Combat lvl calc osrs
So, hacker is bugged in the lobby, possibly because I took hacker Soul? Anyone run into this, it is Double Up, not norms or ranked. It is bugged for everyone it seems.
2023.03.29 05:40 Zachdogg So, hacker is bugged in the lobby, possibly because I took hacker Soul? Anyone run into this, it is Double Up, not norms or ranked. It is bugged for everyone it seems.
2023.03.29 03:00 True_Candle_1994 This post is for Taming
I'm just splitting this up so people can be more creative for each skill.
I would like to point out some Pros and cons to all off these ideas. (I was that guy in the past joking sailing would make for a fantastic new skill), (I was also one of those people who didn't like summoning), (I also stopped playing for sometime when PVP was in a funny place.. This was after they had the "PVP MODES" where the guards actually served a purpose for wandering.)
After Watching the Pitch
Taming, The ability to catch "osrsmons" and level them. only, these monsters can hit other "Trainers" in PvP combat? This was not made clear but they did say "Don't worry - with this in mind, we plan to be very cautious with any changes that might effect combat"
Also in the pitch they spoke out that some of these pets are only going to be for Clout?
Another thing to consider is server performance as not everyone is walking around with a "pet" at the very moment. (not discussing the spooned people or very talented only the average player base) its already rare to have something follow you permanently. So what does really getting to know your pet mean?
Also how many tamed mobs can you have and would it be another tab that has a call ability, or do you have to go to your house to "Retrieve"?
Does the tamed pet have its own house in the "new areas"? (maybe this is how you can keep the homes for the Main reward for the lvls)
so to keep the value of the already content, this need to be addressed for sure. (one can also argue the fact that the "Pets" at least from skills aren't acquirable threw "taming/Attacking", well.... you are Technically attacking the trees, fish Etc. in some strange sublime way.)
This does however, create a issue for having a "tamed" -mob?
In my opinion, this shouldn't be a permanent, as they would have their own Traits. I am assuming but, if you have a "bird" maybe the trait is the creature can grab items for you, kind of like how tele grab works, to keep this exciting a suggestion could be the bird has a set amount of Hp and can be attacked. (Of course this is if they go with the ability to use tamed pets in PvP combat. I also feel this should only be able to happen in Multi combat areas, and the "tamed creature" Should be "Trained?" or take the level you are upon entering combat areas.)
To deal with this power creep in multi combat areas you and your "tamed creature" should take damage threw the same hp as we see in the mini map. (maybe with a split health allowing the defense oriented "tamed creature" to act like "Over eating", this would need to be balanced but, may present more options in the already broken power creep with the "right items", another feature could be stuns created much like a snare, or taunts that help pull the oppositions focus to the "tamed creature".)
From what everyone knows now though.
Pro: Ability to fly or ride mounts? (Like a teleport?)
Pro: Your companion could assist you in moving on to other content. (This could help with diversity in locations)
Pro: Actually benefits Mental health (Creating the caring response, and allowing for engaged learning)
Pro: Your companion might teach you a new trick (Fastest paths - Faster training methods - Dangerous activity stimulating)
Pro: "you can get that pet you always wanted."
Vague Pro: You will have a Pking partner always that also has its own RNG and Traits? (like making a "pure"?)
Pro: can limit the factor of necessary items. (EG. tele grab, snares)
Pro: more factors for aggressive players. (Rushers would now have to take into account for a taunting creature, which instead of just instantly dying or needing to always hover over "tabs" the taunting creature could aggress the attack taking a RNG damage Output. EG. upon aggressing the opponent takes the first tick no matter what this could include two attacks with the right timing, then your RNG factors whether your creature takes damage or you do.)
con: can create a stigma. (that is if you lose this create to neglect etc.)
con: performance to servers
con: can be abused, this will also create a new "skill threshold"
con: creates content that will become stale. (unless the outcome is detrimental to account, like raising a combat lvl, this will create new states of account.)
con: higher level pking will become obtuse. (not like it already isn't, power in this game should be treated as "Experienced" instead of Experience, this would create the award for experience allowing for new players to "feel" the power of Expertise.)
I'm going to stop adding to this as the idea isn't anything but vague.
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2023.03.29 03:00 AverageQuestionMaker What is the best way for combat xp
I have like combat 36 and I want to get 40 so I can do blaze or eman slayer (also how good is farming for money I have a lvl 100ele and a carrot hoe)
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2023.03.29 02:56 True_Candle_1994 Taming, Shamanism, Sailing
I would like to point out some Pros and cons to all off these ideas. (I was that guy in the past joking sailing would make for a fantastic new skill), (I was also one of those people who didn't like summoning), (I also stopped playing for sometime when PVP was in a funny place.. This was after they had the "PVP MODES" where the guards actually served a purpose for wandering.)
Taming (this was my original post)
My thoughts on this one are, a bit of an ah-ha moment, so I am proposing a thought it's not what I "want" to happen.
New skill Taming, now before you start writing how much you hate me hold on a moment I did start diving into this new idea, which my mind just happened to help me with. adding to it if you will, only make the idea stronger.
The ability to have any "NPC" take this as Frank as you'd like.
Example giving nieve a Bandos plate to have them follow you around. ( Stuck In their external loop of following u, because they in this case think you, will give them another one. )
Pros are the item will inflate in price this can generate an item sink.
Cons the item will not continue to be sunk as it would be one time achievable as a award for reaching certain levels.
Also could argue that's not a con.
As for basic leveling take an imp for instance, using "lore" god forbid I use this.
so I'll just say the drop tables... Find what item is dropped quite often and use this as the materials to also increase the demand of "Slaying monsters."
In the case of this monster my idea would be they charish beads so you would hoax them into taking the bead and they will follow you for a set time.
Set the time short for lower levels and longer for higher levels and that can be determined by the incentive given and gradually decreases over time ( this could be the taming part people would be interested in. )
I don't want to specualate to far. To help creativity tho, this skill would give the player a small advantage to help assist In the creation of being able to really change the way people think of the other skills.
Idea: sticking with the imps, have it so the imp following you gives you a "item find" ability. This would decrease drop table rates no lower then .01 percent is a sizable difference. Also the imp would have a time following till he gets bored and leaves. This would not have the same implement as a tamed NPC that's permanent solidifing the fact the they would denote you level visually but have stratigic buffs to counter the new equipment with is very overpowered.
To end this I also want to add making some of these NPCs wearable for cosmetic people as I know this would also drive the price of the dropped items to try and tame the NPC they want ( this idea is more satire then anything )
Idea: to tame a man or lady you give them coins until a successful lure then they follow you but for a short time or "in the area" asking for more money repeatedly and allowing you to give the one following you money but not giving experience.
After Watching the Pitch
Taming, The ability to catch "osrsmons" and level them. only, these monsters can hit other "Trainers" in PvP combat? This was not made clear but they did say "Don't worry - with this in mind, we plan to be very cautious with any changes that might effect combat"
Also in the pitch they spoke out that some of these pets are only going to be for Clout?
