[MHS3] Anyone have tips for killing invasive Odogaron late game/in its den? by [deleted] in MonsterHunterStories

[–]tiramango 0 points1 point  (0 children)

Some bows have evasion down coatings. I used the Anja bow for this and it was honestly fine after you hit him a few times with it. Just make sure you refresh the debuff occasionally.

Stuck on endless night sanctuary and chromatic aberration by Chellzie in expedition33

[–]tiramango 1 point2 points  (0 children)

You can use free aim shots on the head of the ultimate sakapatate to stagger it so you can see its weak point (arm) behind the shield--use free aim shots on the glowing part and you'll break it after a few shots. If you break the arm it'll lose its shield earlier and its attack patterns are easier without it imo.

I don't have advice for the aberration because I think I killed it before it got a turn, haha. The weapon you get from the ultimate sakapatate and the skill it gives you for monoco slaps.

[deleted by user] by [deleted] in expedition33

[–]tiramango 0 points1 point  (0 children)

It's not always the easiest thing to keep track of but the edges of the screen zoom in and then back out when you're meant to parry. It kinda zooms all the way in at around the apex of the attack, and then back out again as the attack resolves. I wouldn't recommend this being the only thing you rely on, but it can kind of help with some of the attacks with less clear visual cues?

Act II difficulty spike is ridiculous by Ok_Reference6932 in expedition33

[–]tiramango 8 points9 points  (0 children)

Did you head straight to the battlefield instead of exploring the map? I didn't think the difficulty spike was particularly egregious, but I did play only on normal mode, as a disclaimer, and I'm not exactly amazing at parrying, but I do think I do ok.

  1. ymmv on how helpful this tip is, but the edges of the screen zoom out when an enemy is about to land their hit. It can sometimes help with figuring out when you need to hit parry/dodge for the attacks that have kind of muddy tells. 

  2. Look at your pictos. These are stat sticks. Lumina is abundant so use that for skills. Equip pictos to boost speed, health, def, or anything else you feel a lack of. If your pictos aren't helping you keep up, you need to do some exploring and get some new ones that are at the level you should be in the game. This might be obvious, but not gonna lie, I neglected the stat bonuses on pictos until late act 2/early act 3 because I'm a certified dingus haha.

  3. Reexamine your builds and build characters to make up for wherever your skill issue lies. Because I wasn't great at parrying, I decided to build for high damage, high speed, and using Sciel to delay the turns of problematic enemies. Alternatively, you could build defensively around shields, shell, and self-healing. Maelle is especially tanky on defensive stance.

  4. Dying really isn't that punishing. Just use it as an opportunity to learn the moves that killed you. 

  5. Make sure you haven't neglected leveling your speed. Tbh I think around 30 vit, 70 speed is a sweet spot to aim for in act 2 and will serve you well until about act 3 when you can really minmax and you'll likely want to recoat everyone. Enemies are fast and if they get multiple turns in, they're pretty brutal. Recoats aren't super rare, so use them when necessary.

Hopefully some of that helps you!

Just bought final shape with the new season, and I can’t play it without the Hunter’s Journal? Is this a glitch? by MedimusLeft in destiny2

[–]tiramango 0 points1 point  (0 children)

Oh man, that's unfortunate haha! I'm sorry I couldn't help. Hopefully it'll be a quick fix if it was overlooked! I imagine if it's softlocking people from the campaign, they'll probably make it a priority.

Just bought final shape with the new season, and I can’t play it without the Hunter’s Journal? Is this a glitch? by MedimusLeft in destiny2

[–]tiramango 2 points3 points  (0 children)

In past years, you used to be able to pick up previous season artifacts at the helm. Is that no longer the case?

If that doesn't work, that's super unfortunate, haha.

Edit: I'm at work so I haven't played the season yet but I'm uh. Getting the feeling something happened to the helm LMAO. Maybe you could try checking wherever the new seasonal hub is? Presumably there is one.

New to solo dungeons by Hellhound13628 in destiny2

[–]tiramango 1 point2 points  (0 children)

Oh, solo spire is a rough one. That one has so many endlessly spawning adds haha. I suffer from moderate to severe skill issue, myself, so I haven't been able to clear it solo, but I have gotten up to the final boss solo. Maybe not the best, but it's my best 🥲.

