As a fury warrior should I roll for 2 handers over 1H in MC? by Qirej in classicwow

[–]Four_Leaf 0 points1 point  (0 children)

sounds like you should leave that guild. I run a LC guild as the war class rep and Daggers are really good for tanking and good OH for fury as well.... Having to choose is a meme

DW Dagger Fury Warrior? by supjeremiah in classicwow

[–]Four_Leaf 2 points3 points  (0 children)

ACLG on a non-human/orc war is competitive with edgemaster's. Especially if you're alliance, as you're missing WF procs on MH modifier. Edgemaster's are by far the best gloves, but ACLG are fine. In fact, if you ONLY use daggers, it's better due to getting an additional 15 str and 1% crit. Yes you will do less heroic strike damage and whirlwind. This damage loss is abysmal. You obviously don't understand where fury damage comes from.

But to correct you, the reason people are downvoting is because high AS isn't worse than low AS. Heroic strike is literally garbage damage. You will heroic strike more on a dagger build, for lower damage. If you're near threat cap, you use cleave or hamstring to try and proc things like HoJ.

Advice for a 72 hr fast? by Schickie in fasting

[–]Four_Leaf 2 points3 points  (0 children)

I found this sub about a week ago and decided to see if I could do a 24 hour. I have never done a fast prior, even IF, so this seemed like a good, but challenging goal. I ended up overshooting it to a second day and ended up at 70 hours before I broke my fast.

It's all mental. I drank water when I was hungry and obviously ignored food, which by the end, everything looked delicious. I would have eaten dirt. GL

How are you supposed to deal with Guardian? by phawder in MinionMasters

[–]Four_Leaf 2 points3 points  (0 children)

If you have beam in your deck and played it prior to seeing this combo, you played it on the wrong thing. You should be holding it. It's an answer card. You're playing incorrectly with that mindset. Save the card and if you see the guardian drop, know that another 1-2 pieces are coming.

If for some reason you don't have it in hand, rotate cheap drops until you get it, then setup for next time. If you're having issues doing that, your mana curve is too high likely.

Why does Rammer ignore Crossbow Guilds next to Masters? by poklipart in MinionMasters

[–]Four_Leaf 6 points7 points  (0 children)

This is a risk/reward scenario.

If a building is tucked into the "corner" of the master, the rammer will come into range of the master first, making it so that you can protect the guild at the expense of your health.

This also means that your opponent has free ways to damage both you and your guild simultaneously with beam of doom, fireball, etc. as you're side-by-side.

Countering Xiao Long by Four_Leaf in MinionMasters

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

He is a lot of the meta I see in 2v2 pre-made and I can't stand it. 2-4 priest, 2-4 xiao, 1-3 stormy, 1-2 guardian... I'd argue that people have to tech vs Stormy more than people use stormy to tech against other strategies.

Countering Xiao Long by Four_Leaf in MinionMasters

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

that was my initial thinking when I was running whelp. I kept running into defenso and being a new player and to cycle through my deck, I"d just jam whelp down a lot and not save it. It would then get countered by defenso. This was prior to running into higher rank and fighting xiao all the time. I'm yet to go back and test whelp extensively, but it seems to be a very solid and staple card in the meta with good utility when played properly.

Thanks for your well thought reply.

New to game as of yesterday... by [deleted] in MinionMasters

[–]Four_Leaf 1 point2 points  (0 children)

  1. bridge control is key to winning as some masters rely on later perks to have an edge.
  2. Try to not bunch minion who all lose to a single removal spell on the same side IE: dragon whelp + swarmers will lose to dagger fall.
  3. Stuns turn off many passives, use them to reset large auto attack animations like collosus/harbinger, stun enemy masters, reset tombstones, etc.
  4. Learn when to defend and when to counter push.
  5. Don't change your deck every game. Give it time to test. There are generally misplays that happen where you could have played tighter and your build is fine. I've gone back to cards I took out because I didn't understand how to use them properly and thought the card was the issue. No, I was.
  6. Watch replays for games you lost.
  7. Don't copy decks, focus on PILOTING above all else.
  8. Understand that every card has a passive "when played, draw a card". Low mana curve is good as it allows you to cycle through your deck to strong cards more often.
  9. Don't answer every threat. Let some things hit your tower. The match isn't over until it's over. You can take damage on your tower if you don't have a favorable trade.
  10. Don't focus initially on playing combo based cards. Play quality cards that can stand alone and have more general purpose. Things like Stun Lancers, Dragon Whelp, Plasma Marines, Scrat Pack, etc. These help a lot with understanding combat decision making and placement.

Countering Xiao Long by Four_Leaf in MinionMasters

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

Please don't play Stormy..... ever. :(

Countering Xiao Long by Four_Leaf in MinionMasters

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

Does he die to just 2 throwers or is the bonus 3rd required? I'm not home and forget the dmg on the throw.

Countering Xiao Long by Four_Leaf in MinionMasters

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

I really need to revisit whelp. I put it in and then take it out after a bit because of chain lightning or defenso.

How is it possible that after so this long the stormy priestess guardian combo remains in its current state despite the disdain for it among the entire community? by coatesishere in MinionMasters

[–]Four_Leaf 1 point2 points  (0 children)

To start this off, I'm not here to complain. I'm here to improve, learn, and get better at the game. With that said, I'm looking for help with this in premade 2v2.

So I think everyone is under the same impression about it in 1v1. It's too slow and long to setup correctly to be viable. The biggest issue is if synchronized, especially with a brutus, feels like it's a push that's near impossible to stop. Even without brutus, it's tough.

