Balance druid dps

Karma Horde Raiding

2014.07.23 20:19 McLouvre Karma Horde Raiding

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2013.03.25 02:39 InsaneTangent Raid Group, Questionable Content

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2008.06.10 05:38 World of Warcraft

World of Warcraft on Reddit!
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2024.05.16 03:48 Wisting A Level 8 One-Shot: The Frozen Palace of Tirrog

Hello Reddit. Below is a one-shot designed for four level 8 characters. I would expect this to take approximately 2 sessions of a few hours (roughly 6 hours in total) to run through in its entirety. Your mileage may vary depending on how quickly your table handles combat.
You can find a PDF of this adventure along with battlemaps here.
Here's a quick adventure overview:
This is a combat focused adventure that takes place on an unnaturally frozen lake outside the mountain town of Maul, though it could be set on any lake of your choosing.
The players are tasked with killing a Frost Giant named Tirrog who has recently descended from nearby mountains. With the aid of a white dragon, he has frozen the lake and created an icy palace atop it.
The players must survive a series of challenging encounters before confronting Tirrog and his enslaved white dragon beneath his palace. After successfully ending the threat, the players will be rewarded with the favor of Maul’s residents.
If you get the chance to run this, or even just look through the whole thing, I would love feedback!
Here is the rest of the adventure:

For the DM: What’s Going on Here?

Some additional context just for the Dungeon Master:
· Tirrog, the Frost Giant, was cast out of his clan after losing a duel with his father.
· He stole a Young Adult White Dragon named Bymraynyl and used her power to freeze a nearby lake and construct an icy palace.
· Tirrog resides in a cavern beneath the palace, awaiting the challenge of Maul’s mightiest warriors, hoping to regain his clan’s favor by winning.
· Bymraynyl, the white dragon, is imprisoned by Tirrog and will only attack the players if they fail to free her.

Adventure Hooks

When determining why your players are involved with ending Tirrog’s icy presence, feel free to use any, or all, of the below Adventure Hooks when discussing this adventure with your players.

Aiding the Guards of Maul

The adventurers are approached by Brenlanna Orina, the Captain of the Guards of Maul. Brenlanna explains the situation caused by Tirrog is dire as his forces roam the countryside and many townsfolk have gone missing.
The constant threat has left the town’s defenses stretched thin and she needs capable adventurers to end his reign of terror. She emphasizes that defeating Tirrog will not only bring peace to Maul, but also earn the gratitude and favor of its people.

Ecological Balance

Mort, A local druid, approaches the adventurers to express his deep concerns about the unnatural freezing of the lake. Mort explains that the frozen lake has disrupted the local ecosystem, causing harm to wildlife and plants.
He implores the adventurers to defeat Tirrog and restore the natural balance. In return, the druid offers their knowledge of the land, rare herbs, and a powerful artifact as a reward. Restoring the lake to its natural state will help the region thrive once more.

Dragon Hunters

Word has travelled far and wide that Bymraynyl, a white dragon, is far from its natural territory and is imprisoned by Tirrog, the frost giant.
The adventurers are from a dragon hunting guild and see this as a prime opportunity to either hone their skills of slaying dragons or set free a majestic creature, allowing it to grow and become a more challenging hunt.

Before the Adventure Begins

This adventure begins by introducing your players at the gates of Tirrog’s frozen palace. They will be battling their way through Tirrog’s defenses, seeking to challenge him. Share the below excerpt with your players as they create their characters:
Your journeys have brought you to Maul, a small mountain town renowned for its gladiatorial games held beneath the mountain of Pike Rise.
Word has travelled quickly that Tirrog, a frost giant, has descended from the peaks of Pike Rise with Bymraynyl, a white dragon. They have frozen a nearby lake and constructed an icy palace. Frost is spreading farther from the lake with each passing day and Tirrog’s forces patrol the countryside, pillaging small villages.
For your own various reasons, you have agreed to help end Tirrog’s reign of terror by any means necessary.
As the game master, you should note down the passive perception for each character as this will be referenced in the adventure for ambush encounters.
The encounters provided in this adventure are balanced for four level 8 characters. To adjust for fewer players, consider removing ¼ of the monsters’ health pools for each player less than four. To adjust for more players, consider adding additional Duergar Berserkers or Ice Mephits in each encounter.

Approaching the Palace

When your players are ready to begin their adventure, start by reading the below excerpt to kick things off:
As you approach the lake, a chill unlike any you’ve felt before cuts through your armor. Before you is an unnaturally frozen expanse, its surface a flawless sheet of ice stretching as far as the eye can see. The air is eerily still, and the usual sounds of wildlife are absent, replaced only by the whispers of wind across the frozen wasteland.
In the center of this icy domain stands an imposing ice palace, its glistening walls reflect the pale sunlight from above. Four watchtowers, each 40 feet tall and crafted entirely of ice, stand at the corners of the palace.
The front door of the palace, a massive slab of ice 20 feet wide, looms before you. Its surface is intricately carved with frost patterns, but it is sealed shut, offering no immediate passage into the stronghold. The sense of foreboding is palpable, as if the palace itself is a living entity, waiting to challenge those who dare approach.
[Player A], please describe your character, what they are doing, and where they are on the map. (Ask this of all players before continuing)

Palace Locations

P1. Four Watchtowers

To open the palace's front door, the adventurers must pull four levers located at the tops of the four icy watchtowers. Each tower is guarded by a Duergar Berserker and two Ice Mephits. Engaging one group will alert the other towers.
Ice bridges connect the left and right towers and are considered difficult terrain. The 40-foot towers are nearly impossible to climb without magic or specialized gear. Once all four levers are pulled, the palace door will melt.

P2. Palace Entrance

The palace's interior boasts 30-foot-high ceilings supported by large ice pillars. Braziers of blue flame illuminate four ice sculptures, an icy throne, and the bones of Tirrog's unsuccessful challengers. In the center of the floor is a 20-foot circle of intricate carvings, which opens when two Ice Elementals are defeated.
Two Ice Elementals are hidden within the ice walls, ready to ambush the players once they all enter the palace. Upon defeating them, the circle in the floor melts away, revealing a 100-foot-deep hole with a wooden ladder descending beneath the lake.