Another thing to consider is server performance as not everyone is walking around with a "pet" at the very moment. (not discussing the spooned people or very talented only the average player base) its already rare to have something follow you permanently. So what does really getting to know your pet mean?
Also how many tamed mobs can you have and would it be another tab that has a call ability, or do you have to go to your house to "Retrieve"?
Does the tamed pet have its own house in the "new areas"? (maybe this is how you can keep the homes for the Main reward for the lvls)
so to keep the value of the already content, this need to be addressed for sure. (one can also argue the fact that the "Pets" at least from skills aren't acquirable threw "taming/Attacking", well.... you are Technically attacking the trees, fish Etc. in some strange sublime way.)
This does however, create a issue for having a "tamed" -mob?
In my opinion, this shouldn't be a permanent, as they would have their own Traits. I am assuming but, if you have a "bird" maybe the trait is the creature can grab items for you, kind of like how tele grab works, to keep this exciting a suggestion could be the bird has a set amount of Hp and can be attacked. (Of course this is if they go with the ability to use tamed pets in PvP combat. I also feel this should only be able to happen in Multi combat areas, and the "tamed creature" Should be "Trained?" or take the level you are upon entering combat areas.)
To deal with this power creep in multi combat areas you and your "tamed creature" should take damage threw the same hp as we see in the mini map. (maybe with a split health allowing the defense oriented "tamed creature" to act like "Over eating", this would need to be balanced but, may present more options in the already broken power creep with the "right items", another feature could be stuns created much like a snare, or taunts that help pull the oppositions focus to the "tamed creature".)
From what everyone knows now though.
Pro: Ability to fly or ride mounts? (Like a teleport?)
Pro: Your companion could assist you in moving on to other content. (This could help with diversity in locations)
Pro: Actually benefits Mental health (Creating the caring response, and allowing for engaged learning)
Pro: Your companion might teach you a new trick (Fastest paths - Faster training methods - Dangerous activity stimulating)
Pro: "you can get that pet you always wanted."
Vague Pro: You will have a Pking partner always that also has its own RNG and Traits? (like making a "pure"?)
Pro: can limit the factor of necessary items. (EG. tele grab, snares)
Pro: more factors for aggressive players. (Rushers would now have to take into account for a taunting creature, which instead of just instantly dying or needing to always hover over "tabs" the taunting creature could aggress the attack taking a RNG damage Output. EG. upon aggressing the opponent takes the first tick no matter what this could include two attacks with the right timing, then your RNG factors whether your creature takes damage or you do.)
con: can create a stigma. (that is if you lose this create to neglect etc.)
con: performance to servers
con: can be abused, this will also create a new "skill threshold"
con: creates content that will become stale. (unless the outcome is detrimental to account, like raising a combat lvl, this will create new states of account.)
con: higher level pking will become obtuse. (not like it already isn't, power in this game should be treated as "Experienced" instead of Experience, this would create the award for experience allowing for new players to "feel" the power of Expertise.)
I'm going to stop adding to this as the idea isn't anything but vague.
Shamanism
This seems almost very much like a wild card that can go any way.
From what they tell us this can be very game changing helping with both the utility to help yourself in many ways to stop the power creep in the game, some ideas I have in mind is have a few more rare drops that you can modify your already collected items. (barrows items can be "blessed? Tributed? Enriched?")
Allowing for the older items to also hold new value be it a extreme this would be an option for people who acquire the level for the reward(s).
Another feature that could come of this is to be one with an element to increase the effect of specific spells, attack etc. much like the Charge spell.
Maybe deep delving the spirit realm can be the stronger approach to one side of something.
Shamanism Could be very helpful to fill in the "blanks".
From what we know.
Pro: Abilities to counter the already crazy meta.
Pro: Creates new content
Pro: Adds more depth to completion of tasks.
Pro: Can be used to influence other skills items etc.
Con: May make more clutter in the inventory during specific things
Con: May add a higher skill dependency due to things being untradable (unless the content isn't boring or complicated)
Con: Could be elaborate farming skill with benefits
I'm sure there is lots more to talk about but this one is by far the craziest idea that could idea split off into many factors like a shaman who appreciates the elements compared to a shaman that steals the life from creatures to benefit or you could have a shaman with only the goal to keep the team alive.
Sailing
This one by far is the one I joke about the most... but in the circumstances it will actually become pirates of the Caribbean we might as well discuss how practical it is from when we have been told.
For myself this one is the most confusing.
How would you buy, steal or hire the boat. if you hire a boat does this make it "peaceful" if you steal a boat is this from a hired boat, if you buy a boat can people hire you? .... this made my brain hurt. but only time can tell what this means.
On the other hand the new water would be a very interesting feature but leaving the awkward facts of what happens if you die at sea do you arrive in Lumbridge?
What happens to the boat?
can u ship wreck?
could this create more content around other skills that don't get trained as much threw the boring methods like "catching fish" or would this be a hunting ability that give fish as a reward and sometime loot with I could only assume would be a sailing reward.
Can we get mini bosses like a Tempoross but the elite version that you need full spirit angler to fight? or having a Kraken but you need slayer level to? (hunting elusive sea creature)
Or maybe a version of fishing trawler you can do on you own boat? (deep sea fishing)
Navigational challenges much like the crazy directions the ships go that you pay for, only this time since its free you have to do it! (navigating training!)
Navigational challenges just you get paid for it (Delivering packages from A to B)
New content! (new islands to explore) < --- Zeah
Sorry I really didnt want to meme this but I couldn't help it.
What we know tho.
Pro: You can own a boat
Pro: You can steal a bought
Pro: You can sail Beyond your wildest dreams
Pro: Raids might become PvP on the sea where you can have your friends conquer other peoples vessels and command a army bigger then in the wild only there will be no where to go, besides teleing out and Abandon ship!
Pro: Lots of new ideas
Con: Might change the outlook of the point and click structure.
Con: May increase server load as the sea would have a lot of animation.
really hard to think of all the bad things this would bring to be honest this one stumps me the most as it brings a lot of new content that may bring more people to the game due to the niche. (lets face it most of us are stuck playing the game we aren't leaving)
This is my opinion, so don't take it to heart and just know that its the future of the game.. i remember when everyone said they would quit if things got added look at us now!
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2023.03.29 02:33 blazin_sauce1234 Can we stop crying about powercreep please?
unpopular opinion
powercreep isn't always a bad thing depending on how its handled. Just remember when OSRS started, and we only had whip, barrows. Now we have people running around in full ancestral and shadow or masori and tbow, or heck even torva + scythe, and people are worrying of shamanism adding effects to our weapon/combat, or new prayers making regular prayers obselete. New content will most of the times make older content worse, and if it takes alot more to get to that newer content then it should be better. You run ancestral and shadow for BIS, no one forces you to, you can still run BIS from 2014 if you want no one is stopping you and you can still do all the content you were doing beforehand. If done right the increase in power actually opens room for new interesting content. There seems to be 2 extremes of
- no impactful changes pls avoid powercreep because powercreep bad and it ruins mah oldskool vibes
- add extreme changes that will just blow the power scale out of the game with no real drawback
I think we need to take a balanced approach, and be open to the idea of new changes that will change how we play the game, else the game will be stale, and trust that jagex rewards will be balanced with the game.
