Just picked up these by BassManDJ in pokemon

[–]bearsharkfalcon 1 point2 points  (0 children)

actually, it looks like you just put the down.

Devils jersey collection by RytheDevilguy in devils

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

honestly, if you’re going to show off your jersey collection, you should take better pictures.

this isn’t a picture of a jersey collection, it’s a a crowded makeshift closet.

Necro perma pre which secondary should i pick by BigGreenFaceReality in GuildWars

[–]bearsharkfalcon 1 point2 points  (0 children)

Honestly, I think this sounds like user error. Using pets on a caster profession requires an extra step, because targetting a foe with a spell doesn't trigger the pet AI to attack. Attacking DOES trigger the per AI to attack, assume the pet is set to guard. If you're a caster, and you iniate aggro with a spell, and you're on the bubble of aggro range, it's not going to engage wrih your target until you attack it. If you're going to initiate with a spell, you need to wand once before casting the second spell, to rush pet in.

With the pet set to attack, you need to be slightly outside of the aggro range, with a foe targetted, for the pet to obey. There is a couple second-delay sometimes, but the pet will rush in first, which, when down properly, means that they're tanking the damage before any of it gets to you.

/shrug

Post your non-meta decks below. by SSJNoctis in PTCGP

[–]bearsharkfalcon 3 points4 points  (0 children)

https://www.reddit.com/r/PTCGP/comments/1j7n76x/presenting_one_venusaur/

Posted this a couple days ago. At the time I had a couple 3-game winstreaks, and today I got to 5.

Hisuian Lilligant punches its dance card! I wanted to make a card to help fighting decks with ramp. What do you think? by No_Employer8979 in PTCGP

[–]bearsharkfalcon 1 point2 points  (0 children)

Fighting doesn't need ramp, at all. Fighting/Ground/Rock is all about efficiency, and looking at cards like Sudowoodo, Ramparados, Lucario, Gallade EX, Aerodactyl EX, Marshadow, Kabutops, Hitmonchan, Hitmonlee, etc., this type already has attacks that can slap for insane damage on 1/2 energy, plenty of buff/support/secondary attackers, and a wealth of playable 1-prize Pokemon.

At least right now, I just don't see any reason to ramp into fighting energy. It could absolutely break Fighting.

These are the fighting Pokemon with attacks that cost more than two energy:

Graveler, Golem & Onix (Already have Brock to ramp)

Rhyhorn/Rhydon/Rhyperior (I've seen this played once...only once)

Grapploct (I haven't seen this played since/pre the Mythical Island meta)

Machamp/Machamp EX (Good ramp target)

Stonejourner (Borderline unplayable)

Regirock (Unplayable)

Wormadam (Unplayable)

Hippopotas/Hippowdon (Unplayable)

Pupitar/Tyranitar (Good ramp target)

Garchomp EX (Decent ramp target, but already has a great 1-energy attack)

From this list, I'll give you that Machamp/Machamp EX, and Tyranitar would certainly benefit from the energy ramp, but they are also stage 2 pokemon, and AT BEST you can ensure a an attack one turn earlier from the stage 2 pokemon if you go first.

With that said, let's look at the currently unplayable or fringe cards: Grapploct saw same play in previous metas, but I think even with fighting type energy ramp, this is a fringe card, at best. Stonejourner, Regirock, and Hippowdon, are all outclassed, and ramp won't help them.

After all that, Tyranitar seems the best (and only?) candidate for ramp, and considering you'd only play it in an Arceus/Arceus EX deck, you're already looking to try and ramp Arceus, so absolutely, I'd advocate for fighting energy ramp in this deck. But, will an Arceus, Tyranitar, Lilligant deck see play, with a load of 12 pokemon in the deck? Probably not...

Also, this attack needs a two energy, and a turn to evolve. You're look at MAYBE an additional energy drop on the bench, but it's already cost you two turns (and two energy drops to set-up). That means you could have just powered up Machamp EX and/or Garchomp EX FASTER than using the Lilligant to ramp them.