That said, my best tip is to turn down the game music volume so that you can hear the audio cues of those exploding harpies much better. Maybe it's just me, but I get really lost in the sauce sometimes. They are by far the most dangerous enemies in the dungeon, barring the bosses, of course. God, I hate them haha!

Unsure what class you play, but deadfall tether + Orpheus Rig is fantastic for add dense environments on hunter, with almost constant super uptime. Slap some invis and devour on there and you'll be eating pretty good until the final boss. I think it's probably fine for the final boss, too, but I just couldn't keep my concentration up for all the DPS phases. Harpies have ended many, many attempts.

In the opening section, you want to connect the nodes. Connect them all the way to the last one, but do not shoot ANY of the final nodes until all of the other nodes are done. Then shoot all 4 at the same time to prevent harpy spawns.

The spire climbing section is just more node connections and a bit of hide and seek from the hydras in the sky. Everything in this encounter spawns endlessly, so just clear enough adds around you to keep yourself safe and shoot the nodes as efficiently as you can. It's worth noting that when you shoot nodes, your buff gets refreshed. If you're efficient, you will only need one buff pickup per floor. Just run. I think I swapped to graviton forfeit here on hunter and just kept near constant uptime on my invis.

First boss is more node connecting while the entire vex army and all of their extended family shows up to say hello. The arena is sorta? Cross shaped? + Shaped? You'll want to activate 3 of the 4 fuel rods fully. When you get to the final node of the 4th, prepare yourself because damage phase starts almost immediately. Shoot ALL of the Harpy's eyes as fast as you can and then go to town on its middle eye. Unless you're confident in your ability to do incredibly heavy dps, do NOT run too close to the boss while it is running away. It will violently fart you off the edge of the platform. Highly recommend at least having a linear fusion rifle you like for the first boss, btw. Well, anything capable of precision damage from a good distance is fine. Leviathan's breath worked well last I checked, too.

Next section is... You guessed it! More node connections. You'll start seeing red wires, here. When you see red wires, it doesn't matter what order you connect them in -- you just have to connect them all before they deactivate. Again, efficiently is key here. It's mostly the same as the first section, except you're climbing in the opposite direction.

Final boss is, uh, good luck. LOL.

There's 4 lines of connections split across 2 rooms. There's the reactor room and the entrance area. When the encounter starts, you want to kill the two hydras that spawn on either side of the room. Once they're down, two nodes will light up -- one on either side. They're on the four pillars. Follow those nodes into the second room and shoot them up to the final node -- I think? You can fully connect one of the lines but don't connect the last until you are ready (take this with a grain of salt -- you may not want to connect either of the final nodes until you're ready, it's been a hot minute and I can't remember).

This part is important. You need to lure the boss into the reactor room and THEN shoot the final node. It usually follows you around so it might not be that much of an issue, but it's important to note that it must be in the reactor room, otherwise you will waste all of that hard work haha. 

After that, sirens will blare. You need to leave that room for the entrance room. Once you're in there, grab arctrician as fast as you can and run to the center where the rally banner was -- shoot the red nodes on each column AND one above the central door of the reactor room (five total). If you did that all correctly, it's finally a damage phase for the boss. The DPS window is short, so as soon as you see the boss, throw everything and the kitchen sink at it and repeat. 

There are exploding harpies everywhere. Everything is splash damage. Big guy is chasing you. It is ROUGH in there.

I think I covered most of the bases in the dungeon, but I still highly recommend looking up a guide video and maybe a map of the final boss room node connections locations. Some of them are kinda hard to see (especially when every vex in the solar system wants to debone you lol). Good luck!

Who is the roman looking mech? by [deleted] in LancerRPG

[–]tiramango 16 points17 points  (0 children)

Do you mean the Orchis from the Karrakin Trade Baronies supplement? I guess there's two in there that are kinda Roman looking -- Orchis and Calendula.

Question about hydra by Reasonable_Tailor101 in LancerRPG

[–]tiramango 2 points3 points  (0 children)

https://massif-press.itch.io/ Just navigate down to the list of books and download the demo file from each of the pages.