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2023.03.29 01:52 Rjdk24 [Online][5e][CST] looking for 1-2 players for high fantasy homebrew campaign. Saturdays at 7pm.
Hello lfg! We recently had players drop from our group because they had unfortunate events come up in life. I'm looking for potential 1-2 player replacements for our group of 3. Currently we have for our characters:
Half elf valor bard lvl 4 Fairy elf monk shadow monk lvl 4 Firbolg cleric twilight domain lvl 4
Short recap of previous sessions - the group has been tasked to get rid of the rising power of dark knight paladin. Who rules over land of alduin. Due to her plans. She is currently harvesting souls for ritual of sacrifice. She has captured locals in nearby town and village. The party using the guidance of selune words.they went to seek out assistance of old friend. Upon finding their friend in abandoned cave area. They find cultists performing ritual of sacrifice. The party saving innocent people and joining with old friend. They gave chase to the remaining cultists to shadowfell.after lengthy fight with many people. They jump into new realm to stop ongoing plan that interconnect material plane and shadowfell.
Thing to note- new players will start at lvl 4 with free feat. We use roll 20 for VTT and dnd beyond extensions for rolls,Or if you have dice. Including discord to talk! We mostly are character driven party where the party makes a choice where to go in the story. Having a character goal in mind would help ,or if none comes to mind. We can discuss something later. Combat will be challenging, but there are ways to avoid it. This party prefers to stealthily avoid conflict when given the chance. All players are new to dnd, so it's fine if you are new as well! I have 4 years of dnd 5e experience and can assist with rules on game and character options. This campaign is high fantasy magic with ton of homebrew elements. We have ton of roleplay and exploring. Also for this player recruitment.
I am looking for potential someone to help the party being tank/Frontline. (Paladin, fighter or barbarian.) Or helping assist with damage/ someone's smart decision making. (Rogue/wizard.) Or both alike.
We try to play on Saturdays at 7pm to 11pm cst. Sometimes a bit longer depending on the scene. Currently our next session is April 8th of next month. I do prefer if you join our table, please be age of 21+. We mostly are age of 25+. Prefer someone within our age group. Thanks for reading this far. Feel free to click link below to submit form for the campaign.
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2023.03.29 01:43 Suntitle Really want to get into the game
Been playing for a little while now. 2 characters at lvl 80 ( 1 boosted) and did PoF and halfway at HoT. Got a couple of mounts and enjoying the combat. Not really that big into lore but it’s fine. Wasn’t sure what to do after reaching mag lvl so I found myself looking at some “what to do after 80” guides. Besides feeling Little overwhelmed I also noticed that a lot requires social interaction. Unfortunately I feel very anxious when talking to people online.
I tried to cast those feelings aside and join a guild. I can’t however, seem to get a connection with anyone. I feel like I would enjoy the multiplayer part of the game a lot but it feels like too big of a hurdle.
I really would like to find the thing that all of you have found with this game, and made you fall in love with it. I know this is now more of a personal rant and has more to do with me than the game but I guess I was hoping some insight. How did some of you deal with the social anxiety?
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2023.03.29 01:11 WAcidW H: off-meta grolls/collector’s weps and niche armor W: caps/junk/maps/offers
———Weps———
Aa50c25 lmg
B2525 gat laser
Ext50c25 rw
F2525 lmg
Jugss1s drill
Jug50c25 hm
J50c25 pipe revolver
Jss1s bear arm
J2515r nu
Med50c15c hm
Med50c15c tesla
Mut2590 cryo
Noc2590 ugl
Q2550b epr flamer w/ mods
Sup2525 rw
Sup2525 pepper shaker
Ber50c15c fixer
H50c25 fixer
Ber50c25 fixer
Gs2525 fixer
Exeap25 fixer
Jug2515r fixer
Aris50c15c fixer
Ts25a90 bpr
Ts50c25 agl
Ts50c25 hm
Ts2590 50cal
Tse25 assault rifle
V2590 agl
V50c15c hm
V2515r tesla (x2)
Zss1s Bowie knife
Z2515r ugl
———Niche legacy stuff———
(Looking to get apparel for these)
Lvl 15 unrolled 204 bpr
Lvl 25 tse90 204 bpr
Ts25vats fat man
———Armor———
As/fire/wwr USA LA
As/ap/fdc USA RL
Cham/ap/jwr sturdy combat RL
Cloak/ap/fdc marine LA
Oe/1c/sent metal chest
Oe/fire/cav metal LL
Oe/1p/jwr metal LL
Oe/rad-res/sent sturdy metal LL
Regen/ap/sent raider chest
Regen/ap/limb sturdy metal RA
Van/1s/cav FSA RL
Van/1int/cav heavy leather chest
Van/1s/sent trapper LA
Weight/poison/sent leather chest
Weight/ap/rad-regen sturdy leather RA
Weight/7%led/sent sturdy metal LL
Weight/ap/cav trapper RL
Z/1s/wwr marine LA
———Power armor———
Aris/1e/sent ult RL
Auto/edwwr raider LL
Bol/1e/cav t-60 RL
Oe/1s/sent raider RL
Oe/ap/100 energy dmg T-51b chest
Oe/7%led 2* Ult RA
Ult jp RA
Ult jp Helmet
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2023.03.29 00:48 Abide-Trabex Hear me out, the new skills are…
Was thinking about this, and I really wanted to share my thoughts. We are helping create the new skill, Jagex won’t make something we don’t want because we have direct communication with the developers during the whole process. Any of these skills would be great, and I can’t imagine the mods releasing anything terrible. Besides, we would let them know if they missed the mark and we actually want to go back to the drawing board. Let’s all share our thoughts and expectations of the skill pitches. What it would require for these skills to be great! Share your thoughts, let’s not dog on each other, let’s come together and collaborate!
so I love the thought of Shamanism! I also made suggestion of dimension traversal in an alternate reality, mirroring the main world. Gathering resources there. Jagex probably didn’t see my suggestion, but I love the changes in their pitch. I think it would be an amazing experience to train shamanism! And I really like how it could fit in OSRS lore and thematically I find it so exciting! So I am naturally bias, but won’t cry if the other two skills get chosen instead.
Shamanism changes/implications I would love:
There are so many things we could do with this then enhance our gear! I almost wish we would completely toss the “power creep” possibility thing and focus on niche things in general that the skill could provide!
