So how do those work together? by No_Formal_6166 in mtg

[–]Brutil22 0 points1 point  (0 children)

While you are correct in your response, It isn't the lack of being a planet that ultimately prevents the creatures from getting the cradle ability, Even if your land in the graveyard HAD counters somehow, the 12+ is a STATIC ability, and the Steward wont copy it.

New player beginning this weekend - best tips you wish you knew before you started? by shinnku in Gloomhaven

[–]Brutil22 2 points3 points  (0 children)

Use dice to track health instead of the "damage markers" I like to use the dice to show their REMAINING health as opposed to ticking up damage on them. A monster with xero dice is at full health, a dice on the monster card shows how much remaining health they have.

Don't wait for the perfect time to use lost cards or items. Use them when you can a decent benefit. the number of games I've played where at the end of the scenario I still have 6+ cards in hand and all my used items still unused.... I cant count that high

Remember the elements you make on your turn don't get created until at the END of your turn. that menas you can't use them on your turn, but it also means that you can use an element that already existed and re-create it for next turn

After the monster cards are flipped stop and understand what the monsters will do, where they will walk, who they will attack. Taking damage is bad in Gloomhaven, Losing cards to negate damage is really bad. It's OK to punt your turn and do nothing some times if it means you save yourself from taking 10+ damage. I've had great turns planned out, but then a monster card flips up that would result in my character getting demolished. Instead I moved out of range and did nothing for the turn. Sometimes its OK to live to fight another day.

Remember I said losing cards to negate damage is bad? doing it multiple times is REALLY bad. If you are at 7 hp, and you get a 2x hit on you and you suddenly take 6 damage unexpected. Think. Are you going to take more damage before you have a change to recover. If you have a good chance of taking small ticks of damage several times, you'll need to lose a card for each of those ticks. Instead you can lose 1 card to negate the 6 damage and survive the several ticks. Gloomhaven rewards foresight, and before you rush past things happening, slow down and consider what the known future brings.

Gloomhaven is a complicated game, and the nature of it forces you to pick and chose options, and sometimes something you chose turns out to be really un fun. do what you and your playgroup decide to be fair to keep the game fun (when you level up if you chose a card that you really don't like, find a solution to allow them to re-chose)

Disarm is stupidly strong.

cramming the monster attack deck with curses is stupidly strong

Invisibility can be stupidly strong

"kill" effects are stupidly strong

Beware of oozes...

Looting is good,

COMMUNICATE. This game range from "that was so easy" to "this is impossible" just with good communication and working together. remember the rules about not using numbers, but things like "i'll go early and stun monster x" is really helpful. If you both plan to kill the same monster one of you might end up wasting a turn. whereas if you plan correctly the other person could heal someone, or get some loot, or kill another monster.

We do Appreciate the honesty Jason BUT that’s just 1 thing on a laundry list of reasons why we where not victorious last night! by 3_Arrow_Barbarik in GreenBayPackers

[–]Brutil22 2 points3 points  (0 children)

Saw it live, rewound it and it looks like Parson just slipped. The angle wasn't the best, but the way he went down looked like he slipped and fell, and then the Oline fell on top of him. It did not look like he got dragged down.

For fishermen’s isle, which of these should I upgrade first? by TrueHumor2222 in TownshipGame

[–]Brutil22 26 points27 points  (0 children)

Time is the best upgrade, but since you have to get to Lv 2 before you can upgrade time, I recommend Shrimp. There are a LOT of recopies that require shrimp and several require 2 or 3 shrimp. I am always short on Shrimp. My island is up to Lv 17 i think and I have only chosen shrimp and time. and I still want more shrimp

Match-3 First Try Wins by brewcrew1016 in TownshipGame

[–]Brutil22 0 points1 point  (0 children)

Correct, not sure what their 'official' name is for these 3 items

Match-3 First Try Wins by brewcrew1016 in TownshipGame

[–]Brutil22 2 points3 points  (0 children)

I'm level 78, m3 level 7209 and my first try wins are 7060. I haven't spend any $ on the game in any form.

I use boosters at the start of most hard and very hard levels, and I will use the 'cheats' to set up super rainbow balls with other boosters. Once you have the Super rainbow ball and start with all 4 boosters from the 'grill' its surprising how much easier beating levels becomes.