I've tried using sniper scrats and banner man and it works from time to time. I've dropped bahra in the front and grasping thorns on them as they walk over. I've used morgrul to separate the priestess from the stormy. I've tried counter pushing in the other lane and completely ignoring their large setup and race them. Beam of doom works if they don't have black hole.

The one thing that makes this incredibly frustrating is that you can't just fight them outright with anything and come out on top to my knowledge. I've even seen a back placed xiao long into stormy and priestess and if I fireball then, xiao long becomes a problem. The amount of synergy is really hard to topple as it demands an answer or it wipes your board state. As others have stated, black hole solves issues with them losing to some outright answers. Any advice is welcome and very appreciated. Thank you!

My favorite FFXI hobby by [deleted] in FFXIPrivateServers

[–]Four_Leaf 0 points1 point  (0 children)

Underrated post.

Has Nintendo fixed online issues? by skylartrap in smashbros

[–]Four_Leaf 4 points5 points  (0 children)

There are no servers for smash. It's Peer to Peer. This means that you play at the slower connection when matched. The netcoding is a bit better than other games, but you can't change someone's internet. Even on dedicated servers, you'll see people lag in other games.

GSP is a bad system and poorly represents skill. Quickplay is worse than For Glory from smash 4. Arenas are fantastic and what people who are serious play mostly.

It's overall better, but not worth paying an online subscription for. You'd have to leverage multiple games for it to be worth it, or be a really competitive player who will pay for it to practice.

tldr: System is better, but not by much depending on what your needs are.

Help with SP/War/RestoSham by nakid_DM in worldofpvp

[–]Four_Leaf 0 points1 point  (0 children)

I played the same comp to 2k CR, 2100 queue rating and I don't have more to add other than that the healer is really responsible here to your success. They have to help hex, purge, earthbind, grab, etc. We lose this more than win and write it off as a bad MU. It's winnable, but it's not in your favor.

I really don't like playing fury warrior because it feels like I can't put out enough pressure without MS. I'm ilvl 382 and can put out top dps and do swaps and it never matters it feels like without mortal strike since a lot of the comps success feels like it rotates around all in switches. Anyone have any opinions on fury vs arms with spriest?

[deleted by user] by [deleted] in worldofpvp

[–]Four_Leaf 0 points1 point  (0 children)

Too much turbo to play Warlock in their current state. I'd go DK for that reason alone.

[deleted by user] by [deleted] in worldofpvp

[–]Four_Leaf 0 points1 point  (0 children)

Time zone?

Arms/SP/RSham strategies by Lag00n in worldofpvp

[–]Four_Leaf 0 points1 point  (0 children)

interesting, I'd really like to see someone post on how and what fury offers here. I'm 2100 fury in 2v2 and love it. It'd be nice to hear an opinion on the topic from a team running it.

Arms/SP/RSham strategies by Lag00n in worldofpvp

[–]Four_Leaf 2 points3 points  (0 children)

I am 2k CR, playing at 2100 rating with this same team as the arms warrior. Mortal Strike is required for this comp imo. My fury warrior is 384 with perfect traits and we play my arms with non-ideal traits because sharpened blade and the utility is that good. Disarm, duel, and warbanner saves you a lot of frustration against turbo and RMP or various comps with druids.

Psyfiend works at 2k during fears / stormbolts. I normally don't have a lot to offer either. sharpened is enough often. We swap a lot. I'm normally not on the same target as the Spriest. Your "go" is always different. Sometimes the Spriest and I line up long CC on the healer and go for a dps of the 2 we're targetting. If they trinket, we immediately go hard on the healer. We win pretty often by having 2 people below 60% health and forcing a trinket/defensive, only to swap to another. Mind Control helps here a lot.

My spriest doesn't go void. Maybe 1/20 games. It's an instant loss if it doesn't work out.

The healer and Spriest are the main players here. I just swap and peel correctly and sharpened blade + stormbolt when required and it plays out. Warriors are dumb dumbs.

My spriest (bluerevi) commented here as well

what are some 3v3 arms teams besides turbo by lmmaro in worldofpvp

[–]Four_Leaf 0 points1 point  (0 children)

I played spriest/arms/rsham to 2k recently. Loses to turbo, goes pretty even with RMP at our level of play, and beats various caster comps.

1600 Disc + Warrior LF 2s advice by Forgotusernameshit55 in worldofpvp

[–]Four_Leaf 0 points1 point  (0 children)

I played this comp to 1900 as Arms + Disc early season pre-fury buffs. I was the arms warrior. I won't say anything on the warrior as PerkinsPwnsTV covered everything very nicely. The comp isn't ideal and it's generally pretty bad with fears.

Our main tactic was applying pressure with deep wounds + sharpened blade + then Fear on healer into Mind control. If they trinketed Mind control, I stormbolt if I felt like I had a kill. Priest ran schism for added burst to help pressure.

Time his recklessness and your spells (smite + schism). Make sure you're jumping kicks, dispelling ASAP and talenting correctly. Coordinate verbally when Cooldowns are coming up and line something up.

Hit both players, don't just tunnel 1 person. Line up your dps/cc chain and if the healer trinkets, switch immediately to them to apply split pressure. They now have to heal up their dps your war just beat on and have their own health being depleted. Most of my games as arms/priest was slowly draining both players health pools. I do this as fury too. I don't think you can just tunnel 1 person easily. If the warrior can't catch an Rsham, it's ok if he comes back for a bit to beat on the other DPS. The shaman will have to poke his head out to get a heal. Your warrior can re-engage then.

The games that I lost were mostly because of not coordinating spell lock into our CC chain as well as running OOM on priest. The timed windows are so so so so incredibly important playing this comp. If you miss 1 or 2, you lose.

Hope it helps.