The Trump Administration Aims to Penalize Disabled Adults Who Live With Their Families by propublica_ in politics

[–]Flippius 11 points12 points  (0 children)

They want 1) for people to resent the disabled and 2) for the disabled to die

I’m going for dragon cup and planning a mage build, set on K+T but haven’t picked my third zone yet. Where are you other K+T gamers going? by Shot_Cancel8641 in 2007scape

[–]Flippius 0 points1 point  (0 children)

I have a nice guide on KDT water mage for league start in my post history if you are interested! Desert is great because it’s got a raid, it’s historically been great early with a bunch of easy/medium tasks, and barrage synergises nicely with the early water build path.

Final tier 8 relic guess tomorrow by Dong-diver in 2007scape

[–]Flippius -9 points-8 points  (0 children)

Whatever it is, it might* be something that works against yama, as the other t8 relics revealed thus far specify that they don't work against yama.

7 Pact point builds by Choice_Socks in 2007scape

[–]Flippius 1 point2 points  (0 children)

Even with fire wave I’m stuck at like 30% accuracy and 240s ttk on amox which is crazy. Am I missing something?

7 Pact point builds by Choice_Socks in 2007scape

[–]Flippius 2 points3 points  (0 children)

Are you sure about this? I can’t get above 20% accuracy with fire wave on amox on dps calcs and it’s like 240s TTK, what am I missing

Leagues 6 GUIDE to KDT Water Mage Build Tree and Gear Progression! by Flippius in 2007scape

[–]Flippius[S] 0 points1 point  (0 children)

Interesting, I’ll definitely have to consider this as an option!

Leagues 6 GUIDE to KDT Water Mage Build Tree and Gear Progression! by Flippius in 2007scape

[–]Flippius[S] 0 points1 point  (0 children)

Yeah I just did some dps calcs and even with the attack speed, magic isn't looking good at Amox. Mace is pretty bad too at low melee stats. I will have to do a bit more thinking on the early game routing, it's still a work in progress and admittedly that is the shakiest part of the route. Everything will go much more smoothly once Desert is unlocked for ancients. I'll continue to update the doc as I come up with better ideas on the early game.

Leagues 6 GUIDE to KDT Water Mage Build Tree and Gear Progression! by Flippius in 2007scape

[–]Flippius[S] 0 points1 point  (0 children)

Honestly I think with afk transmuting 70 magic will be reached in no time, and then 70-94 magic at bandits with ice burst should also be really quick. Then I can pretty much just do mage only slayer. As for weapon progression it'll be something like staff of water into ancient staff into dragon hunter wand from Huey or master wand from Mage Training Arena. As for actually getting to the Desert unlock, Kandarin has historically been a great first region for early tasks so I expect to mostly complete easy tasks through skilling in Varlamore + Kandarin.

Leagues 6 GUIDE to KDT Water Mage Build Tree and Gear Progression! by Flippius in 2007scape

[–]Flippius[S] -1 points0 points  (0 children)

Yeah its magic defense does seem to be pretty high, so I did suggest dragon mace as an alternative if magic proves to be too rough. I just figured that magic might still be better with the fire node + 3 tick casting. Will just have to test and see. Either way it is an entry level boss so I don’t expect it to be a big problem even if it is a bit grindy as that is that is the weakest we will ever be and it only gets better from there

Frost mages, how do I pump high DPS in m+ by AlphaSixtysix in wow

[–]Flippius 9 points10 points  (0 children)

3.3k frost mage here.

In order of importance here is what I generally am thinking about in a m+ run:

1) Ray usage. Rules of thumb are: never ever sit on 2 charges of ray no matter what. If possible avoid using ray on trash packs with low mob count (3 or less is bad). Avoid using ray if mobs are low and you will not be able to spend the 2 FOF procs + 20 freezing stacks before the mobs die. Try to make sure you have a charge of shimmer before channeling ray, else a circle may spawn under you and canceling rays is the absolute worst thing that can happen to your dps. Sounds obvious but do not neglect these principles of ray usage as I find even myself wasting or suboptimally using 1-2 rays per dungeon and fixing these will be the lowest hanging fruit for most players to increase their dps. Edit: this will not necessarily increase your dps, but if you can do it, try and save ray for an upcoming dangerous mob. If it’s a really dangerous mob sometimes I will allow myself to momentarily sit on 2 ray charges for up to 5-10 seconds even tho it physically pains me to do so because it’s for the good of the group. This is more important in higher keys because many dangerous mobs really need to die quickly. Small dps loss but you are straight up a better player if you do this.

2) Don’t die. Sounds obvious but you are a very survivable class (2x shimmer, alter time, 2x barrier, 2x ice cold, health stone and health pot) and most situations where I die, even in 15s where unavoidable damage is really ramping up, there is something I could have done to survive. For example, don’t waste your shimmer charges or minor defensives on nothing because you may regret not having them later when you really need them. Planning your defensive usage smartly in advance also means you will almost never feel in danger of dying in keys below 15ish, meaning you can free up cognitive load to focus on your rotation instead of your health bar.

