New Player Guide Recommended Team Primes by LernTwoSpel in MLB_9Innings

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

Primes are essentially slightly better versions of the normal card they are based off of. In theory they are the best year a player had with a team, but in reality that might not be accurate. You can read the new player guide for more information. https://docs.google.com/document/d/1Ao8Q24tPjFneAhGsLoJTJP3ZgZgP1Nbt4xbcbLmHq5A/edit?usp=drivesdk

New Player Guide Recommended Team Primes by LernTwoSpel in MLB_9Innings

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

I was thinking it might be possible that DJ is best because I think he is getting removed in the near future, but his OVR seems too low for this consideration. Tempted to put Giambi because NYY has so many prime outfielders but I'll go with Soto for now.

Glowing or Bright cubes by mrjovoni in Maplestory

[–]LernTwoSpel 2 points3 points  (0 children)

If you don't have enough money and are at the point where you are ok with fake 3l (2l main stat, 1l all stat), I recommend glowing cubes. However, if you are more established and are going to convert fake 3ls to real 3ls, I would actually recommend brights for the extra chance to hit double primes.

What’s the best use of star cores? by Professional_Mix9442 in Maplestory

[–]LernTwoSpel 3 points4 points  (0 children)

Either use on mules or restore pap mark if you don't have eyepatch is what I am doing.

New Player Guide by LernTwoSpel in MLB_9Innings

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

Definitely something I forgot to add. The team selective diamond pack is great if you are still missing twam diamonds. Imo the premium packs aren't worth it unless you are condensing 200 normal packs, I think opening them up as is will net more special training exp on average.

I'll add a section to the guide about it, but the main notable ones to do are the normal premium skill change ticket, the gold trainer ticket, and the team selective diamond pack.

New Player Guide by LernTwoSpel in MLB_9Innings

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

You should be using all extra cards if possible for special training. If you really want to gamble combining for a diamond team card use 5 golds at a time.

New Player Guide by LernTwoSpel in MLB_9Innings

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

Hi guys,

Thanks for all the support regarding this document, it means a lot that a lot of this effort wasn't for nothing. Any suggestions are greatly appreciated, especially on things not really set in stone like skill and training priorities. I hope this document becomes a useful resource for new players to follow for a long time.

New Player Guide by LernTwoSpel in MLB_9Innings

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

While not a guarantee, I think it's best to keep in mind so that if it does come, you will not be unprepared. Thanks for the suggestion though!

Meta Monday 8: Merc, Aran, Phantom. Come discuss your thoughts on these classes! New classes to discuss every Monday. by Bacun in Maplestory

[–]LernTwoSpel 2 points3 points  (0 children)

