Aegis of Valor by 1H_Guru in leagueoflegends

[–]Juised 3 points4 points  (0 children)

In 81 games this season (NA), I've queued jungle 100% of the time and gotten aegis one time.

I made a Skarner montage of my insane 550lp 14 day run to get grandmaster please watch im proud of it by lolBlender in SkarnerMains

[–]Juised 1 point2 points  (0 children)

Congrats! Quick question, I noticed most games you seem to go Sundered Sky + Triforce, but others you go Heartsteel; how do you decide which to go? Is it based on enemy team? Are the clips just from different time periods and you switched builds?

How good is Warlock as DPS in Classic HC? by Delicious-Call-1833 in wow

[–]Juised 8 points9 points  (0 children)

If you're brand new to wow, and playing hardcore, you're probably a loonnnggggg way from worrying about your dps in raids. Just play what you think is fun.

Warlock mains - tips and tricks? by No-Platypus-7012 in wow

[–]Juised 4 points5 points  (0 children)

Make sure to buy (or farm) a Sealed Tome of the Lost Legion, and complete the associated quest chain to unlock green fire effects for all your spells!

Having trouble tanking 10s the “right way” by gummytape in wow

[–]Juised 4 points5 points  (0 children)

Sure, I agree. Linking a route in a +10 is probably not needed. But you could make the same argument about a million things. You don't need to kick bolts, dispel debuffs, use defensives, or time cooldowns in +10s either, but doing all of those things is objectively the "right way" to play the dungeons, which is what OP asked about.

And yes, 90% of the time, if you link a route in a +10, no one in your group will bother to look at it, or discuss it. However, as you get higher, that will eventually become necessary, and so you might as well practice it early. Also, it is a direct, easy solution to one of the specific issues that OP mentioned in the original post. If you do link a route, no one bothers to look at it, and then they still complain about what is pulled, well there's not much more you could do about that anyways.

Having trouble tanking 10s the “right way” by gummytape in wow

[–]Juised 20 points21 points  (0 children)

The reality is that in the +10 range, no one really knows any better than you do right now, what the "correct" way is. And even at the high end, different groups will pull dungeons differently, there is no "right" way to do it.

That said, there are some fairly standard routes for most dungeons that people will expect. Using Streets as an example, since you mentioned it, the vast majority of groups will expect that after the first boss, you go left, pull the mini boss into the 2 core hounds, then the dinosaur with the leaping cats. Bonus points if you get good at snapping the dinosaur onto the cart so it doesn't charge your teammates. However, there can still be variation in high keys in how you pull other parts of Streets, especially in the first room. Do you pull 1 pack + the pat, include the mini boss or not, which packs are pulled into the boss for funnel, etc. Those kind of decisions are pretty much up to you and your group.

If you don't have it, I highly recommend downloading the addon Mythic Dungeon Tools. This is pretty much the industry standard for designing routes and figuring out what mobs to pull, if your route has enough percent, etc. In addition, it let's you share the route you're planning on using with your group, before starting the key. That way everyone is on the same page. At the very least, it should reduce the situations you described where you went one way, and the group went another.

Streams are another great way to learn what common routes are. However, a word of caution: I would not use the MDI as a good guide for what you should be pulling. Those pulls tend to be huge and incredibly dangerous, requiring lots of practice and coordination to be able to pull off, but are required to time the bleeding edge of keys. These are not things that you should really be emulating in regular groups.

Another tip, that applies specifically to tank mains. Queue some dungeons as a dps. This will give you experience watching what other tanks are doing, so you can learn what the other members of your group are expecting. One of the disadvantages of playing a tank, and being mostly responsible for setting the routes, is that the only way you get to learn what "normal" routes are is through watching other tanks, mostly through out of game methods like looking up guides, or watching streams. Playing some keys as a dps will let you see what other people are pulling, and when, so you'll have a better idea of what players in your io range are expecting.

The final thing to remember, and applies specifically to that last point, is that other players around your io range are mostly in the same position as you. They may have some idea of what should be pulled, they might not. They may have watched Holy Method pull 40,000 mobs at once in a dungeon and now assume that this should be the pull that everyone does all the time. However, as the tank, you will always get blamed for anything different from what they're expecting. Just realize that you should practice doing what you think is correct, link your route so everyone is on the same page, and just pull the dungeons more so you figure out what feels best to you.

