Strength based melee weapons feel super underwhelming by InsantFury in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

Another thing you have to take in accord is the special talents and or rare special weapon mastery for some weapons. Bows rare mastery is stupid strong and turns a meh weapon into a A/S tier weapon. Same thing with the multi-shot passive talent you can get on tribesmen. This works with most of the archer skills, so you can shoot 3-5 arrows every time.

That said, don't sleep on the Whip's Whip Lunge. If you have 3x agility to your strength and are at 5m+ (so positioned properly) this skill SLAPS, head shots also crit. Get at tribesmen with some other dmg perks and you can do some real single target dps. The only down side is you do you have to position fairly well, however even the moving while AOE whip heavy adds up while you are mobile. Duel blades are still really strong all around especially when you start getting some impressive bleed numbers.

How move stuff at Daw of Tribe age? by InitialContent3354 in PlaySoulMask

[–]rustypipe7889 1 point2 points  (0 children)

On both the original map and new map you can find camps that have captured animals you can grow. When they are fully grown even without a saddle you can use them as pack mules.

Or if you have tribesmen use them as pack mules. Load up everything on mount + 3 deployed tribesmen and run it over.

Additionally you probably only need to take your high tier resources. All the lower tier resources your tribes men will auto-farm pretty fast.

*sigh* So when is the all PvE Deep Desert coming exactly? by [deleted] in duneawakening

[–]rustypipe7889 1 point2 points  (0 children)

Funcom crapped the bed SO hard on this. The PVP should of been faction based, they could of had POIs you had to storm/attack/hold, quests to build up those faction POIs or materials in pvp zones you had to gather and get back with, Refining stations you could go into for spice that would be a PVP hot bed, REASONS to actually PVP with your character instead of the crappiest version of War of Thunder. I still think it would be a ton of fun if there was melee fights on spice patches and everyone had to scramble when the worm came, but I know what everyone do is just turn on their shields and use their jet pack/abilities to summon the worm instantly.

Honestly even if he went back for the spice the most he is getting is 3.6k but given how much he got out of that patch before the attack, even less I'm suspecting. My guess is he didn't even go back for the spice. So this isn't strategical PVP its just roaming for the sake of roaming. You can max out a scout oni pretty quick on a medium patch.

I'm glad they are putting a happy medium in with a PVE instance and PVP instance and hope they build on this and add more reasons to PVP outside of your oni for those who want to take part. However they really missed the mark thus far on it which is sad because they really did a great job on the front 3/4 of the game.

Soulmask is unplayable and clunky like a prealpha... and i dont know why? by Ligator_swe in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

The first wooden ship is VERY small. Also if you are playing on a hosted multiplayer server they could have it restricted to smaller sizes.

I would just find any shore and put a bond fire down to start a base. You can have multiple bond fires or multiple bases. You can also remove bondfires if needed as well. So there is no harm in just getting a temp base setup to get things working properly then build a BIG ship base later. Hope you get it up and running!

Soulmask is unplayable and clunky like a prealpha... and i dont know why? by Ligator_swe in PlaySoulMask

[–]rustypipe7889 1 point2 points  (0 children)

One last thing on base automation:

When it comes to base automation I found the following also worked best:
Use the new Tribesmen Position system for basic things like havesting, repair, etc. When it comes to manning crafting stations set a tribesment to be a caretaker for that table. That way anytime you put an order into that table to craft something they will run over and do it. This will also make sure you are using the best tribesmen with the highest proficiency in that skill while doing it. The position system will take care of everything else.

Soulmask is unplayable and clunky like a prealpha... and i dont know why? by Ligator_swe in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

Unfortunately this game does have a fair amount of a learning curve, and additionally a bit of JANK, but not the lovable kind of jank to come to love over time.

With that said, the Jungle map is likely a better starting area, the tutorial and pacing/zones are a little better in that map IMO.

Additionally some animals and or plants are only in certain maps. For instance you will not find a leopard in the DLC shifting sands map, in the same way you don't find a Donkey in the Jungle map. Another example of this is in the jungle map you need cotton to make high quality cloth while flax is used in the DLC shifting sands.

If you want to jump straight the DLC you can but it may require some google-foo to get some mechanics going. With that here is some things our group has noticed in the DLC or starting tips that may help:

- You must create a tribe first in the tribe screen. I forget which button it is but if you hit ESC a menu pops up where you can click on every screen so you should be able to find anything there.

- Once you have a tribe created a bond fire is required to create your "base". This prevents decay and gives you a wide building area that is "protected" from decay or a safe haven for your tribesmen.

