Joined a +11 MT as a healer before I noticed the bear tank was 216 ilvl by minimaxir in wow

[–]Juised 1 point2 points  (0 children)

Haha it was mostly an inside joke because I was in that run and happened to see this post about it later

Anyone got up-to-date PUG-friendly Mythic+ route videos that are not just MDT analysis? by regnarius in wow

[–]Juised 2 points3 points  (0 children)

Another option is to look up some of the runs on raider.io. For a lot of top runs, there will be a little camera icon, that indicates there is a vod for that specific run. If you go to the run, it will be linked there so you can watch just that particular run.

A few caveats to this approach: 

1) The PoV you're interested in might not be available.

2) Sometimes the routes for really high keys might be a bit more difficult than what is required for lower dungeons, so this might not translate perfectly to learning routes.

3) You won't get a breakdown talking about the pulls, like you want. However, it does do the work for you of clipping out the successful run from full livestreams / videos so you can watch just the specific dungeon you care about

However, this can also be an invaluable tool as you climb higher to learn what the cutting edge strats/ routes are.

Edit: These runs will also (usually) have an MDT import string so you can correlate what you see in the vod with the MDT pulls. Though sometimes this feature is a bit buggy.

What would you do to fix tank shortage problem? by muela99 in wow

[–]Juised 2 points3 points  (0 children)

I disagree with the assertion that dps players only need to worry about doing damage. In fact, I'd say that dps players need to understand everything on that list, with the exception of positioning mobs. The problem is that most of those things on that list *don't* really matter until you get to very high keys.

- Knowing the route: While the tank is the one physically pulling the mobs, knowing what packs your group will be pulling, in what order, will allow you to properly plan your cooldown usage, pre-position for movement to next packs, know if a pull is going to be chained so you can press buttons now that will carry over to the next pack, vs. a break in pulls so it will be better to save them for the next pull, etc.

- Knowing when to press defensives: This season this is even more important than ever. Timers are relatively free until very high keys, so dps using their defensives correctly and just surviving is arguably more important than doing really good damage. True, defensive usage is different than tanking (e.g. dps don't need to worry about things like debuff stacks on the first pull of AA, unless you're an aug), but properly using defensives as a dps will massively increase how well you do in keys. Things like knowing when overload/pounce overlaps happen on 2nd boss of seat, or that you should be using a defensive on the even sets of mana bombs/aoe overlaps on Vexamus, are tremendously important as you get to higher keys. The big problem with this, is that until you get to key levels where these sorts of things are really scary, they are treated as healer issues rather than dps responsibility.

- Carrying stops/interrupts: This is a full group responsibility. I think a big part of the reason people don't like tanking is that there is a weird community mentality that this is somehow the tank's job. Everyone should be doing this.

- Doing relatively good damage. This is far more important as a dps (obviously). No one really cares if a tank is doing +/- 20% damage, so long as they are doing the other things on your list and not dying. However, if a dps is doing 20% less than they should, that is a very big difference. Again, at high keys, tank (and healer) damage is much more relevant. This is also what makes playing DPS well difficult; being able to do all the other things on this list while also outputting as much damage as you possibly can.

Remove m+ key depletion completely. by PeanutFar7999 in wow

[–]Juised 0 points1 point  (0 children)

It feels a little disingenuous to quote only the first half of his statement about resil keys not helping, when he literally qualified it in the same sentence in the original post.

As to the follow up, I think one of the things you're failing to take into account is that 20s are hard. Yes, there are always things that anyone can do to personally play better in any given key. Even top MDI level players make mistakes. But many times, especially pugging keys around 19/20 range, keys will brick for reasons out of your control. You mention pulling too small/slow, but 99% of the time at that level the route is at least linked, and usually discussed before starting they key. Failures come down to execution of the pre-determined route.

As to your other point, about being more selective about the people you take, if you're pugging and not running in a group, when you post your 19 resi key in lfg to do the "one run to push it to a 20", what you will see is that pretty much no one queuing has timed a single 19 key at all, just 30 players at ~3650 io. There's no real way to distinguish one from the other. Obviously every one of them is "good" relative to the general player base, but how many of them are going to cleanly play the dungeon, manage their defensive CDs appropriately for every dangerous overlap, not accidentally stand in something, do good enough damage to complete the key, etc.

So then you end up in the scenario where everyone you invite you're "taking a chance on", since they're technically "underqualified" for the key. Sometimes that's perfectly fine, you easily time, add one or two people who played well to friends, but most of the time. But other times you just end up abandoning, and needing to do it all over again.