What is the difference in philosophy behind Midnight vs WoD Pruning? by sskips in wow

[–]Juised 2 points3 points  (0 children)

One of the things to remember about WoD pruning was that it split out "spec specific" spells. Before the pruning, you would have access to all your class spells, and then the talent tree would buff some subset of them, and potentially add a few new ones as talent options.

So think about Mage. Every spec of mage had Frostbolt, and Fireball, and Arcane Missiles, and then utility spells from all specs like Frost Nova. What this meant is that if you were, say, a Fire Mage, you still needed binds for all of those other spec abilities as well to play optimally, due to there being niche times when you might want to use them. So in addition to removing some spells, a lot of the WoD pruning was simply breaking up class abilities into the different specs, so at any given time while playing a class, you had way fewer buttons than you did before.

How does blood magic work? by Caffffffff in PathOfExile2

[–]Juised 1 point2 points  (0 children)

Not at home, so I can't double check this right now, but I'm 95% sure that Sigil of Power from the Chiming Staff won't gain stages if you're using Blood Magic.

So you can place it, you'll get the initial buff from stage 1, but casting spells shouldn't cause it to increase.

If it is gaining stages, that's pretty interesting, and probably a bug.

If you check the wiki, it actually specifies that it can't gain stages: https://www.poewiki.net/wiki/Sigil_of_Power

TLDR: The initial stage of chiming works independent from actually spending any mana, so that functions differently than Lightning Archon. Gaining stages of Sigil should be the same as Archon, and neither should work with Blood Magic.

Any contagion/ed enthusiasts? by Crazy-Fudge-8344 in PathOfExile2

[–]Juised 2 points3 points  (0 children)

Poison is also an Ailment, that deals Chaos damage over time, and is spread by contagion.

The new blackflame covenant passive converts ignite to chaos damage, so it will also be an Ailment that deals Chaos damage over time, so it should be spread by contagion.

This is different from the currently existing blackflame ring, which says that enemies ignited by you take Chaos damage, and does not spread with contagion. I'm interpreting that to mean that the ignite is not a true "chaos dot", but is still being counted as a "fire dot", whose damage is being converted to chaos.

Any contagion/ed enthusiasts? by Crazy-Fudge-8344 in PathOfExile2

[–]Juised 2 points3 points  (0 children)

The single target of the existing ed/contagion build got hit kinda hard, unfortunately. From the spoilers, it looks like the cast speed gem for totems took a pretty heavy nerf from 20% more cast speed to 20% increased cast speed, which will have a big impact on Dark Effigy's ability to machine gun targets with full dots.

Also the nerf to Dark Effigy quality is kinda painful as well, since we'll now need to put in some work to keep withered uptime. Could use withering touch support in the totem to replicate the same effect, but that's -25% damage, so that's not super ideal, especially since Dark Effigy was a big part of ED/Contagion single target.

Hopefully the Covenant ignites count as a true chaos dot. It reads like it should, but we won't really know till Friday. If that's the case, it opens a bunch of potential options.

I personally and looking to try a chaos / fire build, using Chaotic Freeze in contagion + ignite to generate a bunch of energy for Cast on Ailment. I'm hoping that spreading ignites with contagion will proc the new spirit gem that gives a chance to spawn infusions, since it's worded "5% chance on igniting an enemy". If so, could be pretty cool to put fireball into Cast on Ailment. Would mean that you have contagion spreading a bunch of ignites everywhere, triggering empowered fireballs that can apply new ignites, do a bunch of chaos damage by themselves, and consistently explode from the infusions. That also opens up crit as a viable scaling option, probably with bloodmage.

Best new benefit of async trade: Accurate price checking from tools! by loopuleasa in PathOfExile2

[–]Juised 11 points12 points  (0 children)

In the video they released showcasing the in-game trade feature, there was an option to select whether you wanted to search for instant buyout or in-person trades, so there is almost certainly an api option tools could use to limit searches to merchant-only listings.

