Soon to come from this modder: "Disable Gale and, Halsin romances", "Lae'zel adjustment" (makes her less aggressive and also a hot Drow), and a personal favorite "Realistic women" which just increases bust size like 2x-3x across the board.
@lemmy.world
Soon to come from this modder: "Disable Gale and, Halsin romances", "Lae'zel adjustment" (makes her less aggressive and also a hot Drow), and a personal favorite "Realistic women" which just increases bust size like 2x-3x across the board.
The Tenni-bator. A guy would approach the tennis courts from the woods in a trench coat and beat his meat to tennis practice. Male or female, if I remember correctly. When they'd try to catch him, he'd disappear into the woods. I don't think he was ever caught.
Yeah, what would we ever do without today's billionaires? I can't imagine a world without guys like Elon Musk spending their endless money on controlling narratives on social media instead of contributing a much larger share to social programs and infrastructure. He's always finding ways to innovatively call people pedos, and without that, we'd be much worse off as a society.
While everyone else is giving a totally correct answer of "do what you want and what seems fun", for sake of completion I'll give an alternative. If you're looking for an optimal choice with respect to character power, there's one specific point of the game where multiclassing is not recommended: exactly at level 5. At level 5, each class gets a substantial power boost. Martial classes get extra attack and casters get access to third level spells. Generally, these jumps in power are greater than whatever you're getting from adding an additional class. Likewise, multiclassing at level 4 delays a feat/ability score increase, but this is a bit more manageable.
That said, this is pretty min-max-y. Yeah, being at Cleric 3 / Druid 2 would be weaker than level 5 in either class alone, it won't be non-functional. You'll still be able to play fine even if your build is slightly suboptimal. Even on tactician, as long as everyone in your party isn't crazy multiclasses, you'll be fine as the party can cover for any shortcomings on your behalf.
Lastly, you can always respect. At level 3 and want to dabble but still want to be built optimally at 5 or 4? Go for it, and then visit Withers when you level up for a quick respec. Bottom line, play how you want, experiment! You might temporarily miss out on a power jump, but it's not crippling and you can always readjust if you feel underpowered
The best part about this build is you can build Dex-Wis with just a little Str in the late game. Dump Con, Int and Cha. You can get an amulet to set Con to 23, and chug potions of giant strength for fights you really want to nova. On a regular fight, dex and wis carries you (and maybe a +1 or +2 in Str for a little extra damage). But then you drink a lot to set your Str to 27 and just go nutty with the tavern brawler bonuses.
"I see you have no romantic partner. Maybe some new drip will help with that."
Man, Benson has it right. What the fuck? How do you do that? How do they let you do that? He essentially hit the slowest HR in history. Wild.
Here's a place where modders are your friends. There's a mod for all items already out there that just dumps a bag in you camp with every item in the game. Not something I'd do at the start of the game, but as you play, if you realize you missed something, just mod it in.
For example, I just found out that I made a.choice at the end of Act 2 that skipped out on a strong weapon. It's tied to a specific companion's personal quest, you have to bring them, and you have to select a specific dialogue choice essentially asking for a reward. I'm playing as a pretty run of the mill good guy, so I figured "hey, no need to reward me, just doing good for the sake of it." That was like 40 hours ago. I'd like to play around with that weapon, so I'm gonna mod it in.
Otherwise, a lot of the strongest gear is available in shops or along major quests. There are, however, a lot of items hidden behind obscurity. And the game does lock out old areas after a while, but usually prompts you before doing so. It's also probable that some things are story locked; make certain choices, get certain results. I don't think you can get absolutely everything in one playthrough.
I'd say it's a great enough game that the FOMO can take a back seat, but that's just for me.
Oh my God, a few nights back I had three hours to play and just spent it respecting everyone and playing with their gear. And by everyone, I mean everyone. Even the people I have not had in my active party outside like a quest or two.
"Hmm, should this Act 3 companion go Ranger 8 / Barb 4? How best do I build them to dual weild? Which swords should they get? Let me change my party so I can see what everyone else has."
I beat the game two nights later only using the characters I ran essentially the whole game with. But honestly, I love messing with builds. The fact that we can just do it all the time to try something new or min-max just a little bit more ("hey, I just got a permanent bump to my main stat, let's see if I can rework everything to up a bonus somewhere...") is such a great feature.
Really glad they added respec and multiclassing, it's going to extend the life of the game for me for sure.
I disagree with your last point. Yeah, you convince him to not blow himself up, but for my Tav it amounted to "we'll find another way where you don't die." He does get pretty power hungry, but a few persuasion checks and he realizes he was backsliding and agrees with you to cut that shit out. He decides to get the crown for Mystra without seeking its power and she agrees to heal him.
There's redemption there, you just have to push him.
This is the right tip. If you can't dry brine with salt overnight, then salt right before you hit heat.
That being said, give me a 24 dry brine plus reverse sear any day.
I have to disagree about a +1 being useless. It's a very early way in the game to get a bonus increase. If you dump 3 stats (say, strength, wisdom and int on a warlock, sorcerer or bard) you end up with 17, 16, and 15. You can take this +1 in your main stat and take and ASI at level 4 to get to 20. That will carry you through Act 2 until you get either main stat buffing gear or the buff from the Mirror.
As for the other odd stat, it's really easy to find a "half feat" to get this even too. Maybe something like Alert or Weapon Master to sound out your Dex, or Resilient in Con or Dex to grab proficiency in a strong saving throw you aren't proficient in yet.