I’m spit balling here, so bare with me lol
Effects on aggression in combat: Think about this, you make an oil, do a ritual on your weapon or! We are given a new equipment slot (like they suggested) you equip a totem you’ve carved to resemble a specific creature type that it will effect, in combination with the oil it gives off a smell. The creature finds it offensive and will actively be aggressive to you for the next 30 minutes of time.
Or you create a combination that causes a specific enemy type to become sluggish and it now attacks 1 tick slower then before!
Or maybe a foul combination the provokes fear to the creature and they will refuse to attack you and actually run away from you!
A combination of things that allow you to drink prayer potions that go above your current prayer level by one prayer dose!
Just a few ideas for combat. These would have their uses but not be just straight adding buffs to your gear. I hate the thought of just adding +1 str boost for 30 minutes on my bandos, Idea… It should be steered away from. Let items be cool because they are cool, without making it a hassle. Plus we already have potions.
There could be some implications for skilling too, idk, you give your thoughts on that though. Lol
On topic of the spiritual realm: It should be mirrored and different 100% large areas but not the whole map. Just segments of large areas we know. Twisted more and more the deeper we go in the realm.
What if we would preform rituals on our gear sets, that would allow us to bring specific item types into the spiritual world and make them useful there? Aiding us in exploration and combat in the spirit realm?! Otherwise without the gear going through the rituals in the real world they would be unusable in the spirit realm? And if we wore them and entered into the spirit realm without going through the ritual, those items would remain with our bodies in the material world?
But in order to perform such rituals on specific items, it would require to have the same Shamanism level as the required stats needed to equips them. Rune items = lvl 40 shamanism. Dragon = lvl 60 shamanism etc etc
And depending on the combination you use in the ritual, augmentations to the gear you use in the spirit realm can then have special effects and buffs inside the spirit realm. Being ineffective in the real world! So then we can explore really cool additions to our gear but it not effect the real world apart from the materials we are able to collect from the spirit world and bring back!
And I think in the spirit world would become more and more dangerous the deeper we would go. But the deeper you go the more valuable the spiritual resources you are able to collect!
Death in the spirit world should just kick you out of the spirit realm haha just saying. We don’t need our souls being killed 😅
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2023.03.28 23:45 Loose-Entertainment Not many things in life feel better than 6 ADMIN with 3* Warwick
2023.03.28 23:21 Brave-Flower-1218 hacker bug guys need 3 hacker to activate hacker 1 aug wasted XD
2023.03.28 21:39 CheesyUmph H: Caps W: Overeaters and +1 S Combat armor pieces (need all)
Not picky about the 3rd effect but I need all pieces of lvl 50 combat armor with overeaters and + 1 str. Single pieces are welcome though I don’t need them all at once.
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2023.03.28 21:32 Original-Island448 Concerns
Hello everyone. I have a serious concern involving the proposed skills. 2/3rds of the proposed skills could be skill "expansion" per say.
Shamanism could easily just be added as a prayer and magic expansion. The new spell book could be added as a way to enchant or add effects to items. Shamanism could also become a Guthix prayer book, that has nothing to do with combat instead effects skilling rates.
Taming could easily just be added to hunter as different alternative methods of training hunteother skills. (Falcons and gorilla are how this has already been added to the game)
Also we all know sailing is a meme and will win but dont make it a meme skill please at least add pvp navel combat(the waters near and above the wilderness), dynamic water and weather to all of osrs, and maybe our ships can be more of a home away from home.
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2023.03.28 21:30 Mind_Youu Sailing pvp??
If sailing was implemented into the game could part of the sea be in the wilderness for ship vs ship combat?
Normal pvp in osrs is difficult to learn and can't be changed but this new sailing pvp would be fresh for everyone giving all players a equal chance to have fun in the hardcore pvp we all love about runescape
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2023.03.28 21:22 Used_Accident_4568 Returning Player - high level PVM
I am currently looking to return to the game. I am a high-level PVMer who took a break to move over to OSRS. I am considering coming back but I know a lot has changed since I've been gone. My question mostly is what combat style is best to use now? Also which is the easiest? Prior to my transition, I was primarily mage. However, back then to be effective you needed to know how to 3-tick auto, which was a pain. I'd prefer it if I didn't need to do that. So would Range/Melee be better? Or is 3TAA no longer used? Also what new upgrades/quests are essential to being a top-tier PVMer? For bosses like AOD, Solak, Raids, Raksha, etc.
Also, if you could give me a breakdown of the items you would buy for whatever style you are recommending that would be incredibly helpful!
Happy Scaping.
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2023.03.28 20:58 sinderling Bard/Lock or Ranger/Lock?
Hey All - Hoping I can have some input on a future build I hope to bring out. The basic idea is to abuse Wrathful Smite. Reminder, Wrathful Smite forces the target of your melee weapon attack to make a WIS save or be frightened for 1 min or concentration. The target can use an action to try and break the frightened but it is a WIS check (not a WIS save) to break it so it is fairly unique and powerful.
I plan on dipping 1 level into Hexblade Warlock so I can get the spell and use my CHA instead of STDEX to attack but am torn between Bard and Ranger for my other class.
Bard:
- The idea for Bard is to go College of Lore. This allows me to use my Bardic Inspiration to subtract points from abilities checks I can see, making it even harder to break out of the Wrathful Smite frightened (this is from the lvl 3 class ability Cutting Words).
- This also allows me to be more SAD as I only really need to focus on CHA.
- Lastly, I can basically be a normal Bard if I fight enemies that are immune to frighten or I otherwise don't want/cant get into melee range of.
Ranger:
- The idea for Ranger is to go Fey Wanderer. This allows me to force another creature to make a WIS save or be charmed/frightened in the event that my main target succeeds my Wrathful Smite saving throw (this is from the lvl 7 class ability Beguiling Twist).
- This new charm/frightened also does not require my concentration and has a 120 ft range so it allows me to deal with multiple enemies or enemies that I may not want to get in melee combat with.
- This would require me to be more MAD as I would need CHA for the initial Wrathful Smite but also need WIS for the Beguiling Twist.
What do you think? Do either option stand out as obviously better? Is there other options I am not considering?
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sinderling to
3d6 [link] [comments]
2023.03.28 20:26 stoonley Barbarian Build/Berserk/Thorns/Tanky/Fast
This is the build I plan to run on launch. Essentially, it's a two button berserking build, fast paced (over 40% increased move speeds), insane single target, added multiple thorns and a fire aoe for good to great aoe and trash clear. Pretty much ran the level 25 version of this in beta with really good results. It's a 3 shout build, so pop all 3 shouts, use lunging strike for great mobility and to intiate berserk, double strike, and then ult with call of the ancients to wipe the screen. This build should be very tanky with a lot of fortify, 2 heals per second (no need for pots), fast, 6 skills or aspects for fury generation, and a lot of thorns!
