Does Beast In The Ice really drop Malefic Crescent?
I've spent about 15 keys on him so far. No sign of the thing yet. Various boss loot lists say he drops it, mostly. Has anyone gotten one from him this season?
I've spent about 15 keys on him so far. No sign of the thing yet. Various boss loot lists say he drops it, mostly. Has anyone gotten one from him this season?
I'm playing a shred werewolf this season and just got enough pieces of the storm set to use lightning storm. And...I'm surprised there isn't an epilepsy warning. It's hard to see loot on the ground and the constant flashing begs for a disco ball to drop down from the ceiling. I'll probably save it for places where loot doesn't drop, like the Pit, because it's pretty annoying.
Go into a helltide and you can't spit without hitting a rift. At least these have a point as they are a great source of cinders. Take a break from that to do a pit and there are sixteen completely pointless rifts in there that offer no benefit over just running forward to find more monsters. Too many of exactly the same thing that require my character to stand in one spot. It got boring fast.
15 ranks of a skill plus 10+ from charms is 25 base ranks. Going from 25 to 27-28 due to a +2-3 on an item is not very impressive. How much does each level improve a skill? 5%? 10%? Lots of affixes are better than +15-30%. On the other hand, assuming it’s doubled on a two hander, then masterworked and criticalled, that could be decent. I’m guessing you could get +10-12 ranks with a GA on the skill ranks and masterworking.
Just the cutest thing in the world.
I'm doing an artillery themed build and using it as much as possible. All my settlements except the Fah Hahbah ones have artillery pieces and I carry smoke flares everywhere I go.
There are some bugs such as the shells hitting overpasses and not detonating, but the main issue is the second the smoke hits the enemies sprint towards me. Unless they are tied up in an existing firefight, I'm lucky to hit even one of them. Just now I threw a smoke flare into a group of ghouls who were so far away they probably couldn't see me, only for them to Usain Bolt their way to me. By the time the first artillery shell landed, they were already dead. It was them or me.
Next on the agenda will be me trying out a binoculars mod that lets me call in artillery strikes. Hopefully this will work out better, because the smoke flares are pretty useless.
I'm sure it's been posted here before, but I still like it. Source:
https://www.deviantart.com/angusburgers/art/Sunset-Sarsaparilla-297356027
An example of this from the vanilla game is the railway rifle. Potentially available early if you get it from Big John's Salvage, the terrible ammo availability makes it a challenge to use. The Cryolator is similar, though you can buy its ammo in some quantities once you have the money. These are weapons seemingly meant to be your main weapon, if it were not for the ammo.
What really jumped out at me recently was how bad the nail gun and saw blade launcher ammo availability is. I'm playing a heavy gunner this run so I went and got the sawblade launcher. This is a worse railway rifle, but it's so cool I give it a pass for that. The real sticking point is the ammo. Even if you run to the vendor every couple of days, he usually only has 3-6 blades. The nail gun is arguably even worse off as it has a very quick rate of fire but vendors only have a few nails if they have any at all. (The baseball launcher isn't bad, you can get quite a few baseballs from the vendor.)
The sawblades and nails should be available in hardware stores in bulk. Yes, I know these were originally creation club items, but Bethesda should have looked at the ammo drops and edited them before making them part of the anniversary edition. As it is, if you want to use the things, you are pretty much locked into using the console to get ammo.
I heard this was possible, but I hadn’t done it until last night. Got to the pier and instead of talking to Captain Avery I ran to the left, swam to the shore and went up the road to Acadia. I wanted to have Sergeant Ash for the Gulper and Angler fight. When I got back to town after visiting Acadia, it seemed the fight didn’t happen. No bodies, no dead monsters, just the town going about its business. So, PSA, it doesn’t break anything, but while you can skip the fight, you can’t delay it. Do it on arrival or not at all.
I just loot locked this in Croup Manor basement. Hopefully it wasn't a waste of time. Does Instigating apply to the explosion damage too?
I got this recipe from a local health food store flyer. All it has in it is flour, a little butter, one egg, buttermilk, salt, baking powder and soda. I didn't like it at first but it's really growing on me.
I have a mod that allows me to climb various ladders in the game. I just climbed up onto the College Square buildings to pick off some ghouls and who do I see but Fred O'Connell and his Gunner merc. Now, Fred is scripted to be found dead when you start the lost caravan quest at Covenant, but it's possible for him to die elsewhere first. (And still be a body found at the caravan).
All I have a minigun, which sucks at this range. I haven't killed a single ghoul yet. Fred, you're on your own.
Edit: I fell off the roof trying to get a better look and cut the ghouls to pieces with my minigun. Fred lived.
I know this is incredibly trivial. I just thought it was funny that after nearly six thousand hours of playing this game there are still things hidden in obvious spots that I've never found. I've been to that gift shop at least a hundred times and it never occurred to me that the roof can be reached.
I was wondering if various Petrify nodes are triggered when the Old Mountain set petrifies critters. One of the nodes does quite a lot of damage. Would Petrifying things with the set trigger the damage, and possibly a chain reaction of exploding enemies?
Red Blessing, +2 stacks overpower node on Blood Wave, +8 stack scythe, and the counter on Overpower only goes to 10 on my display. Shouldn't it go to 18?
I'm currently running Deathgrip with 12 warriors, 9 mages thanks to Undercrown. I'm comfortable in T10 and could go to T11 if I want. If I went Hand of Naz it would to go 11 warriors/10 mages, but is it better? I know the high end builds are using one skelly type but I like a big army. It's the same reason I don't switch to Heir of Perdition.
Are Hand of Naz and Deathgrip roughly equal in this situation, or would you say one is markedly better?
I've never used Ravens before. The skill says it causes two ravens to orbit me as a passive effect. I don't see any. I only see them when I activate the swarm.
Who has time time to painstakingly click 5 different boss trophies while monsters spawn all around you in a helltide? Especially with them blending in with the rares.
Bloodless scream: Adds chill damage. Drawback: no room for Amplified Damage affix on character.
Two handed scythe with Reanimation: Allows Amplified Damage, higher Reanimation bonus. Drawback: No chill and +damage when enemies frozen.
Right now I somehow do not have the Amplified Damage affix (at P195!) so I am using the Scream. Some builds recommend it, some the two handed scythe. Any opinions on which is better? Both use the full Darkness set and all Darkness minions.
The only good thing I can say about them is they give you somewhere to put the aether when you're collecting so much the lesser chests can't hold it. I'd rather just do two small chests and move on with the war plan, which is what I expect most people are doing. At least put a guaranteed greater lair key in them or something.