P3. Beneath the Lake

The floors in all subsequent rooms are ice and considered difficult terrain. There are four pairs of Ice Cleats in room P4 which can aid with traversing the rooms. Most of the walls are perfectly sculpted ice, 25-feet-high, but some areas have caved in due to lake pressure or creature damage. All doorways are wooden and unlocked unless noted otherwise.
There are no torches in this room and constant howling wind can be heard from room P6.

P4. Ice Bunks

This well-lit room of ice contains four beds and supplies for the Duergar. If the boxes are searched, the players will easily find four pairs of Ice Cleats.
There are 2 Duergar Berserkers in this room and if engaged, they will alert the Duergar in room P5.
A DC 18 investigation check will uncover a +2 Greataxe hidden in an icy cavity underneath one of the beds. There is a small supply room that connects P4 to P5.

P5. Leisure Hall

This room is well-lit and contains tables, mostly empty casks of beer, and a rack of mugs along the wall. There is 1 Duergar Berserker and 1 Duergar Priest in this room. They will alert the Duergar in room P4 if engaged.
One of the casks has 6 servings of Mimic’s Brew left in it.

P6. The Frozen Hall

This area is the coldest room in the Palace and there is a deafening wind constantly blowing. It is well-lit and the entryway to this room is supported by two pillars.
There is a magical ice statue at the end of the hallway that is constantly blowing damaging ice winds. There is a stone on the back of the statue which deactivates it.
The wind blows from the statue and ends just before it reaches the room with the pillars. A creature can be damaged by the wind once per round. If a creature is in the presence of the icy wind, they must make a DC 17 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much on a success.
The doorways to P10 and P11 are locked with padlocks. They can both be unlocked with a DC 17 Thieves’ Tools check.

P7. Prison Cell

This room contains one locked cell. It takes a Thieves’ Tools check (DC 15) to unlock the cell. There is also a chair made of ice sitting in the corner of this room.
Zathea, a female Duergar Berserker, is locked in the cell and visibly malnourished.
If Zathea is freed from her cell, she will warn the adventurers of the troll ahead, tell them how to deactivate the stone statue, and ask that they consider letting Bymraynyl go

P8. Lumber Storage

This unlit room is where lumber for fires is kept. There are a few axes for cutting wood. Three of the logs in this room are Mimics but will only attack if the players actively search through the logs.

P9. The Crumbling Hall

This illuminated hallway is visibly damaged. A Perception check (DC 15) will notice claw marks as the primary source of damage.
The doorway to P10 is locked with a padlock and can be unlocked with a DC 17 Thieves’ Tools check.

P10. Troll’s Den

This room is not lit, contains the bones of many dead fish, and smells putrid. There is 1 Troll in this room.
A DC 17 Investigation check will find a gemmed golden lure in the carcass of a dead fish worth approximately 50 gold pieces.

P11. Bymraynyl, The White Dragon

This room contains Bymraynyl, a young adult white dragon, who has just freed herself from Tirrog’s chains. She is visibly wounded and only has half of her health.
She will try to reason with the adventurers to let her go but is ready to fight if they will not.
If the players choose to free Bymraynyl, she will excavate a small amount of ice and reveal a +2 Breastplate hidden in the ice, which they are free to take.

P12. Tirrog, The Frost Giant

Tirrog sits patiently in this well-lit icy throne room, waiting for his challengers. Before engaging with the adventurers, he gently pats a large wooden chest next to his throne and says in Giant:
I took all that I could from Pike Rise and it’s all yours should you defeat me. But with your heads, I can return home. Let us see who will be rewarded this day.
The chest contains 15 sapphires worth 25 gold each, 2,000 gold, 2 potions of greater healing, and an Everwarm Blanket.

Random Encounters

Roll 1 4-sided die every hour to determine which monsters return to the palace from their patrol around the lake. All monsters should roam freely as you see fit.
Result Monsters returning from Patrol
1 3 Duergar Berserkers & 2 Ice Mephits
2 1 Ice Elemental & 4 Ice Mephits
3 1 Troll
4 1 Ice Elemental & 1 Duergar Berserker
Concluding the Adventure
Upon defeating Tirrog, the players will have reached the end of this adventure. If you and your players wish to continue adventuring from this point, this would be an appropriate milestone to increase their character levels to 9.
Thank you for playing through The Frozen Palace of Tirrog. I hope you and your players had a fun time with this adventure!

Magical Items

Everwarm Blanket

Adventuring Gear, very rare
This quilted blanket is surrounded by a comfortably warm aura.
While this blanket is in your inventory, you do not suffer any exhaustion caused by sources of cold.

Ice Cleats

Adventuring Gear, common
These blue metal cleats can be attached to any footwear.
While equipped, ice is not considered difficult terrain when moving across it.

Mimic’s Brew (Brown Ale)

Beer, Uncommon
When you drink this beer, you can change your appearance as though you casted Alter Self for one hour.
An hour after you consume this beer, your tongue hangs from your mouth until you finish a long rest.
The bottom of this potent brown ale is a small layer of slime

Tirrog’s Helmet

Helmet, rare (requires attunement)
You gain a +1 bonus to AC and Constitution saving throws while you where this helmet.
While wearing this helmet, you can gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Once used, this effect cannot be used again until you complete a long rest.
submitted by Wisting to DnD [link] [comments]


2024.05.16 02:09 AmazingCourt3330 TLP - how much dps is too much?

Hey all-
My friends and I are '99-2003 players excited for Teek, but aren't super experienced with early EQ or TLPs. We have a class dilemma for the last spot in our group between a monk or charming druid.
The rest of the group is enc (charm)/clbrd/mag/mag.
The reason I ask about dps is because we played a few weeks on Yelinak's (enc/clbrd/mnk/mag) and often found ourselves competing/waiting for spawns (lguk & solb especially).
So while dual charm from a druid & enchanter sounds appealing, would it be overkill and possibly similar in xp/hour as having a monk instead?
submitted by AmazingCourt3330 to everquest [link] [comments]


2024.05.16 01:28 vitinhoaps Do druids actually cares about people in warcraft?

