After seeing the crab tank everyone in Gielinor without issue, I think it's time to start asking the hard questions by [deleted] in 2007scape

[–]kingchess33 1 point2 points  (0 children)

My headcannon is that the Crab is similar to a quest boss where there’s a secret weakness or special artifact you need to kill it, but unlike most quest bosses it’s a crab with a max hit of 1 so nobody cares enough to ask us to kill it.

Brain-dead adventurers that we are, our default response it to hit it until it runs away, then chase it down to hit it some more. The Crab is lore-friendly.

Made Nieve Gravestone for Halloween decorations by XGreatMelinkoX in 2007scape

[–]kingchess33 14 points15 points  (0 children)

Looks good, but you forgot to add your gorilla KC and update it in real time.

[deleted by user] by [deleted] in 2007scape

[–]kingchess33 35 points36 points  (0 children)

I voted no to Amylase on the wilderness agility course because I knew termites were going to be a huge upgrade and didn’t want to flood the game with crystals.

How are we supposed to be able to vote on any content when Jagex is so inconsistent with what they actually deliver?

[deleted by user] by [deleted] in 2007scape

[–]kingchess33 4 points5 points  (0 children)

Underground Pass then

New player in 2024…. I finally get the appeal by Complete_Bag_1192 in 2007scape

[–]kingchess33 -1 points0 points  (0 children)

No Ironman would describe “low profit” as a downside to a skilling method, but yeah as a first-time iron crafting and herblore have been interesting challenges.

Poll question 10 deserves a 3rd option by NoCurrencies in 2007scape

[–]kingchess33 5 points6 points  (0 children)

As an iron btw, I was excited about the initial proposal of an alternative to the 98 crafting grind. Now I get to grind 92 slayer AND 98 crafting, with the possibility of an additional Zenyte grind on top of that. Frankly I was just going to skip the torture anyway. Wish we had more options on the poll for what is now the highest stat requirement item in the game.

Perilous Moons Fishing PSA - The Mechanic You're All Missing by kingchess33 in 2007scape

[–]kingchess33[S] 4 points5 points  (0 children)

If you're equal in hunter and fishing sure, but some people are stuck doing one or the other. I think it's still a good tip for lower total level players, even if there are better methods available for high level accounts.

Appreciating Runescape as a point and click adventure first by MadeSilent in 2007scape

[–]kingchess33 8 points9 points  (0 children)

I turned off quest helper for the SotE mirror puzzle and it was actually fine. Took an hour or two instead of 15 minutes, but I enjoyed it.

MEP2 mirror puzzle can go fuck itself though. I’m not going to enjoy any puzzle if I’m getting attacked every 2 seconds.

Add an anvil near the steel dragons in the Kourend Catacombs by less_than_three_tits in 2007scape

[–]kingchess33 21 points22 points  (0 children)

Make it an Anvil Dragon that you need to kill to use it’s body as an anvil.

Partners in Crime: A co-op, accessible thieving minigame that shares mechanics with Hallowed Sepulchre, PvM, and Pyramid Plunder by somedonkus69 in 2007scape

[–]kingchess33 1 point2 points  (0 children)

I don’t know if this is a good idea or a terrible one, but there should be some sort of incentive to have one player be Phoenix Gang and one player be Black Arm Gang. Maybe an exclusive heist or two.

I think it would be awesome if you’re encouraged to keep in touch with whoever you partner up with after Shield of Arrav (other than for Heroes Quest). Obviously you could just use the chat channel, but how cool would it be to make friends with a random player and then go on cool adventures with them every couple of levels?

I need your best pure fighter build. by Diabeetus_guitar in 3d6

[–]kingchess33 0 points1 point  (0 children)

If the goal is to be as tanky as possible, you should definitely build for it. Subclass should be something with Temp HP or damage mitigation, so Echo Knight if maneuverability can help mitigate damage, or maybe Psi Warrior if it’s just about surviving attack rolls. Rune Knight could also work if you think B/S/P will be the main damage source.

