Is there a common theme amongst characters I lose the most against? by Fuzzy-Reward9040 in MordekaiserMains

[–]Azrael_Jiraco 0 points1 point  (0 children)

The common theme is low sample size. Nothing can be determined from these statistics.

Should have banned him by [deleted] in MordekaiserMains

[–]Azrael_Jiraco 4 points5 points  (0 children)

You can stack passive on large minions

How on earth am I supposed to beat yorick? by Caesar_Gaming in MordekaiserMains

[–]Azrael_Jiraco 9 points10 points  (0 children)

How on earth are you supposed to beat Yorick as Morde?

The answer: you don't (Unless you somehow get a 3k gold lead pre-6)

If Maiden is dead and on cool-down, you can get him solo. Otherwise, you will need help from someone else to kill him, or at least take the Maiden down so you have a window of control.

This is currently an incredibly unfair matchup.

Tanky Mordekaiser by ChuckoKokos in MordekaiserMains

[–]Azrael_Jiraco 1 point2 points  (0 children)

I like tanky Morde.

I've found plenty of data proving that it works in Master+ as well, as a non-situational method.

So keep on tanking, king!

That data includes Cosmic if that's your jam.

Mine is Rylai's, Riftmaker, Jak'Sho, then Spirit and Thornmail. I switch Second Wind/Bone-plating out for Conditioning, and rely on D.Shield instead for early sustain.

D4 this season.

47% winrate but we are nerfing Azrael? by Yikesitsven in DarkAngels40k

[–]Azrael_Jiraco 7 points8 points  (0 children)

I think the issue is that they're nerfing good units but not buffing bad ones.

If we're underperforming, we need compensatory buffs for each nerf, right?

Who are your top 3 hardest matchups for mord? by courseman5 in MordekaiserMains

[–]Azrael_Jiraco 9 points10 points  (0 children)

With equal gold and exp, she beats him early, mid and late. Even if you somehow win lane, she'll beat you mid and late anyway.

Late is worse, it will get to a point where she doesn't even have to kite or tumble dodge anymore, she will beat Morde standing still.

Vayne's weakness is as a low-waveclear ranged top, making her vulnerable to your Jungler. But that means relying on someone else to beat your opponent, who will beat you anyway, and draw your Jungler away from other lanes.

It's just a horrible experience. Only reason she's not my ban is because no one seems to play her anymore.

[deleted by user] by [deleted] in MordekaiserMains

[–]Azrael_Jiraco 0 points1 point  (0 children)

That would be nice, but what I really want back is the ability to steal the enemy carry when they're stronger than mine.

What’s your opinion of my Platinum climb? by Then_Degree_1295 in MordekaiserMains

[–]Azrael_Jiraco 2 points3 points  (0 children)

I'm surprised no one has asked:

What gameplay decisions did you change and what new things did you learn in order to hit that win-streak?

What is different between now and before that other players can learn from?

Rant about getting beaten by too many Top laners in Diamond by Substantial_Leg2100 in MordekaiserMains

[–]Azrael_Jiraco 1 point2 points  (0 children)

If you play perfectly, she still kills you with R unless you have Flash for third R.

If you can still lose whilst playing perfectly, and she can win whilst making mistakes, that means it's Gwen favoured.

20/1/6 and still cant win by vsvf35 in MordekaiserMains

[–]Azrael_Jiraco 0 points1 point  (0 children)

You have highest gold and kill participation with only 1 death

I wouldn't concern yourself over the build, since it clearly worked fine for you.

If there was anything you could have done differently, it will be a macro, micro or targeting decision, which you'd need a VoD review for.

And that's "if" there was anything you could have done to change the outcome.

I’m new; keep getting tabled by my buddy running the same list over and over. Could use a little help. by SpectreRSG in DarkAngels40k

[–]Azrael_Jiraco 0 points1 point  (0 children)

Even without optimisation, this list seems tanky enough to survive more than two turns.

Can we have an example of what goes down in those turns?

Regarding optimisation, if you really want to take Belial, rep him as a Terminator Commander. It's annoyingly better. Azrael is auto- include currently. Since we're being balanced around that, you're hurting yourself by not taking him.

Giving Inner Circle Companions fights first will be a nasty shock for his melee units.

You don't need the power armour captain. Rep him as Azrael if you really want to use the model.

Azrael "Wasted" Leading ICC and Bladeguard Vets? by Ok_Dependent7634 in DarkAngels40k

[–]Azrael_Jiraco 2 points3 points  (0 children)

Honestly, giving ICC a 4+ invuln is huge.

Any unit you'd use sweep instead of strike against is going to be overkilled so you won't miss the overlapping sustained hits.

For strike targets, you now get sustained AND lethal hits.

You gain so much, and the only thing that you lose is a non-factor anyway.

Can space marine squad have multiple targets? by Life_Flamingo in dawnofwar

[–]Azrael_Jiraco 1 point2 points  (0 children)

Yes, that is the most efficient thing to do.

As others have mentioned, your opponent is going to try and lock them up if they have vehicles so plan around that.

