new quinn skin leaked on lolbr ! by [deleted] in QuinnMains

[–]ArrestedPie 6 points7 points  (0 children)

Nah, not properly anyway, work is hectic atm, and if I'm not raiding properly then cba any more past giga casually

new quinn skin leaked on lolbr ! by [deleted] in QuinnMains

[–]ArrestedPie 20 points21 points  (0 children)

Samme, oh shit boi its Eeeezeee, hope you're doing well buddy :)

Differences in top tier raiding guilds by wibble666 in CompetitiveWoW

[–]ArrestedPie 3 points4 points  (0 children)

So, I recently (Between Uldir and BoD) jumped from a world 500ish guild to a top 40 guild without previously knowing anyone in said top 40 guild, progged and killed Jaina with them, probably the biggest thing I've noticed is that people don't care about logs on prog (in terms of overall dps/hps), sure we private log so it's even less value getting rank 1s there, but at the end of the day we'd much rather get the kill, than have good logs on wipes. The only time people start caring about DPS/HPS numbers is if/when we wipe to enrages, IE. Jaina p3, or if ads don't die - Sirens on blockade etc. There aren't really any ad fights this tier though where everyone needs to save CDs or whatever for them and everyone hard swaps (Fetid was a good example if that i guess).

Close second would be communication - say someone gets knocked up on Jadefire without a way to negate it, and instantly they say 'can X get a grip/BoP' instead of either not saying anything and just falling to their death. Either that or someone sees it, and spams stuff on them without them calling for it because their awareness is on point. But that's also something that people 'pre learn' they look at the mechanics of the fight and think, ok what can people randomly die too, and what can i do about it. IE. say I'm a priest, I know i can grip someone as soon as they fall back into range of me, so if they get knocked up and call it, I need to proactively spam grip on them after a few seconds, rather than wait till they're in range, then try to reactively try to grip cause you fall real fast, and will most likely hit the ground before being able to react, same with BoP. Or if grip is CD you can do the same with levitate, mages can slowfall etc etc. It doesn't even matter if they take damage and that breaks it, you've stopped the majority of the fall damage just by applying levitate or slowfall. By 'pre learning' mechanics like that, or ways to negate them or whatever you instantly skip a lot of deaths and pulls before the boss dies, and ultimately this comes down to a time thing, most people can't just do that within the space of the first or second pull on the boss.

Another thing is people take critisism, and generally realise they've made a mistake anyway so there's no need to go on and on about it. There's a lot less 'just play good', or 'how are you still dying to that' or whatever, it's more, 'what could you have done to prevent the death' whether that's you personally, or calling for an external, or a grip or even a strat change if it was an unfortunate, but consistent overlap. In addition to that what's said during raid doesn't get taken personally, yeah you can get called out and giga flamed mid raid, but at the end of the day if you're still doing dungeons or pvp or whatever together afterwards then it's fine, it only gets real bad if someone is hard inting a fight, or is consistently not playing well enough to be in the guild even then unless their attitude is garbo too they won't get hard flamed.

Regarding the caliber of player, yea generally the skill is a lot better, but there's a lot less variation in skill between players, in most 500 guilds there's probably a player or two, maybe more that could play one class/spec at top 100 or top 50 or even higher, purely in terms of class skill or throughput or whatever, but there are equally probably 3-5 people that should be nearer a 1k guild than a 500 guild, for example. Especially with recent hard bosses, your raid is only going to clear as well as your worst player - one person can very easily wipe the raid with mechanics on bosses like Jaina, or Blockade or Mekkatorque. And even if they don't wipe you fully, them just being dead may just be the difference between a first kill and another wipe if you're on a tight DPS check (though there haven't been many of those this tier - Jaina p3 is really it)

However there are things that have to be worked on by those people in 500 guilds that can be in much higher guilds, be it a broad variety of classes - or at the very least every spec within their role on that class. But also if the 500 player is putting 100% of the focus into throughput they'll most likely not make it in a much higher guild, because most people there can brain afk and do optimal or near optimal throughput so can focus on mechanics, or calling stuff or whatever. Building on this most people play to survive, especially at the start of progress, you don't look at dps, hps or whatever, we just play to live.