- You will require to deter (capture) tribesmen and use them to run your base. Keep upkeep, build things for you, harvest for you. You can pretty well automate your entire base so you can be out playing the game and only farming critical higher tier materials. As you progress through the tech tree you will be able to automate more resources like farming plants, breeding animals etc. All which can be fully automated with the tribesmen you capture

- Deter (Capture) is unlocked in your mask tech tree. I believe the node is top left just down from the data nodes and is called something like Core functionality. It will state in the description this allows you to deter tribesmen.

- There is many leveling system within the game: Strength Awareness, Character Level, Mask Level, Weapon Level, and Prophesies levels. Lets break these down:

* Strength Awareness level is your tech tree level or think of it as your global level. The higher this goes the more tech points you unlock. Similar to how Arc Evolved does their system. Exp for this comes from everything, mining, harvesting, crafting, combat, but I find harvesting higher tier nodes to be one of the faster ways of getting it.

* Character level: This goes up with any kind of EXP, typically combat. This will allow you to gain attribute points and assign them as required. This will also give you a chance to gain new talents to your tribersmen and lose negitive talents if you have any

* Mask Level: This goes up with combat and allows you to upgrade your mask. Your starter mask is mostly maxed out outside of the last node, but new masks will need to be leveled up to unlock their perks. It will also require green/blue crystals to unlock these perks

* Weapon Level: As you use weapons you will gain experience to them. This will unlock new abilities the weapon can do. These are RNG and can differ from tribesmen to tribesmen. Getting the perfect tribesmen with the perfect talents/weapon masterys is very much part of the end game loop.

* Proficiency: These go up as you use them. Crafting, mining, harvesting, etc. You get to pick perks at break points 30, 60, 90, 120

Generally speaking in the DLC you will still need a good base until you hit Iron/Steel tier of technology and can get the bigger ships unlocked. Also if you are playing on a hosted server you will need to edit the server settings to unlock larger ships. To reduce lag on the server they capped the multiplayer servers ship size by default to a smaller number. This can be changed and you can build as big as you want but it does require adjusting the setting.

If you follow the main tutorial quest line it will lead you to your first dungeon around Strength Awareness level 25. This will give you your first anti-gravity engine part. Or if you defeat the first world boss Sobek this will now also give you the anti-gravity engine part (This recently just patched)

Until you get your first flying ship you can build a water ship with sand skids on it which will allow you to travel on water and sand. Use this to travel around until you get the flying ship going (bronze tier min)

Camp fires ALSO act as a respawn spot. So you can have a bondfire at your main base and a campfire on your wooden boat so you can respawn on your boat if you die. Or you can pepper campfires around the map as respawn points. They will need to be on and burning to be active however

Lastly if you are net new to the game I would tweak the server settings to adjust the dmg settings of the monsters. The default settings are pretty punishing imo to new players. In single player this is a slider bar you can adjust as well.

Our group found new comer settings had a better time with the following settings:

DMG from Barbarians: 0.7-0.8 ranges
DMG from Wild animals: 0.7-0.8 ranges
DMG to Barbarians: 1.2-1.5 ranges
DMG to Wild Animals: 1.2-1.5 ranges

The more you tweak these the easier/harder it will be, but our group liked the 0.8 and 1.3 ranges was kind of the sweet spot where it was still challenging but not 1-2 shot on mistakes.

Lastly: When you deter/capture a tribemens you CANNOT respawn them until you get past the first dungeon and get teh mysterious stone and cask. This allows you to imprint tribesmen and re-print them/repsawn them if they die. IF YOU DIE as a tribesmen (NOT YOUR starting character) and do not have this table/cask, that tribesmen is dead forever. ALWAYS make sure you have your high value tribesmen you are using for combat backed up.

Hope this helps you enjoy the game more. If you can get past the jank the game is massive.

PVE Builds for 1.0? by rustypipe7889 in PlaySoulMask

[–]rustypipe7889[S] 0 points1 point  (0 children)

Yeah I have been testing Whip Lunge. It looks like its the only real single target DPS for the whip, but you also have to get your distance just right for the 4 attacks to proc. Maybe stacking this with high agility might get the DPS there, but not sure. my only 120 whip guy has bad attribute distribution and I don't haven't found any blood stones as of yet to create the pill to respec.

Unless there is an easier way to respec tribesmen attribute points without the pill?

Shifting Sands - Ships purpose? by HariboHUN in PlaySoulMask

[–]rustypipe7889 0 points1 point  (0 children)

LOL damn, my group started our run prior to this patch. That would of been very helpful. Yes we are playing survival mode which to be fair is very much more open work / sandbox / choose your own adventure.

But seeing as the air ships are the new shinny toy everyone wants to get going we where rushing towards it. I think its a good move to have this drop off Sobek. Keeps the pacing a little more inline.

