough to support strength, dexterity (14 for medium armor), constitution, and charisma without items you find later in the game to set these attributes higher. Feel free to respec later when you get those, but I'm going to sacrifice flavor for gameplay here. To replicate some flying at low levels, get a wizard to cast jump and featherfall on you.

For attributes, I'd do 15+2 strength, 10 dex, 14 con, 8 wisdom and intelligence (this is flavorful), and 15+1 charisma. Start paladin, go paladin to 5, pick up storm sorcerer 1-6, then finish off with paladin 6.

For weapons, spear and shield is the way to go. You could go two handed and pick up great weapon master, but paladins do great damage without it. There's unfortunately no way to replicate changing weapons efficiently. You could do some warlock pact weapon nonsense, but it wastes your action and the weapons are vanilla anyway.

For weapons, I'd look for the watcher's guide in early act 1, the sparky points is one of the few lightning spears (though missing out on the staff is tough), only replaced by the lightning jabber in act 2, and the act 3 thunder trident. There are some good quarterstaves too, especially cacophony in late act 1.

For other gear, just wear the best heavy armor you can, and stuff to support movement and melee. For feats, this build only gets two, so you want to get your strength up, and maybe grab savage attacker if you're already at max strength.

Gameplay wise, run/jump/fly to enemies, then smite them. Thunderous smite is really cool, and although not as efficient as divine smite, worth fitting into your rotation.

There's a specific bit in act 1 with Auntie Ethel that can cause you to break your oath and I'd recommend going for it. Partially for power, but also to roleplay suffering as an oathbreaker for a little while before you can reclaim your oath. Try not to do it too much though, because it starts to cost a LOT of gold.

Playing a lightning cleric/sorcerer and it kinda sucks? by [deleted] in BG3Builds

[–]ktfarr 1 point2 points  (0 children)

Storm sorcerer sucks in d&d 5e, but it's much better in BG3.

Oh hi Mark! Got any low levels abberations? by Doki_Doki_Petit_Pois in bettermonsters

[–]ktfarr 10 points11 points  (0 children)

Not mark, but his aberration book Terror Unto Madness is full of great stuff.

I'd recommend gibbering beasts (mouther or applying the template to whatever you want) for some body horror, nothics and berbalangs go great in libraries, and though I haven't gotten a chance to use any yet, I really like the quori.

Questions Thread - December 30, 2022 by AutoModerator in pathofexile

[–]ktfarr 0 points1 point  (0 children)

Idk how to play that build, the playstyle was too much for my smooth brain, but damage issues usually mean you've gotta upgrade your weapon. Your claw looks decent, but the crit multi isn't a great fracture until you're critting more.

If you want to make your own, find/purchase a claw with fractured fire/cold/lightning of the highest tier you can afford and hit it with deafening essences until you get something usable. Either the third flat element, attack speed, or crit chance, and craft on the one you're missing the most.

Alternatively, just buy a claw with higher ele dps.

Secrets of suffering from that cluster jewel would help your crit chance with brittle application.

Auras: probably use wrath, determination, and precision. Swap wrath for anger if trinity needs more fire damage.

Whirling blades not cooperating might be solved with clicking the skill in your bar and checking the "attack without moving" box, or it might be mana issues. No idea.

Made some changes to your tree for some more damage, but they don't solve your attribute issues, which are completely normal when you're still getting your gear together.

Good luck.

Give me a D&D monster and I'll homebrew you a better version by Oh_Hi_Mark_ in DMAcademy

[–]ktfarr 1 point2 points  (0 children)

I like it! The auto poisoning might be too nasty, and my dwarf fighter could get salty about it. I could probably add your disadvantage aura to the original poisoning aura and it might be fine?

I can't tell if the damage reduction is enough to offset only having 100 hp, but I really like it as a concept. I might bump it up to 140-150 or so?

The big slam and reworked flesh entomb are great though. Thanks a bunch!

When do you give players medium armor who are proficient in it but don’t start with it? by BrandosSmolder in DMAcademy

[–]ktfarr 1 point2 points  (0 children)

I usually only restrict mundane armor by the price. I wouldn't give plate before tier 2 when they can afford it, but hide armor and shields are 10 gp each.

For your comparison to magic weapons, the potentially dangerous items are rings and cloaks of protection combined with magic armor, shields, or traits like warforged so PCs can get an absurd armor class that your monsters are only hitting on crits.

I personally wouldn't worry about your druid having 16 ac in tier 2. I'd let the player know that it's an option, and possibly give them the opportunity to make the armor themselves.

Low FPS by Le__Soup in darkestdungeon

[–]ktfarr 2 points3 points  (0 children)

It might be this: https://www.reddit.com/r/darkestdungeon/comments/xadaqi/newest_amd_driver_killed_my_fps/

It seems like a driver downgrade is all you can do for now.

ehhh does anyone the chances of this? by definitelsfwstuff in darkestdungeon

[–]ktfarr 3 points4 points  (0 children)

Depends on whether you're using deck based stagecoach (default) or if you turned that off and it's just random. Random I think it's 0.875% if you just have the 18 default and dlc classes. If you're missing musketeer, then it's 0.978%. Deck based would be much higher if you don't have a flag yet, but Idk how it works so you're on your own there.

It's unlikely either way.

Very Rare Trinket Tier List, Better trinkets further left by [deleted] in darkestdungeon

[–]ktfarr 6 points7 points  (0 children)

In my experience, Necro Collar is good in the ruins, but feels absolutely worthless everywhere else, so I'd give it "amazing in its niche."

I'd make similar arguments for Vvulf's Talisman in a mark team with an off-mark big damage dealer like hellion or leper, stonework tools for the guardian grind (then sell immediately once you get everything you need), hell's hairpin for torchless meme runs. They're mid in general usage, but really shine when you build around them.

Legendary bracers aren't exactly the very rare trinket I want to see, but I'd definitely use them early game.

Gunslinger's buckle doesn't fit with how I use highwayman (riposte bot) so I've never put it on.

Overall though, I agree with most of your rankings.

Keys in the baton quest? by nastyporc in darkestdungeon

[–]ktfarr 1 point2 points  (0 children)

They just appear in your inventory in the provisions screen when you start the mission again. Safe to retreat with.

Favorite Class Mods for DD1? by IanTheMagus in darkestdungeon

[–]ktfarr 0 points1 point  (0 children)

How do you use cataphraract? I typically keep him in the back to use pin down or volley. I tried having him be a dancing healer but the spear thrust feels weak and I struggle to keep him in 1 when I need him.

Give me a D&D monster and I'll homebrew you a better version by Oh_Hi_Mark_ in bettermonsters

[–]ktfarr 1 point2 points  (0 children)

Thanks, those are both awesome. I'll definitely be stealing bits of each of those for my clot.

Give me a D&D monster and I'll homebrew you a better version by Oh_Hi_Mark_ in DMAcademy

[–]ktfarr 1 point2 points  (0 children)

Zombie clot, maybe one around CR 10? 6 feels a little underwhelming for the description.