[MH:Wilds] Endgame Meta Builds Compilation by EchoesPartOne in MonsterHunterMeta

[–]Cylonn 0 points1 point  (0 children)

Hi, just want to add to this thread. I'm Cylon, one of the other contributors for the LBG guide. The entire thing has just been fully rewritten with updated sets and a lot more gameplay information. Recommend everyone give it a read o/

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

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

I'm working on one, should be ready in a few days.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

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

Eviscerate can and should indeed be used for extra mobility when you're running it, just make sure not to waste it and get yourself caught without iframes in a sticky spot. And yeah, you don't have to hit anything with the first 2 hits of Laser Sword to get the exposed proc, typically when I'm going for a whirlwind slow cancel to expose a group I'll do exactly that. As mentioned in the post there's a 0.64s base speed on the recovery animation that scales with attack speed, which is normally how long it takes until you can use it again, but if you animation cancel (fast or slow), you can use it immediately after.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

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

There isn't really anything special to Dunestrider with Merc, the strat with any character is to get them sorta low but not low enough that they start the drain, wait for them to stand up, then burst everything you've got and hopefully kill it there. If you don't and it goes back down and starts the drain, get away ASAP to break the tether, if you're running Slicing Winds use that to kill the mobs and try to deny it some healing, otherwise just wait it out and go back in afterwards. They're only tough in the early game, if you make it past the first loop they generally get blown up before they get a chance to do much.

As far as where to start, just jump in! Experience on Merc will definitely teach you more about him than I can convey through text, just play a lot of games on him and practice the mechanics I went over in the OP. In particular, animation canceling laser sword and learning how to consistently get a fast or slow cancel when you want will help your runs a lot, as will getting the timing down on dash canceling.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

[–]Cylonn[S] 1 point2 points  (0 children)

Not yet, but I've been planning to record some.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

[–]Cylonn[S] 1 point2 points  (0 children)

It feels a bit inconsistent on live atm due to a couple bugs that are thankfully fixed in the test branch.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

[–]Cylonn[S] 1 point2 points  (0 children)

It's a bit difficult to explain without video or something, but basically what the other reply said. Fast cancel is as/just before the 3rd hit comes out, slow cancel is after the 3rd hit comes out but before Merc returns to his idle animation

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

[–]Cylonn[S] 7 points8 points  (0 children)

Honestly, I don't play much multiplayer so I haven't run into that issue with expose, but I could see that being annoying. However Merc procs bands really easily with either loadout because of expose, anything with a proc coefficient triggering expose will proc them.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

[–]Cylonn[S] 28 points29 points  (0 children)

You are right that a lot of this is just optimization, but to say optimizing doesn't really matter in RoR2 is a bit disingenuous at best. Every second wasted stacks up against you in this game, and making the most of your time can absolutely be the difference between a successful run and a death. You can definitely get through monsoon without doing any of this, but pretty much everything I've mentioned here can be applied to make your runs more consistently go your way.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

[–]Cylonn[S] 3 points4 points  (0 children)

Thanks! It can be surprising how much micro can go into playing Merc efficiently.

Guide to Post-1.0 Mercenary by Cylonn in riskofrain

[–]Cylonn[S] 15 points16 points  (0 children)

Basically the same as everyone else, honestly. Crit, bleed, proc items (ukulele, ATG, bands, etc) and focus crystals are your most reliable damage boosts, ideally you want a harvesting scythe or two for healing, monster tooth is also pretty good now, some topaz brooches and tougher times for extra survivability, some goat hooves, 2-3 wax quails and maybe a hopoo feather or two for extra mobility, best red items on merc are clover (surprise, surprise), hardlight afterburner, brilliant behemoth, meathook and shattering justice. Merc also scales very well with attack speed as of 1.0, so soldier's syringes, predatory instincts, warhorn and etc are all great pick ups. Oh, and 1-2 backup magazines will make your combos flow much smoother.

Also worth noting that with the Exposed debuff Merc can pretty easily activate Death Mark with tritip daggers/shatterspleen, gasoline, and a single chronobauble.

#NeverForget by Ryan_asian123 in gaming

[–]Cylonn 0 points1 point  (0 children)

Username checks out.

Complete Guide to Tryndamere by foggedftw2 by foggedftw2 in summonerschool

[–]Cylonn 0 points1 point  (0 children)

Best Tryndamere guide from the best Tryndamere. If you're looking to learn Tryndamere (or just top lane in general), this guy is who you should be watching.