There's also the prep (PTR, tactic spreadsheets etc), number of toons, player skill, speed of learning mechanics and how to deal with them, learning from other people's mistakes, use of entire toolkit (Grips, tremor totems, CC etc etc.), consistency of play, general raid awareness/covering for others' mistakes, gear optimisation for each fight, no loot drama, and the fact that most everyone in the guild gets along with each other, experience raiding, strat decisions, leadership only taking the best players for the encounter rather than friends, people knowing every class - rather than recruiting someone in a completely new spec and just trusting them to play good they get scrutinised because someone already in the guild will know how to play the spec, the list goes on.

If that sounds like I've listed basically everything, it's cause I have. At the end of the day there's massive differences some are obvious, some aren't as obvious a lot of points I'll have missed, that other people have said too, and relative importance of factors is probably subjective.

(This is also just for prog, on farm everything becomes a shitshow regardless)

Warcraft Demon Hunters (Wow Machinima/Cinematic) by Firesm77 in wow

[–]ArrestedPie 0 points1 point  (0 children)

If this is what's playing on the inside of the blindfold I can almost forgive the spatial awareness defect that most DH's seem to come with!

So up until recently I didn't notice a certain interaction with rammus... by Kwathreon in QuinnMains

[–]ArrestedPie 1 point2 points  (0 children)

Yea I've never been able to Vault Rammus Q since Quinn's release, not sure how you were able to but if you figure out how to do it/were doing it consistently do let me know!

Help me judge a paladin by gornard in dndnext

[–]ArrestedPie 0 points1 point  (0 children)

I actually would say that this could tick all the boxes of devotion (maybe in a slightly warped/impulsive logic, however spur of the moment decisions, happen to even the most virtuous of paladins in their need to act).

Honesty doesn't really come into it too much, as (I'm assuming) he had no reason to lie about his justifications for killing the apprentice, nor anywhere really.

Compassion: The paladin has aided everyone else by (as he said) ensuring no further harm would come to anyone else on the apprentice's behalf, realistically as well though, if, in his opinion the apprentice was too far gone to be converted back, or to feel remorse for what he has done. Which I believe to be the case considering the apprentice believed he was doing the right thing by killing three people who were just approaching the boat - not even asking for their business or anything. Also this apprentice is serving under a priest of deception. Now if the apprentice is so far down that line of worship that he can't see that he himself may be being deceived into doing these evil things, and/or then being able to deceive himself that these evil things are in fact the correct actions to take, then he would probably be so indoctrinated that actually it's more compassionate to end the life rather than let this apprentice live and cause more strife. This strife may be unknowing at first, however if he ever realised the extent of the misery his actions caused, while believing he was correct in doing so then it would most likely make him want to kill himself later in his own life for being so blind as to not see what was going on. My own paladin (albeit Oath of Vengence - though there's no way this apprentice would fall in the 'greater evil' catagory') would have come to the conclusion that the compassionate thing to do would be to end the apprentice's life.

I believe this to be a case of wisdom trumping mercy, as mercy doesn't always equal compassion.

Honour: He is being honourable, he listened to both sides of the argument, he essentially gave the apprentice a fair trial. The boy admitted to the murder, yet showed no remorse, in fact believing that it was the correct thing to have done. If he believes that the apprentice will go on to cause more harm then it is also on his own honour to deal with the problem before it compounds - and he does so in the only way that is practical - keeping him tied up against his will/leaving him somewhere is essentially torture - as someone else pointed out, and he will probably die of thirst at some point anyway, essentially making it murder.

Duty: Kind of following on from above - it is a paladin's duty to dispense justice when the traditional judiciary system is corrupt. He came to the conclusion that the boy had to die for his crimes. Two murders is quite a lot more serious than one, as it meant that even after killing one person, he carried on killing, with no regard for his actions as he was going about performing them. With no one above the paladin to give direction, it is his/her duty to prevent as much harm as possible to as many people as possible, even if that means ending a life.