Skills: Lunging Strike -> Enhanced > Combat: Crits initiate berserk
Double Strike > Enhanced > Furious: 2 secs additional berserk (while in berserk)
Rally Cry > Enhanced > Strategic: move speed, resource, fortify
Challenging Shout > Enhanced > Strategic: dmg reduction, max life, 50% thorns off max life
Endless Fury 3/3: generate 15% more fury
Outburst 1/3: additional thorns off max life
Tough as Nails 3/3: increase thorns 60%
War Cry > Enhanced > Mighty: 15% dmg incr, berserk 4 secs, fortify
Imposing Presence 3/3: 15% max life
Booming Voice 3/3: 30% longer duration to shouts
Raid Leader 3/3: 9% heal per second (3 shouts) off max life
Swiftness 3/3 - 12% move speed
Aggressive Resistance 3/3: 12% dmg reduction in berserk
Prolific Fury 3/3: berserk fury generation 18% increase
Call of Ancients (ultimate): ulti
Tempered Fury 1/3: increase max fury
Invigorating Fury 3/3: heal 9% per 100 fury spent
Unconstrained: increase max berserk duration by 5 secs and increase berserk dmg by 25%
Aspects: 2H -> Aspect of Burning Rage - aoe fire dmg
2H -> Razorplate (unique) - gain # thorns
1H -> Rapid Aspect - basic skill attack speed
1H -> Needleflare Aspect - thorns dmg to all enemies
Helm -> Steadfast Berserker's Aspect - fortify when dmg in berserk
Chest -> Aspect of Might - 25% dmg reduction
Pants -> Aspect of Tempering Blows - fortify wpn swap
Gloves -> Relentless Berserker - extend berserk duration
Boots -> Battle-Mad Aspect - wpn swap berserk
Amulet -> Bold Chieftan Aspect - shout cd
Ring -> Aspect of Echoing Fury - fury per sec (shout)
Ring -> Aspect of Berserk Fury - fury per sec (berserk)
Overview: 2 heals per second
4 fortify's
5 berserking options
42% move speed increase
6 fury generators
4 thorns + 1 fire aoe
https://lothrik.github.io/diablo4-build-calc/#N4FgNArGBsYEwgFxTi2BmA7I9Z0A48BOMEABlNhG1wjklvAmhxnul2imhc5rEz9M+VvjKsAjGVwSJMiUhlwKAYwA2AQwDOWgHIaAtgFNEAIw0AncxYCWGgHZgVEgCpPCKjU-T0VvgFZOcJhOAJ5B4CoALkEeygC+QA submitted by
stoonley to
diablo4 [link] [comments]
2023.03.28 19:09 Fungal_Wizard PLS don't discard any of these ideas, no matter what skill gets chosen!
Taming could be a hunter expansion if it's not chosen, Shamanism can be a herblore expansion if it's not chosen, Sailing could be it's own expansion/ major content release thing if it's not chosen!
Big support for revamping skills and giving them more nuance with expansions and integrations! These ideas would be insanely fun even if they have to be dialed down a tiny bit since it's not an entire skill of it's own. There are current skills that would REALLY benefit from some more nuance!
Shamanism as a skill is interesting because it can potentially benefit from firemaking, woodcutting, crafting, prayer, herblore, hunter and magic in the creation of totems, poultices, ritual circles, creating things with animal parts, special fires, new herb uses, etc.
If you were to release that as an expansion to Herblore you would have to trim the fat quite a bit but it would undoubtedly still be enjoyable. More customization of player power is always welcome imo.
Taming could revitalize the Hunter skill, Taming a creature and leveling it up, unlocking perks as you level them up, some of which can even be acquired through boss fights or other creative encounters. If this is watered down more and added to Hunter as an expansion, even if they aren't combat-summonable creatures, it would still be interesting and well received imo. Familiars could provide small, unique bonuses to every activity ingame. Maybe leveling a terrorbird up lets you fast travel within a fixed distance on the map every X mins.
Sailing is obviously well received by many. Not releasing it as a skill, but as an expansion/ side progression/ chance to explore new content and areas, imo, would still be fantastic. There is room for naval exploration content on OSRS and new quests in that direction.
submitted by
Fungal_Wizard to
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2023.03.28 18:55 TheVerySpecialK taming skill early access preview
2023.03.28 16:32 Lord-Ice Early Level Training
New to Old School because I basically ran out of things I wanted to do over in RS3 until Necromancy drops. I bee-lined a Graceful set after doing a little research, and decided my next mid-range goal was getting full Void to make gearing a bit easier. Trained up my melee skills to be decent at Novice Pest Control, but of course you need 42 in all combat skills to buy the items. I'm finding early Ranged training to be somewhat annoying, mostly due to lack of a good spot that doesn't have a thousand people like Sand Crabs - it was hard enough training melee there with how crowded it was, so I'd like a different spot that doesn't involve high-crowded areas.
The OSRS wiki isn't exactly being helpful, since its Ranged guide just says "go do quests", those quests have other requirements for skills I haven't trained... and the early level guides for those skills just say "go do quests". And how exactly am I supposed to go do these quests when I need the levels I'm after to do them? That little rant aside, what are some decent spots to train Ranged (and Magic, but that's later because I expect runes to be a bit expensive for someone whose best moneymaker is picking bananas with baskets) that isn't Sand Crabs, Ammonite Crabs, or spending 750k I don't have on a Cannon?
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Lord-Ice to
2007scape [link] [comments]
2023.03.28 16:29 RyanoftheDay Simplified Engage Skill Inheritance Guide
Thanks to the Well, Fire Emblem Engage’s SP drought has turned into a SP flood. Rather than scraping by with the best skills we can actually afford, the sky is now the limit. So what are the best skills for each character? Is Speed Taker always favored over Spd 5? Is Lunar Brace truly the bread and butter? I broke down the math and came up with some solutions.
My recommendations here are meant for general reference. My goal is to simplify how to achieve ORKO goals in a plain way that can adapt to the most amount of character, class, and emblem combinations. Not all characters need to be KOing machines. As always, shoot for the moon, land among the stars, and it’s a game, so play how you like.
Step 1: Canter all the things! (or most of them, probably) No matter how you slice this pie, it’s hard to argue against 2-3 additional movement after combat and other actions (like Staff use). It’s good for general movement, defensive and offensive positioning, it’s just good. The main cases I can see for rolling without it are on mostly enemy phase strategies, like Vantage+Wrath, or on a non-Staff supporter, like a chain attack or reposition bot. Even there though, if you can squeeze Canter in, it’s still appreciated.
Speed+5, Speed Taker, or more Damage? The final skill slot (assuming Canter use) comes down to choosing an Atk or Spd boosting skill. The choice can depend on the character, class, and emblem. In general though, doubling > not doubling for offensive characters (unless you’re Panette and can just crit OHKO) and not getting doubled is often great for defensive characters. It also goes without saying that Halbderiers, Dire Thunder users, and Thoron/Radiant Bow bots are less concerned about Spd than others.
To determine needs, consider these Spd checks (add+2 Spd from food and Spd from your Emblem/Bond Ring). To figure them out, use
this tool.