Do they have a sense of compassion and empathic or to Druids is all just about nature balance?
submitted by vitinhoaps to warcraftlore [link] [comments]


2024.05.16 00:32 Apprehensive_Ruin133 Wizard Rework Idea

Wizard Rework- Area Damage: -22.5 % (281 → 218) (nerf) Range: +9 % (5.5 tiles → 6 tiles) (buff) Sight Range: +9 % (5.5 tiles → 6 tiles) Hit speed: -28 % (1.4 sec → 1 sec) (buff) First Hit Time: +100% (0.4 sec → 0.8 sec) (nerf)
With this rework, the wizard has identical stats to the musketeer. The only difference is that the wizard deals splash damage (1.5 tile radius) but is 1 more elixir expensive. A trade-off that I believe is worth it.
As it currently stands the wizard with the evolution is still not a good card. Its evolution is balanced with its exploding shield being a good mechanic. But his non-evolved form is still bad. The rework deals less damage per hit but in return has a longer range and has a greater DPS. For a ranged troop this is a way better stats distribution.
submitted by Apprehensive_Ruin133 to ClashRoyale [link] [comments]


2024.05.16 00:11 asksaboutstuff It's time for rearm to work on neutral items

If there's one thing I know about the Dota community, it's that people love Tinker. Ever since the last few patches, Tinker has nearly disappeared from our pubs. Around the world, Dota players are crying out for the return of Tinker, and luckily for you all I'm here to propose the buffs that this hero needs!
I think most people would agree that Tinker has 3 boring spells and rearm (free BoT counts as part of the ult). And while the intro paragraph is obviously a joke, for those of us that do enjoy the hero, the entire fun aspect of it is how rearm allows Tinker to interact with items in a way that no other hero can. A different approach to one of the major progression systems in the game makes the hero very unique and enjoyable to play.
Neutral items have been in the game for a while now, and yet still none of them interact with rearm like normal items do. When they were first introduced I figured Valve didn't want to have to deal with rearm when balancing them, but years down the line it's time to address the interaction. To give a glance at how this would actually change the hero, I've gone through the list of current neutral items with active abilities and rated the impact of each item (and chosen some that would need to be banned from working with rearm a la BKB).
Tier 1
Arcane Ring: Starting off with a bang! making +75 mana a rearmable effect would be a significant buff for a hero with heavy mana issues. Given Tinker's current state I don't necessarily think it would be broken, but it would be by far the best t1 neutral for him and would introduce huge variance into Tinker games based on whether or not he gets a free mini soul ring at min 7. Verdict: not rearmable
Royal Jelly: It needs to build charges over time anyways, so rearming the active ability basically does nothing. Verdict: allowed
Seeds of Serenity: +10 hp regen is nice but not that crazy. I don't actually know if the regen from multiple seeds stacks but I doubt it. Assuming the regen from multiple casts doesn't stack. Verdict: allowed
Trusty Shovel: Is sitting in fountain rearming to dig for bounty runes worth it? I very much doubt it, but I do know that if it's an option I'm going to have "support" Tinkers on my team doing it. Verdict: not rearmable
Pig Pole: Why chain hex enemies when you can chain hex yourself? Funny, but obviously not useful. Verdict: allowed
Safety bubble: Based on the wording I don't think rearm would cause the shield to instantly replenish.
Tier 2
Bullwhip: A small slow / speed buff being rearmable isn't a big deal. Verdict: allowed
Light collector: Not very useful unless you're trying to impress a Timbersaw player. Verdict: allowed
Tier 3
Craggy Coat: Permanent +12 armor could actually be pretty strong considering that Tinker doesn't care about movespeed. Unfortunately Tinker also really doesn't want to be in the middle of things to make good use of it. Solid ability but not OP. Verdict: allowed
Defiant Shell: Tinker obviously doesn't get a lot of value from free right clicks, so not very useful. Verdict: allowed
Dandelion Amulet: Rearming a 300 magic dmg barrier on top of defense matrix is very strong. Add that to the item giving 300 mana and this would be a powerful option. I'm on the fence, but I think this one might be a little too OP for a tier 3 item. Verdict: not rearmable
Doubloon: I didn't even remember this thing had a cooldown without looking it up. Useless. Verdict: allowed
Ogre Seal Totem: Basically a force staff, which is nice to have but usually not bought on Tinker due to slot restrictions. This feels roughly equivalent to Dandelion Amulet to me. I think it's a little bit overtuned as a rearmable t3 item. Verdict: not rearmable
Tier 4
Martyr's Plate: Just in case the enemy team is doing a poor job focusing you, you can do it for them! Obviously awful. Verdict: allowed
Ninja Gear: Permanent smoke is really nice for finding safe farm on the map in the lategame. The stats are useless for Tinker, which I think prevents this from pushing into OP territory. Roughly the level of utility to expect out of neutral items at this stage. Verdict: allowed
Stormcrafter: The cooldown is already so low that rearming isn't a very big DPS increase, and it requires you to be close anyways. Verdict: allowed
Ascetic's Cap: The status resist stacked with defense matrix is quite strong. However, this is most important for when you first get jumped, which doesn't require rearm. Being able to reapply the bonus status resist during a fight is certainly nice, but I don't think it's OP. Verdict: allowed
Havoc Hammer: A 0 mana AoE nuke is really strong with rearm. On the other hand, it scales on str and has very small range. It's a great farming item, but by this point Tinker will have lvl 18 and shiva's already, so doesn't have issues clearing waves. The nuke is actually a good chunk of damage, even with Tinker's subpar strength values. The short range definitely brings it down since you will be close enough for enemies to stop your rearm, but I think the added damage is just too much. Verdict: not rearmable
Mind Breaker: Tinker doesn't right click. If you really want to perma-silence someone orchid (or just hex, obviously) works better. Verdict: allowed
Trickster's Cloak: Some nice utility given that it doesn't take up a slot, but rearmable invis is already in the game and not very strong. Verdict: allowed
Tier 5
Book of Shadows: Pseudo perma-disable for an enemy or permanent invuln for an ally. Chaining this on an ally just makes Tinker the target instead, and enemies can BKB or go invis between applications. Casting it on an enemy makes them untargetable, so you can't truly perma-disable someone with it since you can't recast until after the effect ends. Also worth noting that you can't go perma-invuln yourself since it silences, and the cooldown is already super short. Obviously strong but not crazy for a t5 item. Verdict: allowed
Force boots: Rearmable force staff was OP for a t3 item, but by t5 it's fine. Verdict: allowed
Magic lamp: no lol. Verdict: not rearmable
Pirate Hat: By 60+ minutes sitting in fountain rearming dig might actually be a good, safe way to farm when the map is dark. Good or not, sitting in fountain is boring and shouldn't be promoted. Verdict: not rearmable
Arcanist's Armor: I have to confess that in all my 60+ minute games I've never gotten a good feel for exactly how much this item is doing. On paper the active sounds insane with 100% uptime so I would say it's probably OP, but idk. Verdict: not rearmable
Book of the Dead: What's a level 3 Necronomicon? The units get replaced on recast, so you can't build an army of them. I honestly don't think this ability is too crazy, though back when necrobook existed it didn't work with rearm. The stats are good on Tinker too which makes is stronger, but I still don't think it's out of line. Verdict: allowed
Mirror Shield: This would make Tinker nearly untouchable against a lot of lineups. It's already one of his favorite endgame items without rearm. Verdict: not rearmable
Seer Stone: Maphacks time! The ability is super strong with rearm, obviously. The stats on this are also amazing for Tinker, which I think pushes it past acceptable strength. Verdict: not rearmable
Thanks for coming to my TED talk if you made it this far. Anyways, this is mostly a QoL change since most neutral items either don't have cooldowns or give abilities that don't interact well with rearm. Meaningful buffs would happen at the t4 and t5 items, but Tinker is not a great user of most of those to begin with.
submitted by asksaboutstuff to DotA2 [link] [comments]