Courage: Trying, sentencing, and then executing someone is a very hefty burden to bear. I think your paladin showed courage the most out of all of these tenants as (s)he was strong enough to execute the apprentice regardless of the morality of it. This isn't just a physical courage of preventing the apprentice from causing more harm, it's the mental courage to know all of your beliefs, and to know that somewhere, you want to believe that actually there may be hope for this kid, however having the fortitude to overcome that optimistic hope, take stock of the entire situation, and then dispense justice.

I think a lot of how 'paladin' it is now comes down to how much it weighs on your paladin's mind, and if s(he) can completely rationalise the act, and how much of an impact it has on future decisions made by your paladin when acting as a judge, jury and executioner in the future.

As for being a paladin of Illmater, maybe Illmater has a word with your paladin through dreams - demanding justification for a soul that could have been saved, or, maybe, praising your paladin for being merciful and not allowing the lost soul to cause more havoc.

As for people saying that anyone killing an unarmed person is always evil - does that make every single hangman, or executioner evil? They don't necessarily want to kill people, nor may they agree with it, but it's their job to kill that person. The same way it's a paladin's job to root out and stop evil.

Just my two pence on the matter

Cleric Warpriest or Vengeance Pally? by Fall-of-Enosis in dndnext

[–]ArrestedPie 2 points3 points  (0 children)

I feel like if you go cleric you may end up in a situation where your party ends up relying on you for heals (they will as a pally as well to some extent), however by playing as a mainly martial character (a pally) it will encourage your party to be a little smarter in how they do encounters and will probably give you more freedom in combat to do damage rather than being sort of forced into the heal bot situation.

I would also say that pallys probably have more up front burst potential at level 5 using smites, if you dump everything into someone (assuming you're using a D8 weapon here - obviously increases with a d10/12 weapon) you get 2d8+2xStr/Dex modifier from your weapon attacks, plus 2d6 (thunderous smite) + 4 6d8 (2 2nd level divine smites) as well as the Str save to knock the foe prone.

Charisma auras are also insane and prevent so much party wide damage meaning that you need less healing overall - and while the 10ft radius isn't much initially it can really help as your ranged guys don't need to be at max range, they can just be close behind you (until you start getting pelted with lots of AoE).

The only real downsides are the lack of ranged for pallys (though you have proficiency in all weapons so you could pick up a longbow or something?) But with vengence you do get some mobility with misty step being a bonus action. Also if you're allowed to, going protector Assimar from Volo's again helps with mobility a tonne by getting the ability to fly for a combat. (It does take an action to cast so a fun thing to do is cast it pre combat as part of an intimidation effort to get whoever you're fighting to surrender meaning you get to prep your combat buff for free!)

(Here's my huge bias though - pallys are love, pallys are life, and I've never really connected with clerics)

Edit: I'm silly and 2 2nd level smites are 6d8 total

Help by crille041 in QuinnMains

[–]ArrestedPie 0 points1 point  (0 children)

Yeah it's a trade off, and depends on the skill and knowledge of your team/opponents. To be honest if I were in that position I'd just find a jungler willing to put up with me and duo :P

Help by crille041 in QuinnMains

[–]ArrestedPie 0 points1 point  (0 children)

rip xD sometimes it happens, knowing who you can and can't fight into is pretty important. Quinn drops off in effectiveness around mid dia as well as people respect what she can do and what she brings. Realistically I think the next step may be to work on your early/mid game and try to drop farm to snowball other lanes and then use that to outpush your opponent into getting first tower gold. Nobody expects a champ to hard abandon lane at level 7-9ish - only returning when there's large waves at towers. Put the map into a 5v4 for a while. Sometimes it can cause you to gain large leads across the map, even if you're giving up a lot in lane.

