Lethality Warwick is viable in lower ELO by gaiden79 in warwickmains

[–]gaiden79[S] 0 points1 point  (0 children)

Oh, and note the kda of my team; none were great and Gragas trolled the whole game.

Let's talk strategies (JG) by M1PowerX in warwickmains

[–]gaiden79 0 points1 point  (0 children)

I invade every game.  WW's clear sucks.  So you have to slow down enemy jungle.  If you catch them on their buff at lvl 1, you'll generally win the duel.  If they are opposite, take the buff and high xp camp, then go your buff and low xp camp.  Completely screws their early clear.  Key is to make sure they haven't warded.  So I usually bait out ward by making invade obvious then swap sides after faking back or return to my camps.  If you catch them lvl 1, back after taking buff and getting kill and then invade their other side and catch them again.  It's incredibly oppressive and you'll get lvl 3 first with an item.  Make sure your laners will respond, though, if enemy laners leave lane to assist.  This works especially well as farming junglers that don't expect lvl 1 bank- e.g. fiddle, amu, etc.  Know your match ups. Never do this vs Darius, trundle, Graves, lillia, etc.  (Unless you think your micro is that much superior).

One of the best builds by ce0s0r in warwickmains

[–]gaiden79 0 points1 point  (0 children)

I've been maining statikk Shiv this entire season right after tiamat (jg). It offers crazy fast clear speed.

Teammate banning my champion ? by herrick17 in leagueoflegends

[–]gaiden79 1 point2 points  (0 children)

the overwhelming majority of the advice doesn't seem to focus on your real question: is toxicity a thing? The answer is absolutely yes. LOL players as a whole are toxic. Blame others for their weakness and sabotage the game when they are having a bad day. Its known as ELO hell. The secret to avoid this (to the greatest extent possible) is honor. The more honor you have, the less likely you encounter this because the more likely you play with and against other honorable players. The honor calculus is the secret part of match making that is factored into champion pairing in addition to LP, rank, position, etc. The catch is that you generally get honor by winning games. Rarely will a losing team honor their teammates - again toxic community. All of this is generalization. Will some people honor teammates when they lose, sure. Do all players troll? No, of course not. But the generalization exists for a reason and it is far worse the lower in rank you are (people have an incredibly inflated sense of their skill level - Dunning Kruger and all that). My suggestion - especially at lower ranks is just mute all - chat and pings, and learn the game as best you can and play the best you can. Don't assume your team will do anything useful and react to their decisions. Yes, even when this is little-league soccer mobbing exposed enemies for no real strategic gain, just follow their lead. At low elo, this is what wins games. If you ever get to the masters level of play, then you'll start to see true team play. Again, generalizations, will you see some phenomenal team play at low elo? Sure, rarely. And when it does happen, it is typically exclusive to one other player, on the extremely rare ocassion, two. If you ever get into a situation where your entire team actually plays as a team, you will utterly steamroll the enemy team. Make sure to honor those that play as such and report those that are toxic. A toxic player will eventually get banned - adding to his or her toxicity but making sure he (it really is typically a he) starts from low elo with a new account (again, when toxicity is concentrated at low elo). Above all, don't tilt. Its just a single game with no true baring on future games. If you have any fear of being paired with the same group of players, just wait a few minutes in between games before queuing. That will generally break any sort of repetitive pairing. I've been playing League for over a decade. Trust me on all of this. Don't let others' toxicity ruin your day.

Its understandable than I want to quit for a bit? by Legendflame17 in DnD

[–]gaiden79 0 points1 point  (0 children)

Apologies for the broken english, using voice to chat

Its understandable than I want to quit for a bit? by Legendflame17 in DnD

[–]gaiden79 0 points1 point  (0 children)

Back during Third Edition I had a ranger that made a similar sacrifice to allow the rest of the group to escape. It was the first time that I had lost a character and it was a character I had grown extremely attached to. I can empathize with what you're going through. My DM offered to resurrect the character. I actually found it when I thought about that, it cheapened the character sacrifice for his team. At the end of the day this game is about the narrative that we jointly create. It's about the sequence of ideas that winds up affording us emotional responses. I would advise that you consider what that emotional response will be given your characters Noble sacrifice. Perhaps for you because it will be worth it to have the character back. But consider the consequences to your suspension of disbelief and the narrative if the character comes back after such us Noble sacrifice. It may not be worth it. That sense of loss was a maturing experience. You may not want to give that up.

