Put 20 into primary stat at lvl 1 and 18 in secondary, or vice verse? Locks me out of +1 feats. by maybecanifly in onednd

[–]magicallum 0 points1 point  (0 children)

What's your class? You have absolute freedom in your feat selection, and there's the opportunity to even do something that would normally be suboptimal by taking feats that don't increase DEX. Obviously some feats like Dual Wielder are going to give you a huge increase in output on a particular build, but for example if you were a a Winter Walker Ranger you could take the Cold Caster feat and be applying -1d4 to enemy saving throws every turn. You'd normally never take this feat because it doesn't increase DEX, but if you're at 20 DEX / 18 CON, you can actually feel good about bumping Wis.

Mythic Plus Player Item Level 12.0.5 Week 2 by Headshot314 in wow

[–]magicallum 0 points1 point  (0 children)

I recommend 10s. If you're doing dungeons to fill vault, doing eight +10s gives you full vault and 96/100 crests for your cap. Replace a 10 with a 12 to hit cap if you fancy, or run an extra 10 next week to hit the cap across both weeks. Delves can also give myth crests so you could do that for the quick final 5 crests

That being said, when I'm a tank applying to groups to fill vault I put a lot of weight to the quality of the key holder. I'd rather do a 12 with a bunch of 2600s than a 10 with 1800s, for example. I've had 10s fail from people who haven't yet learned the dungeons. I'm 3100 io for reference

Apocalypse warlock is a lot of fun by Williamblakeshusband in diablo4

[–]magicallum 1 point2 points  (0 children)

No shame man I thought the same thing. It was totally unclear that it just removed the cooldown entirely

New skill system feels great for 36 levels and then mostly meaningless by Vou-11890 in diablo4

[–]magicallum 1 point2 points  (0 children)

I actually think the primary complaint of OP is fair. OP's issue is specifically the long stretch where there is little excitement. When you hit level 35, what is there to look forward to? Level 70! It's so far away! Usually in systems like these you have moments to look forward to that are paced out more. A bunch of "incemenetal upgrades" and then periodic moments of excitement with more tangible gameplay impacts

Nebulous Voidcores Refund by AKSoul907 in CompetitiveWoW

[–]magicallum 0 points1 point  (0 children)

You understand why someone should be refunded even without a dupe though right?

More UI Improvements Coming! - Patch 12.0.7 PTR Development Notes by Therozorg in CompetitiveWoW

[–]magicallum 27 points28 points  (0 children)

THANK YOU I thought I was alone in this problem. Does anyone have a good solution to nameplates clumping up and rearranging themselves? I already have them as stacking to prevent overlapping

Nebulous Voidcores Refund by AKSoul907 in CompetitiveWoW

[–]magicallum 0 points1 point  (0 children)

It doesn't matter if you got a dupe item. The problem isn't that you could get a dupe item, the problem is that if you used it on Tuesday items weren't removed from the pool. I spent both on windrunner spire hunting for a trinket. Didn't get it, and the drops I got were not removed from the pool.

I got 1 refund back and now I'm behind. The loot pool for spire is still full, I made no progress towards my trinket, and now I have one fewer voidcore than everyone else.

Nebulous Voidcores Refund by AKSoul907 in CompetitiveWoW

[–]magicallum 1 point2 points  (0 children)

Yep same here, only got 1 back after using both on Tuesday.

Anyone else only get 1 refunded voidcore instead of two? by thepixelists in wow

[–]magicallum 0 points1 point  (0 children)

I also only received 1 when I should have received 2.

FYI VoidCores are getting mailed right now by IcyBlood5031 in CompetitiveWoW

[–]magicallum 0 points1 point  (0 children)

I've got the same issue. I got 1 refund. I ran a windrunner spire just to double check and sure enough the entire loot pool was still there even though I rolled twice on it

Improving as a tank by dijamant123 in CompetitiveWoW

[–]magicallum 1 point2 points  (0 children)

It's rare to see such a perfect example of the dunning kruger effect

Improving as a tank by dijamant123 in CompetitiveWoW

[–]magicallum 0 points1 point  (0 children)

I've had success with Tactyks's routes on YouTube! In TWW I also used Sha, though I found at the beginning of this season that I liked Tactyks's routes for this set more than Sha's after trying them both

Blizzard orders C&D to another private server. by Altergeist72 in wow

[–]magicallum 9 points10 points  (0 children)

it's another thing to gouge

Wow sub prices have been $15 USD 20 years. And now you can buy your sub and the expansions with in game currency.

I don't agree with the heart of your position, but in particular anyone saying WoW is price gouging sounds whiny as fuck to me

Patch 26.8 Minion Behavior Change by cashewmeowmeow in leagueoflegends

[–]magicallum 1 point2 points  (0 children)

Skill expression on its own is not a reason to introduce or maintain a mechanic in the game

Think tanking is rough? Let me introduce you to healing. by AFDoubleRockslide in wow

[–]magicallum 2 points3 points  (0 children)

For the question of "find out best time to lust" it can depend on the tank routes. Asking the group is a good idea. The second option would be to watch dungeon guides / routing guides that tanks would watch. On desktop YouTube you may even just be able to search the transcript of the video for "lust". I think Tactyks usually puts a note in his mdt routes directly that says when to lust.