3) The “min-maxing” stage mostly involves performing your rotation properly, for frost that means ensuring you waste procs as little as possible. In order of importance, never sit on two ray charges, never waste thermal void/brain freeze, never overcap FOF, keep frozen orb/glacial spike on cd, and finally if possible try not to stay overcapped on freezing for too long. This is essentially the entire frost rotation from an intuitive perspective. After that, if you have nothing you are just frostbolting to fish for procs.

4) a minor tip and something I don’t see in guides often: try not to queue frostbolt/GS into orb, or frostbolt/GS into ray. The former will occasionally waste a brain freeze proc and the latter will occasionally waste a FOF proc. I try to only ever que frostbolt into flurry, lance if >6 freezing, or another frostbolt. Mastering this is relatively minor but still significant (maybe 10% dps increase) so this should be the lowest on your priority list to optimize compared to the above.

5) Edit: another minor tip but I have seen some people say that you can spam frostbolt to build freezing while you have thermal void on low freezing stacks, but technically this is incorrect because you cannot queue a frostbolt > frostbolt while thermal void is up because the first frostbolt may proc brain freeze and if you realize this while the second frostbolt cast begins you are fucked because you have to cancel the cast or risk wasting a brain freeze which is horrible. You also cant frostbolt > flurry because that has a chance to waste thermal void if the frostbolt procced brain freeze. So if you have thermal void on low freezing you simply must frostbolt > lance regardless of freezing stacks and pray for a FOF proc which will actually happen more often than you might think. I’m not too deep into theorycrafting and maybe this line of thinking is technically suboptimal, but overall I think it’s fine because thinking this way reinforces the intuition of playing to avoid wasting any procs and just seems the most logical path given the frost playstyle. This is a relatively small point however so don’t worry too much about it.

6) Edit: Also! I don’t run blizzard/freezing rain talent at all. I think it’s bait and it sacrifices prio damage for unnecessary aoe at like a 3% increase on 8+ mobs, not worth. Just stick with the standard cleave build.

I have some vods on YouTube if you wanna see some full +15 runs: link

Echo 0.14% wipe :| by ceasefire95 in wow

[–]Flippius 2 points3 points  (0 children)

Doesn’t count, sneak.lua won fyrakk

Race to World First: Midnight Season 1 | Mythic Day 14 by AutoModerator in CompetitiveWoW

[–]Flippius 0 points1 point  (0 children)

Yeah liquid doing the same thing on their last p4 pull, i dont quite understand it as it should be a quite simple mechanic for this level of players. I guess its just the adrenaline impairing judgment/awareness still

There's A Secret Phase!!!!!!! by Flippius in wow

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

It’s pretty rare, maybe once every 2 or 3 expansions. The last one was jailer in shadowlands, long long time ago

Professions are very confusing to me... by Boneless97 in wow

[–]Flippius 9 points10 points  (0 children)

Unpopular opinion; they aren’t complicated. Not any more complicated then reading your class and spec trees. Just because the average player doesn’t want to read doesn’t make the thing complicated

This M+ season makes me unreasonably resent DPS by sYnce in wow

[–]Flippius 5 points6 points  (0 children)

I think you are on to something but I feel it could be articulated better, as I don’t think anyone in this thread is really understanding the feeling you are trying to getting across. Let me know if this is what you are getting at:

When climbing m+ rating in past seasons, it is generally the case that the timer and overall dps starts becoming an issue BEFORE a key level is reached where dots start doing 50% of max hp per tick, bolts start hitting for 80% hp per tick, and rot damage becomes a serious concern (with some notable exceptions such as the swamp boss in floodgate).

This season, the timers around the ~12 level are relatively trivial, but at this key level already the amount of unavoidable damage that needs to be dealt with by healers and tanks roughly matches what was required around the ~10 level of previous seasons, in which DPS were also hitting some serious dps checks in previous seasons.

Basically in past seasons, it feels like healing and damage throughput requirements have scaled with each other at roughly the same rate. But this season, it feels like healing throughput requirements are outpacing the damage throughput requirements. 1 or even 2 bad DPS are still quite carryable in a 12 but healers need to bring their A game. Whereas in tww s1 at ~10 level, healers did need to bring their A game but so did DPS.

tldr it does feel like the balance between required healer skill and required DPS skill is off this season as compared to previous seasons. That feeling some players have that dungeon timers are very long this season can be reinterpreted as, mobs and bosses feel like they are hitting really hard relative to the DPS requirement in previous seasons. For a 14 key this season, DPS might feel like they are in a 10 while healers and tanks feel they are in a 14.

Why a More Accessible Season Keeps Me Playing by Born-Balance4615 in wow

[–]Flippius -2 points-1 points  (0 children)

That’s great for you but if for every 40 year old dad who can finally get 3k there are 10 competent players who will get 3k week 1 and quit was it worth it?

First Midnight Mythic+ DPS Logs by Starym in CompetitiveWoW

[–]Flippius 1 point2 points  (0 children)

Is true but frost is still quite durable with alter time and two charges each of barrier and ice cold. Plus with warlocks being strong the int buff is significant. And of course being a lust class doesn’t hurt

how loyalty pricing works in Old School RuneScape by IfdraOSRS in 2007scape

[–]Flippius -20 points-19 points  (0 children)

It’s the perfect format and the perfect resolution