2024.05.15 23:05 Wide_Act5053 Let Talk About Msi Meta

MSI 2024 almost come to the end with 9-15 game ahead , so let take a look and find out why so many people complain about this year meta way more than last year MSI by looking for every role pick, ban , winrate and how meta affect each role.
  1. MOST COMPLAIN ABOUT MSI 2024 META
-This meta favors weak laning teams and prevents some teams from promoting their laning strengths.
  1. CORE STRATEGY
_ MSI 2024 : lane swap
-> even though lane swap have huge affect this year meta but compare to last year when every team play exact same raise/protect puppy obviously this year every team have more comfortable and flexible in choosing play style.
  1. EACH ROLE
-> this year meta adc way more fun and diversity compare to last year , also people can said lane swap made it harder for bot lane show their laning skill but 2023 MSI only show how strong adc can laning with aphe-Jinx.
-> same with adc way more diversity
-> unless your favourite midlaner not perform well , this year MSI best time for midlaner show their strength. also Aurelion Sol have 40% winrate with only one player with positive winrate still in competition so anyone who complain about this champ is idiot.
not much different sustain , bruiser , dps all kind of jungler got pick and work well in both MSI
-> overall top lane is most affect by lane swap meta and i can agree Ksante can fit into any line up. so if you are top lane enjoyer you might feel bit boring in this meta.
  1. Conclusion
submitted by Wide_Act5053 to leagueoflegends [link] [comments]


2024.05.15 22:11 Jarl_Vraal Good learning build for fistweaver healer?

Does anyone have a good talent build for Fistweaver Monk healing that they would recommend to someone just barely learning the class? I'm picking up a second character after years of playing resto druid (balance alt) in BGs. It's certainly a different flavor and I'm enjoying that, but I'm not really sure what foundational steps I should take, I want to avoid building bad habits and such.
Tldr: any builds that you would recommend?
submitted by Jarl_Vraal to worldofpvp [link] [comments]


2024.05.15 21:48 berrythebarbarian I Fixed It

Tank passive now grants full immunity to CC (all of it: nade, stuns, everything) except from ultimates, the dps passive, and other tanks. This is just where we are now. You can now play road hog into Ana without mandating your teammate play Kiri. And since healing can't be negated as a defense it should be balanceable. There will be wide ranging changes to account for this, but anyone who's value came from making tanks not able to play might not should have been doing that.
McCree is moved to Support. Flavor as frontier healing or whatever. He gains a Field Medicine ability that creates a heal aura similar to Soldier. Down to 50 a shot. This isn't even a CC thing I just think he'd be more fun.
Mei is also a support, with lowered damage but added healing. Moira peed in her tank.
Old Orisa is added back in. I miss old horse. New horse gets less hp but gains speed during Fortify. Look. She's fun now.
Sym is a Support again. Turret, TP, and a shield generator little robot that follows people around and gives them 50 over health. Like a tethered, worse Bap lamp. Still no heal because I liked that injury lawyer Sym meme.
Sombra is a tank. Invis is back on a cool down, she explodes out of translocator now, hack is attached to a semi-skill shot grenade.
Echo is moved to The Dumpster where she Fucking Belongs. I hate this hero.
Bap Lamp now has 50 more HP and gives 50% dr. This isn't a meme idea it's just, like, clearly how it should work? Am I crazy?
submitted by berrythebarbarian to OverwatchCirclejerk [link] [comments]


2024.05.15 21:44 murky_creature Has the playerbase figured out how broken spears are yet?

The spears in terraria tend to be pretty slow, with similar or worse damage per hit compared to swords as a trade-off for pretty great reach. This sounds balanced for crowd control, and it is, but what if I told you reach wasn't actually the primary upside to the weapon category?
Whenever you attack with a spear, it performs a simple animation. Every step of the animation appears to count as a separate attack, applying weapon damage one time each. Weapon knockback is a big problem for this, since it keeps targets away from the full spear meatshot, but this can be changed using negative knockback prefixes. It may be tempting to legendary your entire arsenal, but minimizing your knockback while maximizing damage or critical strike chance is perfectly achievable with the right prefix, turning your weapon into a constant dps stick. (Against bosses and bigger enemies, having a maxxed out spear has no downside). The main danger with using this strat is spears seem to inflict knockback towards the player during the latter half of the animation, potentially dragging small enemies into the wielder and dealing damage that might be avoided with literally any other weapon category aside from boomerangs. Anyways, as far as I know there's few weapons in the entire game with comparable hits per second, which makes this entire weapon category pretty awesome. Only flails have a similar affect during windup, and they have poor reach and require you to eventually commit with a long animation when you're done spamming.
submitted by murky_creature to Terraria [link] [comments]