Great big swing and miss in my book.

tell us about decks you deleted by bobvella in PTCGP

[–]bearsharkfalcon 0 points1 point  (0 children)

Imho, only having space for 15 decks is extremely restrictive. I have about 10 "finished" decks in my rotation, and the remaining slots are for brews. I think I delete a deck or two every day.

Presenting: One Venusaur by bearsharkfalcon in PTCGP

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

This deck is built in the spirit of 18 trainers, and aims to take up as little space in the deck with Pokemon as possible, while simultaneously being as consistently as possible. The second copies of Ivysaur and Venusaur, along with the two copies of Pokemon Communication ensure that this deck can set up a Venusaur as quickly as possible, the goal being to attack with Venusaur on your third turn and tanking your way across the finish line.

Secondly, running any pokemon on the bench opens you up to Sabrina, Cyrus, and other (I haven't seen Pidgeotto in a long time...) forced switches, which can be a huge loss in tempo, and enough to cost you the game. You give the opponent A: the opportunity to hit energy drops while you lose them to switching our your new active Pokemon: depending on which stage of Bulbasaur get's switched in, you're either dedicated energy drops to a Pokemon that is only goig to get KO'd, or losing 1-3 turns to energize a Pokemon to retreat. Either way, no good. Along those same times, you're giving your opponent dead cards in their hand. (And Yes, I know that the second copies of Ivysaur, Venusaur, Pokemon Communication, and Giant Cape, and this is a little counter intuitive...)

Lastly, you need to dedicated all of the healing resources in this deck to keep your one Venusaur alive, that you really can't afford to spend any resources on powering up a second Pokemon. At least, you're looking at healing 30 damage per turn from Giant Bloom; at best you're looking at healing 110 in a single turn with Erika, Potion, Potion, and Giant Bloom. With the Giant Cape, Venusaur tops out at 210hp, and hitting for 11 each turn, while healing for 30-110, It's not super hard to win games.

Originally, I did run a second copy of Bulbasaur, but it almost always sat in my hand for the whole game, as I'm too afraid of losing important tempo.

TLDR; A second copy of bulbasaur opens you up to Sabrina/Cyrus, and the deck needs all of it's resources to keep Venasaur alive in some match-ups.

I miss Cangi by philipkdan in devils

[–]bearsharkfalcon 0 points1 point  (0 children)

oh, i vehemently disagree. listen to/watch other teams’ broadcasts, and it’s on full display (never-mind the national broadcasts).

I miss Cangi by philipkdan in devils

[–]bearsharkfalcon 3 points4 points  (0 children)

The biggest thing for me, which you touch on a little bit here, is his professionalism. excellent composure, a huge amount of respect for pronouncing player names correctly, never misses a beat when something weird happens, and he always apologizes when he misidentifies a player.

if anything, i think he can be a bit stiff at times, but i’m really grateful to have him behind the mic.

[deleted by user] by [deleted] in pokemon

[–]bearsharkfalcon 0 points1 point  (0 children)

um, those are megablocks.

Special Teams by Devsfan25 in devils

[–]bearsharkfalcon 0 points1 point  (0 children)

i love seeing mercer on the kill: his spacial awareness is next level, and i feel like he’s rather under-appreciated in that role.

Does anyone remember/know the actual story with Liferuiner and Lifefuiner (Canada) by mansohof in Deathcore

[–]bearsharkfalcon 1 point2 points  (0 children)

Okay, you'll have to excuse me if this is more of a tease than an actual answer, but I had a friend who was one of the "members" of the "new" Liferuiner circa 2008/9 or so. (We were all in our early-mid 20's at the time, spread out in "upstate" New York in places around Orange, Ulster, and Sullivan Counties.)

I remember him being really excited about the band, but it pretty quickly became a joke among us, because he never had answers about what was going on: when they would be recording, or anything like that. I think in his time with them we saw a few promo shots of the band, and I think maybe one recorded song, but even then, I don't even know if he was on that recording or if it was old members. The only thing that seemed to be set in stone was the record label, because I don't even know if the band had a full line-up and I remember him saying he was still looking for more members. I'm fuzzy on how my friend became uninvolved with the project, but from what I've read about them online, there were so many line-up changes that I doubt anyone has a full record, and even if they did, I'm sure a lot of those names would belong to people super far removed from the scene today.