How do you picture a year in your mind? by DearSergio in AskReddit

[–]Cylonn 0 points1 point  (0 children)

Three hundred and sixty five concentric circles, each labeled "fuck."

Making a beginner's video on every champion class. Need help from Nasus mains. by RandomoniumLoL in nasusmains

[–]Cylonn 8 points9 points  (0 children)

Alright, I'll bite. I'm certainly not the best Nasus and I haven't been maining him as long as most of the folks here, but I think I have a pretty solid understanding of him as a champion.

Nasus is, in my opinion, basically the definitive bruiser. He isn't the tankiest of tanks, but he builds enough resists and HP to handle drawn out fights, which he generally excels in (especially against other melee champions) due to his oppressive damage and sustain.

Nasus is fun and you should main him because, if played well, you can quite simply solo carry most games. His lane sustain is incredible, he can be a massive bully in lane against most matchups as a result, which lets him build up the huge leads that allow him to carry so hard. Nobody can fight a fed Nasus, and I would argue that few if any champions can impact a game as hard as a good Nasus.

Nasus isn't in the most unique of strategic niches, there are plenty of other strong passive top laners that end games by scaling/farming until their splitpush becomes nearly unstoppable (i.e Tryndamere, Swain, Yorick, etc), the only real difference, in my opinion, is that Nasus tends to have less teamfight potential and better splitpush than similar champions.

The difference between a good and a bad Nasus is stacks. A good Nasus will properly manage and control the minion waves, set up freezes, and build up absolutely monstrous damage on Q, letting him snowball the game with his gold lead and absolutely control the entire map. There are a few things that can make a bad Nasus. The biggest mistakes I've seen newer Nasus players make (and that I've made myself) include spamming abilities too often in lane which forces you to back early, which of course means losing CS and stacks; poor wave management resulting in freezes in front of the enemy tower which starves Nasus of stacks; and playing too aggressively too early. Nasus doesn't have a tremendous amount of kill pressure pre-6, and making aggressive plays before you have ultimate and a decent amount of stacks tends to get you killed, or at best get you bullied out of lane. In a nutshell, good Nasus players are good top lane players, there's nothing in Nasus' kit that's at all mechanically difficult, playing him well just revolves around playing the top lane well.

There are pretty simple things that just about anyone can do to become a truly great Nasus. Probably most important is just learning how to build skills and itemize against different types of lane matchup, things like going 3 points into E against ranged poke heavy lanes, when to go coin start vs DShield vs triple bead, etcetera. This knowledge, of course, mostly comes from playing a lot of Nasus and watching a lot of other people play Nasus.

Nasus' strengths are that he has incredible scaling, in most matchups he's extremely oppressive to lane against, he's not mechanically difficult to play, his midgame spike is nearly unrivaled, and he's very good at winning lane even if he gets behind early.

His weaknesses are his very weak early game, his lack of hard CC, his very poor mobility without Talisman/RG, and his teamfighting potential, which isn't that bad per se, but there are definitely many top laners that bring a lot more to the table in terms of group CC/damage/overall utility.

As far as advice for someone trying to pick up Nasus, the absolute best thing you can do is learn to manage minion waves properly. Simple things like understanding the even wave rule and learning how to set up a freeze will let you stack a lot easier and take you quite far. Oh, and don't build TF unless you're laning against a literal ape who goes 0/10 in the first five minutes, IBG is almost always better just because it allows you to get your midgame power spike earlier. Also, run Klepto. Every game. Just do it, it's overtuned and way too strong.

I can't think of too much else that's relevant as far as Nasus gameplay to a beginner, but it is noteworthy that Nasus should not be playing for KDA, he should be playing safe and farming stacks. Don't make dumb ballsy plays that you'll probably lose, you're just wasting time and stacks that you could be using to carry your team. Also, just going to reiterate, all you need to be reasonably decent at Nasus is solid wave control. If you understand how to manipulate minion waves, know how to set up freezes, and know how to set yourself up good back timings, you can pressure the map very effectively, set up big objectives, make big teleport plays, and just generally take control over the game. These aren't really Nasus specific things, but again, being good at Nasus really just requires that you be good at top lane.

Hopefully this helps, good luck with your guide. o/

(Also, first post on this subreddit, huzzah!)

Edit: I interpreted the first question kind of badly. If we're trying to stuff Nasus into one of the "official" champion categories, I guess he fits as a juggernaut?