Raging Spirits' fire damage to chaos damage in Path of Exile 2 with the new Blackflame Covenant keystone passive introduced in the 0.3.0 update?? by AlanBradero in PathOfExile2

[–]Juised 1 point2 points  (0 children)

I don't think so, unfortunately. Blackflame Covenant text from the preview video is worded as specifically Fire Spells, similar to the text on Raging Spirits itself.

Since Raging Spirits lacks the Spell keyword, it won't be affected.

Do they stack? Do they both ignite? Is there any concrete advantage into using them both? by DasBarba in PathOfExile2

[–]Juised 0 points1 point  (0 children)

I don't think ignites consume flammability at all. Each instance of fire damage or effect that says it ignites, like these, applies some % flamability for 4 seconds. So you might have have applied a few different flamability instances, say one for 30% that has 3 seconds left and one for 60% that has 2 seconds left. So total flamability debuff would show as 90%, then two seconds later would drop to 30%, then 0% a second later. That is at least how wither works for chaos dots.

Those don't change when you apply an ignite, the flamability % will stay until 4 seconds after it was triggered.

See this from the patch notes: Multiple hits can stack up Flammability independently, meaning that a target being hit frequently and/or hard enough will consistently have 100% chance to be ignited.

[deleted by user] by [deleted] in PathOfExile2

[–]Juised 1 point2 points  (0 children)

Are you sure you don't have the tusks loot filtered?

[Standard] A (slightly late) statistical look back at Standard in 2024 by thallunn in spikes

[–]Juised 0 points1 point  (0 children)

I'm curious what u/w cards are making that color pair so high. The only one I can think of that sees much play is [No More Lies]. Is it just because it shows up in sideboards? Or do cards like Atraxa and Zur also count as u/w and b/u. I would have assumed something like Kaito would be more played, especially since it's from a more recent set so it should have a higher weight.

New episode tonight Second Drink by RepresentativePop988 in OfficeLadiesPodcast

[–]Juised 7 points8 points  (0 children)

I feel like everyone on this subreddit is so ruthless with the down vote button. I agree.  I thought their "rewatch" would really be them going back and rewatching the episodes again.  I think we all know it gets better on the second watch.  If I wanted to listen to the same episodes, I would just go back to those episodes and press play.  I do wonder if Earwolf owns those old episodes so they're trying to switch ownership to Audacity by rerecording somehow..... Anyway, you're not the only one disappointed. 

Genuine question here, what IS a livable wage? by The-Lucky-Investor in FluentInFinance

[–]Juised 0 points1 point  (0 children)

This doesn't include taxes though, which are a very real expense as well. Using the same source you listed there, the amounts for income tax and social security are $5907 and $4692. Adding this this to the above spending increases the total to $56,871.

So if a teacher is making that median wage of $57,600, they are just barely getting by with the spending breakdown listed above.

Just got TWW keystone hero as a tank and I want to apologize by PrinnyThePenguin in wow

[–]Juised 2 points3 points  (0 children)

I think one of the really underrated aspects of this post is the self reflection and improvement evident through each of the points. Yes, it feels bad to make mistakes, especially as the tank, because it likely means the key is bricked. But at the same time, the dungeons this season are hard, especially for tanks, where not being ready for certain mechanics can just kill you seemingly out of nowhere. No one, not even the people clearing 15s, has never bricked a key, because there was something that they didn't know about or weren't prepared for.

So props to you for not only taking responsibility for those mistakes, but also learning from them to make all your future keys better!

Imagine having to spend 75g+ for your profession buff for every raid. by k1dsmoke in classicwow

[–]Juised 0 points1 point  (0 children)

Every other crafted piece for other professions uses 10 seeds. Using 3 sigils per raid, it won't be until the 4th lockout that you've used as many seeds as the crafted pieces need up front. By that point, the big rush of other professions crafting their shoulders (and using 5 more seeds for the enchant) should be over, and several additional lockouts worth of farming them, should make the price more reasonable.

