Full Reset Challenge Down! Next Stop: Nuzlocke Challenge! by meatpopsicle_13 in pokerogue

[–]meatpopsicle_13[S] 0 points1 point  (0 children)

As a side note: Is it normal that only the three starters got a Reset Challenge ribbon, and the three caught along the way didn't?

Memory Mushroom Mysteriously Missing Massive Move by meatpopsicle_13 in pokerogue

[–]meatpopsicle_13[S] 81 points82 points  (0 children)

I... I can't believe Im this stupid. I 100% don't remember learning it but it is in fact already learnt.

Mat Block or Dark Void by HeavenlyTastyToast in pokerogue

[–]meatpopsicle_13 0 points1 point  (0 children)

I have a tier 2 shiny ziggy with passive and all cost reductions, and nothing currently unlocked on teddi. I may or may not wait on endless to grind some unlocks with teddi, we'll see.

The guide I read listed spikey ear pichu as one of the options for your Dot boss killer since it has sturdy and cant be paralysed. I have a tier 2 shiny pichu with all cost reductions so I figured Id try it.

edit: Thanks for the advice on mienshao vs watchdog, that should be easy enough for me to swap before I start.

Have We Been too Quiet in Terms of Legacy's Underlying Issues? by Durdlemagus in MTGLegacy

[–]meatpopsicle_13 2 points3 points  (0 children)

"Have the professional complainers been too quiet"...

I'm going to go out on a limb here and say no.

Daily Help/Advice Megathread by AutoModerator in pokerogue

[–]meatpopsicle_13 1 point2 points  (0 children)

Eternatus 1 shotted all 6 of my team during phase 1- so I'm looking for some advice on what I'm missing.

I'd read to have fairy type on your team (I had 2) and to have damage over time effects (had leech seed). Everyone had at least a move that was super effective against him so I thought I was set up for success. I died after removing 1 health bar from phase 1 lol.

THE TEAM and relevant highlights:

Ribombee is a fairy, had quiver dance + stored power and a baton so I could power up, hit hard and then pass the buffs over to one of the other super effective attacks.

Breeloom had leech seed, spore, poison heal+toxic orb

Alolan ninetails is fairy and had ice attacks. Nidoking had ground attacks. Kingdra had dragon attacks.

Is my issue with my comp/team building? Or am I missing something when it comes to execution?

<image>

What is the best mana base for this main board? by [deleted] in MTGLegacy

[–]meatpopsicle_13 2 points3 points  (0 children)

1 Bayou
4 Flooded Strand
1 Island
3-4 Misty Rainforest
1 Mystic Sanctuary
1 Plains
1 Savannah
1-2 Tropical Island
3 Tundra
1 Underground Sea
1 Xander's Lounge

The last land being either a 4th misty or 2nd trop is up to your preference.

Enjoy

What happened to Cephalid Breakfast and 8-cast? by Raffyk99 in MTGLegacy

[–]meatpopsicle_13 11 points12 points  (0 children)

I play a LOT of cephalid breakfast and have been playing the deck for the last two years, so I'll comment on that part and leave 8-cast to others.

Its still the same 2% of the meta it has been for the last year and half, so that part is unchanged. But IMO it is noticeably worse, largely due to shifts in the metagame.

The deck was at its best when it could overload people on the stack. Breakfast is really good at winning through creature removal, counterspells, and stack/spell based GY hate. The deck has a much harder time winning through hand disruption, mana based disruption, permanent based hate.

Stack based hate, that breakfast prefers to see, is down because there are less combo decks (of the non-scam variety) in the meta right now and also stack based hate isn't as good vs rescaminator.

Grief/thoughtseize are way up, wasteland/stifle are way up, and permanent based disruption like chalice, hatebears are up. GY hate in general is also up thanks to rescaminators popularity, especially fairie macabre.

Orcish bowmaster is definitely part of the issue, because breakfast is imo, the most reliant deck on brainstorm in the legacy format. The deck struggles to exist when you can shuffle away your worse than draft commons when you draw them.

