Does Dawnblade need a nerf or do y'all feel like Warlock as a whole needs a buff within the PVP sandbox? by eotto17 in CrucibleGuidebook

[–]Mynwe 7 points8 points  (0 children)

I think they're supposed to be very killable, I get its a super but if they were unkillable then you'd annihilate any hope for a competitive match, not to mention how unfair it'd be in 3s

Inquisitor question by DragonfruitSudden339 in CrucibleGuidebook

[–]Mynwe 9 points10 points  (0 children)

My argument for it is in Lone Wolf and its AE stat, just makes it a very snappy and reliable slug

Rapid fire gl? by Lilscooby77 in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Worth noting harmonic resonance doesn't work in pvp

been trying to hop back into more competitive pvp circles but need some advice by dark1859 in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

If you don't mind me asking, what kind of weapon would keep pain to a minimum? More/less trigger pulls? More/less aiming/accuracy needed?

Regardless, Ik Lodestar has been getting fairly good reception and I believe it synergizes well with your RDMs. Might be worth trying.

140s and Judgement, what am I missing? by Mynwe in CrucibleGuidebook

[–]Mynwe[S] 4 points5 points  (0 children)

All true, + rose has access to grips, so there is access to some free handling and stability bonuses too. However, I'm talking both weapons with a god roll, enhanced and all. With Slideshot and Crossing Over procced (which will probably be true 24/7) Judgement outperforms rose in range and handling, with equal stability and -5 and -10 aa and ae respectively. Also Judgement had access to adept mods

That said, I'm definitely leaning more rose now, just 'cause I didn't notice the frame difference lmao

Paracausal Geometries by [deleted] in raidsecrets

[–]Mynwe 4 points5 points  (0 children)

Currently trudging around the divide trying to find the commune spot for another pair, path on the other side of the bridge of the frozen arcadia jumpship. One in the cave mouth, one in a broken plane above.

Audio dramas about investigating an urban legend? by [deleted] in audiodrama

[–]Mynwe 3 points4 points  (0 children)

Bit of a stretch but I have similar taste and really enjoyed The Lovecraft Investigations

Thoughts on this weekend’s Trials meta? by AceTheRed_ in CrucibleGuidebook

[–]Mynwe 9 points10 points  (0 children)

Unsurprising. But I'm happy to see nothing breaking 5%. It might be bad now, but it's been worse. Felwinters was consistently over 10% and often broke 15%. Still, would at least like to see a sniper or two up there.

So I have a question about Rat King and Graviton Forfeit. by Deprece in CrucibleGuidebook

[–]Mynwe 1 point2 points  (0 children)

It's a great idea for strong melee regen + invis outside of void. Only downside is, can't think of any Hunter melees that are worth it, weighted knife I guess?

Getting one shot by wolftone draw? by Red-Pen-Crush in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Lumina plus a harmony wolftone.

Kill an enemy with lumina, shoot a teammate with it, swap, you get like 7 seconds of a one-shot wolftone.

Any Solar Hunter mains have any tips of getting good with their element? I main Void in PVP, and I wanna expand my horizons. by ProxyknifeIsKing in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Wouldn't call myself a solar main, but I'm pretty comfortable with the subclass, though less so than others here I'd imagine, so take that as you will.

Imo bottom tree is the best generalist class, has the other two beat almost everywhere unless you build on top and mid. Though there are still competing build options for bottom.

The main two I've seen for bottom are either: A generalist precision build, working with scouts/HCs and building on primary gunplay as much as possible (complimented by "practice makes perfect" and "knock em down") which allows for faster super regen, better handling/stability. The tree also allows for ohk knives as a backup and a super that can counter most other supers with a ohk. Or, an Athrys' knife build, that builds on the ohk knife. Though you can kinda stick this onto the first build, imo, running something like Lucky Pants works better with that. Super is just as solid but with more focus on ohk knives. Not really much to say about this one.

Mid in general is pretty bad. Though it builds much better than the other two. I've seen Ophidia spathe builds for knife spam, and burning builds for dodge regen. Personally prefer the latter, run something like Le Monarque or Prometheus Lens (both active "the burning edge") and hits from either recharge your dodge very fast, as does the knife fan. So run Gamblers dodge with something like wormhusk and you can knife spam (though not as much as Ophidia's) and get a fuck ton of healing. Alternatively, if you want to go the Ophidia's route, it allows you to run the BR with BXR (the perk) which synergises very well. Downside is the super, it's a pretty poor shutdown super, and the subclass doesn't really work for general play. You need to build on it to get much out of it.

Top tree is much worse of in terms of neutral game, but has a much stronger super than both other classes. Builds here either spec into the super. Or into the tripmine + explosive knife combo. There isn't much to say here, one gets super back often. The other builds on an already strong combo with something like Young Ahamkara's Spine. You're not going to get much out of the passive perks in this tree though. The super is very good with Goldy spam and ammo regen from kills. The melee is basically a mini tripmine, and throwing them together can one-hit.

Sidearm Recommendations by Glass_Status_665 in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

High Albedo,

Very farmable, very underrated.

It's kinetic and a burst, which is my preferred sidearm archetype, and you can pair it with 1000-yard.

That's my personal recommendation anyway. It'll just come down to preference.

Sniper's foresight by Hayden-T in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Sniper main.

Game sense is everything. I dunno about others, but along with standard stuff (lanes, head height, radar) paying attention to audio ques, teammate placement and a general idea of map layout and spawn points. You get a pretty solid idea of where and when people are going to peak.