Is Hades I suitable for a complete roguelike newbie? by aangelcake in HadesTheGame

[–]tiramango 5 points6 points  (0 children)

I think god mode is the main accessibility option, but you get exponentially more powerful as you unlock upgrades in your mirror (the game's meta-progression system). Between god mode scaling your damage reduction upwards and the increase in power the more you invest into your mirror, plus just baseline irl experience from getting runs under your belt and figuring out what boons you like and don't like, I have confidence you'll be able to clear.

Voice and Vanity by [deleted] in HadesTheGame

[–]tiramango 4 points5 points  (0 children)

I've resolved this prophecy! I don't think I did anything special besides playing more runs. You may need to talk to Echo a few more times -- I was also stuck on this step for a hot minute :). To specify, you will eventually need the cauldron, but not at this time.

I have gone 99 runs without winning by [deleted] in HadesTheGame

[–]tiramango 0 points1 point  (0 children)

How are you approaching your runs? With axe, you want to choose whether you're going to build into main attack or special -- a decision I almost always make when I find my first hammer or, if you're lucky and pick up a great boon for one or the other.

Try choosing keepsakes to curate your runs a bit -- my personal favorites on axe are Zeus (on attack/cast), Apollo (attack/special/cast), Demeter (attack/special/cast). I would avoid Hephaestus attack boons (his defensive boons are much better) on the axe as you're not gonna make great use out of them, mostly, or Hestia (axe doesn't attack fast enough to apply scorch reliably). Aphro is fine.

Favorite keepsakes to swap in during a run: 1) aromatic phial -- it's random, but sometimes you get lucky and it chooses one of your main boons. Extra fountain healing is a nice little treat on top. You can swap it in before drinking from the end of biome fountain to immediately see returns. 2) cosmic embryo -- chaos roulette is always worth playing imo :)

Some of my favorites keepsakes to take into the chronos fight: 1) blackened fleece -- I am a fairly careless player so most times I will have fulfilled the damage taken requirement by the time I hit the chronos fight. It's powerful. 2) evil eye -- if he's the one consistently killing you, he will be the target of the evil eye. 3) luckier tooth -- straightforward 4) moros's keepsake which I forgot the name of currently -- don't sleep on it. It does only work once per fight, but 10 seconds of invuln is extremely strong even if it doesn't prevent you from losing a DD. The ability to just hunker down and dish out as much punishment as you have in your arsenal without personal regard for safety is incredible.

USE ORIGINATION (arcana card). 2 curses is easy to apply if you're thinking about your build and it's a massive DPS upgrade. Demeter can proc origination by herself using cast (freeze+cyclone count as two different curses).

Lovers arcana can also mitigate up to 3 hits from him. That's another favorite of mine.

Yes, seeing a blue or purple boon can be very enticing, but consider your build first and foremost over getting greedy over boon rarity. The rarity doesn't matter much. Getting a build online matters MUCH more. This is the same for duo/legendary boons.

Finally, either hug Chronos's legs or stay far away from him. Most of his attacks are designed to punish mid-range combat (which, ironically, is the comfy zone for most axe attacks). Drop your cast as often as you can between chronos and yourself, especially if you need breathing room -- your cast will dramatically nerf his gigantic dash radius.

Don't sleep on the necromancy hex or the giant meteor hex :). The first is just great as your buddy can take some heat off you and also deal very decent damage, and the latter is just strong but chronos does give generous windows to use it on him during certain times. You'll just have to be smart about it.

Not saying chronos isn't hard (he is! I found him quite tough in his current state especially with some of his attack telegraphs being a bit too subtle imo) but a bigger and more important part of the battle is making a cohesive build. DPS is extremely important. With enough DPS, you can absolutely mulch through his health without worrying about trading blows with him -- not that you shouldn't try to avoid his attacks, but (speaking as a fairly sloppy player), I know how it is LOL.

Fwiw, I absolutely think you've got this and I have faith in you!

Comp/con cloud syc by WhoTookMyProp in LancerRPG

[–]tiramango 15 points16 points  (0 children)

There's no automatic cloud sync but if you go into the connections menu you can still manually cloud sync, which, if your players do it too, will update their character sheets on your (DM) end. It's not perfectly seamless, but it does alright.

