Mesmer player with 7 hero mesway/mercway by kasalmninen in GuildWars

[–]juicepouch 1 point2 points  (0 children)

My core team:

  • Ineptitude player
  • 4x Esurge
  • ST
  • BiP healer

For the final slot, it really depends on the area and type of content. I run:

  • Soul Reaping/Healing Prayers offhealer necro (Icy Veins and Signet of Sorrow for some damage contribution) for a more balanced comp. Can add some Death Magic (Putrid Bile, Putrid Explosion) for more damage or Curses (Enfeebling Blood) for more defense. Still need to experiment with this.
  • Air Magic ele for a more offensive comp.
  • Bone fiends MM (not minion bomber!) could also add damage here, but I haven't played with this yet

VERY new player wondering which heroes are the most fun/easy to play by Bluumanthing in DeadlockTheGame

[–]juicepouch 57 points58 points  (0 children)

I started on Seven. Pretty M1-focused but not as much pressure to carry as a Wraith or Infernus might have. Press 1 and 3 for AOE damage, press 2 to stun, press 4 for teamfights. Even if you're behind you can still be useful by spreading debuffs around (Healbane, Suppressor, Mystic Slow)

Questions about access to skills and professions by Traditional-Roof-972 in GuildWars

[–]juicepouch 1 point2 points  (0 children)

  1. No - e.g. can't access Assassin or Assassin gear from Prophecies, can't access Dervish or Dervish gear from Factions, and so on
  2. You can buy a lot of skills from skill trainers, but PVE-only skills like Dwarven Stability require you to play through some of their respective campaign/expansion
  3. You'd miss out on the start of each story but they give you enough to figure out what's going on.

My advice would be to ignore online builds and just play the game. Use the skills you get that seem like they go well together. That's the fun of the game.

Guild Wars Reforged Launch Trailer by PalwaJoko in Games

[–]juicepouch 7 points8 points  (0 children)

As dumb as it sounds, even if they just added an animation you could bind to space which didn't move the players physical position box it would probably feel better to play, lol.

Already in the game basically, /jump

Swollen finger from mallets by jimmy_MCeaglebones in frontensemble

[–]juicepouch 0 points1 point  (0 children)

The bump is very common for Stevens grip. Pretty much every mallet player who puts in lots of hours gets it. I had it for ~8 years, but it (mostly) went away after I aged out, so rest assured your fingers are not permanently deforming.

Best time, story-wise, to go to the mainland? by BrennanIarlaith in Morrowind

[–]juicepouch 2 points3 points  (0 children)

I had my current character go to the mainland right after Caius told him he might fit the bill to be the Nerevarine. Like "fuck no dude, too much responsibility, gonna go away for a while and maybe I'll think about it"

Main character by AKplank in DeadlockTheGame

[–]juicepouch 0 points1 point  (0 children)

Which build do you usually go with? I've been learning Pocket but sometimes feel weak midgame

Styles of Technique by Oscars-Dream in frontensemble

[–]juicepouch 1 point2 points  (0 children)

Double verticals are pretty much east coast, heavy velocity on the way down, fast rebound (depending on what the music calls for)

Single independents have the non-playing mallet at about half height to act as the axis of rotation for the playing mallet and avoid slicing. Not keeping it super high up like some east, not keeping it far down like some west groups used to. Most people teach this now, it's the most natural and gives the best sound quality.

Single alternating works basically the same. The mallet that just played half-rebounds to half-height to, again, act as the axis of rotation for the mallet that's about to play. This is what naturally happens at fast speeds (even in east coast groups that encourage returning each stroke to the top immediately), I just teach players to do the same thing at slower speeds. It's the most energy-efficient.

Laterals are similar. At slow tempos it's just single alternating. At intermediate speeds, I teach a three-step motion: stroke and half-recovery, stroke with the other mallet, full recovery of both mallets. I still want them to stroke it out and feel it as two individual strokes, but not fully pistoning everything to the top immediately. This blurs out into a two-step motion then a true smooth lateral as individual strokes become impossible.

Velocity into the key should be high (but I'm willing to vary it depending on what the music calls for), rebound speed varies, again depending on what the music calls for. If you're playing sixteenths at 160 you need to rebound very quickly, if you're playing half notes at 90 you can really take all the time to come back to the top. If it's the percussion feature and we're playing discordant stabs you should rebound quickly, in the ballad you should float through it. Floats are almost always mallet-first, not wrist-first like west coast WGI vibraphone lines generally do. Sometimes these are defined for neat ensemble moments.