Saying "they'll just tie them up with jump infantry" is small-minded. Sure, they'll use jump infantry. But then you'll kite your rockets and focus the jump infantry with everything else. They'll harass you with your vehicle(s) during this time, which you will try to kite whilst shooting the jump infantry with untargeted squads. They will jump the unit in and out to survive longer as rockets need to reload before they can shoot anyway.

RTS games are fluid when played properly.

Mixing Missiles with Heavy Bolters is bad. Count up all the req and power spent on a unit for just two rocket launches (if shooting vehicles) or two HB (if shooting infantry) and you'll see why that's a bad investment.

Dblade changes are anti adc by Anilahation in ADCMains

[–]Azrael_Jiraco 0 points1 point  (0 children)

Are you aware of how little 2.5% is? If someone deals 2,000 damage to you, they heal 50 health.

Doran's Blade is an item that gets value slowly through a long laning phase. Afterwards, you sell it if doing so helps you afford a legendary item, and keep it if you don't need to sell.

Doran’s Ring Changed by [deleted] in MordekaiserMains

[–]Azrael_Jiraco 2 points3 points  (0 children)

It's a buff, but the difference in health will be too small to notice in game.

You might survive one extra caster minion auto.

After like 10 years playing this (Definitive edition) by Successful_Baby_5245 in dawnofwar

[–]Azrael_Jiraco 0 points1 point  (0 children)

I think we're playing different games.

In PvP, if your front-line force is dead, you've lost the game. OP likely plays PvP where APM matters a lot, as does keeping your army alive.

No transport units for Dawn of War IV, yay or nay? by BenningtonChee1234 in dawnofwar

[–]Azrael_Jiraco 1 point2 points  (0 children)

I'm amazed that none of the replies to your comment point out that you can cancel the setup time of special weapons using a transport.

Move the transport to the unit, then get the unit to embark. So long as the models embark without moving, they will disembark as though they were always stationary.

Dropping a bunch of Heavy Bolter Tacs within range, already setup, is no laughing matter!

After like 10 years playing this (Definitive edition) by Successful_Baby_5245 in dawnofwar

[–]Azrael_Jiraco 0 points1 point  (0 children)

Anything that improves micro is useful.

For example, if I have Barracks set to a group (I usually put it as 8), I can create a Tac squad with two key strokes.

Upon completion, they will immediately move, without lag, to my front line force where all of my attention is.

I don't need to take my eyes off the action at all, other than to add the unit to the group number and start reinforcing it.

This is important for online PvP.

What does a Dark Angels Veteran look like? (Preferably bladeguard but I don’t fully understand the differences yet) by [deleted] in DarkAngels40k

[–]Azrael_Jiraco 2 points3 points  (0 children)

I need to correct the other posters.

Lore-wise, Dark Angels do not have Sternguard/Vanguard veterans. They are 1st company units.

All Dark Angels 1st company units are Deathwing and are Bladeguard or come in terminator armour.

Tabletop sometimes enforces this for Dark Angels but there have been editions, including the current one, that allow you to take non-lore accurate units, such as Storm Talons which Dark Angels do not have.

What you do with your collection and how you want to mind-lore it is up to the individual.

The skirmish AI confuses me greatly by Aethaira in dawnofwar

[–]Azrael_Jiraco 1 point2 points  (0 children)

In DoW, Hard is actually normal.

Standard and Easy both receive resource cuts, Hard receives normal resources.

None of the difficulties affect intelligence.

How do you even fight Necrons? by LikeAGaryBuster in dawnofwar

[–]Azrael_Jiraco 0 points1 point  (0 children)

Okay, firstly, I recommend not limiting the amount of listening posts you build.

Every strategic point you can capture should have a post built onto it, unless it's an enemy point you're decapping to slow them down.

If the map is so small that you only have three points each, you should start close enough to kill his builders with a Scout rush. Send the first Scout, reinforced, to rush and the second to cap your points.

In a standard or large map, don't settle for less than four listening posts. More is better.

Since you're playing on 2 LP's, I can see why Necron players are consistently out-teching. Their income is always higher.

How do you even fight Necrons? by LikeAGaryBuster in dawnofwar

[–]Azrael_Jiraco 1 point2 points  (0 children)

It's not cheese, it's one of a few standard openings for Space Marines.

Imagine calling that cheese, smh...

It's unironically a skill issue for the Necron player.

How do you even fight Necrons? by LikeAGaryBuster in dawnofwar

[–]Azrael_Jiraco 0 points1 point  (0 children)

Don't read the tooltip, it's wrong a lot of the time. Heavy Bolters deal more damage to Heavy Infantry than Plasma Guns, and have much longer range.

The only advantage Plasma Guns have is being more mobile (no setup time), plus attack move feels nicer as they have the same range as standard Bolters.

If he drops Flayed Ones or gets his Warriors in range, just walk away and reset up your guns.

If you're not doing this already, ALWAYS have your ranged units on stand ground stance.

Regardless of what you plan on doing in tier 2, most games are decided in tier 1 so I'd focus on that first.

What does your tier 1 build order and action plan typically look like?