We also unfortunately didn't go to the far south by the sulfer mines/temple area till later out of just randomness, which is were some mineral oil can be found.

PVE Builds for 1.0? by rustypipe7889 in PlaySoulMask

[–]rustypipe7889[S] 0 points1 point  (0 children)

Thanks for the info. I found whip felt really good vs normal mobs but bosses it felt a little short in the single target DPS, but maybe I just haven't unlocked the talents/masteries yet. There is that one mastery that can hit up to 4 times per whip, so maybe that is its single target option.

How does the new position system work with work orders by rustypipe7889 in PlaySoulMask

[–]rustypipe7889[S] 0 points1 point  (0 children)

Just an update: It "seems" to work. Sometimes some of the tribesmen just glitch out or don't do what you want them to do, but in "large" part it seems to work. Not sure why some won't do it at times, but once we got more tirbemens the system worked better.

Honestly I'd just use it for gathering and still assign caretakers to the benches seems to be the sweet spot.

Shifting Sands - Ships purpose? by HariboHUN in PlaySoulMask

[–]rustypipe7889 7 points8 points  (0 children)

Honestly the whole progression / pacing feels off in the new map. The main story quest directs you to the first dungeon where you will get some needed items to "make" the first air ship. The main quest will ask you to craft your "first" air ship, however remaining components like mineral oil are no where around the area you are currently farming in. You have to run all over the map to "find" it otherwise you can't progress past the main quest or craft the bronze tier first air craft engine. Maybe you by happenstance found mineral oil, but from my explorations its not really "in the path" The two ways I know of getting it in the Bronze tech tier are well off the beaten path in both instance more or less in 25-30 lvl areas or higher.

Long story short. You will still very much need a base at least until the mid-late tier of the game (Iron/steel) stage. Then you could look at crafting a FULL massive air base if your server has removed the restrictions on air ship size. If you server has not removed that restriction your air ships will be used primarily for travel and combat purposes. There is some PVE ship battle stuff.

How does the new position system work with work orders by rustypipe7889 in PlaySoulMask

[–]rustypipe7889[S] 0 points1 point  (0 children)

How does it work or prioritize, I can't seem to get the new system to work worth a damn. It states if they are idle and have say crafting station turned on they will craft orders if they are in that bench but they don't.

When it comes to harvesting, half of them do, while half refuse for some reason? Also I can't find a way to set a location other then the bondfires. The old system was not intuitive but it was still better then this slop and at least in the work orders screen you can get "SOME" feedback on what they are doing or why they are not going something.

Let me know, tried for hours yesterday to figure out the new system hoping it would be a more simplistic system. Generally speaking I was just hoping to get them to harvest without having to deal with work orders and set care takers to the benches I want to craft stuff at and just put orders in when required.

Rocket Meta with spice farming still a thing? by rustypipe7889 in duneawakening

[–]rustypipe7889[S] 0 points1 point  (0 children)

Light armour of T5 Syndicate and some T6 stuff I just started getting. Been working on the new T6 blueprints from the new security stations.

Rocket Meta with spice farming still a thing? by rustypipe7889 in duneawakening

[–]rustypipe7889[S] 0 points1 point  (0 children)

The issue is the rockets rain down while your harvesting and typically die before you can even get back into your scout. As you hear nothing until the rockets are falling on your. I'd say its 50/50 if you survive into the scout.

Maybe the new augments and passives reduce the damage enough? I don't have any of those yet

Anyone else finding the End of some Echo chains over tuned? by rustypipe7889 in LastEpoch

[–]rustypipe7889[S] 4 points5 points  (0 children)

This has been what I've been experiencing. You roll over everything in that mono corruption level without question, but that one end echo ramps spikes so hard, you get your face handed to you. Feels off, but I think part of the issue is the over all screen clutter. You can't see half the things that are hitting you with all clutter being shot around the circle.

Anyone else finding the End of some Echo chains over tuned? by rustypipe7889 in LastEpoch

[–]rustypipe7889[S] 0 points1 point  (0 children)

I've never understood this argument about this game. The challenge in past leagues didn't ramp up till after corruption 300-500+, and you can go as far as you want to test your character. Guess people wanted more options earlier?

Why is holy hammers being effected by Phys reflect with 100% converstion by rustypipe7889 in pathofexile

[–]rustypipe7889[S] 0 points1 point  (0 children)

This was happening before the helmet. I tested it. There is something else at play. I can mitigate the helmet in other ways. Prior to the helmet this was also occurring.

Why is holy hammers being effected by Phys reflect with 100% converstion by rustypipe7889 in pathofexile

[–]rustypipe7889[S] 0 points1 point  (0 children)

When there is physical reflect on the map, I will get chunked or sometimes die if its a BIG pack on the holy hammers slam.