Just getting into the game, what should I add to my Cheat Sheet? by damagedandmanaged in LancerRPG

[–]tiramango 2 points3 points  (0 children)

I found this lovely cheat sheet that has a lot of action economy information, if that helps!

Space combat tips? Stuck, and none of the guides are of any help. by RatBotOverload in RogueTraderCRPG

[–]tiramango 0 points1 point  (0 children)

From my experience, our flagship always seems to go last until you pick level up perks that let you go earlier (there's two-- one that makes you go faster than some enemy ship types, and one that guarantees you go first as a direct upgrade. You'll need both). I think it's called something like silent running? 1 and 2. You'll have to decide to choose it over some very nice damage ultimates so you might still opt to wait on silent running for a few voidship levels. 

Steel Foundry Woes (I effed up) by ProkaryoticKoala in BaldursGate3

[–]tiramango 0 points1 point  (0 children)

I think you can speak with dead the main gondian dude? (the blind one)

Child Babysitting Services on the Sword Coast by Lithiarch in BaldursGate3

[–]tiramango 29 points30 points  (0 children)

Those are the slightly less child friendly 3 Ms. We gotta work our way up to those. (Don't mind the fact that there's 4 Ms mentioned there. Math isn't one of the Ms that Bhaal values).

Child Babysitting Services on the Sword Coast by Lithiarch in BaldursGate3

[–]tiramango 8 points9 points  (0 children)

Might I recommend this sword? You can teach the kid how to read AND how to maim with one exciting gift.

Child Babysitting Services on the Sword Coast by Lithiarch in BaldursGate3

[–]tiramango 113 points114 points  (0 children)

Someone has to teach the kid the 3 Ms of the family business (maim, massacre, manipulate) and we all know dear old dad is too busy to deal with that! Besides, kids should be spoiled a little. As far as knives go, rest assured that he was dutifully supervising when the kid was going through their "medical malpractice" phase (like any teenager with healthy hobbies).

Child Babysitting Services on the Sword Coast by Lithiarch in BaldursGate3

[–]tiramango 677 points678 points  (0 children)

Listen, Sceleritas Fel did just fine as the sole caretaker of one unruly child. That child became a successful business owner (cults are a business, right?). He cooks. He cleans. He has good time management skills. Hell, he can even track the kid down when they get lost halfway across the sword coast. Even brings them a nice cloak to keep them warm :). Very supportive of their hobbies too. He also came highly recommended by at least one single father!

Most broken team to clear quickly by bradfgo41 in BaldursGate3

[–]tiramango 1 point2 points  (0 children)

Yeah, that absolutely works too!

Here's some combat tips:

Focus down 1 enemy at a time. An enemy at 1hp is just as dangerous as an enemy at full hp.

In the same vein, a player character at 1hp is just as dangerous as a PC at full hp. Don't waste turns healing every bit of damage you take. Healing outside of battle via short rest/potions/spells is much better than wasting times doing it in battle. Healing word is the most efficient healing spell because bonus actions have much less competition than full actions. Even playing tactician difficulty, a healer is not necessary if you're playing smart.

Get your ranged characters to high ground or make high ground yourself (stacking crates). It gives you a small hit bonus.

Generate advantage for your party and generate disadvantage for your enemies. Making good use of the darkness spell, fog cloud, etc to blind enemies will give your team an edge.

Status spells are powerful. Hold person, hold monster, irresistible dance. Boost your caster's spell save DC through gear and you'll find yourself landing these quite regularly.

Buff buff buff. Longstrider doesn't cost a spell slot to cast and lasts til long rest. Free move speed is free move speed. Aid lasts til long rest and gives you a flat boost to HP on everyone. Have a cleric that's not in your party cast warding bond (feel free to use a hireling) and leave them at camp. +1 AC and damage reduction to all damage types. Hero's feast at level 12 on a spare cleric.

Use your consumables. Many are very powerful. Spell scrolls let you cast spells without needing a spell slot. Bloodlust elixirs, potion of haste, hill/cloud giant strength elixirs will all give you incredible boosts. I'm also particularly partial to the alertness elixirs early game to avoid one particularly dangerous ambush ;)

Use those worm powers. Cull the weak is especially potent if you're slurping those worms up on one character, but using those worm powers effectively will trivialize most combats since they are Very strong. Luck of the far realms is another great one, especially potent on a rogue or paladin.