Chapter 13 (Character level ~17)
- 20 Spd, general doubling and anti-Wolf Knight double
- 23 Spd, Boss (22) and Sniper (23) doubling
- 29 Spd, Wolf Knight and Sword Master doubling
- Note: Wolf Knight can be OHKO’d with 56 StMt (Poleaxe 13 Mt w/ 17 Str)
Chapter 17 (Character level ~20-22)
- 24 Spd, general doubling and anti-Zephia and Veyle double
- 26 Spd, Paladin, Mauiver, and Griss doubling
- 33 Spd, Zephia and Veyle doubling (29 after Corrin debuff)
Chapter 21 (Character level ~28-32)
- 30 Spd, general doubling and anti-double
- 34 Spd, Bow Knight and Griss doubling
- 39 Spd, Hero doubling
Chapter 26 (Character level ~36-40)
- 27 Spd, general anti-double
- 36 Spd, general doubling (37 for Mage Knight)
- 38 Spd, Wolf Knight anti-double (39 for Sword Master, 40 for Griffin Knight)
- 47 Spd, Wolf Knight double (48 for SM, 49 for Griffin)
If your character is fast enough for your tastes with food and Emblem bonuses, then you may consider a damage or utility skill. If you’d like your character to double or avoid doubles, and Spd+4-5 gets them there, then there’s little sense putzing around with Speed Taker. If you’re 1-2 away, then Speed Taker’s ramp up is less of a hassle.
Quick Riposte is a cute bandaid for DLC enjoyers, but outside of Hector it can be a bit disappointing. If you don’t think the character will ever double without it, then I’d just focus on them providing support or just hitting harder for bigger chip damage.
More Damage Before thinking about damage skills, first assess if your Spd goals are met. Next, consider if the character really needs the extra damage. More often than not, having the right weapon and doubling Spd will be more impactful for ORKOing than skills are. For example, Divine Dragon Alear should be able to handle most enemies by doubling with a Killing Edge+5 as long as they crit at least once.
This post goes over endgame StMag/Mt goals for KOing enemies with a variety of weapon types. For non-Mag characters, it can be difficult to reach KOing numbers without crits. For that reason, the guide puts a lot of value on 2 hits with 1 crit with a Killer Weapon, as you either KO or the result is no different than if you had used a non Killer Weapon.
Other damage goals (assuming non-Brave Weapons):
Chapter 13
- 32 StMt, 29 Mag/Mt, FighteBarbarian ORKO
- 44 StMt, Wyvern ORKO (ex. Lyn Killer Bow w/17 Str)
- 62 Mag/Mt, Wyvern OHKO (ex. Roy Engraved Excalibur+2 w/21 Mag)
- 56 StMt, Wolf Knight OHKO (ex. 13 Mt Poleaxe w/ 17 Str)
Chapter 17
- 47 StMt, 41 Mag/Mt Halberdier and Paladian ORKO
- 39 Mag/Mt, Barbarian and General (38) ORKO
- 48 StMt, 1 hit 1 crit Wyrm OHKO (Panette time, baby)
- 45 StMt, 2 hit 1 crit Wyrm ORKO
Chapter 21
- 58-60 StMt, Warrior (58), Halberdier (59), Paladin (60), & Wyrm (60) ORKO
- 37-43 StMt, 2 hit 1 crit 37, 40, 42, 43 respectively
- 46 StMt, 1 hit 1 crit Wyrm OHKO (Panette time, baby)
- 48 Mag/Mt, General ORKO
- 83 Mag/Mt, Wyvern OHKO (ex. Radiant Bow+4 w/ 14 Mag)
Which Damage Skill? Which damage skill is “best” depends on the character. For example, Wrath and Reprisal (DLC) can provide the most average damage on paper, but require your character to be damaged first. Lunar Brace+ and Break Defenses can provide the most amount of damage without setup, but are player phase only. A lot of the time, Spd and Canter will be more productive for damage than a damage boosting skill.
To simplify things, here’s the basic value of each skill:
Wrath- Generally a good pick, as critting is good, but is most useful when you can rig a near 100% crit rate, like with Panette, Lindon, or using Weapon Surge on Killer Axe (Enchanter ability).
Reprisal (DLC)- Similar to Wrath, but is just raw damage. Panette, Amber, and
HighPriest!Citrinne can get to levels of HP/StMag where you could OHKO enemies with a Holdout, Vantage, Reprisal combo. Citrinne stands out here with Thoron’s 1-3 range.
Both? With Vantage? (and Thunder~?)- Go back to bed, Lindon.
Momentum- Possibly the best raw damage skill for ranged attackers early game. ~5-6 damage on the first hit, if you take enough steps.
Sword/Axe/Lance Power- Flat 10 damage per hit for the selected weapon at the cost of 10 Avo. If you’re mostly using 1 weapon type, this is the peak without taking prior damage. The drawback is that only 1 weapon gets the boost. Sword Power is especially notable for Levin Sword enjoyers, such as Vidame and Mage Knights.
Bravery- Flat 5 damage. Niche utility for mixed attackers like Lance/Axe Mage Knights or high Mag Warriors, as Lunar Brace requires it to be a physical attack. Can have asynergy with Lunar Brace on other characters. If Eirika isn’t engaged, only 1 of the skills gets the bonus damage type.
Lunar Brace- Is player phase and physical damage only. Averages to ~6-10 extra damage per hit in the lategame. Gets a Sol effect when Eirika is engaged. This skill is most appreciated by low Mag archers like Alcryst and Brave Weapon users.
Break Defenses- Can shave 2-9 StMt off of your ORKO goals, depending on the enemy and if the Break condition is met. Its bigger value is for characters that like to stay engaged and use multiple Brave weapons well (ex. Divine Dragon Alear, Successeur Diamant). Ever wonder why the Divine Dragon has Arts? It gives Alear 4 different enemy types to break. 6 hits + Divine Dragon’s-1 meter = full recharge when you slap the shit out of a priest.
5 StMag- Flat 5 damage per hit. It doesn’t sound like much, but it’s reliable. What else is your Sage or Low Str Mage Knight going to do? Get 5 damage conditionally from Bravery (and screw over Lunar Brace users in the process)? The DLC StDex, StSpd, etc. do look more impressive, especially for Royals.
Weapon Sync (DLC)- Flat 7 damage, but is player phase only and depends on the Emblem you’re using (or if you’re engaged). Mostly useful for Tome users, as Melee gets Lunar Brace.
Most other Dmg skills- Holy Stance, Resonance, Alacrity, Heavy Attack, Level Up, Keen Insight, Brute Force, and any other damage skill I may have overlooked generally don’t keep up with the above skills. They’re nice perks with an emblem, but not exactly worth a skill slot.
Utility Skills If your character already meets the damage and Spd checks without additional skills, or if you don’t think your character will be an ORKOing machine to begin with, these are some of the stronger “other” skills to consider.