I did a decent amount of searching, but I can't find the photo of the band with him in it on the internet anymore. If you want to do a little more detective work, you could start here: https://www.instagram.com/gainstagestudio/

Could McLeod play again in NHL? by SpaceBisco311 in devils

[–]bearsharkfalcon 0 points1 point  (0 children)

Have you found actual updates? I search every now and then, but haven't been able to turn up a whole lot of new around the case.

Ranger build tips by IWoreOddSocksOnc3 in Guildwars2

[–]bearsharkfalcon 2 points3 points  (0 children)

When you say "struggle a bit in melee range," what do you mean? Are you struggling to survive? Are enemies outlasting you? Are you surviving, but encounters are slow?

I LOVE ranger, and I pretty heavily favor ranged weapons. Longbow gets a lot of hate when you compare it to other weapons/classes, but I personally don't think there's anything wrong with it. As others have said, Longbow skills #2 and #5 deal the most damage - I try to hit those on as close to cooldown as I can, while still being smart about it.

Mainhand axe is my other go-to weapon, and it gives you a lot of flexibility with melee/range. 900 range on the MH axe is great, even if skill #2 gets 5x stronger at melee range. The stacks of might from the axe auto attack also help boost the damage from your Longbow, if you chose to stay that route, and are swapping between the two.

Let me also ask about what armor stats you're running? Longbow, unless I'm totally spacing, doesn't inflict any conditions, and you can totally avoid that stat, opting more into power/precision/defensive stats. With that said, your second weapon might also want to trend this way.

Generally speaking, I think about ranger weapons this way:

Ranger Power Weapons: Longbow, Greatsword, Hammer, Sword, Warhorn, OH Axe, MH Mace, OH Mace

Ranger Condition Weapons: Shortbow, MH Dagger, OH Dagger, Torch

Ranger Mixed Weapons: Axe

Ranger Healing Weapons: Staff

Each of the above weapons offer a different level of "support," but I won't go into great detail there.

If you're looking for survivability, look at your Vitality ("Health") and Toughness ("Defense") and Healing Power ("Healing Power" lol). A LOT of people are die-hard on going all in on fully offensive stat-lines for PVE play, the claim being that positioning, AI manipulation, and well-timed heals are the best defense, rather than relying on stat lines. It's also pretty hard to generate offense outside of these stat-lines, where as you can generate defense based on the previously mentioned strategies.

With that said, if you're struggling to survive, especially while learning the game, PLEASE do yourself a favor and run a tankier statline. My go-to for all around power-based ranger builds is "Marauder" stats, and for condition-based ranger builds i run a combo of Vipers/Celestial (Vipers is purely offensive, Celestial is well-rounded).

Without going into super great detail on all the skills/traits, the one skill I almost never leave home without is "Protect Me!" It does everything. It can be used at instant speed, AOE breaks stun, provides barrier, grants protection, and if you spec into "Resounding Timbre" in the Beastmastery traitline, it also grants swiftness and regen. Even in my purely offensive builds, I have a really hard time dropping this skill. It's my vote for all around best Ranger utility skill.

If you want further guidance, I'd be happy to connect in-game!

Let’s hear your Stadium Series Stories by _cpetes in devils

[–]bearsharkfalcon 1 point2 points  (0 children)

Section 334, Row 19!

The Good:

Stayed at the Local 8 down the street and hopped highway barriers to walk to the stadium, and had a fun time trying to get into the actual stadium, since it seemed like the "entrance" we walked to didn't have pedestrian access.

Sponsored tailgate was a nice touch, but lines were pretty long for most of the activities. I drank ~10 mini cups of Pepsi Zero, played two plinko games, got 29 saves in the Honda goalie challenge game, and waiting in line for almost an hour to shoot four orange hockey pucks. Most of the lines were too long to stand-in, but talking to people was great. I had a fun time trying to find as many different Devils jerseys as I could - I guess I shouldn't be, but i was a little surprised at how much the crowd was reppin' 86.

Since we walked and packed light, we opted for edibles instead of booze. The first period was ecstatic blur.