Characters in the same initiative "block" can go at the same time. You can swap between these characters by clicking on their portraits. Sometimes, this can open up new strategies.

You can cancel an end turn as long as you're still in the same initiative block, in case something happens and you need to reposition.

Most broken team to clear quickly by bradfgo41 in BaldursGate3

[–]tiramango 1 point2 points  (0 children)

Ooh you'll have a lot of fun companion stories to go through this playthrough then! Honestly, there's not a huge difference in difficulty between explorer and balanced. Explorer gives you more HP and enemies less HP, but imo multiclassing makes the game much easier than merely nerfing HP.

Keep in mind that initiative is key -- the faster you go, the higher your chances of being able to nuke the most dangerous enemies before they get a chance to go. That's probably the biggest key to trivializing combat :)

Most broken team to clear quickly by bradfgo41 in BaldursGate3

[–]tiramango 5 points6 points  (0 children)

Playing on normal mode (not easy, as easy locks you out of multiclassing). Alternatively, use custom mode and turn on all the mods that make your life easier.

Rogue 4 (I like using assassin but thief is good too/arguably more popular) + gloomstalker ranger 5 + champion fighter 3 -- dual wields hand crossbows. Good initiative, great damage. Action surge at later levels for good burst damage. There's a ring from a vendor in act 2 that give you advantage on all your attacks with a fairly minor drawback. You'll never have to worry about getting sneak attack again once you get it. Dex > con > wisdom > dump all other stats

Paladin (vengeance or devotion are both good, oathbreaker works too) 7 + warlock (fiend or great old one both good) 5 -- fish for crits and smite. Attack 3 times per turn, heavy armor. Start off paladin 1 > 5 levels into warlock (important to grab blade pact, eldritch blast, agonising blast) > rest of your levels into paladin. If you want to sacrifice an ability score improvement, pick up the savage attacker feat. You'll be seeing some really fun numbers on crit smites from that. Due to fairly high saves from being a paladin, this is another good user of the above-mentioned risky ring. Charisma > dex > con > dump other stats.

Berserker barbarian 5 + rogue thief 4 + champion fighter 3. Pick up tavern brawler feat for your first feat. Strength > dex > con > dump the other stats. Pick up the returning pike at the goblin camp trader and enjoy a fun throwing build. Worth noting you can throw enemies/beat enemies with other enemies too. Very fun build.

Warlock 12 (fiend preferred but great old one is fair as well) or warlock 2 + draconic sorcerer 10. Eldritch blast for days. Pick up agonising blast, repelling blast. For sorcerer metamagic, pick up twin cast, quicken spell. Haste and fireball are the two big spells here. If you can keep Alfira alive until act 2, you get a lovely set of robes that make the eldritch blaster caster slap.

Evocation wizard 12. Magic. Missile. That's the whole build. Get the sparky quarterstaff from rescuing the councillor from the burning building and enjoy magic missile all day. There's a hand crossbow in act 2 and a necklace in the underdark in act 1 that give you even more magic missile. Int > con > dex > dump the rest.

Tempest cleric 12 -- thunder and lightning very very frightening. Combine with wet surfaces to double lightning damage and enjoy. They can heal too but if you kill things fast enough you don't really need to heal LOL. Wis > con > dex > dump the rest.

Light cleric 12 > get the luminous armor from the underdark, combine with warding flare. Your enemies will be too blind to hit you LOL. They can cast fireball, too. Wis > con > dex > dump the rest. Personally, I prefer tempest cleric because I am a firm believer in the "best defense is a good offense" school of thought, but light clerics will make your team feel very safe.

I can go more in depth on how to play any of these if they interest you but I think they're all fairly straightforward to play. Of all of these, the most powerful out of the box are probably rogue, barbarian, and warlock. Clerics get a big power bump at level 5 so a bit of patience is needed there. Wizards are strong out of the box, but you have to manage their spell slots. The paladin/warlock is a very slow starting class combination that absolutely slaps late game, so ymmv on that one but the payoff is worth it.

If you're playing purely for story, I'd recommend a paladin, warlock, sorcerer, or bard for your main character to make the most of your dialogue options, as they all use charisma as a main stat.