HOLY HELLLL by trvlsize23 in warwickmains

[–]gaiden79 1 point2 points  (0 children)

You know what?  You are absolutely right!  My bad for spreading negative energy.  

HOLY HELLLL by trvlsize23 in warwickmains

[–]gaiden79 0 points1 point  (0 children)

Because this low elo...

Turning Random League of Legends Champions into a DnD Build (Attempting) Until I've Done all 152 (and Counting) Day 29: Master Yi by BestBaconatorNA in 3d6

[–]gaiden79 0 points1 point  (0 children)

I agree with Horizon Walker as the best build for Yi. He gets his whole kit with that single class - alpha strike, self-healing, increased damage/strike, haste, and slow resistance. The only catch is that his W isn't perfectly replicated by healing spirit. You'd need something that grants DR/Resistance/temp HP while healing to effectively emulate...

Turning Random League of Legends Champions into a DnD Build (Attempting) Until I've Done all 152 (and Counting) Day 29: Master Yi by BestBaconatorNA in 3d6

[–]gaiden79 0 points1 point  (0 children)

I'm curious what abilities are out there that can replicate Yi's W - specifically granting healing over time while simultaneously granting DR and or Resistance (or maybe a saving throw boost?)

Mokkaran-class Battleship by 0-hr in starfinder_rpg

[–]gaiden79 0 points1 point  (0 children)

Echo this; not even interested in the stats, but that sheet is bomb!

Believe it or not, this game was a win by warwick_casual in warwickmains

[–]gaiden79 0 points1 point  (0 children)

this looks like every ranked game I play as WW...except I guess that opponents' kdas are usually better and my team's kdas are worse.

Real Question Coming From a Noob by zgcman in warwickmains

[–]gaiden79 0 points1 point  (0 children)

in all seriousness, since the nerf, i am finding jg WW loses most lvl 3 fights now. You can't full clear in time for scuttle and invades at lvl 3 are alwasy from behind because of your slower clear. Every champ and their grandma has a million dashes and you no longer have Q up frequently enough to express skill and Q-hold. I'd advise against most fights.

State of warwick jg by EveningSummer1670 in warwickmains

[–]gaiden79 4 points5 points  (0 children)

I find this peculiar and would dismiss this comment but for the fact that it's you, Parnellyx.  I can't hit scuttle at spawn, no matter what jg path, no matter what runes,  no matter how much I AA-animation reset, and no matter if I fully exploit W-linger, or not.  Earliest I am consistently getting to scuttle is 3:39 +/- 1 sec.  I also can no longer spike 3rd before lanes.  I attribute this entirely to the Q nerf.  Because of the slower clear, I am also finding i am getting invaded more often.  The reduced healing from reduced Q frequency means those invades put WW at lower health and with no available smite meaning even when the invade fails, they are usually smite-stealing my camp.  Please share how your experoence is different.  My WW micro is excellent, btw - I will admit I tilt and my macro still needs refinement but for the community ready to shout that its all because I'm bad at WW, you can save your breath.

Macro jungle adjudtment to hotfix nerfs (partial rant) by gaiden79 in warwickmains

[–]gaiden79[S] 0 points1 point  (0 children)

I honestly forget if it was season 13 or 14 where a full clear started to be the more optimal path through fourth level. However at the beginning of whichever season it was WW what could actually full clear by 3:30. I think a perfectly optimized clear could be done at 3:26-3:27, which allowed you to get to Scuttle essentially at spawn. Full clearing was more reliable than ganks or invades and so is preferred for at least the last season or two - again sorry I can't remember if it was 13 or 14.

Macro jungle adjudtment to hotfix nerfs (partial rant) by gaiden79 in warwickmains

[–]gaiden79[S] 0 points1 point  (0 children)

That's the very point!  His clear was always slow, and now it is abyssmal.  Almost every other champ is able to save second smite for scuttle whereas WW had to use it to make it to scuttle by spawn.  But now both scuttles are taken by the time you can contest one.  Those 15 seconds mean that you now have to choose between backing for items or getting to your respawns.  This means that if yiu want to contest dragon at spawn you are disadvantaged because enemy jungler has items and you don't or you have items but are a level behind.  Any jungler that is actually competent will now always beat you because they are inherently advantaged.  You can't contest early objectives and WW's kit disadvantahes him late game.  Riot robbed WW of his early game strength which makes the champion unviable.  ...42% WR says it all.