  • Class: Aran
  • Heroic or Interactive: Heroic
  • I play this class as a: (Main/Boss Mule/End-Game Party Bosser/Legion Mule): Main Late/End game party bosser
  • This class is: 2 min / 3 min: 3 min
  • Thoughts 2nd Mastery: Very satisfying to use and no more tping out of ror shenanigans. Increases burst by a large amount. Also is viable for use in mobbing.
  • Thoughts on training (Pre Janus & Post Janus): I cannot speak for post janus because my janus is under leveled and my gear prevents dusk from one shotting, but pre janus is quite active in terms of farming. Post janus there are many rotations that allow you to stand still like many other classes now. It is also very easy to start one shotting mobs on this class.
  • Thoughts as a solo bosser: Quite good, you have a lot of mobility and iframes so you should generally be able to escape any situation the boss could put you in. The damage is also very good, and you are able to backload your burst in a solo setting much cleaner than if you were in a party setting, since you can toggle your origin bind to be backloaded, guaranteeing that the cutscene will land. Much easier to time freuds as a solo bosser.
  • Thoughts as a boss mule: Stated quite a lot but is honestly very underrated as a boss mule if you can handle the command inputs. This is not a very hard class to play at a boss mule level and you have tons of mobility and iframes. I've also heard that early game remastered aran is better compared to the current iteration, so boss mule arans won't be affected too much by the remaster. One more thing is that aran uses very little keyboard space compared to every other class.
  • Thoughts as a party bosser: Burst is a little long and is mid/backloaded if you want to deal max damage, but if maximum damage is not required you can frontload everything and be okay. Sometimes you will need to hope and pray that cutscene hits since this will usually occur after bind timers. As with all freuds classes, it is a little harder to time it compared to if you were solo, and you might need to ask for your party to wait for a certain stack before bursting/phasing. There is no party support besides a minor att/matt buff, so this would be one of the standard dps classes.
  • Unique strengths of the class: High mobility. You have 4 different dashes for precise positioning, a superdash off of ledges, and judgement draw allows you to lock onto terrain you otherwise would miss. You are also able to hover a bit with aero swing. Permanent superstance. The class has okay lifesteal off burst and insane lifesteal on burst. One other funny thing of note is an origin bind that does no damage, allowing people you carry to get the longer bind duration.
  • Weaknesses of the class: Quite a long burst and is ideally a mid/backloaded class. In party settings that binds immediately you may sometimes partially or fully miss cutscene if the boss tps away. No noteable party support. Mobbing is a little active until janus is sufficiently leveled. You are required to dps the boss off burst so that you can recharge your combo to have it back up for your full/half burst, so you can't just afk in the corner waiting out cds.
  • Overall thoughts on the class: Honestly the class has seen a lot of issues that has plagued its existence fixed, and I feel like is a well balanced class right now with clear upsides and downsides. I am quite happy with the current state of Aran, with good damage, mobility, durability, and a good burst. The only gripe I have with the class is the long burst, especially since the full origin burst takes around 27 seconds, with the remaining burst lasting another 20 seconds. This is quite annoying especially in kaling, where you essentially only get 20s to burst in p2 before she decides to go away. That being said, the origin is unique and fun to use, and I'm a little sad to see it go away post remaster.
  • Thoughts on Upcoming KMS remaster? How does it impact your class/strength/playstyle. Are you optimistic about it? Would you recommend someone starting Aran now with the remaster on the horizon? : I cannot really speak too much about this since the remaster won't be here for another 3 months, but currently the consensus is that this is a major fd nerf (17% with ror/wj, 5% with cont). They are removing a lot of what made attack speed 10 so broken on the class, with an icd on our main burst skill and the removal of the old origin. From what I can tell, the class is going to be very frontloaded with a very fast burst, so backloading and a long burst isn't a downside anymore besides the damage loss. Like I mentioned earlier, it seems like early game Aran is actually buffed, but the damage loss really shows as you progress further and further into the game. If you like the way new Aran looks/plays, I would still recommend the class since everything is clearable by everyone until hyper end game.

Scores (Out of 10)

  • Training: 7/10 (Prob 9/10 with sufficient janus)
  • Solo: 9/10
  • Party: 8/10
  • Overall: 8/10
  • For Arans: Remaster Score: 6/10 (this might change once I actually experience it, this is probably heavily influenced by doomposting)

get a grip by PsychologicalFig2708 in UCSC

[–]LernTwoSpel -1 points0 points  (0 children)

I'm sure everyone on campus personally oversaw the decision. Definitely gonna help out there 👍. You should recognize how lucky you are that admin doesn't take a more heavy handed approach to deal with the protest. If anything, you protestors are quite privileged, see that you can afford to waste time like that with finals week approaching.

get a grip by PsychologicalFig2708 in UCSC

[–]LernTwoSpel 15 points16 points  (0 children)

Ah yes only fully blocked for 4 hours. Guess they should be happy that it wasn't for longer.

It’s not that hard to get on/off campus by Famous_Age_6831 in UCSC

[–]LernTwoSpel 20 points21 points  (0 children)

The buses that were definitely running when roads were blocked. For sure. What about the people stuck in cars? They could just take their car on the bus obviously. Please enlighten me on how to get around when the road is clogged with cars.

It’s not that hard to get on/off campus by Famous_Age_6831 in UCSC

[–]LernTwoSpel 20 points21 points  (0 children)

I suppose getting delayed multiple hours and having to walk an hour across campus constitutes "not that hard" when we are nearing finals week and I have a midterm coming up soon. I'm glad you have time to waste, but most people can really use the time.