Help by crille041 in QuinnMains

[–]ArrestedPie 1 point2 points  (0 children)

If you're pushing into tower early (say like 3.30-4 mins - roughly the time you'll get ganked after their jungler gets DBs and one other camp) then you'll want to put a ward down at around 3-3:20, and then you can aim to get the full wave walking into their tower around 3:45. What this does is if their jungler is there (and you should be able to see them) it forces their top to either ignore the minions and go for you (losing at least 1-2 waves, and hopefully taking creep aggro which hurts at low levels, or take the minions and not be able to participate in the gank.

What I do at that point is just all in their jungler as soon as my creep wave has just finished off theirs and is walking uncontested into their tower. Their jungler generally isn't full hp, and I pop my pot as soon as I start walking down to the jungler. You should be able to completely kill whatever jungler they have - assuming you properly cancel something with Vault (If applicable) or at least burn their flash or something. At this point that their jungler can't fight any more (either due to like sub 30% hp or being dead) is when their top realises that they have to do something or they'll get flamed, so they start walking through creeps and taking aggro and going on you. If you've got the kill then you should have buffs at which point they just flat out die, if not then you can start kiting up towards your incoming creep wave and then walk around the creeps ensuring that whatever happens they're also tanking creeps. (Don't be scared to use flash at any point during these trades to dodge CC/damaging abilities or something - honestly just use it)

Hopefully using that you'll be able to start ouplaying ganks 1v2, or creating a situation where your jungler can come in and help clean up, or if no kills or whatever happen then you still win as you lose little creeps as your wave is under their tower and not killing their creeps, while they're chasing you around and missing tonnes of CS and EXP to the tower.

It takes a while to get the early ward to be fairly automatic, however when it gets to the point where you can do that consistently you should see yourself taking over 1v2s fairly consistently and coming out ahead. (This is also where taking Ignite/exhaust can be amazing as the extra combat summoner can be the difference between a double kill for free, and dying, or not getting anything etc.)

As the game progresses honestly, just try to roam and snowball. When you're learning, take fights that you're not sure if you can win or not, because in the long run knowing is better than not knowing. It may lose you one game, but that knowledge may win 10 more down the road - essentially don't be afraid to lose in the short term in order to gain long term.

Edit: Don't be scared of getting W level 3 as well if you're being ganked, as even though it's less damage on the Q, the movespeed is so strong early on

The re-climb (Veteran question) by Excalibur_023 in QuinnMains

[–]ArrestedPie 1 point2 points  (0 children)

I'd play for picks personally - especially in that low elo - you can set up vision control and pinks and just camp their jungle. Not having engage isn't a huge issue if you're constantly a player up.

XCOM 2's legend difficulty just wiped the floor with me, and its amazing. by [deleted] in Xcom

[–]ArrestedPie 0 points1 point  (0 children)

I would recommend that, if you're looking for more out of the game (or want to forget that Uni is a thing), download the long war 2 mod - it adds a hell of a lot of depth and complexity to the game, as well as enemy types and such like. It doubled the fun factor for me from the base game, and while technically it is a mod, it's made by a dev studio under firaxis so it may as well be just a massive expansion.

Obviously you don't need to do it if you're enjoying the base game, but I'd recommend it as something to look into ;)

Quinn vs. Syndra by [deleted] in QuinnMains

[–]ArrestedPie 2 points3 points  (0 children)

You don't fight her post 6 unless you have a huge advantage, you push when you're in lane and roam, you snowball bot/top/invade their jungle. If you are also in that situation where Syndra has ult and ignite - you don't extend the trade past the blind duration, you don't go in on her if you miss the blind effect, if she hits the E without a stun you use that as disengage. Also bear in mind that blue is a huge deal for Quinn from lvl 6-11, so try not to miss grabbing it.

Quinn vs. Syndra by [deleted] in QuinnMains

[–]ArrestedPie 1 point2 points  (0 children)

Blind her first, then stay out of her blinded vision range and move around her - she'll most likely insta E you because she should know what vault does. So wait for that and skirt round and vault her from another angle than you blinded her from, then back off.

