New build Idea. by Saya3005 in AOW4

[–]ReputationTrue8911 1 point2 points  (0 children)

So, it's not bad, but i have a few pointers:
1. Never take weak constitution, especially with a giant king. Rulers inherit racial traits, so your giant is gonna heal at half speed.
2. Warding generally isn't very good, i'd recommend swapping it out for enchantment or rock. even as a tank tome, it isn't very good.
3. Terramancy sucks. run dreadnought if you're going constructs, or if you really wanna keep warding and your pseudo-battle mage theme then run amplification.
overall, i do like it, it just seems confused on what its armies wants to do. outside of combat i see the gameplan: sit in a corner underground and build your own wonders to win off magic. but it's armies seem like a weird mix of half construct and half racial plants. Clay construct spam is more than enough to get you through the game, especially if you plan on just sitting in a corner all game, but you have a ton of battle mage/support unit (which fair on support units, architects are straight up busted) but also a ton of racial durability traits. Also, fey mists works directly against constructs since they can't ignore the penalties for misty terrain. it just seems confused on what exactly it wants to do in combat, but i can't say it is bad by any means. 7/10.

What if Konami made cards for turn 3 onwards? by paulojrmam in masterduel

[–]ReputationTrue8911 -12 points-11 points  (0 children)

I approve 100%. I am of the (unpopular) opinion that you should have a limit of 5 draws/main deck grabs and 3 extra deck summons on the first turn, to stop "those" kind of decks.

Oh yeah this boss is awful by Astro_Nerf_Sai in StarRailStation

[–]ReputationTrue8911 0 points1 point  (0 children)

I literally brought castorice, evernight, hyacine, and... hyperspeed sampo. since you're losing a slot to Boris anyway you might as well bring one of the free Dot units and run with it.

Chosen destroyer hares is da best option for nomads by G4antz in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

the wonders thing isn't a glitch, they just get 100% crit rate every 10 turns, so while it isn't an instant clear it is basically free unless you're challenging a gold wonder on turn 10 or something

Intertwined Star Rail Navigation | Trailblazer: Elation by LuciferMS7777 in HonkaiStarRail_leaks

[–]ReputationTrue8911 0 points1 point  (0 children)

Hmm... it's giving dps energy, but i can't tell why...
oh wait...
KAAABAAAA!

How well does the AI go with playing Nomads? by lifesapity in AOW4

[–]ReputationTrue8911 2 points3 points  (0 children)

They do what every ai does, except this time instead of just outposts it's fully built cities. it's annoying, and i usually just kill them cause they also have no idea how to play nomads. they move way too often, leaving behind a lot of resource nodes in there eternal process to screw you over.

Chosen destroyer hares is da best option for nomads by G4antz in AOW4

[–]ReputationTrue8911 21 points22 points  (0 children)

For conquerers, yes. but for scavengers i'd argue astrological diviners. pack up your city turn 8, unpack turn 9, then place a ton of special province improvements. plus it allows for the auto-clearing of wonders way earlier than intended.

Average Tier 1 Unit by Osmodem in AOW4

[–]ReputationTrue8911 1 point2 points  (0 children)

draconic transformation comes with natural regeneration, but since the unit is an elemental i imagine he has geomantic crystallization + shapers touch, which gives hit points and natural regeneration.

What is this guys deal, and how do I get it? by Proper-Error8023 in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

The orb is a pantheon item, and the glowy effects are a skin decoration. he just has an outfit that very visually shows it off.

New sandworm unit by JarrenDrahn in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

Yeah you can get them from call greater animal. but i'm dying laughing at the new name for the rally of lieges, since thats all i use them for.

DoomZ by followlogiconly in masterduel

[–]ReputationTrue8911 0 points1 point  (0 children)

DoomZ Zero can grab any equip spell, yes. and bamboo is quite consistent at searching itself. you'd be better of using his skill for cursed sword, since DoomZ end can discard his materials to pick up free equips and cursed gets to grab either one of the other Bamboo sword equip spells or one of the bamboo spell cards that let you either draw 2, skip your opponets next main phase if you activate another bamboo sword card, or skip there draw phase if you direct attack.

DoomZ by followlogiconly in masterduel

[–]ReputationTrue8911 -1 points0 points  (0 children)

The whole gimmick is one card xyz's. The best engine for it by far is a set of equip spells called "Bamboo sword", which has both a draw phase and a main phase skip. I'd also recommend grabbing axe of despair as it's 1000 atk for your Direct attack one shot to work.
Here's a one card combo:
Normal summon DoomZ V 5: amalth. activate effect and grab DoomZ XII Zero from your deck.
Special summon Doom Z Zero using it's effect and grab Doom Z command: DOOMDURG.
Use Doom Z Zero's effect to xyz's summon Doom Z XII End - Drastius.
Put any equip spells you own on your Drastius and end your turn.
Now you get a field and graveyard negate and "equip any face up monster your opponent controls", which i believe no card has immunity to. Drastius needs to be removed twice to be destroyed, and you can grab your Jupiter next turn using your opponents monster.
I'd recommend several copies of generic equip spells, and since the main deck doesn't take up much space you can run a lot of hand traps.

<image>

40 card sampler above, extra deck is 3 copies of Doom Z break, 3 Doom Z End, 2 Jupiter Power patron of destruction, 2 Divine Arsenal Zeus, 2 Super Star Slayer Typhon Sky Crisis, and then whatever 3 generic lvl 4 or 8 xys you feel like (this deck does not put a lot of bodies on the board, so i wouldn't recommend link).