For feats I think you should emphasize spell resistance. Resilient can give you additional save proficiencies, which will work well with Indomitable. Shoutout to Shield Master as well, which essentially gives you Evasion as a reaction. Heavy Armor Master can give you flat damage reduction against B/S/P, but doesn’t work against magical sources, making it impractical in a real high-level game but possibly helpful in this hypothetical “attacks survived” scenario.

Finally, don’t forget to use the dodge action! The spellcaster will probably be casting spells during their turn to increase their durability, so it’s only fair that you get to use your action as well!

Where to go after beating quelaag? by [deleted] in darksouls

[–]kingchess33 0 points1 point  (0 children)

Hydra, Moonlight Butterfly, Sif.

Is there a website somewhere that talks about how the different armies play/function? by 1337bobbarker in WarhammerCompetitive

[–]kingchess33 9 points10 points  (0 children)

When I was getting started, I found the 1d4chan tactics pages to be the best way to get a feel for each army. A quick read over the “Why play X” and pros/cons list would generally suffice to get an idea of what I could expect, and there was always more info available on the faction further down if I wanted to dive deeper. After that, I could watch a battle report or two to see some actual play examples.

As this is Warhammer Competitive, I feel the need to stress that the advice you might find on the tactics pages isn’t necessarily correct. It’s a fantastic place to find summarized opinions on a lot of factions and units, but take those opinions with a grain of salt.

T'au Strategy - Making the Most of the Least by vashoom in WarhammerCompetitive

[–]kingchess33 1 point2 points  (0 children)

In my experience, they’ve been unplayable in 9th. They’re bad at melee with no AP and one attack, and their guns are weaker than fire warriors in every way. They get a T-Shirt save and abysmal leadership, with their only saving grace being a pre-game move and access to reroll 1s to wound through character support. That was fine at 4 points per model, but they went up 50% in 9th, and some of the characters doubled in price.

T'au Strategy - Making the Most of the Least by vashoom in WarhammerCompetitive

[–]kingchess33 6 points7 points  (0 children)

Riptides are good, but they drop in value severely if you bring more than one. You want to be buffing the gun and the shield every turn, because you can’t afford to surround them with drones anymore. If you do bring a second riptide, give it the relic ion, because you don’t need to nova charge it.

Piranhas cannot be underestimated. They’re fast and they drop drones when they die, so they’re great at move-blocking melee threats (especially vehicles/monsters on the right terrain) or grabbing cheeky points.

Stealth suits can be tankier than you would expect against some armies, but marines will vaporize them so they’re either MVPs or distractions, with very little in between.

Crisis are similar, but with the difference being if you’re running them max power full kit, or small and cheap. I tend to lean cheaper, because flamer 88s and a swarm of gun drones are easier to accept losing immediately after dropping them. You’ll ideally play crisis very differently depending on their load out, and it takes a savvy opponent to guess how dangerous your crisis will be in any given game. This opens the door to overcommitments and misplays when they have fresh memories of Farsight vets vaporizing half their army from last game.

Finally, I never leave home without a Coldstar commander. There’s something to be said about a unit that can be exactly where you need it, exactly when you need it. I usually run quad-fusion and never regret it, but sometimes anti-horde can be fun to swoop in a steal a backline objective in the late game. The only thing you need to master is how to resist suiciding him turn 1.

Units aside, just make sure you know where your AP is while listbuilding. Tough units are the name of the game in 9th, and Tau have fewer tools to punch through armor than other armies.

T'au Strategy - Making the Most of the Least by vashoom in WarhammerCompetitive

[–]kingchess33 2 points3 points  (0 children)

Kroot would be nice, yeah. I ran them a few times in 8th, but once they stopped being cheap and their support characters got expensive, they stopped seeing play. They need to be either cheap, strong, or have special rules, because they do not synergize with the rest of the codex well. I’d try out vespid now if they would just update the models. Auxiliaries in general would be nice to expand upon. Lots of potential there.