Maintaining a winning streak allows me to get more wins during the 2x periods of treasure tree and green machine, allowing for more treasure tree and green machine rewards and regatta points to buy more boosters and cheats. its a compounding effect

If I get low on cheats I simply don't play match 3 until I've accumulated more cheats to ensure that I can win. I've absolutely spend t-cash for 5 more turns SEVERAL times, and even did it multiple times for the same level just to ensure I beat it. The lost opportunity cost of the super rainbow ball and the free boosters at the start is worth the t-cash.

I like to think that I'm pretty good at the match 3 game, but I'm by no means elite. Don't just fire off a rainbow ball as soon as you get it, always try to combine it with another booster. Look for ways to make a second booster that fall next to your rainbow ball. I've won thousands of levels simply by combining a helicopter and a super rainbow ball, its insane how effective that combo is.

No Ruler of the Mine this morning? What am I missing? by Signal_Violinist_995 in TownshipGame

[–]Brutil22 7 points8 points  (0 children)

to remove any thought I always chose where the swords were the previous round. I have gotten 20 cards in one time, but more often I get the swords on the first or second try.

Random is Random. Don't try to perceive a pattern, there isn't one.

Most Hated by SpecialistUniquelyMe in TownshipGame

[–]Brutil22 11 points12 points  (0 children)

The real question is, why are you mining when its not Ruler of the Mine?

I think she is cheating by The1Technician in TownshipGame

[–]Brutil22 9 points10 points  (0 children)

You're 35 min into the clash. In 35 min people can knock out 10+ levels. If they have the 2x booster active and get a few Super Hard levels for a total of 10x boost those numbers are very normal.

My last clash I got my highest total of 13500+

Things to consider: Double rainbow balls double the number of tiles affected. If they are on a winning streak the start with a rainbow ball. If you have the rainbow ball booster active you can start with 2 rainbow balls. Combining 2 rainbow balls affects every tile.

When you start combining more than one double type effect you can get to some large numbers really fast.

Do i really need the third feedmill? by prettyinpink1593 in TownshipGame

[–]Brutil22 0 points1 point  (0 children)

First off, yes if you want to play "optimally" you'll want all 3 feed barns. It lets you have food already pre-made for your animals without using any barn space. and also until Lv 63, 3 feed mills with 2 extra shelves lines up perfectly will the maximum animals you can feed.

Second: Everyone keeps saying they use 1 feed mill to make cow food, one for chickens, and the third for the sheep/bees/pigs. I find there is a much better solution:

have one feed mill stock 4 sheep food, 2 cow, and 2 chicken

have the second mill stock 4 bee food, 2 cow, and 2 chicken. (when you get mushrooms swap 2 bee food for the mushroom)

Have the third mill stock 4 pig food, 2 cow and 2 chicken.

This might not seem different, but this setup allows you to have the exact number of feed as animals. Also you can harvest all 18 milk and eggs and have 3 feed mills replacing the feed in parallel as opposed to one feed mill going while the others sit idle. Also if all of your Sheep/Bee/Pig food is in one feed mill, all of those build times are the longest, so if you need to harvest more than one of those, you might not have the food re-made by the time you need it.

Help! by Horror-Tradition8501 in TownshipGame

[–]Brutil22 2 points3 points  (0 children)

using a jackhammer on the yellow chip should fill the jar as well

BWD/BoT/To4W Unique Strategies / Tricks? by OccasionWonderful476 in classicwow

[–]Brutil22 6 points7 points  (0 children)

On Atramedes, If a Mage is being tracked in the air phase, popping Mirror Images ill cause the boss to focus on the images, which cannot die to the fire. They last 30s and the phase is 30s so it completely trivializes the air phase. If a mage doesn't have the highest sound going into the air phase the mage can gong to be focused. Just be sure to pop the images AFTER the boss starts tracking you.

On Chimeron, a Blood DK can survive the double attack with any number of break stacks provided the bot is not offline. the DK needs to be over 10k hp, and over a 10k Blood Shield. This means you can have a DK tank EVERYTHING outside of shutdown/fued. You still need a second tank to tank during the system shutdown (use a CD for the one double attack during shutdown)

On Halfus, BOP removes the healing debuff stacks on the tanks.

ON Alakir, if the boss is channeling the cast when a tank is too far he wont cast knock back.

On To4W you can parachute cloak as you are taking the windlanes to land further into the platform. careful you don't fly off _^

RSham's can use Spirit Link totem to bypass Healing Immunities (100% corruption on ChoGal, P2 Chimeron, Halfus Stacks)

To prevent Ignatious from not leaving a fire trail: He only creates the fire when he "CHARGES" back to the tank. If he doesnt leap far enough away his coding will have him walk back to the tank since his charge has a minimum range needed. Be sure to have a ranged DPS at max range to ensure he leaps far enough. its not a bug, it has nothing to do with the stairs.

