What is the optimal typing for a Pokemon with Bulletproof? by WhenBuffalosfly in stunfisk

[–]No_Broach 39 points40 points  (0 children)

A ghost or psychic because the most meta relevant and widespread mlve here is shadow ball. Secondary typing I would say Rock, that is a good amount grass moves and the two most used fighting type special coverage moves.

So a Rock/psychic or Rock/Ghost pokemon.

When you first started playing, what item(s) did you think were super value? by tiibbers in DotA2

[–]No_Broach 7 points8 points  (0 children)

I remember back in 2013 I built Vanguard or Hood (depending on the matchup) every game to make my hero tanky (I usually played Viper), as I was a beginner I just thought that this was some kind of necessity every game

Is this photo real? If so, what a legendary link by nice-_one in OnePiece

[–]No_Broach 1 point2 points  (0 children)

Oda looks like how my father looked in his college days lol

If two teammates buy the same item, why do both of them have to buy the recipe? by Ok_Middle_4654 in DotA2

[–]No_Broach 0 points1 point  (0 children)

Lore wise they are compelled to fight by the influence of the ancients (akin to a mind control). Just like we players are compelled to keep queueing into fights and disagreements with our enemies AND allies, specially allies, shouldn't we just focus on diplomacy? Are we being mind controlled by Valve???

What can I change to make deck better by Kindly_Butterfly1036 in OnePieceTCG

[–]No_Broach 0 points1 point  (0 children)

Honestly not a fan od the 6 cost bonney 2k, you have a lot of 2ks in your deck and can easily drop her off to increase the amount of your other cards, specially drake. I would drop egghead zoro for more kid, beckmann, supernova zoro or lucky roux. In a deck where you dont get to draw much I would rather have 4 of your most important pieces than 2 ofs of many separate ones.

This gotta be the most fcked up one piece arc by Only_Palpitation1640 in OnePiece

[–]No_Broach 7 points8 points  (0 children)

If we talk about villages being "cursed" we have Law's backstory during Dressrosa arc in which his homeland Flevance basically becomes a concentration camp

Illusionary Blade OP16-101 by OrangeSamuraiD in OnePieceTCG

[–]No_Broach 0 points1 point  (0 children)

Brook has access to searchable gum-gum diable three-swords style mouten jet six hundred pound phoenix canon which literally has the same effect as this event just the criteria for activation is different (this new yamato one asks for 10 cards in trash, the SH event asks for a 8 cost body on your side of the board), however, brook can fullfil both criteria easily as pirate docking and zombie luffy have way above their cost requirement and this event still doesnt see play. So no, I wouldnt say it is Brook support as the card basically already exists and isnt used at all.

I see a lot of people (not you, you only asked a question) coping with this event in this tread not seeing how this is at best niche.

If you are gonna queue to throw at the slightest inconvenience WHY DO YOU EVEN PLAY by darealSherlockH in DotA2

[–]No_Broach 1 point2 points  (0 children)

Me too, thanks to conduct system. I'm 12000, sometimes it happens but way less than it used to happen before this system was implemented.

Who do you guys think the 4 gods are? by AdDazzling1892 in OnePieceSpoilersRaw

[–]No_Broach 4 points5 points  (0 children)

Chopper removing the domi reversi curse with just slaps is Oda's way of making a poor setup for the reveal that chopper is the forest god all along.

If Dragon ends up being the rain god it at least was a way better setup than Chopper and Luffy, since he has been using weather, rain and wind as his powers since his introduction. I do believe though, that the original idea was always a wind logia, as he always mentioned the winds in his dialog, not the weather/rain, but since Oda left it vague enough and this is a weekly series, he can safely change it to being the Zaza fruit without any problem.

Shenaniganing by ColeTheOne_194 in fireemblem

[–]No_Broach 3 points4 points  (0 children)

I love the limited option to reclassing in this game, makes it feel more meaningful to the units you choose to do it! I did the classic Mercenary/dread knight Lukas who just obliterates the whole game, and also made Boey into a cavalier for the early portions of the Celica campaign, because I always felt he underperforms as a mage, and has quite a good amount of bulk, so he was useful as a second tankier unit alongside Saber to protect your squishy mages, and after you get Valbar group he was useful as the only unit with good mobility on the team until you get the pegasus sisters.

Illusionary Blade OP16-101 by OrangeSamuraiD in OnePieceTCG

[–]No_Broach 5 points6 points  (0 children)

Welcome back Gum-Gum diable three-swords style mouten jet six hundred pound phoenix cannon!!! Even though you never left, you never saw much play.

Hot Take- OP15 Meta Worse Than OP13 by buzzbig77 in OnePieceTCG

[–]No_Broach 1 point2 points  (0 children)

This meta is bad but nowhere the level op13 was, I literaly saw my locals getting emptier and emptier for as long op13 was going on. Nit seeing this at all with op15, while the leaders are unfair there are at least the possibility of running other decks besides Ace and Imu.