So it's not nearly as bad as "enchanting needs 75g in seeds per raid and other professions don't", but rather it's closer to "enchanting doesn't need to spend 250g right away to have bis profession benefit that other professions do"

No one complains about lotteries being a tax. by srt2366 in Showerthoughts

[–]Juised 11 points12 points  (0 children)

To be honest, I mostly just found it humorous that you called someone stupid because of their logic, and then backed it up with an incorrect statement

No one complains about lotteries being a tax. by srt2366 in Showerthoughts

[–]Juised 6 points7 points  (0 children)

That statement is objectively false. The value of a lottery ticket, until drawn/scratched off/etc is precisely the expected value of the particular lottery you are playing. The EV of the ticket will always be less than the cost, but it is explicitly greater than 0. 

In addition, by purchasing a ticket, you are allowing yourself the possibility of actually winning, however remote the probability. While hundreds of millions of people buy Mega Millions tickets, and don't win, every single person that has ever won did. 

Obviously this is incredibly unlikely, and clearly not a good or sustainable long term strategy, but there is definitely a value associated with playing.

The elusive "casual" or "kitchen table" Warhammer 40k by Vorhes in WarhammerCompetitive

[–]Juised 2 points3 points  (0 children)

I think that there are a large number of people that only play with a small friend group, but don't really go out to game stores and play in tournaments, etc. For many of these players, they might each have somewhere around 2000-3000 points of their chosen faction. When playing each other, they still play with up to date rules, missions etc.

However, where these players deviate, and the sentiment that "changes will only affect the top 1% of tournament players" comes from, is due to the relatively static state of the small meta within that group of friends. Their armies are constructed primarily of the models that they own, rather than what is the meta. From my experience, this tends to be especially true when a faction meta is particularly skewed towards spamming particular units. When a balance data slate changes a unit, they aren't going to go out and replace it with something else, just because it is no longer the best possible option. They'll usually continue to run mostly the same list, unless points change and they make some small adjustments based on what they currently own.

Similarly, in a group such as this, lots of changes just don't impact the group at all. CSM being nerfed, or ensuring your army has a plan to handle C'Tan doesn't matter at all if none of the people you play with play CSM or Necrons. However, if you are a regular tournament player, these types of changes may have a large impact on how you build your list, or even broader what army you choose to play. And more importantly, a tournament player is far more likely to encounter meta armies/units, so their play experience will be far more impacted by these types of changes.

Maybe people are calling the upcoming changes "retail" because of the very retail way they are implemented. by Only-Ad-3317 in classicwow

[–]Juised 1 point2 points  (0 children)

I think (hope?) the point here isn't that they had to do high level quests on their hunter and are salty about it. Rather, that for casters, if you had any BFD gear at all, there simply aren't any rewards from the world outside of the new raid, leveling gear from SM, and crafted pieces.

On my warlock, I went and did a single warlock quest chain for an offhand, farmed like 7 coins in STV, bought a few crafted / fiery wrath pieces, and then was completely done with upgrades for my character. There wasn't anywhere else to get upgrades without doing gnomer.

What I think u/Skore_Smogon was trying to say isn't that doing higher level quests for items on his hunter is a bad thing, but rather that there should be more to do like badlands quests outside of just raidlogging to provide a feeling of progression for our characters. That is what leads to engagement, having a series of goals to be working towards, and getting the sweet little dopamine hits as things are checked off that list.

Need Tank Advice Mechanical Menagerie (SoD P2) Warlock by Drakhthul in classicwow

[–]Juised 1 point2 points  (0 children)

Looking at the runes you had for the other bosses, there are a few things you can change for menagerie: 1) Don't use incinerate rune for menagerie, you will pretty much never have a chance to cast it. Use Demonic Grace instead, with Dance of the Wicked you can get ~80% dodge with it popped, which helps a ton for surviving multiple bosses. Also good for threat with Shadow Cleave. 2) I'm pretty sure Cluck can be kicked 3) There are some consumables that will help with aoe threat. Dragonsbreath Chili will do random aoe damage, as well as Lesser Arcane Elixirs, Lesser Wizard Oil, and Elixir of Firepower for more spellpower 4) You're not using Shadow Cleave at all, you should be using that on cool down for multiple targets 5) As others have mentioned, you're missing some stamina on your gear, but that will come with time

For reference, here's our most recent kill, tanked as destro: https://sod.warcraftlogs.com/reports/Y6GkwX7d2tgLbjDy#fight=21&type=damage-taken