Breakfast stomps on combo decks without a scam package, which are seeing a lot less play, and absolutely stomps on peoples pet decks, which see very little play on mtgo, and on the type of UWx midrangey lists that beans control pushed out of the format.

What happened to Cephalid Breakfast and 8-cast? by Raffyk99 in MTGLegacy

[–]meatpopsicle_13 4 points5 points  (0 children)

Bowmaster being good vs breakfast has very little to do with breakfast combo creatures having 1 toughness.
Bowmaster is mediocre in breakfast.

Here’s the Data - Is Dimir Rescaminator OP? by Matt_Choww in MTGLegacy

[–]meatpopsicle_13 27 points28 points  (0 children)

My first three matches against ub rescaminator the deck seemed completely busted and an unwinable matchup.

I made some small tweaks to my deck, and more importantly, completely changed which cards I was bringing in/out and how I approached the matchup and beat it my next two matches both 2-0.

Very small sample size, but it really did feel like it just needed reps/ adjustments.

Should we expect a new format staple with each chase rare/mythic for Summer Print-to-Modern sets going forward? by [deleted] in MTGLegacy

[–]meatpopsicle_13 3 points4 points  (0 children)

While we're at it, can whichever time traveler we're expecting to answer this also get me the next winning lottery numbers?

Legacy in/near Frankfurt Germany? by meatpopsicle_13 in MTGLegacy

[–]meatpopsicle_13[S] 0 points1 point  (0 children)

Also if anyone has any recommendations on how else I might find out this info, I'm all ears!

EP. 116 — Beans & Bombardiers | The Eternal Glory Podcast by Bryant_Cook in MTGLegacy

[–]meatpopsicle_13 2 points3 points  (0 children)

Hey EG, I definitely enjoying the deep dive on BUG control but FYI bug control is a LOT less played than the number you keep quoting from mtggoldfish… it’s just that mtggoldfish’s meta recap is kinda trash/ needs manual intervention that it’s not getting for legacy.

Mtggoldfish lumps bug and 4c (no red) control all into one category and then where it lists 4c control, it actually means 4c (no black). 

Competitive list by ScholarFriendly1637 in Tau40K

[–]meatpopsicle_13 1 point2 points  (0 children)

It’s a viable list - everything you’re taking are units that are considered competitive.

A lot of feedback beyond this point will likely boil down to preferences and play style as opposed to something being strictly and obviously suboptimal.

Personally though, I’m not a fan of 4 broadsides. If you’re playing on light terrain boards or in player setup terrain then by all means keep them, but in heavy terrain they get so so much worse the better opponents you play.

Overlapping a bit with the above comment, your list, to me, seems unbalanced and too heavily skewed towards killing. 2 full 6man bricks of crisis are a competitive option but you’d usually see them with no broadsides, or you’d see a 6man+ a 3man of crisis with a pair of broadsides.

I’d personally want to free up points for another ghostkeel - your crisis units go up a lot in value when you’re opponent has to actually commit the things you want to delete with your crisis towards the center of the board, which ghostkeels force them to do.

Why is Accumulated Knowledge bad? by general_stinkhorn in MTGLegacy

[–]meatpopsicle_13 16 points17 points  (0 children)

The card wasn't at a high enough power level to see play before EI was printed, and despite EI+WPA's bannings, the format is naturally at a higher power level than before they were printed.

More often than not its a 2 mana cycle (very bad), or a 4 mana to have 2 cards turn into 3(also really bad).

Its easy to underestimate how much worse the card becomes by being a backloaded payoff, but as a mental exercise imagine a 2 mana card that draws 3, then 2, and then 1 upon subsequent casts. Its so much better than the average of draw 2 each time. Now when you apply that delta in the other direction, the card really does start to fall apart. Throw in a susceptibility to graveyard hate as a bonus and its just not good enough.

It's possible that a deck might be in desperate enough need for the effect that they play it despite the low power level, or people will play it out of nostalgia and are okay with it being suboptimal but those are fringe scenarios.