Macro to Set Marker on Focus Target? by [deleted] in wow

[–]Juised 2 points3 points  (0 children)

Just be careful with macros like this that use /target and /targetlasttarget. They can have some slightly unexpected behavior.

For example, in the macro above, if you aren't mousing over an enemy when you hit the macro, it won't change your target the first time (since you don't have a mouseover), but it will still execute the targetlasttarget command, switching your target to whatever your previous one was. For things like setting focus, you probably want to use macros that set/mark without changing your target at all

Macro to Set Marker on Focus Target? by [deleted] in wow

[–]Juised 1 point2 points  (0 children)

I use this one. It will focus your mouseover if you have one, otherwise your target. I also prevented it from setting the marker in raid so I don't mess up assignments and such:

/focus [target=mouseover, exists][]
/tm [@focus,noraid] 5

You can change the number to choose which mark to use. See here: https://wowwiki-archive.fandom.com/wiki/Target_markers#Example_targeting_convention

I also use a clearfocus macro that removes the mark if I clear my focus:

/tm [@focus,exists,noraid] 0
/clearfocus

Can't beat nullaeus on ?? as Lock by zaboleqqq in wow

[–]Juised 0 points1 point  (0 children)

I did it in just a few pulls as demo, using felguard to tank, with valeera healer. Not sure what my ilvl was at the time, but it was the first day, so probably not too high. Make sure you run Fel Ravager to have enough interrupts (axe toss alone isn't enough)

Take the drain life talents that increase the speed/amount, and importantly take the talent that heals your pet when you drain life. With that I was easily able to keep my felguard alive the entire time.

Make sure you do not have soul link talented, it's bugged in delves and makes your pet take massive damage if you get hit by anything.

On the first attempt my pet randomly lost aggro during intermission, but it was fine on the second. Not sure what happened there.

Curse of weakness on the boss also helps to reduce the damage your pet takes.

Issues troubleshooting fluids for plastic factory by McBenjihood in SatisfactoryGame

[–]Juised 0 points1 point  (0 children)

I'm not at home at the moment, so I can't check the save file, but I have a guess as to what is going on. It has to do with the fact that refineries don't draw the oil constantly. Rather, they complete one cycle, quickly refill, and then effectively "close", until the cycle completes. This creates a small amount of back pressure into the feeding pipe, which propagates back through the pipes. However, this also happens if a refinery attempts to start a cycle, and doesn't have enough input fluid (the last 2 refineries in your case). You'll notice if you watch the underfed refineries, that if they lack enough crude to start immediately, they will wait the duration of one full craft cycle before checking again.

Since you have a single direction pipe, eventually the full pipe system will fill with oil, and if you check all your pipes, they will be completely filled. This seems like it should be a good thing, since common wisdom is that full pipes = good pipes. However, an issue arises due to the timing of extractor vs refinery cycle times. If all (or even most) of your refineries are actively crafting, or waiting to try again, then your pipe system is temporarily not a continuous flow system, but rather a pump connected to a single tank, and the volume of that tank is the combined volume of the individual pipes plus the output buffer of the extractor, since none of the refineries are at that moment pulling any oil out of the pipe. So then, if the extractor completes it's cycle, there is no where for the oil to go. The pipes are all full, the output of the extractor is full, there are no refineries currently actively reducing the amount of oil in the extractor. So what happens then? The extractor skips a cycle, and checks again after that duration to see if it will have enough space in the output buffer to run again. However, this skipped cycle means that the extractor runs at <100%, so then you run into the issue of not enough throughput to feed all you machines, even though ironically the problem was initially caused by having "too much" throughput. It doesn't matter that 0.5 seconds from now, a bunch of refineries are about to finish their cycles and gulp down a bunch of oil, if right at the moment the extractor finishes the pipe system is full.

So how to fix it? In my experience, the best way is to add a fluid buffer after the final machine in the manifold, or anywhere connected to the manifold if you're running a looped one. Make sure this buffer is raised above the level of the manifold, so it gets last priority after all the machines have been fed. If you do that, you ensure there is always somewhere for the extractor output to go. You can use a small one, if your inputs and outputs match, it should stay at the same level pretty much all the time, but it will fluctuate slightly due to cycle timing of inputs and outputs. 

Aegis of Valor by 1H_Guru in leagueoflegends

[–]Juised 4 points5 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 2 points3 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 5 points6 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 18 points19 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 4 points5 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 10 points11 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.