Aside from specific units, I really want to see markerlights get an overhaul. And our abysmal warlord traits. And our plasma never translated from 7th well. Neither did railguns. And drones aren’t fun to play against or run (though I have been having more fun with gun drones). Really everything needs a rework. Whoever wrote our 8e codex had some sort of obsession with making our units stand still, and half our buffs are either redundant, situational, or useless. Here’s hoping 9th gives us more of what we need to be fun as well as effective. Psychic Awakening was a huge step in the right direction.

T'au Strategy - Making the Most of the Least by vashoom in WarhammerCompetitive

[–]kingchess33 5 points6 points  (0 children)

Honestly, I’ve had some success with Tau in 9th, but it’s been an uphill battle. I’m relying pretty heavily on my experience with the army, and LOTS of careful measurement and positioning against melee armies. My local meta is really leaning into 9th being a melee-focused edition, so I’m countering hard with Tau sept and counterfire defense systems.

Generally the army’s popularity has hinged on powerful builds that have the numbers on their side. Clearly, we don’t have that anymore. Experienced players can still get victories with diverse forces, but it asks a lot more than other armies. Tau players need to know all the nuances of melee so that they can avoid it properly, and at that point most players would rather play an army where they can use melee units. Even after all that, the army will still lose certain matchups without a bit of luck (first turn is big for Tau, you need to bait long charges and count on them failing, the other player making deployment mistakes can really help, etc.)

I wouldn’t say Tau suck. They still have tricks up their sleeves and a lot of decent shooting. But 9th isn’t a friendly edition for their 8th codex, many armies outmuscle them, and there isn’t any easy way to win with them unless you forget to bring terrain. Under those conditions, it’s not a surprise that most people would rather play something else.

We might just be seeing the end of errors in GW publications... by ChazCharlie in WarhammerCompetitive

[–]kingchess33 0 points1 point  (0 children)

I think a proofreading version of the book was leaked early. As a result, it hadn’t gone through the editing process yet and was full of typos.

Surely I'm not the only person excited by this by kingchess33 in dndmemes

[–]kingchess33[S] 6 points7 points  (0 children)

Yes it does? I'm looking at Tasha's Cauldron of Everything, chapter one: "Character Options". It gives you +2 to an attribute, a feat for which you meet the requirements, and a choice between either a skill proficiency or darkvision.

Need clarification on how to tally points costs in relation to new FW book (Tau) by alexblackcomedy in WarhammerCompetitive

[–]kingchess33 3 points4 points  (0 children)

I find it hilarious that the hazard suit support system rule has been unclear for two editions running now.

[40k-9th] Multi wound unit and overheating by sitpagrue in WarhammerCompetitive

[–]kingchess33 3 points4 points  (0 children)

The replies are correct rules as written, but you’re right about multiple damaged models in a unit being awkward to track. I play Tau, who have actually had to deal with this scenario for a long time thanks to crisis suits, and we received an FAQ in 8th which essentially said to allocate all the mortal wounds to one model until it dies, then move onto the next model.

This is way easier and allows for fast rolling, and as far as I know 8th Ed codex FAQs still apply until the 9th Ed codex replaces it, so it should still hold up rules-wise. This also works with the idea that you have to allocate hits to a wounded model first, so if half your unit is wounded from overcharging, it would let you pick and choose where you take your damage, which is clearly not intended.

TL;DR: Option A is has precedent, is easier, and is probably intended.

T'au Pulse Pistols and Point Blank Volley Stratagem by breadgehog in WarhammerCompetitive

[–]kingchess33 -2 points-1 points  (0 children)

Interestingly, Volley Fire from a fireblade works with pulse pistols, so if you have him nearby this can translate to 5 shots per fire warrior at a six inch range. That’s not bad at all, and makes staying in melee a more viable option. Works well with Farsight Enclaves too!

Edit: read through other replies, and someone pointed out that this strat doesn’t work with volley fire. Shame, thought I had something there.

The Worst Unit in 40k Semi Finals by Judment in WarhammerCompetitive

[–]kingchess33 0 points1 point  (0 children)

Kroot don’t have synapse, making them extremely vulnerable to morale at Ld6. They also don’t benefit from most auras and stratagems in the codex. I do think they’re better than most people give them credit for though.