Divine Pulse/Hit+30- Generally it’s better to solve hit issues with engravings or support instead of burning a skill slot, but some characters may really need it. Divine Pulse can work with offensive Staves, so it’s often an auto-include on your non-Micaiah Staff master. For other hit rates, consider your Lck stat and just how much SP you want to burn on Hit.
Dual Assist- Mostly useful on Hero bots. It sounds great on paper, but it’s mostly a 56% chance to do 10% damage (3-5 damage), 62% chance for 10% with Brave Assist. If you have DLC,
Rally Spectrum may be more impactful for your ally's damage, as it gives 3 to all stats.
Quality Time- Free healing. I like it on Seadall exclusively, so he can Dance and Canter to quickly spot heal. Keep your Heroes Brave as they level up and all.
Book of Worlds (DLC)- This is a nifty skill for non-Staff characters, as it turns their first attack after “waiting” a turn into a free freeze. I say non-Staff, since Staff units can cast Obstruct for free movement on their inactive turns. This skill may be particularly useful for the upcoming Mage Cannoneer class, as they can’t OHKO often and will likely have a good amount of downtime.
Reposition/Advance- These are cute budget skills with decent effects, but are mostly relics from the “pre-Well era” or are LTC puzzle pieces. Having a dedicated Reposition+Dual Assist bot can have general utility in some comps though, I wouldn’t knock it.
Favorite Food- A very direct way to get your engage meter filled back up for Corrin, Byleth, and other powerful emblem effects. Usually you don't really "need" it, but it can be a nice safety/consistency measure.
Anything Avo- Getting hit less is nice, but 1% hit 1% crit still finds a way and healing is often passive and plentiful. I put more stock in doubling, denying doubles, and KOing (progressing through the map, rather than delaying it). The skills can still have value for body blocking swarms of enemies and cheesing Tempest Trials if you want to nab some Mt Crystals with lower effort. I have similar impressions for
Anything Def/Res/Damage Reduction. They’re not “bad” skills, I just don’t feel they’re often necessary.
Starsphere Any character aside from the last 2-4 you recruit can easily plus from Starsphere use. It hashes out to ~3-4 more in each stat by the endgame. The downside is that it eats a skill slot and the benefit is delayed where other skills give you their benefit immediately. For early game characters, while the Well is bountiful, getting both Starsphere and Canter on your characters can still get tight. Therefore, it may be best to limit it to characters with Bld issues (almost everyone before Brodia) and/or mixed attackers (Framme, Celine, Chloe, Anna, Jean, Fogado, Merrin).
If you have more SP than you know what to do with and Solm isn’t over yet, it wouldn’t be a terrible idea to splash some Starsphere on characters if you don’t know what else to do. Also, you don’t have to keep it on forever. Once your Spd/Bld goal/cap is in range, the value starts to drop a bit.
Closing This guide should paint a pretty decent picture for which skills your unique characters will want to pick up to maximize their potential. If there are any further details you feel are left out, let me know in the comments and I’ll see if I can adjust the main post.
One puzzle piece I think many would find useful is calcing out optimal Forging pathways.
This post is a good start on getting a grapple on our early game Ingots, but what is the average Dog drop rate? Beefing up 1 Steel Dagger, 1 Poleaxe, 1 Armor SlayeHammer, taking FEH weapons to +3-4, taking Radiant Bow to +3-5, taking Killer Weapons to 2-3 and later 5, pumping a Levin Sword, and sprinkling +1 on most ranged weapons is solid general advice, but with limited funds you can’t do all of this at once. LTCers might be able to chime in with some decent tips here, as they’d be more in tune with trying to puzzle out damage goals.
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RyanoftheDay to
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2023.03.28 16:19 Alucard_OW "Wrecker": Fighter/Wrestler/Martial Artist Brawler build that fights with both melee and unarmed (and having them both at legendary prof) to simulate fighting games combos.
My fun build I made, the "Wrecker"
Disclaimer: this build requires to progress two weapons with potency and striking runes so check with your DM if he will make stuff also drop for you as pure purchase cost would be high. Automatic Bonus Progression helps a lot. Free Archetype Required to squeeze everything in reasonable time.
Ancestry: Doesn't really matter that much, though Human help squeezing in all feats and with Multitalented we can grab extra dedication for some boosts. Adopted Ancestry (Human) will too. Or if Human Adopted Ancestry Dwarf for extra HP and Speed.
Abilities: 18 STR at start, min 14 CON. Rest doesn't matter, fit to your liking
General build idea: Wield hammer or flail weapon in one hand, have your handswraps and keep other hand free to have both - melee weapon of striking and Unarmed handwraps of striking to do certain Wrestler manouvers to maximize unarmed damage from squeezing life out of enemies or punching/kicking them in face after they crumbled from your hammeflail brutal hits and crits!
Goal: control, displacement, damage, enemy lock, having fun with combos like in fighting game.
The Secret to double Legedary weapon group proficiency: Martial Artists Dedication says:
"Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks." So at level 5 Fighter we chose (HammeFlail) as our main group and this will progress our proficiency in both that and unarmed. Handwraps are "worn items" and weapons are "wield items" so you can have weapon in hand with Handwrap.
Why Melee + Unarmed Combo?: Prone on crit is great and work wonders on Fighter chasis. Also melee weapons give us more flexibility in traits (trip, deadly, reach) and damage type (S,P,B). Also lets us (when we crit) skip need to use some feats to make target prone or make their life harder for next feats we use! And it's cool (in my opinion) to use both as that's how I see my Wrecker :D. We will do AoOs with HammeFlail, Snagging Strikes, Combat Grabs, Knockdown with HammeFlail and do attacks like Suplex, Clinch Strike, Strangle, Aerial Piledriver with our handwrap unarmed attack with free-hand. It's worth to remember that Unarmed are Agile, so we get -4 and -8 on our MAP Wrestler feats and with Agile Grace at level 12 (or 10, your choice) it's -3 and -6 so that makes chaining those Wrestler feats very very good on Fighter. For melee weapon use any hammeflail really. We don't want reach that much as with free-hand build Gnome Flickmace don't have Trip so no reach Knockdowns, Scorpion Whip is too low damage imo (but reach Knockdowns) and Grapples will make us be 5ft from enemies anyway. But if your team spams Enlarge then Flickmace can still be good. Good old Warhammer for 1d8. I personally favour Urumi for d10 deadly flail so crits hurt a lot. Or any flail/hammer with Trip trait so you can still Knockdown enemies if you grappled them in previous turn. Gnome Hooked Hammer is great with Trip, Two-Handed d10 and Versatile P.
We will also be using excellent Follow-Up Strike to cancel our MAP penalty after missing unarmed Strikes (so that's also 5ft range) and Path of Iron to Strike up to 3 targets with our HammeFlail (as Path of Iron doesn't say it needs to be unarmed) with no MAP!, though that is just for fun, you can skip it.
