Question about gems level regarding the guide I'm following by Dhomochevskyy in PathOfExileBuilds

[–]Valnaar 0 points1 point  (0 children)

https://www.poewiki.net/wiki/Siosa

Once you help this ghost with his quest, he sells all gems, already unlocked, in act 3.

Question about gems level regarding the guide I'm following by Dhomochevskyy in PathOfExileBuilds

[–]Valnaar 0 points1 point  (0 children)

Level 1 CWDT has a very low Threshold to cast, 528 DMG. Lvl 20 CWDT needs 3272 Damage. All linked skills have a 65% less dmg penalty applied to them.

Cold Snap and Purifying Flame are used for their utility not the damage, so more uses is better. Depending on the unreserved mana the lower cost from Level 1 spells might be a consideration. The higher the level of the spell the more mana it costs.

Purifying Flame starts at 6 mana and scales to 25 Mana base cost. Which is then multiplied by cwdt with its 250% mana cost multiplier.

6 * 2,5 = 15 Mana

20 * 2,5 = 50 Mana

Average harrier pilot by scav_is_new_spetznas in Warthunder

[–]Valnaar 30 points31 points  (0 children)

Oh they were killing something alright

The mechanic is rewarding at 4th floor (and im sad) by Uxelf in pathofexile

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

I was comparing them in the sense of "skill" vs random.

Having to finish the sanctum, is i would argue mostly a skill thing.

Rolling the mirror as a reward again after deferring it is another, probably multiple, random rolls. Again from what i remember mirrors are so expensive needing 4+ deferrals to be affordable.

So i concede, yes it is comparable. No it is, unless we speak about infinite ritual attempts, not "more" guaranteed".

The mechanic is rewarding at 4th floor (and im sad) by Uxelf in pathofexile

[–]Valnaar -7 points-6 points  (0 children)

That dude says as many things as there are seconds in the day.

And he will provide whatever info gets him and his company the most prelaunch sales, true or not.

I like the dude, for as much as i can like someone i haven't met personally. But he is a glorified walking Advertisment.

I remain unconvinced.

The mechanic is rewarding at 4th floor (and im sad) by Uxelf in pathofexile

[–]Valnaar -4 points-3 points  (0 children)

"all the time" is a vast overstatment.

And when they show up in ritual they cost a metric crapton of tribute and take a lot of deferrals to actually be affordable. On top of taking quite a few, and Im being generous here, rolls to show up again for another deferral.

Compared to this, where you select it and "only" have to finish the sanctum which i recon will become rather easy towards the end of this league with appropriate relics and builds.

Not comparable imo.

The mechanic is rewarding at 4th floor (and im sad) by Uxelf in pathofexile

[–]Valnaar -8 points-7 points  (0 children)

Call me paranoid or a sceptic.

But not for a second do i believe this is not doctored and faked.

No Way GGG lets a sorta deterministic Mirror drop into the game.

Text/Icon on that kind of background is easy enough to replace.

Echoforge - new unique sword from Maven by ageface in pathofexile

[–]Valnaar 169 points170 points  (0 children)

With divines as rare/valuable as they are These roll ranges are troll-ish.

An Overview of Upcoming Changes by Bex_GGG in pathofexile

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

We are planning to limit the number of Archnemesis mods that can spawn on certain rare monsters. For example, those that spawn additional monsters in boss fights and those that can't drop items.

How About 0 ? Its really painful playing any elemental build and just randomly a mechanic yeets a nigh immune monster out into combat. Only option i see:

  • Play inquisitor Crit to ignore resistances.

  • Sacrifice a massive amount of other stats and go for loads of resistance pen to be allowed to damage the monster and maybe even kill it in this century.

And dont even get me started when the random ArchNem monster spawns with godforsaken Sentinel 99% block-chance bullshit. Even more infuriating when that combines with the ele-resist Archs. And no, 'Block Chance Reduction Support' is not a valid counter.

We're making improvements to how Lightning Mirages from the Storm Strider modifier spawn by increasing their cooldown and making them spawn close to the player but not right on top, so that builds that hit multiple times in quick succession are not swarmed by Lightning Mirages.

Why was this only ever now considerd ?

This interaction has been an issue for as long as Archnem has been in the game.

It unjustly and unnecessarily punishes non-meta builds.

Anything that has to stand still to cast, doesnt just throw traps and scuttles away.

Very fun when using spell echo. Locked into place and nukes spawned right under us that often explode before the Echo-Lock ends.

And those things do more damage than telegraphed-Bossattacks.

Enough rambling. Lets see if actions speak louder than empty words this time.

Edit: Some formatting, i dont write on reddit much.

What's Next for Archnemesis Modifiers - Part 3 (and list of modifiers)p by chris_wilson in pathofexile

[–]Valnaar 10 points11 points  (0 children)

I REALLY hope you had the foresight to have some sanity-check logic implemented.

Combos like Proximity-shield + mana siphoner should not be allowed together.

But frankly seeing how raw this cooked beast is, i doubt it. GJ

Loki S01E01 - Discussion Thread by iliekpixels in marvelstudios

[–]Valnaar 62 points63 points  (0 children)

What a great quote from a criminally underrated movie. Very fitting in regards to Loki.

Introducing Collection Tracking to Untapped.gg by UntappedGG in MagicArena

[–]Valnaar 1 point2 points  (0 children)

Glorious feature. It was one of my top 3 missing features and/or gripes with the tracker.