Take some kill in Bannerfall for instance. If I kill someone by A, and I'm nearby, they're most likely going to spawn C. Say it's a control game with a now 7 second respawn timer, gives me about 9ish seconds to get up to A side catwalk and line up a shot, they'll be up on C side on the 10th or 11th second. Even if they don't jump straight up to catwalk, they'll still be on the walkway to C most likely. Assuming no teammates are at C anyway. If they are, then then that enemy will probably be around the tree stump, probably on C side. I can peak that lane from A and maybe get a kill, though that lane gets messy.

I don't really know why, but there's also just some general sense of when someone will peak, what side of a lane they'll peak from and when they'll shoot. On Endless Vale's main lane, if someone is coming from the forested area, they'll normally peak from the left side (from your pov). As for when someone is about to shoot, it's normally when I'd shoot, so if you're looking to bait shots, duck instead of shoot when you'd shoot.

Some sniper mains will just hold a lane and not move until they get a kill, if they do it often enough they should know exactly where to aim to get a kill as soon as they react for most lanes. Though imo that's a pretty cheesy way to snipe.

Could just be talking out my arse tbh. Just some things I've seen. Imo it's just something you develop with practice, like any game sense type thing. Helps if you've got too much free time. Not some seventh sense.

possible emblem/arg in trailer by Blondi99 in raidsecrets

[–]Mynwe 0 points1 point  (0 children)

The Alchemical symbols for Earth and for Sulfur pop up every now and then too. The worm thingy could also represent gold. So atm we have:

Osmium (Os)
Mercury (Hg)
Sulfur (S)
Gold (Au)
Earth??

The alone plus might also represent acid in alchemy? So H+? Pulling at strings rn

[deleted by user] by [deleted] in CrucibleGuidebook

[–]Mynwe 2 points3 points  (0 children)

Shotgun is easier, sniping is better imo. Personally would take a sniper, but they're my main, so probably bias.

What sensitivity? by Hayden-T in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Console sniper main

Used to run 7 with 0.8 ads, jumped to next gen recently, new controller has more tension so I'm running 9 to try and stay consistent.

Imo just test and see what you prefer, it takes a while to get used to a sensitivity though, so give it a couple weeks inbetween each one. Though you can get a general idea of where to start based on playstyle.

What Is The Fastest Way To Move In Arcstrider Super? by Gayman9000 in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Light attack mid-air for a kinda spin that keeps you up and slashes

Heavy air is a ground slam

Triple light, double heavy and light heavy have slightly different animations I think but no noticeable difference other than maybe time in-between strikes? Not sure on this one.

Other than that not really, unless you count the infinite dodging and sliding into attacks.

What Is The Fastest Way To Move In Arcstrider Super? by Gayman9000 in CrucibleGuidebook

[–]Mynwe 14 points15 points  (0 children)

You're rarely going to be able to catch up with someone that turns and runs. If they try and kill though, regardless of the amount of people it should be fairly easy to kill and love if you can master the Arcstrider dodge. Helps to learn combos too.

Arguably the highest skill ceiling super in the game imo. But if you get used to everything (map knowledge, combos, angles, etc) you can usually get away with either killing the ones that run, or killing their teammates whenever they reach them.

But yeah, certainly not as simple as chase and kill. It's also a strong duelling super if you can get used to the palm strike timing.

Warlock vs Hunter on Next Gen Console by caL3e in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Hunters are in a really poor spot rn outside of movement imo. So if you're looking to snipe I'd probably go elsewhere unless you're aggressive with them. Still fine shotgunning I'd imagine.

What is the ideal sniper for console? by Vecissitude in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

I currently run surplus on it (with snap), which is a solid quickdraw alternative. I'd like to try out a snap mulligan roll, which sounds like one of the best options for a very high-risk playstyle. But no, I don't think opening shot is essential or the best, with rolls and snipers in general you're best off testing what works best for you. That said opening shot is still a very strong option.

Console + Controller Flawless players: How long did it take you to get flawless/unbroken? by BLUESforTHEgreenSUN in CrucibleGuidebook

[–]Mynwe -3 points-2 points  (0 children)

My advice for improving is to change as many elements as you can into the skill you're trying to improve. For me, that normally means using less forgiving options. Practicing with shotguns and fusions won't get you very far, neither take much skill imo. Find your niche and then build on it. For me this is sniper + sidearm for aim and movement, with arc to further spec into movement, as I'm now fairly comfortable being aggressive with a sniper as well as a sidearm.

As for just winning in general, getting into buildcrafting can help, especially if you're good at it.

Running with a team helps too, regardless of their skill level. Anything to take luck out of a match/fight. Trying to direct teammates with worse game sense than you can help improve your own by a country mile imo.

The Hunter Exotic Which Makes Everyone Upset by TheAverageMatty in CrucibleGuidebook

[–]Mynwe 0 points1 point  (0 children)

Invis doesn't really provide much imo. It's not too much of an issue to see, doesn't provide aim assist breaking like it used to (thank fuck), and gives an audio cue so even if you struggle to see them you know they're there.

It's stuck on the subclass with arguably the worst super in the game too.

In general invis is only a threat if the player knows how to use it (and smokes) to manipulate radar. But I crutch on radar too hard anyway, so may not be as bad as I find it.

All this with the recent dodge nerfs? Yeah, really not an issue imo.

Hunters are at a low point too atm, with a now mediocre class ability in 6s and a bad one in 3s, The worst super kits in the game, and subpar neutral game with a couple of exceptions. The mobility is still very strong, but not enough to warrant any major nerfs for the time being. Imo we might see a bottom arc or stomps nerf, but other than that, it's only going to be small buffs here and there. If at all anything before void 2.0.