So, Fighter feats progression: 1 lvl. Sudden Charge (if Human use Ancestry Feat for Snagging Strike)
2 lvl. Combat Grab
4 lvl. Knockdown
6 lvl. Clinch Strike (Wrestler)
8 lvl. Whirling Throw (Wrestler)
9 lvl. Combat Flexibility: take Knockdown here and retrain Knockdown into Suplex or take Dual-Handed Assault if you use for example Gnome Hooked Hammer.
9 lvl. (if Human) Multitalented (Swashbuckler Gymnast dedication) but you can squeeze here whatever you want, maybe something for Cast a Spell or Psychic etc. Alternatively take Monk dedication to snatch Flurry of Blows at level 10, however that requires 14 DEX which is absolutely useless for STR Fighter, so you have to plan that from start and with weapon+unarmed build it's not that appealing. If you went full unarmed with Gorrilla Stance then that's more worth the 14 DEX.
10 lvl. Improved Knockdown/Agile Grace
12 lvl. Agile Grace/Improved Knockdown
14 lvl. Path of Iron/Combat Reflex or Distrupting Stance
Free Archetype feats: 2 lvl. Wrestler Dedication
4 lvl. Snagging Strike (Wrestler) -> if you were human you can retrain that into combat grab and retrain combat grab from fighter into something else, like Intimidating Strike etc.
6 lvl. Martial Artist Dedication
8 lvl. Follow-Up Strike (Martial Artist)
10 lvl. Strangle (Wrestler)
12 lvl. Aerial Piledriver (Wrestler)
14 lvl. Inescapable Grasp (Wrestler)
Rest of the levels is quite flexible. 9 level too and you have Improved Flexibility at level 15 to further mess up with some feats. The goal of the build is always have fun to different combos you can chain together for different situations. Little bit like some fighting game character. Now obviously if you dont like some feats etc. Suplex is bit tricky to use for example so if you don't like it, take something else like Disengaging Twist
Why no Brawling Focus feat?: Simply put I don't really have space and other feats were more important for me. Also Martial Artist has "dead feats" on level 4 for this build (Stances) so I needed to take it later so avoid having to take dead feat just to meet "3 feats before next dedication" requirement". And while unarmed crit spec is good, it has fort save to work, so I prefered to make room for other feats I think are way more crucial. But you can always adjust to your preferences!
Some combos are: - Vs typical enemies, maximum damage combo: Snagging Strike (or Dual-handed Assault if enemy is already flat-footed), Combat Grab (-5 MAP or -4/3 with unarmed), Whirling Throw. If you scored crit with Snagging and proned enemy, I would go with Unarmed Combat Grab, but if you have high crit rate then use highest damage weapon. That would deal Strike+Strike+Whirling damage and possible inflict Prone. Or you can Strike enemy and if you crit and he goes prone, follow up with unarmed Strike on him and if you miss you can use Follow-Up-Strike to try again. Then he Stands -> AoO. So situation will dictate a lot here. The other combo would be Snagging Strike->Dual Handed Assault (if you have Gnome Hooked Hammer)->Unarmed Strike (-6 MAP with Agile Grace).
- The beauty of Follow-Up Strike: If in above combo you use unarmed Strike for Combat Grab, use Follow-Up Strike (same MAP) to try to still get value this turn when it comes to damage. Next turn if enemy didn't Escape (if he did: Clinch Strike reaction attack), go for Trip (prone on success), Whirling Throw proned enemy, Stride to enemy, get AoO from him Standing. Alternatively if you chose weapon with Trip trait, Knockdown->Whirling Throw
- Vs big hulking enemies: Standard. Knockdown, fish for AoO. Once you have Improved Knockdow, follow with Strike/Combat Grab, fish for AoO, chance to crit and prone them again. The standard Trip Fighter tactic
- Vs casters: Grapple, Strangle, X/Demoralize for example. If they Escape: Clinch Strike reaction. If they try to manipulate: AoO and flat 10 checks. Next turn Aerial Piledriver, Strangle. Remember about Follow-Up Strike if you miss unarmed Strikes! Or you can do Improved Knockdow into Combat Grab. Once you have Agile Grace Snagging, Combat Grab, Strangle is good combo with "only" -6 MAP at 3rd attack on Fighter vs casters, which with right party support if very likely to hit.
- Party caster cast Wall of Fire on enemy you are grappling or casted it on enemy and you are before that enemy in turn? Aerial Piledriver him to the ground, keep him in fire or Improved Knockdown into Combat Grab to keep him inside Wall of Fire.
- Wall of Fire/Hazard far away? Window? Ledge? Hole? Whirling Throw that guy away. Boss ignored you and went for your squish at back line? Combat Grab/Grapple-> Whirling Throw that guy away.
- At any point you missed unarmed Strike: Follow-Up Strike is there to keep your MAP in check.
- There are many other combos you can make depending on Actions and situation. At any point when you are making Strikes with hammeflail (AoOs, Knockdown, Snagging, Combat Grab) you can prone target on crit which allows for harder lock of enemies or Whirling Throwing them already proned.
- Remember to have Crushing Runes and use Enlarge spell in fights so you don't have penalties when Whirling Throwing enemis (or even have bonuses).
- Swashbuckler dedication was taken for Gymnast +1 circumstance bonus to Athletic checks, but if you feel you really need something else, like you don't have access to Enlarge spells for example: take something else, like Thaumaturge maybe for Master in WIL saves feat at some level or Psychic or what you wish.
End Thoughts And that's it. Now, would this build work without handwraps and martial artist? Yes, you would just do pitful damage with Wrestler feats.
Could you go full unarmed instead of weapon + unarmed? Yes, but Martial Artist dedication combo with Fighter proficiency progression would be quite lost opportunity as you can get two weapon groups to legendary with that. And hammeflail crit spec is just that good. BUT if you want to do that, take Marial Artist instead of Wrestler at 2nd level and take Gorilla Stance for 1d8 damage on your unarmed attack, but I just don't like to lose that hammeflail spec.
Would all that work without Martial artist? Only if you skipped all Wrestler feats requiring unarmed strikes as you would have -2 accuracy on them. Or you went unarmed but it's only 1d6 damage.
Why not Stances? Most good ones require you to be unarmored, which would be hassle to fit in here and we don't really need. We can go STR with heavy armor.
Now it's by no means no "the strongest" or "best" Fighter build but I had that Wrecker brawler in mind and that's what came out of it. It's feat intense, but combat is never boring with Brawler. Depending on enemies, whenever they are casters, melee, ranged etc. you have arsenal of manouvers to deal with everything.
The good thing is that both Martial and Wrestler don't need any ability scores, so you can fully invest into CHA for Intimidation/Demoralize stuff and WIS for better saves and Battle Cry is always great. And you are still Fighter so you will still crit and you can always strike enemies. The standard combo of Snagging Strike, Combat Grab and Whirling Throw is a lot of damage and fun. Also combat feels very "anime" if someone likes that :)
submitted by
Alucard_OW to
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