Maybe it's just the minmaxer in me, but I'll never pass up the hair, even if I have to persuade Ethel to give me both. Without the hair, you can only get to 20 in your main stat at level 8, but without it you get that bonus at 4 and save room for feats. That makes it particularly useful for feat heavy builds, like GWM/PAM/Sentinel, who otherwise wouldn't get their main stat bonus above +3 until they get stat boosting gear in Act 2 (or more likely Act 3 in the House of Hope).
MC: An attempt at Kaladin from Stormlight Archive. Currently Oath of Ancients 1/Archfey Blade pact 4 with PAM and using Sorrow as my Pact weapon. Eventually he'll be something like Paladin 4 / Warlock 5 / Storm Sorcerer 3 with PAM + Sentinel. Hex, fly into range, start controlling the battlefield is the plan. I might take Warlock to 8 and leave the other two classes at 2, but I might want the extra spell slots and metamagic. I think Warlock 8 would.let me get Find Familiar as a ritual from the Invocation at 7, which would be cool. The core of the idea is there, and I'll keep tweaking it as I play; respecing is awesome.
Karlach: currently Frenzy Barbarian 5 GWF, and is about to dip Fighter for Action Surge and probably improved crit. I might respect her to Wildheart as Frenzy Strike and GWF -5/+10 kind of fight each other for use. Regardless, she's a killing machine.
Shadowheart: Just respected to Tempest Cleric 2 / Storm Sorcerer. I needed someone to blast and heal, and I wasn't digging Gale. Previously she was underwhelming as a straight cleric. Now she has some more offensive spell options, especially ranged AOE, which previously was a weakness.
Laz'ael: She had been benched all playthrough as she wasn't fitting RP wise, but I wanted to bring her out when I met the Gith. Except with a Barbarian and a Lockadin, I didn't really need a fighter. I wanted to check out the Monk class, so I said screw it and respected her to Way of the Open Hand 5 with Weapon Master to bring her dex to 18 and grab the last few versatile martial weapons she wasn't already able to use. Honestly, I don't see her leaving my team anytime soon. She's putting out really solid damage; getting any versatile weapon as a monk weapon is a little crazy. I also have bracers of unarmored defence, so she's sitting at 19 AC, the highest on the squad.
Wyll: Fiend warlock 2 / Lore Bard 3. He fires eldritch blasts. And heals a bit. And lockpicks. Maybe I'll retool him, but I didn't have great ranged AOE options and clicking EB every turn is a snooze. He did lockpick a s sneak his way through the Zent hideout though, so good work Wyll!
Gale and Astarion: Bench warmers. Astarion doesn't fit RP wise, but Gale does and probably will rejoin the team at times. I had Astarion go theif, and the extra BA is pretty nuts; might use that on my next playthrough with a gloomstalker MC multiclass. Gale is a Divination wizard, and the portent rolls are very powerful but the constant popup confirmation for use is annoying. He started the game as a Grease monkey though, and if he comes back with Shadowheart still on the squad, he might be a Create Water monkey now.
Aside from a quest related craft or to condense components, I haven't touched it. That doesn't mean my bags aren't absolutely stacked with components though. I gotta stop clicking on flowers and shit.
I love it and am losing sleep to play. I think I'm mid act 2, but who knows; you go a little and then a whole new area opens up for you. I have run into more bugs in the second act than the first. I had an undead bug out, T Pose, and unload a ton of textures whenever it was his turn in combat, which was fun. I also had a fight where the game triggered my Polearm Master when I moved into range of enemies with Halbreds, but if I used it, they'd hit me. Which meant they didn't use that for the whole fight once I figured out I could just say no. Enemies also took actions while it was my turn and I couldn't end my turn in that fight, so it was kinda borked. Might be because I joined from timed mode to haste people up.
Regardless, I'm going to sing the praises of this game and hope I don't hit a game breaking bug. I have the same gripes about camp inventory and party management, but ideally that gets fixed or modded soon.
I'm like 60 hours in and can't wait for a second run. I'm a goody two shoes this run, gotta get some evil durge in the next. And being able to respec your party means I can have a fresh set of combat mechanics next time no matter who I take.
I finished the last 3/4 of Words of Radiance and Edgedancer this week and am ~300 into Oathbringer. I know I'm late to the party, but I should be done with my Cosmere read through this year. I have Mistborn, Warbringer, Elantris and their associated Arcanum Unbounded novellas down, just the rest of Stormlight Archive, the White Sand Omnibus, and a few of the other AU novellas to go, plus the secret projects. When I say it like that, it feels like more than a little, but I have some free time on my hands the next few months.
Lae'zel for sure. And probably dark Shadowheart? That's who i have been using for my evil durge run and they all seem to be on the same page.
She's not here to give social media pointers. Get that through your thick skull.
There's a lot going on here. 7 mana over 2 turns to draw 2 and make a 4/4 flyer might be solid. The issue is it doesn't let you use mana of any color to cast the spells you exile, so you have to generate treasures by attacking or be playing the mirror to use them (or hit spell + a land to cast it). This will feel real bad when you cast the adventure on turn 3, hit two spells you can't cast, and they answer it before it attacks.
That said, card advantage, a solid body and ramp can be good. I think it's likely too weak to see play in standard main decks, but could be a strong play out of the board.
I was very anti-Laz until I took her with me for the crech stuff. With a Lockadin MC and Karlach, I figured I didn't need a fighter but could check out monk. She earned her way into the team through that one respec. Now she's a Tavern brawler Monk with a fighter dip who just absolutely deletes enemies the first round. I had expected to leave her in camp for Gale, Wyll or Halsin who I all like more RP wise, but now I'm monk punch nuking everything and loving it.
thanks for using Leebra!
go to feed...