2024.05.15 21:44 W00LYS Cust feat balance help

If the names "Pip & Beans" mean anything to you, please stop reading.
I hope this is an appropriate sub to post this, sorry if not!
Hello, I've made custom feats for each of my players and id like some guidance on balancing.
Bard -
2 new uses of bardic inspiration;
Diving Keel; while flying, move more than 25 feet in a straight line and attack. On a hit, add the number rolled on your bardic inspiration to the damage. If attacking a huge or smaller creature, the creature must make a strength save against your spell save DC. On a failed save they are pushed 10ft in the direction the PC is travelling.
Offensive blockade; if a creature that has been given inspiration and uses the inspiration to add to a melee attack, on a hit the enemy creature's movement speed is reduced by 10ft until the start of the player's next turn. This reduction is increased to 15ft if the PC is within 20ft of the creature. // Wizard -
"Wins" about engagement with information allows the Player to access "Intellectual Aegis", this condition grants the following benefits;
Advantage on intelligence saves and checks. Gain temporary hit points equal to intelligence modifier. Gain cold resistance.
This lasts 4 hours or until the PC experiences an "L".
*I recognise this is very subjective and so balancing for those not in the game might be difficult - for context this player as part of their character notes down wins and losses day to day. An example of a win is "knowing things others don't and explaining these things to them", and example of a loss is "someone correcting my information". // Rogue -
Gain advantage on initiative checks.
Can use a bonus action to access "Blitz", this condition grants the following benefits;
15ft movement. Advantage on dexterity saves and checks. +1 AC. This Lasts 5 rounds (30 seconds)
Can activate this a number of times equal to the PC's constitution modifier. // Paladin -
You can spend 10 minutes exercising with your companions, shoring up their physical prowess. When you do so, choose up to six friendly creatures (can include yourself) within 40ft of you who are participating in exercise with you. Each creature can gain advantage on their next Constitution save and Strength save/check. A creature can't benefit from this feat again until it has finished a short or long rest.
Player with this advantage must declare it after the roll but before they know the result. // Druid -
At the start of everyday, the PC can choose to speak to animals, this has the effect of the "Speak with animals" spell but lasts the entire day. Once the PC can access 3rd level spells, he can choose between speaking to animals or plants for the day. Speaking to plants operates the same as the "Speak with plants" spell but lasts the entire day.
Possibly helpful extra information;
Party composition is - Aaracockra Bard, Merfolk Wizard, Changeling Rogue, Firbolg Paladin and Warforged Druid. All are level 4.
Some of these are obvious riffs on spells/magic items. Sorry for any poor spelling/formatting!
submitted by W00LYS to dndnext [link] [comments]


2024.05.15 20:57 alternatemearas HMG Rework Suggestion

TL;DR:
HMG can only fulfill a burst damage role, less effectively than everything else due to it's abnormally high DPS and AP, yet staggering reload, magazine size, and ammo scarcity.
I think most support weapons have a pretty big wall between usability with smalleless armored mobs, causing a segregation in usage intent. All machine guns are to some degree effective vs medium targets, but there's an overlap in grunt targets up to medium targets, and even smaller heavies.
It doesn't make sense to use the HMG in the same capacity as a quasarecoilless because those things are far more effective at burst damage against heavies and medium heavies. On paper, the scaling of the HMG such as the penalities vs it's stats makes sense, but that's based on it being wasteful to use against things other than dropships, devastators, chargers, etc. The HMG needs to have a buff towards it fulfilling a slightly multipurpose role, in order for people to select it over a quasar or recoilless as examples.
We can keep the magazine reserve amount, magazine size, we can keep the damage, the bugged aiming needs to be fixed, the only thing that needs to be buffed is reload time and to further counter balance, it should require a backpack, which takes up that entire slot you could be using for a shield, guard dog.
Reload time should be 3 seconds, which is incredibly low. You're just basically racking it to the next rack in the backpack. This makes using it against smaller mobs more plausible. The more grunts and weaker mediums you kill with it, the more you're wasting it. You should aim 75% of your stream of fire towards moments when chargers and stronger mediums are present.
It does not make sense to only switch to it when you're dealing with just heavies. Nobody will ever select it for the mission, they will pick other burst damage weapons.
This proposed balance makes the HMG a short lived, high DPS high AP weapon. The more smaller mobs you shoot with it, the less efficiently you are using it.
I've used the HMG in lone, small, and large matches. It does not have a use relative to other things you decide to bring.
submitted by alternatemearas to Helldivers [link] [comments]


2024.05.15 20:24 morinothomas Is my backstory more befitting for a Ranger or a Druid, or neither?

I'll be playing a Ranger in a Level 8 campaign and just finally conjured a backstory for an urban fantasy. I have never played a Ranger nor Druid either; I just developed an idea to roleplay as a detective with an affinity to crows. She left the farm for the city to abandon her family's high expectations and choose her own fate.
Occupation-wise, prior to becoming a detective, I have no idea (fashion designer, socialite, contract spy, something). I just have that the crows would leave her feathers which she used to adorn a dress. This character is not necessarily of the woodsy/backwoods, away for the civilization type either, but do fight alongside her crows.
My main issue is balancing both optimization and flavor; the character has a 20 in Dexterity and 16 in Wisdom, but it appears I'd either have to chip away at AC or spell saves. Anyway here's the backstory:
"Forever connected to the black corvids that fascinated and comforted her as a child, she is now indebted to the ominous avian breed as an adult.
A woman born from a famous lineage of Rangers, Morrigan Prue was no stranger to high expectations, to which she always failed to meet as the family maverick. She never had a voice of her own either, chained to the fate of becoming the next hunter in line.
Morrigan knew this wasn't her calling, longing to be as free and capable as the crows that sail the clouds. For every bird she fed, a feather would be left behind, and eventually each crow would return day by day, leaving more feathers for Morrigan's collection.
Eventually as soon as Morrigan was an adult, she left grassland home behind for the urban sceneries of Citadelphia, with feathers in tow. As she approached the farm gate, cawing from above alerted her attention as the crows descended onto the gate railings. Morrigan smiled before she opened the gates, and the crows ascended again, this time following her to lead.
She knew she was in good hands."
submitted by morinothomas to PCAcademy [link] [comments]


2024.05.15 19:00 DTG_Bot Dev Insights: The Final Shape Weapon Tuning Preview

Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape
Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.
There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...