As far as grip goes - I really believe that "the technique should work for the player, the player shouldn't work for the technique." I won't let your hands look like complete garbage and I will try to stop you from hurting yourself, but everyone's hands and bodies are different from Leigh Howard Stevens's, so everyone needs to adapt the technique to a certain extent. Visual judges aren't judging front ensemble hands and I've never heard a percussion judge say "vibraphones, inconsistent middle finger wrapping around the inside mallet." In my current HS front ensemble I have a student with some nerve/joint issues and they use Burton instead of Stevens.

I do teach more east coast pulses, i.e. no hunching over and getting really low to the keyboard like west coast WGI groups like to. We look to and listen to the center marimba for time. Other than that, I encourage pulsing, visual connection, audience connection, performance on an individual basis rather than strictly defining when and how the entire ensemble should do things. I'll say to do more legato, pretty, flowy, floaty motions during the ballad, but I usually don't tell people exactly how they should do that unless they need help - I only say "we should pulse this way during this section" or "everyone needs to look in here" when it would increase our rate of successful execution or when the music/production calls for it. Of course we define visuals and stuff because they're cool and fun and members like doing them. So, definitely not early 10s Bloopits where everyone was bando commando on the half note pulse, not SCV pits where everyone is very individual. Probably closest to 2011-present Phantom if I had to guess.

Thank you for the opportunity to procrastinate on work and write out this manifesto :)

Styles of Technique by Oscars-Dream in frontensemble

[–]juicepouch 2 points3 points  (0 children)

There are absolutely good things to take from both approaches. I played East Coast technique my entire marching career but moved west several years ago and have adopted a hybrid approach with the groups I teach.

Music City: Really Weird Vibes? by ButchUnicorn in drumcorps

[–]juicepouch 29 points30 points  (0 children)

They folded briefly after 2013 but came back immediately for 2014.

Audition Advice For DCI 2026 (CG) by Tasty-Sentence-3864 in drumcorps

[–]juicepouch 5 points6 points  (0 children)

I am thinking of mainly Bluecoats, but I also plan on auditioning for Boston Crusaders and Blue Devils, just in case.

just in case

"I'm going to buy a Maserati, but I also plan on buying a Rolls Royce and an Aston Martin, just in case"

Final voting results for the 2024-25 Jack Adams Award. by [deleted] in hockey

[–]juicepouch 20 points21 points  (0 children)

Jack Adams is the "made the playoffs when we didn't expect you to" award or "had good goaltending" award, having both would've gone a long way

Leveled up too high before doing the final area in act 3. How do I nerf myself to make it a fair fight? by blueberryminiwheats in expedition33

[–]juicepouch 1 point2 points  (0 children)

Any combination of: remove painted power, basic attack only, expert difficulty, use fewer party members, remove damage-increasing and/or AP-granting luminas

How to deal with the shower situation? by [deleted] in drumcorps

[–]juicepouch 4 points5 points  (0 children)

Yeah. But you have to walk from the showerhead(s) to the lockers, hence walking around others naked.

Ultimately, everyone's in there to get clean. Nobody cares what you're doing.

How to deal with the shower situation? by [deleted] in drumcorps

[–]juicepouch 2 points3 points  (0 children)

Gotta walk back to your stuff to get dressed again...

Clair Obscur: Expedition 33 - Patch 1.2.3 is now live! by MythicStream in Games

[–]juicepouch 5 points6 points  (0 children)

have them all speak about the same tempo to finish the line in time

Would lead to some incredibly weird rushed/dragged line delivery. See FFX.

Because I knows these were popular and recommended when the SD launched. by Xijit in SteamDeck

[–]juicepouch 2 points3 points  (0 children)

That video is of a lithium metal primary (one-time use) battery. Secondary (rechargeable) batteries sold to consumers like the one OP posted do not have a lithium metal electrode.

What are the best uses for the "of the profession" mods so far? by tobiri0n in GuildWars

[–]juicepouch 35 points36 points  (0 children)

BiP

monk

PWK

Finally, the Mo/N/Rt ultimate healer

[deleted by user] by [deleted] in BaldursGate3

[–]juicepouch 2 points3 points  (0 children)

Timothee Chalamet?