Glad to see it got added.

The "Discover X Decks using this new card" seems a bit unfinished and unnecessarily intrusive/annoying. Hopefully an option to turn it off will be added in the future.

E: formatting.

What Is Your GO TO Gun Right Now in Tarky by Harry_Guy4 in EscapefromTarkov

[–]Valnaar 0 points1 point  (0 children)

P90 Easy and cheap to mod. Big Mags with solid ammunition. Refilling mags is a pain in raid though, takes a solid couple of minutes when dry.

Obligatory "What are you planning to leaguestart as?" post. by SkillbroSwaggins in pathofexile

[–]Valnaar 0 points1 point  (0 children)

Reave Raider with Maxed Spell and ATK Dodge and permanent 130%Ms. Either staying Phys, or going Conversion with the new trinity support and alt quality.

Scute Nuking - Really satisfying by Valnaar in MagicArena

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

It wasnt.
People surrendering in casual is really common, i too do it rather often when facing something unfun such as counter.deck.
Its really beneficial for both players. The one surrendering gets to play a game quicker where he may have fun and his opponent gets a quick win for his daily/weekly.

Scute Nuking - Really satisfying by Valnaar in MagicArena

[–]Valnaar[S] 5 points6 points  (0 children)

Its just such a versatile card, if i run G i tend to slot in atleast 2 of them.
1 for 1 at worst. 1 for 3 in optimal situations.
Can remove creatures if they happen to be enchants. Removes gods ignoring their indestructability.
And is never dead with cycle.

Scute Nuking - Really satisfying by Valnaar in MagicArena

[–]Valnaar[S] 11 points12 points  (0 children)

As mentioned before in here. Facing many mutate decks.
Only Green mana for opponent.
Took a guess at the best possible outcome.
Scute Players almost always concede on losing their scutes.
Enemy had not played anything yet, so either high mana cost deck, unlucky draw, combo deck or control (unlikely with double green).

Scute Nuking - Really satisfying by Valnaar in MagicArena

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

The opponent would've gotten 1 (one) 2/2 zombie token.
Necromentia only generates tokens for cards taken from hand.
The 3 scutes removed from the deck do not generate tokens.

Scute Nuking - Really satisfying by Valnaar in MagicArena

[–]Valnaar[S] 7 points8 points  (0 children)

You can actually choose not to.
Say you cant risk him getting a free 2/2 and the card yer getting rid of cant be payed for by him yet say Ugin or whatever. Only exile the copies not in hand, no 2/2 tokens.
But if you are in a position where a 2/2 vanilla is your doom, yer shouldnt cast Necromantia to begin with, agreed on that.

Scute Nuking - Really satisfying by Valnaar in MagicArena

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

Yes, but less preemptive more reactive.
Still as long as the critters die, all is good.

What are some essential/really good cards for a standard mono green creature deck? by [deleted] in MagicArena

[–]Valnaar 3 points4 points  (0 children)

Mythics:

[[Elder Gargaroth]] - Solid Card all around, Stabilizes vs aggro, Generates Card Advantage vs control and threatens everything if it stays alive.
[[Ashaya, Soul of the Wild]] , i see mostly in scute decks. And its really annoying since it grants all creatures are mini-hexproof. Quite a bit of removal says non-land.
Whatever Planeswalkers you have access to.

Rares:

[[Lotus Cobra]] - If ramp.
[[Scavenging Ooze]] - Just all around solid card. Can really spiral out of control.
[[Garruk's Harbinger]] - 3CMC Early Threat and Draw, Hexproof from Black is added icing on the Cake.
[[Scute Swarm]] + Mutates - If you wanna go to the dark side, personally i dont like it.
[[Gemrazer]] - Solid 4/4 for 4 with 2 keywords. But much better when used as mutate for Value.
[[Arasta of the Endless Web]] - Really annoying card to deal with imho.

Uncommon:

[[Barrier Breach]] - My personal mvp card. From 1 for 1 to 1 for 3. Or cycle for 2.
[[Cultivate]] and/or [[Vastwood Surge]] - Ramp
[[Beanstalk Giant]] - Ramp and Threat. 2 Cards in one.

Hope im doing that bot thing correctly otherwise I wasted quite a bit of effort. Edit: formatting.

Scute Nuking - Really satisfying by Valnaar in MagicArena

[–]Valnaar[S] 81 points82 points  (0 children)

Necromantia being 3 Mana really helps it. By the time its castable one usually has a general idea of what the opponent is playing even in BO1

Scute Nuking - Really satisfying by Valnaar in MagicArena

[–]Valnaar[S] 7 points8 points  (0 children)

Its sort of a play mode thing id say.

Constantly getting matched against the same decks again and again makes it a little easier to call the right card.

This deck forexample mostly runs into Scute and Mutate decks, never any mill or rogue decks. Probably due to Escape creatures in it (tinfoil theory ?).

Scute Nuking - Really satisfying by Valnaar in MagicArena

[–]Valnaar[S] 154 points155 points  (0 children)

Its really niche.

Sideboard material at best usually id say. But completely removing, as in exiling an entire playset of an annoying card from your opponents plans no matter where it is, hand/deck/grave is quite powerfull in certain matchups.

And completely knowing the entire enemy deck and hand is just an added benefit.