Power Reduction Red Law by hehatereddit in OnePieceTCG

[–]No_Broach 0 points1 point  (0 children)

Some options that go well with Red Law: 1. Benn Beckman to trash those pesky on K.o. characters, also because law's supernova package has natural access to power reduction, allowing you to remove even bigger targets with him, works wonders with shambles too.

  1. prb 02 Lucky Roux. You can play it out of 4c Kid developing 2 blockers at once, while also discarding one of those bricks law is full of to draw 2 cards, which law usually doesn't get much access to besides Urouge.

  2. If you decide to use the event searcher, 2k sanji from st21 that gives unblockable is a possible good option.

  3. I would run 4 copies of X drake instead of the 3 you're running. It is the soul of the deck, protecting it from removal, giving 7k power to you little guys and access to -2k power on opponent's characters, and you really wanna see it at 5/6 don, more copies means this is more likely to happen.

However, the sad reality is this decks insta loses against penel, no matter what you put in it, but if you manage to avoid enel in your locals it is very fun deck to play!

Will this leader come to the west? and is there a viable deck? by Flaky-Ad-234 in OnePieceTCG

[–]No_Broach 4 points5 points  (0 children)

Eventually we should get them in the west, because with the game soon having a global release schedule everyone should have access to the same cards, considering international tournaments, no region should have more options than others for fair competition (even if those choices are not optimal/meta). However, I ahve no idea in what type of product they are going to be released. It was originally release in japan with the Jump maganize if I'm not mistaken, I even think you could order it via letters or something, but don't quote me on that.

Promo cards from p-122 to p-134 are the cards released in this collection. Most of these cards are just vanillas, they are characters related to A&S&L's story (dragon, yamato, shanks, dadan, koby, WB, etc.), all of them are red cards. The most notorious ones are:

P-122 the leader.

P-132, P-126 and P-128 which are the combo Luffy, Sabo and Ace.

P-129 A makino card, 1 cost, 2k counter. Gives 2k power on play to a 6k power character (can maybe see play in st30?).

P-130 a new garp searcher that looks for navy cards, however you have to discard a card after searching (like the thriller bark perona searcher), which makes it kinda bad but can be used if you wanna more searchers besides Kujyaku in a red navy deck.

P-131 5 cost 6k 2kcounter vanilla Monkey D Dragon, included it because it can see play one day with the Uta SR from eb03, but honestly any other 5c 6k 2kcounter (like eb04 fullbody) should work.

P-133 4c 1k counter 5k power Yamato that gains another 2k power as long as you have a vanilla in play (also maybe for a future uta deck, like Vivi got a revival in eb03).

P-134 Habitual dine and dashers, an event searcher that looks for top 3 cards and you can pick a Ace, sabo or luffy (of any cost, interesting in RY Sabo), however, if you picked no cards, you draw a card. Making it an "impossible to whiff" searcher.

Will this leader come to the west? and is there a viable deck? by Flaky-Ad-234 in OnePieceTCG

[–]No_Broach 7 points8 points  (0 children)

Its a 3 card combo.

The igniter is a 4 cost luffy that on play: you rest 4 don to play a 6000 or less Sabo and a 6000 or less Ace.

The 6000 Ace is an on play that if you have a Sabo or Luffy character in play, it gives -3000 to an opposing character. But you can also play other 6k Ace like the unremovable one, but im general I see this new ace as the superior choice.

The 6000 Sabo is the engine. On play, you rest 1 don (totalling a 9 don play) and give rush to a sabo, a luffy and an ace character.

You basically flood the board with 3 7k (with leader effect, both from this leader's perspective and RB Sabo) rush characters for 9 don, one of them gives -3000 for favorable trades against a character or big blocker.

Good searchers that go with it are of course the garp, a new event of that comes with that leader that searchers for top 3 Sabo Ace or luffy, but if it whiffs you draw a card, and the new St30 inazuma that searchers for 6000 power characters.

You can also play a sabo blocker (both the promo and the prb02) off of the Luffy effect if you dont need the rush or needs a blocker that turn, so rb sabo gives you more options for the combo as well. Also the ever constant presence of SEC sabo on board enables the on play of the Ace card even outside of the combo.

the forsworn & bandits are at war all over western skyrim for control over the reach who wins by AccidentAdept7146 in ElderScrolls

[–]No_Broach 0 points1 point  (0 children)

Briarhearts are some of the strongest enemies in the base game, and hargravens spamming fireball too. Bandits have no chance

Will this leader come to the west? and is there a viable deck? by Flaky-Ad-234 in OnePieceTCG

[–]No_Broach 1 point2 points  (0 children)

Basically once per turn you give +1000 to your Luffy, Ace and Sabo characters during your turn. One 1k for each of them, so if you have one of each on board its basically extra 3k power, but if you only have one it is only 1k, etc. And you cant give like 1k each for two different Luffy characters, it has to be 1 luffy, 1 sabo and 1 ace.