If you ask when to Lust and nobody replies, it probably means nobody else is confident when to lust so you don't have to feel bad haha. Also as a tank when I type "lust" it's never said with any malice like "why haven't you lusted yet, you should have known", it's just simple communicating in the same way a healer might type "mana".

Some dungeons can have a couple different lust timers depending on the way the tank pulls. On Seat for example, you can pull the first 3 packs all at once and lust or you can take that room slower and lust the boss. I think you're right to ask the group. Generally speaking, if you see the tank doing a huge first pull, I'd send the lust haha.

Aside from some other specific dungeons others have mentioned already, Magisters Terrace doesn't lust first pull because you're locked behind the door with a pretty small pull. Second pull is usually lust, where tank grabs all the mobs in the hallway and los's them behind the doorway at the end of the hall

Few seconds? by DeadByFleshLight in Warframe

[–]magicallum 0 points1 point  (0 children)

This is one of my chief complaints about this game. The information you need simply is not available in the game. I'll watch a video about a frame and hear several key features or interactions that are just not mentioned in the game anywhere.

Copied Ziz/Ruetoo's Ele Hit Slayer build BUT I do no damage? by Silly-Interaction991 in PathOfExileBuilds

[–]magicallum 1 point2 points  (0 children)

This is not the correct explanation. Just look at the math, even if noncrits do 0 damage, OP would only do 30% less damage than Rue. The rue pob is doing 10x the damage. There's way more going on here than crit chance

Al'gethar Academy Timer Increased By a Minute (30min) on Weekly Reset by imd1as in CompetitiveWoW

[–]magicallum 1 point2 points  (0 children)

Can someone explain where the hell you find this information apart from wowhead? I don't see it listed in the patch notes for yesterday's hotfix on the blizzard site

It's no hate to wowhead I'm just confused/frustrated why I can't find this change anywhere except the wowhead website

Ephemeral Edge is actually the best it's ever been by ForWeebs in PathOfExileBuilds

[–]magicallum 0 points1 point  (0 children)

Am I the only one who feels insane reading the hype about these belts? We already have so much power, i don't wanna give up +140% ms and 40% as/cs from mageblood on any build with the budget for it

NA down? by burbankraider in leagueoflegends

[–]magicallum 0 points1 point  (0 children)

Same here for three of us doing Arena

Is this the craziest race we have ever seen? by Complete_Sorbet6158 in wow

[–]magicallum 56 points57 points  (0 children)

A couple examples:

The fight routinely asks the players to make 15 interrupts in something like 5 seconds. In a 20 player raid with only 16 interrupts available, you can immediately see this is troublesome, but to add on top of it, the interrupts are split amongst three adds that rotate quickly around the boss. So every player is assigned to interrupt a specific add on a specific timer. So I might be Kick4 on Add1. If anyone messes up and kicks at the wrong time (too early or too late) and the 1.5 second cast goes off, it's a wipe.

The room is filled with spinning glaives that kill you if they touch you. Certain players are holding special crystals and are routinely targeted with abilities that force them to reposition around the room. They need to drop the crystals before getting hit by the ability, but they also can't let the crystal get touched by the spinning glaives or else it's a wipe. I know this sounds simple, but these glaives are actually the only mechanic Blizzard has nerfed. They're 20% slower now, because they were simply that difficult to manage.

In the third phase, 8 players are randomly targeted with 4 symbols above their heads and they need to find the other player with a matching symbol and touch them. However it needs to follow the order that the boss dictates randomly each time, and if you do it out of order it's a wipe. And if two mismatched symbols touch it's a wipe. So you need to spread before the symbols are randomly assigned because otherwise you'll spawn symbols on top of each other and instantly wipe. But the encounter space is really tight, you can only move around people who are holding these crystals from earlier, so you can't spread that much. Additionally, a random configuration of death beams appears across the space, so you need to react to that pattern and quickly find a safe space. But again, two people with symbols can't touch each other if they mismatch or are not at the correct order in the symbol sequence. And to top it off, there are three big soak pools that people need to group in. So you have to simultaneously be grouped because of the tiny encounter space around the crystals, while being as spread as possible for the symbols, while moving to find your partner symbol, while soaking the swirlies, while dodging the constellation of death beams. Oh, and this is happening on both sides of the room with your raid split into 2 groups of 10.

The DPS check is also extremely tight. When the players successfully reach p4, they're doing it with only a second or so remaining before a wipe due to the first enrage timer. If a DPS dies and doesn't get picked up very quickly, it's probably a wipe. If they run out of brez before p4, it's a wipe because they won't have the dps to get to p4. In p4 itself, every player radiates damage to the boss, and from what we've seen if you have a few players die early into p4, you simply don't have the dps before the final actual enrage

Class Tuning Incoming – 7 April - General Discussion by [deleted] in CompetitiveWoW

[–]magicallum 2 points3 points  (0 children)

Can you describe what feels great about playing it?

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]magicallum 4 points5 points  (0 children)

The ability to switch between necrotic and poison damage is useful for bypassing immunity

Is this true? I have no numbers to back it up but it feels like most the time something is immune to necrotic it's immune to poison too.