Weapon Archetypes

Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:
  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).
  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.
In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
      • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
        • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Majors (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.
    • Reduced splash damage by 10%:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.
  • Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
    • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
We've also made some quality-of-life changes to several weapon types.
  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
  • Scout Rifles
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.
      • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
      • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Linear Fusion Rifles
    • Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
      • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Bug fixes:
      • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
      • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
      • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks. ##Exotics
Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.
  • Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).
Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.
  • Swapped the firing animation to the same one used by other auto-fire Sidearms.
Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.
  • Fixed an issue where the firing animation from Devil's Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.
Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.
  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.
Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.
  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
    • On Gjallarhorn, they will use Solar effects.
    • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.
Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.
  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.
Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.
  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn't receive this cooldown.)
Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.
  • Intrinsic perk now provides increased reload speed after precision kills.
  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
  • Catalyst has been rebuilt.
    • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.
  • Reduced healing effect by 20%.
  • While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.
    • This means combos at lower stacks are less affected by the change than combos at higher stacks.
Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.
  • Baseline:
    • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
    • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, iwhen hip-firing:
    • Slightly reduced accuracy benefits.
    • Increased magnetism falloff scale (1.6 to 1.7).
    • Increased baseline rate of fire from 130RPM to 140RPM.
    • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.
  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.
Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.
  • Increased area-of-effect (AoE) damage such that it doesn't lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)
The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.
  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.
The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.
  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.
  • Reworked Saint's Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.
Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.
  • Breaking a matched shield or piercing a Champion's Barrier will cause the target to ignite.
Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.
  • This weapon is now intrinsically anti-barrier.
  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
    • Heavy Metal now causes every 4th bullet to make targets volatile.
    • Vexadecimal now causes every 16th bullet to also weaken targets.
The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.
  • The Fundamentals now maintains its state across death or respawn. ##Perks
Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.
  • Will no longer work in Rumble.
Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.
  • Reduced draw time buff from 66% to 60%.
  • Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).
Grave Robber needed some extra love.
  • Will now activate on dealing damage with a powered melee, in addition to standard melee kills.
Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.
  • Special: About 15% smaller AoE size and 20% less damage.
  • Heavy: Same AoE as before and 30% more damage.
Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.
  • Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
  • Also provides a bonus to handling and a 5% scalar on each stat at base.
  • Being amplified will immediately activate the perk at its maximum effectiveness.
Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.
  • Instances of Underdog have been replaced with Pulse Monitor.
Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.
  • These no longer drop off when pulling out a Ghost or similar actions.
  • Now partially refill the weapon's magazine on activation.
The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.
  • Adjust the number of slow stacks applied based on properties of the weapon.
    • In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
  • All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.
  • Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
  • PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.
The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.
Perks that currently match your equipped subclass have been changed as follows:
  • Osmosis and Tessellation now match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped Super.
Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:
  • Now refills from reserves instead of from thin air and should trigger more reliably across weapon types. ##The Future
Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.
We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.
And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.05.15 19:00 DTG_Bot Dev Insights: The Final Shape Weapon Tuning Preview

Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape
Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.
There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...

Weapon Archetypes

Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:
  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).
  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.
In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
      • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
        • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Majors (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.
    • Reduced splash damage by 10%:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.
  • Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
    • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
We've also made some quality-of-life changes to several weapon types.
  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
  • Scout Rifles
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.
      • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
      • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Linear Fusion Rifles
    • Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
      • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Bug fixes:
      • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
      • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
      • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks.

Exotics

Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.
  • Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).
Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.
  • Swapped the firing animation to the same one used by other auto-fire Sidearms.
Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.
  • Fixed an issue where the firing animation from Devil's Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.
Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.
  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.
Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.
  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
    • On Gjallarhorn, they will use Solar effects.
    • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.
Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.
  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.
Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.
  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn't receive this cooldown.)
Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.
  • Intrinsic perk now provides increased reload speed after precision kills.
  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
  • Catalyst has been rebuilt.
    • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.
  • Reduced healing effect by 20%.
  • While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.
    • This means combos at lower stacks are less affected by the change than combos at higher stacks.
Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.
  • Baseline:
    • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
    • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, iwhen hip-firing:
    • Slightly reduced accuracy benefits.
    • Increased magnetism falloff scale (1.6 to 1.7).
    • Increased baseline rate of fire from 130RPM to 140RPM.
    • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.
  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.
Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.
  • Increased area-of-effect (AoE) damage such that it doesn't lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)
The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.
  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.
The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.
  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.
  • Reworked Saint's Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.
Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.
  • Breaking a matched shield or piercing a Champion's Barrier will cause the target to ignite.
Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.
  • This weapon is now intrinsically anti-barrier.
  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
    • Heavy Metal now causes every 4th bullet to make targets volatile.
    • Vexadecimal now causes every 16th bullet to also weaken targets.
The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.
  • The Fundamentals now maintains its state across death or respawn.

Perks

Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.
  • Will no longer work in Rumble.
Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.
  • Reduced draw time buff from 66% to 60%.
  • Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).
Grave Robber needed some extra love.
  • Will now activate on dealing damage with a powered melee, in addition to standard melee kills.
Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.
  • Special: About 15% smaller AoE size and 20% less damage.
  • Heavy: Same AoE as before and 30% more damage.
Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.
  • Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
  • Also provides a bonus to handling and a 5% scalar on each stat at base.
  • Being amplified will immediately activate the perk at its maximum effectiveness.
Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.
  • Instances of Underdog have been replaced with Pulse Monitor.
Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.
  • These no longer drop off when pulling out a Ghost or similar actions.
  • Now partially refill the weapon's magazine on activation.
The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.
  • Adjust the number of slow stacks applied based on properties of the weapon.
    • In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
  • All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.
  • Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
  • PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.
The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.
Perks that currently match your equipped subclass have been changed as follows:
  • Osmosis and Tessellation now match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped Super.
Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:
  • Now refills from reserves instead of from thin air and should trigger more reliably across weapon types.

The Future

Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.
We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.
And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.
submitted by DTG_Bot to DestinyTheGame [link] [comments]


2024.05.15 18:17 f1g4zz Guys i found a way to fix SS ques...