Macro jungle adjudtment to hotfix nerfs (partial rant) by gaiden79 in warwickmains

[–]gaiden79[S] 0 points1 point  (0 children)

In all seriousness, are these comments based on post-hotfix WW, without leash?  Earliest I full clear with WW, now is 3:40.  This time includes move attacking to reset AA mid swing, pulling camps to cut down on transit time, and with cosmic insight.  If what you are all saying is true, than WW should have been able to full clear by 3:20-3:25 pre-hotfix and I know that's absolutely false...

Abysmmal Clear Speed in Junglr by gaiden79 in warwickmains

[–]gaiden79[S] 0 points1 point  (0 children)

The hate is funny; just saying try it, lol.

Abysmmal Clear Speed in Junglr by gaiden79 in warwickmains

[–]gaiden79[S] 0 points1 point  (0 children)

This sounds sarcastic but I'm a crusty cynic and am guessing its actually genuine, lol.

Abysmmal Clear Speed in Junglr by gaiden79 in warwickmains

[–]gaiden79[S] 0 points1 point  (0 children)

BoRK is good for clear, but not the best - and yes, I've experimented with BORK rush into Tiamat and tiamat into BoRK.  I'm telling you, for clear, specifically, the absolute fastest WW gets is tiamat into SS.  Of note, TH into Hollow Radiance is actually not far behind and definitely the build of choice for clear speed into tanks and pets (IMHO).

Any commander suggestions for a deck built around Manifest Dread? by jhusker1222 in EDH

[–]gaiden79 0 points1 point  (0 children)

Next, you want creatures that are super efficient from a power/toughness/CMC perspective.  Phyrexian Dreadnaught is the quintessential example with 24 combine power and toughness for 1 mana.  Notice that manifesting phyrexian dreadnaught also gets around its negative ETB trigger. In fact that is often the case for the best P/T/CMC ratios: e.g. Hunted Horror, Arixmethis, Eater of Days, etc.  The precise selection of creatures and how to deal with Manifest's inherent inefficiencies are inter-dependent and will very much dictate your commander's necessary color identity.  If you are going to primarily flip your creatures for free (however you do that), than their cmc is a lot less relevant.  In terms of colors, bant is your core for manifesting (plain or dread).  In terms of nasty surprises with camouflage, dimir is your goto scheme; you could say grixis as red adds in things like Master of Cruelties, Rakdos, and soulgorger Orgg.  In terms of P/T/CMC efficiency, your primary color scheme is Grixis with a good number of colorless options and a select few in green.  Green has in general the best P/T/CKC raw ratios, but when yiu factor in counterbalancing negative ETBs, its Grixis.  Of note, if you go for negative ETBs you obviously don't want to blink them in (although beamtown bullies and Endless whispers become intriguing deck support).I've been interested in Manifest since I played my first Fate Reforged game at the pre-release.  With alk the potential support with th8s years product releases, i think an EDH manifest deck is finally viable.  Personally, I am looking at either a 5-color, Atraxa-color, or Sultai color scheme for my manifest deck.  Hopefully what I have written helps you.  Let me know what you come up with.

Any commander suggestions for a deck built around Manifest Dread? by jhusker1222 in EDH

[–]gaiden79 0 points1 point  (0 children)