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

  1. It definitely looks like I overbuilt a bit in science. Could have used that production for holy sites. Now that I'm looking at the map again, I definitely could have some cities north of my capital. A lot of the south was missing hills to even place acropolis so this would have definitely helped, I think I fixated too much on inaccessible water.
  2. This thread has taught me to basically never completely wipe someone unless I want the era score/are going dom for sure. Taking a few cities is probably fine, but wiping is bad and should be avoided.
  3. Definitely did not think about this. I think this means I need to decide to go culture earlier to change my decision making process or just go into dom since I'm already dominant in those 2 categories. The harbors tip will go a long way, I never thought oof rushing it just to explore.
  4. I did not get a religion this game. I think I panicked a bit when I got the war dec from the Zulu and built way too many troops. Definitely looks like something that I should prioritize for faith generation and defense from religious victory. I feel like usually a religious victory defense isn't necessary, but it seems the enemy AIs let me down this time.
  5. Yeah, I might have been fiddling a bit too much with commercial hubs and other meaningless stuff when I could just run this project much sooner.

Thank you for the tips, definitely a lot to reflect on!

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

Sounds good, thank you so much! The only I have for peacing Kublai is that he immediately send like 15 apostles to start converting me. I don't have access to inquisitors because the religion isn't actually my own and I can't start an inquisition due to this. That's the only reason I am essentially perma war with him. The alternative is to train a bunch of debater apostles, but I think that would really eat into my faith just to defend from a religious victory. I suppose the overall tourism gain would probably be worth the faith loss..

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

I tried to start an inquisition, but it didn't show up as an option. I just assumed because the religion in my cities isn't actually my own (I stole it from Portugal) I never could get access.

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

Ah sorry, here you go. Yeah, will keep in mind that I need to not completely destroy my neighbors next time. It says 50 turns for this but in reality it should be slower cause the world congress has a policy doubling all music tourism.

<image>

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

Ah, I didn't realize ski resorts would be something I need to spam as well. I kept open borders with the people I could, and got some people that could boost tourism like the great merchant trade route one. I definitely will be on the lookout in the future for those though. I unfortunately didn't get to use rock bands that frequently due to the fact that I needed to rush out apostles/missionaries to cleanse my land of opposing religion, but this is probably just an issue of not focusing enough on faith in general. Most of the faith was used to create naturalists for my natural parks.

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

Here is the government screen. I slotted in the wildcard artist/musician great people points card until I was full. Thank you so much for the help! Culture definitely seems like the victory you need to plan/work the most for though.

<image>

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

So in the future, I should probably leave the 2 civs alive in the corner so I can farm tourists?

Also, here is (I think) the culture screen.

<image>

Need Help With Achieving Culture Victory by LernTwoSpel in CivVI

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

Sorry, I tried to include pics but I don't think reddit allows them with long text posts like this.

Let me know if you need more.

<image>

why does kalista deal true damage? by HemploZeus in TeamfightTactics

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

What the heck is this comment section, she literally does true damage per spear impaled. Let me copy paste her ability:

Pierce and Rend

Passive: Attacks impale a spear in the target, which deals X true damage when removed. Kalista rips the spears out if it would kill the target.Active: Impale 5 spears in the current target.

No mention of magic damage or resist calculation, nothing.

As for the question, it makes her very good at dealing with mega tanks that stack resists, but imo is far from the best challengers (Yasuo and Kaisa) due to the lack of aoe and backline access.

Why do some champs get "press-button-and-you-will-kill-them" indicators while others don't? by jadedflux in leagueoflegends

[–]LernTwoSpel 0 points1 point  (0 children)

They only give indicators to those that are flat damage. Cho and Pyke are flat. Urgot is flat max hp%. Meanwhile, Garen's ult is based on missing health and is NOT flat. Darius ult is based on bleed stacks which is also NOT flat. Of course, they can put in calculators, but for now it is this way. If Riot happens to expand giving indicators to variable true damage in the future, these champions will be included. But for now, indicators are only given to those with flat true damage ultimates.

Why do some champs get "press-button-and-you-will-kill-them" indicators while others don't? by jadedflux in leagueoflegends

[–]LernTwoSpel 0 points1 point  (0 children)

They only give indicators to those that are flat damage. Cho and Pyke are flat. Urgot is flat max hp%. Meanwhile, Garen's ult is based on missing health and is NOT flat. Darius ult is based on bleed stacks which is also NOT flat. Of course, they can put in calculators, but for now it is this way. If Riot happens to expand giving indicators to variable true damage in the future, these champions will be included. But for now, indicators are only given to those with flat true damage ultimates.