I know i know that a post with this kind of title is already making you think it's going to be an insanely stupid idea, but just hear me out:
ques are long because the ratio of dps:heal is no where close to 2:1 so we have to make it 3:1, but how?
we make the games 4v4!!! ... I know i know this would radically change the gameplay, but we can solve this.. just hear me out:
it's actually 3v3 with a bench and dps players ROTATE with each round!!!! I know i know this would feel totally unfair when you lose a game where you are benched, but we can solve this too.... just you know... just here me out:
players on the BENCH CAN STILL MAKE A DIFFERENCE! They can apply party wide BUFFS AND DEBUFFS!!! I know i know this doesn't feel to impactful but we can again solve this, just hear me out:
those buffs and debuffs are actually abilities they can STEAL FROM THE ACTION BAR OF OPPOSING TEAM members IN REAL TIME!!! I know i know this sounds like hell to balance, immagine stealing someone's defensive and they just flop in 3 seconds, but we can solve this one too.. just hear me out :
when someone dies the match doesnt end there, the match is just paused and the person who died gets qued into a thunderstorm game, IF THEY WIN THE BATTLEROYALE THEY ARE RESURRECTED at full health!!!!
/s
submitted by f1g4zz to worldofpvp [link] [comments]


2024.05.15 17:38 SkyBearDrop 6 box potential for new TLP

With the new TLP coming in next week I wanted to get a few opinions. I plan as time goes on to make a 6box group, since my work schedule is erratic on most weekdays.
For my main I plan on playing a warrior, I dont know if I will end up raiding or not but I wanted a very solid tank choice. I've played an SK before and I like what they can do, but never a warrior so it'd be a good time to play one fresh.
I plan on having 2 supporting toons in the beginning, a shaman and a cleric. While both can heal, I intend to keep my shaman dps focused early on.
Once I've gotten those 3 going I am adding a bard and potentially an enchanter to the mix. Though I feel there is a lot of overlap on their parts I've been told if I have any plans at raiding a bards utility is unmatched and chanter buffs and cc are always useful, plus charms. This is one of my main hold ups, I don't know if I should keep the chanter or not, or if I can play a more dps focused class I've never gotten to play, like a necro or a monk.
My last should be a druid; a bit of everything to fill in gaps. My other suggestion is a wizard but the only upside on a wizard is PoSky/Hate which I don't think I'll care to much about.
Though I've gotten an idea for the group, I've been told it'll be missing kill speed but makes up for it with great survivability. I would like some other takes and thoughts. Thanks for any advice you can give.
submitted by SkyBearDrop to everquest [link] [comments]


2024.05.15 17:15 RobleViejo What's the argument against having CC affect Overguard the same way it affects Sentients? (they can be CC but they grow immune to it)

In my opinion that's how Overguard should have been shipped as: Sentient Adaptation for other factions.
Instead of being completely immune to CC they are affected, but they grow immune to it over the span of 4 or 6 seconds. For example: If you freeze Sentients with Limbo, after some seconds they will start to move and after another couple of seconds they will be completely immune to it. That's exactly how CC should work on Overguard.
The Meta was already shifting to DPS when the Eximus were reworked, now CC can't even be compared to DPS. Why would I use a Warframe who needs to CC Enemies to stay alive and will struggle against Eximus, when I can use a DPS Warframe and just.... don't care?
And this breach between DPS and CC is growing larger with each update, because we keep getting stuff to buff our DPS but not our ability to CC Enemies. For example we were given Archon Shards that buff the base stat of Ability Strength by 10% (15% Tau) up to 50% (75% Tau). A 75% increase to the base Strength of a Warframe is insane and Im still surprised DE added such a thing to the game. And yet we never got Ability Range Shards (the ones I wanted for my Oberon, Frost and Vauban) because yeah they would make CC Abilities better, but they would also make the DPS Meta even more broken.
I kinda feel like DE bottlenecked the Meta into DPS and now even trying to balance CC could break the whole game.
Anyhow, I dont think having CC affect Overguard (for only a couple of seconds) would break the meta, after all Damaging Abilities DO affect Overguard and you can just pop that Overguard easily that way. Ive been using DPS frames myself and they are a breeze for end-game content of course, but I miss by CC guys. Oberon is a top tier Tank and Frost now has a Crit Meta going for him because of the Cold Status rework so I can still play them in challenging content, but Vauban and Limbo got the hsort end of the stick, they are really frustrating to play in end-game content.
submitted by RobleViejo to Warframe [link] [comments]


2024.05.15 16:32 Nereus_Kruz Advice on how to tackle my monk

Advice on how to tackle my monk
Hi! I made this post because for the last year I've been playing on a campaign (extinction curse) with a monk that I tried to make it based on boxing instead of more traditional martial arts (pic related). The problem is that being at level 5 now, I've been feeling for quite a while that I don't really have a niche on the party (Druid, ranger, magus, barbarian and me) when it comes to combat. I can't tank better than others, having the same AC than the ranger for example, I don't feel like I have nearly enough damage to be considered a DPS, moreso in comparison with the Magus and the Barbarian, the multi attack thingie with flurry of blows I feel it even comes second to the ranger, since his hunter mark makes it easier to hit enemies than just having agile. I've thought about trying more hit and run tactics, using the speed of the monk to run, give two hits, and get away every turn, but I feel that isn't that fun and doesn't gel well with the boxer thing I was trying to do. I've also put the character sheet for you to see exactly what I have (doesn't have all the items, but the build is there). So as the title say, I was asking for advice, tips and points of view on how should I approach the character to make it feel more interesting and valuable when it comes to battles. Thanks in advance ^
submitted by Nereus_Kruz to Pathfinder2e [link] [comments]