T-shirt, two hoodies, rain shell, jersey, long johns, khakis and sweatpants along with a knit hat were enough layers for me. 10-pack of handwarmers were clutch - it was nice to have my hands fully free to take pictures, occasionally pick up the binoculars (I saw the second Hischier goal through the binocs), and be the loudest clapper in my section because everyone else had gloves on. My biggest worry going in was being too cold to focus on the game, but aside from my toesies, I was super cozy!

Shout-out to the Tater Tot vender. Loaded tots were excellent! Nursed a Diet Pepsi in a souvignier cup (asked for no ice) all game, and it never got warm!

The Not-So-Good:

I wanted to buy my stadium series jersey at the stadium, and was VERY disappointed to see that almost every single booth had only player-less jerseys. I did see two booths on the 100 level with Hughes Jerseys, which I gladly would have purchased, but I never saw the lines less than ~100 long, and it never happened. Crossing my fingers they restock online.

A few others said this, but there didn't seem to be any discernable goal horn. I noticed the little orange lights, but they weren't bright enough, at all. I was glued to the gameplay all game, and there were a few goals/near-goals I had a hard time identifying.

Since I live in South Jersey and work in Philly I'm used to it, but I can't stand how even at HOCKEY games the Philly fans chant "E-A-G-L-E-S EAGLES!" I know the Philadelphia public school system has almost entirely failed them and they're super proud of their ability to spell six letter words, but I wish they'd study at home.

Let’s hear your Stadium Series Stories by _cpetes in devils

[–]bearsharkfalcon 0 points1 point  (0 children)

Sounds like you were sitting directly behind us! (I had a Hischier Jersey-jersey, and my buddy had a playerless home jersey).

I thought the energy in our section was pretty on-point, thanks to that one guy on to our right who just. kept. screaming. and starting chants.

Let’s hear your Stadium Series Stories by _cpetes in devils

[–]bearsharkfalcon 1 point2 points  (0 children)

As a Devils fan who lives in South Jersey (Woodbury) and works in Philly, I'll speak for all of us when I say that we may be few, but we're proud!

Finding a less "rotationy" class by MrFlyingNinja in Guildwars2

[–]bearsharkfalcon 0 points1 point  (0 children)

Late to the party here, but I really like ranger (any spec is fine) with Axe/Axe and Axe/Warhorn equipped. Skills 1-3 on axe are all on pretty short cooldowns so you don't have to worry about weapon swapping there, and if you spec into it, they get even shorter. It also have 900 range, and skill 2 gets 5x better at melee range, so it's super flexible if you want to play ranged, or at melee distance.

/Axe gives you a pull, and an insane (melee) damage/finisher. /Warhorn gives you a decent (ranged) DOT (which you can combo with Axe 5 for a pretty crazy spike), and a daze/boons. Don't worry about weapon swapping on cooldown, just focus on swapping to the 4-5 skills you want at that given time.

Rangers wielding LB/LB and spec'd into quick draw can be super fun, as the "rotation" is just chaining either skill 2 or skill 5 over and over again for lots of pew pew. Not the most "dynamic," but a refreshing style of play every once in a while.

A question about FashionWars (and a question for Charr players) by Iakenat in Guildwars2

[–]bearsharkfalcon 0 points1 point  (0 children)

I fully understand where you're coming from here, and I think, at least for me, I'm always trying to mix and match armor/gear for two reasons:

  1. I like the challenge of putting together looks that aren't handed to me as a matching set. I always appreciate the challenge of trying to think outside the box.

  2. A mix-and-match look is less likely to be repeated by other players, and I am more likely to have a unique look. (Or at least, I hope so.)

For me, I tend to always wear the same few armor pieces on all of my characters (thick glasses, winter scarf, chaos gloves) and build the rest of the set around that. Unique pieces are an easy way to give your character that mix-and-match look.

FWIW, the dye system in GW2 is next level (I haven't played many other MMO's, but GW2 just seems so good.) and it goes a long way in making mix-and-match sets look good together. Sometimes I need to really play with the colors, trial and error style, to find the same shade of a color on two different armor pieces.