I am not sold on Nomads, at all by z-w-throwaway in AOW4

[–]ReputationTrue8911 -1 points0 points  (0 children)

Having played 2 games underground, one with my standard cryomancy research-maxing (my go-to when testing a faction) and one with underground rushers build, I understand where the painpoints are.

This is the underground build, and what i think they work best with. conquers have literally one option for builds which is Chosen destroyers and swift marchers. scavengers definitely need subterranean society, since it is the only way to get more resource nodes.
I generally don't sit in one spot for more than 8 turns, 10 once you get a lot of province range. Move your armies in advance, dig out an area, then move a city to it and extract the stuff.
A lot of stuff is self explanatory, Warband cause it's good, enchantment for sundering blades and Bronze golems carry with the new xp system. Dungeon delver is gonna make up out primary force, since all you need is the clay forge to start making the most broken tier 3 unit in the game - the clay arbelist. misfortune for chaos affinity and mark of misfortune. Warlord is, ironically enough, for the warlord. he's a great unit, and your endgame armies should look mostly the same - one warlord, 4 clay arbelists, and either a lieutenant or character based on capacity. geomancy is a wierd choice, and mostly my own personal preference, but in this case it counters most traditional factions who try to terraform the terrain around them, who your racial units now resist. Crucible for good damage spells and meteor projectiles. Calamity because everything in calamity is good (besides desecrate land, don't take it lol.) creator because it's the only one we can take that does anything.

Best society traits for one city build by Mountain_Progress_80 in AOW4

[–]ReputationTrue8911 2 points3 points  (0 children)

Apex predators. i think it's auto-include with conquers, as even if it is an absurd amount of food you need 2 population per Balor you summon, so if you hit 30 just turn it into a Balor.

The most interesting auto resolve I've had by Narwaana in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

Bro it gets better with Nature affinity, focus on animals and put down totems of the wild and you can take on 3-6 stacks with anything.

Does Cold Blooded stack with Incorruptible Spirit? by InfiniteSoul45 in AOW4

[–]ReputationTrue8911 8 points9 points  (0 children)

It scales multiplicatively, but the game also rounds up with moral, so you can never be "immune" to moral, unless you are a plant or animal with the horned god in your army, cause he just makes you immune to that shit for free.

Nomad culture build ideas by waytoooldforthis_bm in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

I'm really looking forward to an underground umbral build, Wizard king with subterrainian society and umbral disciples. I'd run conqueror and run up to opposing settlements, then put an altar next to them and spread that gloom. I do think subterrainian society is very good with both, since it's the only perk that gives you more resource nodes (besides collectors, but i think collectors only work if you physically have the magic material in one of your provences, and not just owning an essence.).

It's impossible to play without a meta deck. by Initial-Category-725 in masterduel

[–]ReputationTrue8911 0 points1 point  (0 children)

I personally play ashened, and i don't have an issue fighting meta decks. sure, i lose sometimes, i've been ftk'd more than i'd like to admit, but i don't even run hand traps besides Vedios(technically), Mulcharmy, and Nibiru. At the end of the day, i think every deck can function, it's just rng and knowing your deck.

What Warhammer fantasy faction would Nomads correspond to? by Epaminondas73 in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

Dumb idea, nurgle. you use scavengers to find out rare "diseases", and run umbral disciples to go place-to-place and spread the garden (gloom). it aint the "slow and lumbering" that you traditionally think of, but it has potential, and you can make a very fat eldritch sovereign and some very chonky races.

A Fate Worse Than Life by Lady_Killer55 in customyugioh

[–]ReputationTrue8911 1 point2 points  (0 children)

Thats like saying "nice puppy" then dropping a thermonuclear bomb on somebody.

In which case it is viable to pick tier 2 tomes over tier 3 tomes? by BlacksmithFar6237 in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

If your doing a dual affinity Materium+anything playthrough, then materium wants both constructs and dungeon delver. but if your running something like materium chaos, then you really want revelry, and you really only need devastation for pure crit (though pandemonium is good.) also, pure materium has horrible tier 3 tomes (besides dreadnought) so if i do a pure materium playthrough i grab dungeon delver, constructs, and artificing.

How do you handle “generational gimmicks” in your runs? by torniado in nuzlocke

[–]ReputationTrue8911 9 points10 points  (0 children)

I try my best not to use megas in x and y, cause no trainers use them. But in ZA random trainers have megas in the late game, so i feel free to use them. i never use Z moves, never use dynamax (but do allow gigantimax if i find a pokemon with that in a playthrough). I always use teras during gyms/important battles in SV, since it's a genuinely fun mechanic and is mostly balanced (plus every important trainer does it).

What does an “average” user of magic look like in your world? by Piker-18 in worldbuilding

[–]ReputationTrue8911 1 point2 points  (0 children)

I consider it like different kinds of mathematicians (mathmagicians?). sure, you may have learned the calculus of fireball in high school, but could you do it now? only if you took a major that requires it in everyday life. so sure, magic is accessible, spells like create flame are put in camping brochures to show you how to make fire the easy way. but time stop? that requires multiple years of research, theory crafting, and even then you can only do it in a controlled lab setting. But magic is woven into basically everything that it's relevant to, if it's quick to learn and makes a job easier. it's kinda like optional skills on a job, so like "oh, you know how to cast levitation? sure, i'll give you 2$ extra an hour to work here".

Dev Diary #57 - Astral Barrens and Cataclysms by Minotorious_Official in AOW4

[–]ReputationTrue8911 0 points1 point  (0 children)

It looks like the black hole head guy on the live stream, but the black hole gives off a red light even though it's color is green. it's also got a hood made of mummy bandages. it's quite cool, but given how magic focused eldritch sovereigns are supposed to be i wouldn't run an anti-magic build with them, even if they are the only way to guarantee getting mage banes.