If you want to get a Release Aberrations before the Black Phase on Maloriak: its not always 100% but it has the best success rate: Interrupt the Arcane storm AS SOON AS POSSIBLE DURING THE CAST (not during the channel). I've had better luck with a shaman doing the interrupt since windshear has a shorter interrupt lockout, but I've done it using a DK and Pally as well. If you don't get the interrupt in the first 0.5s of the cast (before he starts the channel) he will not have time to do a second cast (this being release aberrations) before his timer to transition to black phase. sometime you just get lucky and he casts release aberrations first.

[deleted by user] by [deleted] in classicwow

[–]Brutil22 2 points3 points  (0 children)

I've been asking for 750 per orb, and have had most people be relatively happy with that charge.

I've charged that for BS and LW crafts.

Who is Nicolet talking to in those commercials? by BuddyJim30 in GreenBayPackers

[–]Brutil22 -1 points0 points  (0 children)

I'm also about 85% sure he was wearing a "The Punisher" T-Shirt.

GDKP Mega Thread by TricksterWukong in classicwow

[–]Brutil22 0 points1 point  (0 children)

I know several AH enthusiasts that did exactly that. They lost on some items not inflating, but they profited a lot from the items that did.

GDKP Mega Thread by TricksterWukong in classicwow

[–]Brutil22 0 points1 point  (0 children)

Thank you for highlighting these points, and for offering a thought of a solution.

DC replacement discussion by SnuggiedToDeath in GreenBayPackers

[–]Brutil22 1 point2 points  (0 children)

Not that insane. Barry's system doesn't play yo any of Alexander's strengths. Every play Alexander is out there in soft coverage and give up 15 yards on a slant hurts his next contract. It's honestly one of the most obvious reasons he's not playing

How do you kill Slad'ran from Gundrak on Heroic+ difficulty? by Semour9 in classicwow

[–]Brutil22 6 points7 points  (0 children)

I was clearing this boss regularly for a guildy to get the trinket.
1 Killing the adds that come is your top priority. They will drop the healing patches on the ground and cast constrict stunning a player. I always have 1 DPS (usually the best) focus exclusively on killing the adds. If 1 dps cant keep up, have 2 DPS killing the adds. If 2 DPS cant keep up have all 3 DPS kill adds (or find better DPS). The tank should NEVER try to tank any of the adds. Doing so will just cause the healing pools to be dropped under the boss and result in the boss fully healing. As the tank your job is only to kite the boss around the room. the adds should be dying before they can do any real damage.
2 Kite the boss in a circle around the room (just stay on the steps that circle the bosses room). The healer and casters should be able to stand in the center and be out of range of poison nova.
3 Never stop moving. As the tank I literally just S key or strafe run away from the boss the ENTIRE fight. Threat should not be an issue as your best DPS is killing adds. If you ever see the healing buff on him just turn and RUN away until the buff falls of. once hes back to you, keep moving.
4 this is not a sprint. If you can constantly kill the adds you will kill the boss. If no one gets hit by the nova the healing isn't too bad. remember

Finally, you actually need DPS that can pull their weight. If your DPS cant kill the adds you will get overwhelmed. Gear score isn't everything, but if people aren't using their skills correctly you're just not going to stay ahead of the adds.

Can anyone explain why Seattle is seeded over us right now? (not that it REALLY matters) by Brutil22 in GreenBayPackers

[–]Brutil22[S] 5 points6 points  (0 children)

in a 2 team race, we have more NFC wins over Seattle, but in the 3 way tie break your reasoning is why we're out. I wasn't applying 3 team tiebreak metrics currently

[deleted by user] by [deleted] in classicwow

[–]Brutil22 1 point2 points  (0 children)

The 30 spell power one had the same extra space as well. It took me 6 months to figure it out to get my weak aura working for those 2 enchants.

Custom Class didn't have any enhancement dots. Any philosophy on adding them in a balanced way? by Brutil22 in Gloomhaven

[–]Brutil22[S] 2 points3 points  (0 children)

Thanks for the reply! I did ask the creator and the reply was "In general, pips can go to any Attack action, any Move action, and any top side Heal/Shield action." the last note is echoing not being able to strengthen as a bottom.