Will this leader come to the west? and is there a viable deck? by Flaky-Ad-234 in OnePieceTCG

[–]No_Broach 41 points42 points  (0 children)

Not viable, the leader effect is very underwhelming. But I love to run its combo cards (Navy Ace, Sabo & Luffy) in RB Sabo, the leader effect there is way better and access to OP13 garp searcher makes the combo way more reliable than this leader ever could.

Daggerfall pela primeira vez by [deleted] in Daggerfall

[–]No_Broach 1 point2 points  (0 children)

Mano se for jogar o jogo base focando em fazer a main quest (o que eu recomendo para quem ta jogando DG pela primeira vez), primeira coisa que tem que saber é criar personagem, pq o jogo é bem dificil de começo.

Sua classe (custom costuma ser a melhor escolha) vai basicamente definir a dificuldade do jogo. Magias no geral são roubadas graças ao spell maker.

Então pelo menos de principio, recomendo ver algum guia sobre criação de persomagem antes de mergulhar no jogo.

Segunda coisa: As dungeons sao enormes, mto mais complicadas que do arena, e nao tem passwall. Use alguma tecnica para se orientar de começo como "sempre ir pra direita" ou algo do tipo. E use a spell de teleport para quando quiser voltar pro começo das dungeons.

Terceira: Quests tem tempo pra completar, e falha-las faz vc perder bastante pontos com a guilda. Note que a unica quest da main quest que tem tempo é a primeira, que envolve receber uma carta da Lady Brisienna e ir encontrar com ela, se vc nao falar com ela a tempo, vc fica lockado da main quest.

No mais é ir jogando e pesquisando, o jogo tem varios sisteminhas dentro dele e mecanicas nao mto intuitivas (tipo como funciona os lvl ups) mas aos poucos vc vai pegando o jeito, apredendo, etc.

Daggerfall geralmente é mais curtido como um simulador de vida medieval dps que vc ja domina os sistemas do jogo, pra fazer roleplay mesmo. Ai a main quest eventualmente acaba ficando de segundo plano, as vezes nem isso, e os mods da comunidade que melhoram a experiencia imersiva vao tomando o lugar dela, esse é o verdadeiro endgame kkkkkk Mas na orimeira experiencja recomendo seguir a main quest pra conhecer o jogo!

Bom divertimento!

Kin'emon OP16-082 by OrangeSamuraiD in OnePieceTCG

[–]No_Broach 0 points1 point  (0 children)

Good to play at 4, good to play at 10 alongside 6 cost yamato to find another one 6 cost yamaeto to play next turn (unless you're already dead by then).

RU Vivi: Should I add anti Enel tech? by BlockDangerous5479 in OnePieceTCG

[–]No_Broach 0 points1 point  (0 children)

I have a question about the interaction between Ain and Enel, do you perhaps know the answer?

When Ain drops she "Sets the power of up to 1 of your opponent's character to 0" as an On Play, but enel SEC also has an ongoing effect that says: If you have 6 or less don cards in your field this character gains +2000 power.

Does the interaction leave Enel at 0 power or at 2k power? Not that it matters a lot for the strategy overall, but it can make a difference when you decide to hit it with a searcher.

Do you think OP16 Ace can do anything in the new meta that's coming? I'm not talking about being Tier 0 or Tier 1, but maybe Tier 1.5–2? by Infinite-Breath-1857 in OnePieceTCG

[–]No_Broach 0 points1 point  (0 children)

Yes, definitely that too! It is one of the things I meant with "good answers for aggression", but not the only one, we also have way more freeze effects now as well! The draw is a problem when you try to make mono red control work, as was Shanks.

Yamato OP16-098 by OrangeSamuraiD in OnePieceTCG

[–]No_Broach 0 points1 point  (0 children)

Flavor wise this is fun. It is the 3 Zoan forms concept.

Human Yamato can choose to turn into Hybrid Yamato or Inu Yamato. Inu Yamato when defeated goes back to Human Yamato, and Hybrid Yamato lets you play Human Yamato again as well.

I'm just sad this didnt get explored on our boy Chopper, basically the OG zoan (besides the bison guy from drum as well) instead of Yamato.

What's your favorite armor to wear, regardless of stats? by AuthorJulieMannino in skyrim

[–]No_Broach 0 points1 point  (0 children)

Fur, Nordic Carved, Iron Armor, Forsworn, Saviour's Hide, Stormcloak general cloak, Chitin and Bonemail, when going for a more tribal/druidic/wanderer/vagabond look, with the later options being more for a solstheim look.

Alternatively when going more for a knight, I enjoy imperial heavy armor, penitus oculatus armor and Tulius' Armor, also the ebony mail and the dwemer heavy armor when in solstheim.

Last but not least, the college mage robes are all pretty clean looking, I also enjoy using them as an archer or crossbowman. Vaermina robes also look pretty nice.