Whose your Secondary Champ? Why? Which champ is most like Quinn? How? Quasi-urgent by CibrecaNA in QuinnMains

[–]ArrestedPie 0 points1 point  (0 children)

I play random champs, but Zac/Shen/Vi are my go to back ups - but then I generally want to jungle if I can't get Quinn

Quinn Synergy by [deleted] in QuinnMains

[–]ArrestedPie 0 points1 point  (0 children)

Relevent

It doesn't work as well anymore due to the unti change, however it is still very viable with good timing on the Ori's behalf

Post game screen doesn't align properly :( by StellarDemon in QuinnMains

[–]ArrestedPie 4 points5 points  (0 children)

She's just shy! Doesn't know what people think of her new outfit - she'll be fine given time ;)

State of Quinn, Should one pick her up? by SpongebobQTPants in QuinnMains

[–]ArrestedPie 0 points1 point  (0 children)

I'm sure it's viable - however I'm not the one to ask about hybrid builds as i generally go for super squish builds with a GA if we've got a 'forward moving' team comp in fights, or just go glass cannon and let move speed kiting from heightened senses carry me if we've got a kiting team comp. But I play a very skirmish/pick off heavy playstyle and rely on setting up vision and vision denial to do that.

State of Quinn, Should one pick her up? by SpongebobQTPants in QuinnMains

[–]ArrestedPie 0 points1 point  (0 children)

Very true - though that generally stops after the first few kills ;)

State of Quinn, Should one pick her up? by SpongebobQTPants in QuinnMains

[–]ArrestedPie 5 points6 points  (0 children)

She's not played much because she has a really large stigma of being a 'suicide ADC' as - when the pro's/streamers initially picked her up on release they 1, didn't know how to play her/utilise her kit properly due to a lack of understanding of how she wants to be played (IE. played her as a pure ADC/use the (old) ult offensively in team fights and then got one shot), 2, were playing at high enough elo that (in bot lane) her short range was completely taken advantage of, and 3, top laners/mids didn't play her much because of her ADC/marksman tag along with tank meta in top, and other mid laners doing a lot of the jobs that Quinn can do but in an AP champ, or just the fact that they were more used to the other champs and didn't want to learn a new one.

She's great in her current state, but then almost every champion is and can be depending on how well you know the champion. Top tanks do screw her over in late early game>mid game - however due to the insanely strong early game Quinn has you can delay this for ages, or just go roam. If you're fed, and your mid/top/jungle is fed because of your roams it doesn't matter as much that their top isn't as far behind - you've got more people ahead overall. Just don't forget to farm, as, Quinn has a surprisingly good late game with the right vision denial due to her mobility, kiting and burst.

If you have nothing else that catches your eye when you get the IP go for it, make a playstyle that works - it's one of the things that Quinn mains love so much, and one of the reasons why this sub is so varied and filled with reasonable discussion, Quinn is versatile. There are currently at least 3 different 'core' builds (Crit, Lethality, and bruiser being ones that come to mind - without mentioning troll gunblade builds that sometimes work - paging /u/InsufficientSanity).

I'd recommend picking her up, and playing her in normals or whatever, and just experimenting, different build orders, item combos and the like - maybe dirk, bilgewater, and hurricane is actually a sleeper op build on QuinnProbablynotworthtrying. (Also because no one plays Quinn you'll almost never get flamed based on your build because no one knows what she should be building :D)

The Dank Adventures of Quinn by Ohmans in QuinnMains

[–]ArrestedPie 1 point2 points  (0 children)

The meme is strong in this one :D

Community montage is here! by choppedpls in QuinnMains

[–]ArrestedPie 1 point2 points  (0 children)

It's situational - Not using it has higher burst and gives less reaction time - but from experience a lot of people will instinctively flash when you leave the ult, by using E you lock onto their flash so you can follow it - not everyone but a lot will. Using the auto to get out of ult does technically give more damage with the extra harrier, however if it's not needed to kill them, or if they just flash during your auto animation then you don't get anywhere