2024.05.15 16:26 Vast_Reason_3218 Weapon Difficulty Tier List

Weapon Difficulty Tier List
https://preview.redd.it/0tbky4ufll0d1.png?width=1140&format=png&auto=webp&s=d08a420ddee7ec3fc3985da50eb746e706cadecc
I'll address the obvious offenders, being the ranged weapons.
The 30% more damage passive is way more destructive than melee only players actually understand because the vast majority of all elemental attacks have a huge raw portion to the damage as well. I think Fatty fireballs are something insane like 70% raw to 30% elemental or something. You are ALWAYS taking more damage no matter what. Just because the ranged weapons are strong does not make them easy, or you would see HBG at the very top of the list every single game for popularity instead of Longsword. The reality is that ranged is very micromanaged, extremely punishing, and much harder to build than melee. They also typically play barely farther than melee most of the time due to spread ammo and close range coatings. They are more balanced than they seem, at least in a casual setting.
Bow is the highest skill ceiling in the entire game, objectively. It has the most variance in any speedrun list of any weapon. The number of combo optimizations of this weapon is unreal. The reason it's not the top is because the skill floor is debatably the lowest of the 3 ranged, since the weapon doesn't really change as you progress, unlike HBG and LBG that get different mods, ammos, and setups.
HBG. Is it broken? Yes, no questions asked. However, there is a VERY big difference from Safi Shield Spread and Fatty Scope Spread for normal play. Shield Spread HBG is borderline braindead, Scope Spread is one of the most awkward and punishing playstyles in the entire game. HBG is the most punishing weapon in the entire game at max level because it removes its entire defensive gimmick for sheer DPS. If the hunt starts going wrong, you're probably going to die.
LBG. Definitely the easiest of the three to pilot. Difficulty comes in the form of forced slow reloads, evade reloading, and evade reload shortcuts. Using Defender LBG through HR is so much different than using Frostfang LBG vs Fatalis. Slow reload is a great addition for the LBG that adds a huge skill curve to the weapon, as well as evade reloading. Mines also need good placement. It also suffers from the huge damage increase just like the other weapons.
Other weird choices would probably be Gunlance (landing your shells on the wyvernblast is extremely hard and this weapon is highly immobile and non-fluid) and Switch-Axe (the weapon is much easier than it appears due to very good fluidity and an extremely diverse moveset, it has very few bad matchups if any).
DISCLAIMER: No weapon is braindead, the closest being Spread Shield HBG which still takes some effort. No one should feel like they are "carried" by their weapon because that is simply untrue. No weapon is broken enough for that in a way that is also super easy.
submitted by Vast_Reason_3218 to MonsterHunterWorld [link] [comments]


2024.05.15 16:23 AesirReddit Trial sets in 4 man content.

So I’ve played about a year and I’m finally starting to collect trial sets, enough that I can have them as a 5 piece body set. So far I have Coral Riptide, Sul-Xan and Whorl of the Depths.
My question is are any of these good in 4 man veteran content? I’m trying to get into doing 4 man trifectas with multiple classes, I’m curious which of these trial sets if any should I use in my builds?
So far this is what I’m running on the dps classes I have.
Templar: Deadly Strike/Pillar of Nirn
Dragonknight: Valkyn Skoria set/Orders Wrath/Pillar of Nirn
Arcanist: Deadly Strike/Pillar of Nirn or Deadly/Azureblight
Warden: Nunatek Monster set/Frostbite/Pillar of Nirn for a brittle build to boost group dps.
Nightblade: Orders Wrath/Pillar of Nirn
This is what I have I have been running for quite some time. I can parse 85k or higher with these builds on every class. I’ve parsed 100k on a couple. But I’d still like to improve.
I know trifectas can be done with not so coordinated or min maxed groups but I’d like to bring the best build and damage that I can.
Any help or tips on what I can change I’d appreciate. Thank you.
Edit: I’m also making my DK a tank build for trifectas. I think I have everything I need for him though. I have pearlescent body for a trial set. I have the maelstrom and DSA tank sets for aoe grip and boss fights. And for staff and jewelry back bar I have crimson oath, drakes rush and turning tide to choose from. And I have arch druid, Nazaray and tremor scale monster sets
submitted by AesirReddit to elderscrollsonline [link] [comments]


2024.05.15 16:05 ellzilchowow [NA] [Sargeras] [A/H] - Recruiting for S4 Heroic Raiding / M+ - (Tues/Thurs 8-11pm CST)

Ancient Ones is a semi-casual guild on US-Sargeras of mostly Alliance players, but have no objections to Horde now that cross-faction is a thing. We aim to be inclusive and are made up of a group of older individuals, working adults, moms & dads, etc. that are looking for a place to call home and play the game how they would like to play while finding a way to accomplish their goals.
We are recruiting players to bolster our raid team for the Awakened season/raids with a side helping of Mythic+ and socials. We are an AotC focused guild with some members that are looking to push M+.
We do not offer much cross server support at this time and will not until The War Within releases with better options to provide there.
We are 7/8H AVotI (8/8N), 9/9H AAtSC (9/9N), 9/9H AAtDH (9/9N) and previously 9/9H Aberrus and 9/9H Amirdrassil. This is not a Mythic prog focused group.

Raid Times: Tuesday / Thursday 8pm CST - 11pm CST (9-12 EST).

Recruitment Needs (Raid Team)

DPS

HIGH: SPriest, Mage, Warlock, Rogue, Enh Shaman, DH, Augvoker, Devastation, Monk, Death Knight
MED: Warrior, Druid, Paladin, Hunter

Heals

Looking for heals comfortable with DPS offspecs as we will usually need to flex at least 1 healer to DPS depending on the night's attendence.
MED: Shaman, Evoker, Paladin, Monk
Low: Priest, Druid

Tanks

We are not currently looking for Raid tanks, but M+ Tanks and Tanks with Offspecs to DPS in Raid are welcome!
MED: Death Knight, Monk, Demon Hunter, Warrior
LOW: Paladin, Druid

Recruitment for Mythic+ and Socials

Open to all! We are really looking for additional tanks and healers to help form more groups and run more keys in guild, but DPS players are also very welcome and necessary!
For more information, please reach out to the following individuals:

Discord

voldraal - Raid Leader

Bnet

Voltrizzy#1270 - Raid Leader IGN: Sondenn
submitted by ellzilchowow to wowguilds [link] [comments]


2024.05.15 15:46 Steckie2 Recommend me a remix class please

I'm looking for a new class to level during remix, but i'm absolutely stuck on what to choose.
What i have already have at 70 and don't want to level another of the same class: Balance druid Demo warlock Retri paladin Elemental shaman BM hunter
Of these i enjoyed most of them a lot during leveling. BM hunter was the least enjoyable, i used my boost from TWW for that one around lvl 20.
Here's my shortlist for Remix Frost mage Shadow priest Windwalker monk Unholy DK (maybe Blood, but i can't tank if my life depended on it)
I play mostly solo or through dungeon or raid finder, never done mythic+. In retail i'm more of a collector and explorer than a high end player.
I'm a mediocre player at best 😅
What would be a good fit for me?
Thanks to anybody that can help me with this!
submitted by Steckie2 to wow [link] [comments]


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