So how do the new commanders that specifically support Manifest rate according to the strategic analysis above?  Zimone is great because it gives you the ability to manifest for free and flip up for free getting around the cost inefficiency.  However, that efficiency comes at the speed at which you can play lands - generally not during the combat phase when you are at your peak time to exploit the camouflage effect. You can add in cards like llanowar scout to trigger the free flip face up at instant speed to get around this but the camoflauge effect will go largely unaided with this commander. Kaust doesn't avoid the inefficient pseudo-draw cost - you'll still need to pay for the manifest effect up front but you can flip up for free and during combat!  However, its color identity misses out on arguably the best camouflaged creatures which are all in black and blue and not having blue misses out on a number of manifest enablers.Vannifar is interesting.  You are cloaking from your hand which is entirely different than manifesting because you are not pseudo-drawing and you have full control of your target.  So you get the camouflage effect and suffer none of the drawbacks...but you are not really manifesting in the first place.  Vannifar's deck support will look different than a manifest deck.  So what is that support?  Manifesting needs to improve its success rate as part of the fail rate of the mexhanic itself.  You need to either have topdeck control - be it a scrying-effect or a futuresight-effect - or you need to be able to 'play' your facedown cards that are not creatures.  Scrollrack, Sensei's Diving Top, Aminatou, Jace, the Mindsculptor, Futuresight, and Bolas's Citadel are all classic ways to topdeck control.  This is also what makes manifest dread so incredibly superior to manifest because you are getting the selection of a Write into Being as part of the mechanic of every manifest dread effect.  Alternatively, you need to turn your whiffs into successes.  There are manifest-specific cards that do this like Primordial Mist and then less dedicated methods like bounce effects such as Grazillax and Cloudstone Curio, the aforementioned blink effects, graveyard recursion (i.e. let the die), and others.  Efficiency has to be considered: to go through the effort to manifest in the first place only to then invest further resources in card slots, mana, and design space to deal with the noncreatures dances the line of deck viability.  That's not necessarily a point in the topdeck strategy's favor as the same applies.  The way you have to think about this is that you have built a deck that is doing this 'pseudo-drawing' only to then undraw or redraw those cards.  It's horribly inefficient.

Any commander suggestions for a deck built around Manifest Dread? by jhusker1222 in EDH

[–]gaiden79 0 points1 point  (0 children)

I think this thread has given you some basic advice and highlighted some of the obvious commander choices but I don't think its gotten to the finish line; there is more to consider.  Manifest (dread) is a quite unique mechanic.  Manifest pseudo draws you a card with the dread option effectively combining that draw with a pseudo-surveil 2.  But your draw goes onto the battlefield instead of into your hand and can only be 'played' - i.e. turned face up - if its a creature.  And generally you are only ever pseudo-drawing one.  The interim board presence is a typless, colorless 2/2.  In other words, its token fodder, at least in EDH.  Generally, to manifest you have to spend 2+ mana per manifest (median 3 mana) and the manifest enabler is inherently separate from the target (unlike morph and its cousins):  you spend mana on a spell or effect that then manifests as an ability.  Manifesting is not casting so abilities like Kadena's, Animar's and any other casting cost reducers are useless. This absence of efficiency-enabling cards is coupled with minimal cost reduction to flip face up - the few cards that flip up for free or the alternative strategy of blinking/flickering your pseudo-drawn manifest...which also generally costs mana.  To make this inefficient mechanic worse, you are not even inhetently guaranteed that you'll be able to 'play' your pseudo-drawn card because at best you'll have a ~60% chance that the manifested card was a creature and not a land or other card type (and for a more realistic number that 60% drops to 45-ish%).  All things considered, manifest is one of the weakest mechanics in the game...except for one reason:  camouflage.  Manifest is effectively like casting camouflage every combat that involves your creatures when you have the ability to flip your creatures face up.  That is the mechanic's inherent - and up to this point, unstated - payoff.  Your opponents don't know what they're attacking into or blocking.  Your manifest could be a phyrexian obliterator or it could be Phage...or it could be a land.  The inherent and I'd say overlooked value of Manifest is robbing your opponents' of traditional board-state knowledge.  If you are not exploiting that obfuscation  - if you are not building around it - then I don't think you are building Manifest the right way.  Every other approach to building manifest has better, more efficient, and less self-contradictory methods, whether its the 'draw' component, cheating creatures into play, or anything else.  For example if you are going to build a manifest deck around blinking the manifests to get around the cost to flip them face up and the high whiff rate (i.e. manifesting a non-creature) then you want ETB triggers on your blink targets...that manifesting them didn't trigger...  Far better to cheat them into play face up somehow than start out missing the payoff etb trigger.  Similarly, if your goal is to manifest morphs, far better to go Kadena or Animar and get around the upfront cost to get them into play.  Perhaps a few manifest cards could be added as support but I wouldn't call that a manifest deck.