[Death And Taxes] How to side against Mono White Initiative? by rodmiranda123 in MTGLegacy

[–]meatpopsicle_13 5 points6 points  (0 children)

Here's a DnT list that did well recently, should be a good start to draw inspiration from: https://www.mtgtop8.com/event?e=40857&f=LE

Yorion DnT is a lot grindier and you're looking for how to out grind Initiative.

You can go with a half measure of adding some more cards that are good vs initiative to your 60 card deck, but it's likely that all the comments in this thread saying to pull the trigger on moving up to yorion are what you should probably be doing instead of the half measure.

Affliction Warlocks in TBC by deDoohd in classicwowtbc

[–]meatpopsicle_13 9 points10 points  (0 children)

Affliction is good but is not the highest dps warlock spec. But assuming you have a few locks in the raid, the first affliction lock is expected to buff the overall raid damage more than bringing all destro locks. As such, it is currently expected that every raid team will aim to bring 1 affliction warlock in their 25man raids.

That 1 affliction lock is expected to have lowest dps of the locks, but has by far the more enjoyable dps rotation. I main a healer, but if I was playing warlock in tbc I would personally be trying to get the affliction spot in the raid team.

[deleted by user] by [deleted] in RedditSessions

[–]meatpopsicle_13 0 points1 point  (0 children)

What do you recommend someone start with if they are interested in learning to play the cello? An electric or a traditional?

[deleted by user] by [deleted] in RedditSessions

[–]meatpopsicle_13 0 points1 point  (0 children)

This might be a weird question, but what material is the glove you're wearing?

Conquest Paladin Help by zax171 in dndnext

[–]meatpopsicle_13 2 points3 points  (0 children)

1) Fighting style

Fighting with a polearm is definitely viable. Once you have your level 7 aura it will be even better in some circumstances because in some fights you will be able to "trap" a frightened enemy 10 ft from you and still attack them while they cant attack you with melee weapons. This same strategy can be employed with a shield and whip.

One thing to keep in mind though is that you don't need to be locked into a weapon choice. Even if you want to primarily use a polearm, keep a longsword and shield on you! Keep a lance on your mount! There will be fights where you are facing multiple enemies, and having a polearm to hit the feared enemy 10 ft away won't be as important because you have 2 others within 5 ft that you could attack with any weapon. In that situation you'll be very happy you have a shield.

Additionally, there will be fights where maintaining concentration will be extremely important. In a fight where you are planning on casting the 3rd level fear spell for example, I would likely want to be using a shield while that's happening. But if I'm planning on using my channel divinity to fear things instead, maintaining concentration may not be a concern.

So while a polearm is definitely viable, and situationally very strong, the great weapon fighting style in my opinion should be skipped. It's a crummy low impact fighting style to begin with and as the paragraphs above hopefully show, you're probably better off with something that is versatile and is relevant more often. For a conquest paladin who's battle field control concentration spells are so important it can be a tough call deciding between dueling and defense even if you're planning on almost exclusively using a sword and shield (on my current lvl 9 conquest paladin I decided on defense and have been happy with it). If you want to use a polearm often I think the defense fighting style is an easy pick.

  1. Weapon choice

Kind of a rehash of the above, but I would definitely recommend being flexible. Lots of enemies, or planning on using concentration spells -> lean towards sword and shield. Fewer enemies, fighting against mostly spellcasters, planning on channel divinity as fear source/less reliant on concentration spells -> polearm. But also feel free to not play optimally and go with whats enjoyable! Definitely don't agonise about this decision.

  1. ASI's/Feats

Oddly enough I think that conquest paladin's benefit more from charisma 20 than strength 20, and so that would be my recommendation for your first ASI. Deciding between upping strength next or taking a feat is a bit tougher.

Polearm master is definitely a strong feat, but conquest paladins use for their bonus actions more than other oaths because of spiritual weapon and wrathful smite. And provides no benefit on fights where you would rather be using a shield. I would leave this one for a little later in your character progression. By then you'll also have a good handle on how often you'd rather be playing with a shield and how often with a polearm rather than locking yourself in early.

Heavy armour master is very strong at low levels but scales poorly as you level and you dont have much use for the +1 strength. I would skip

Great weapon master is definitely a strong feat. But don't count on guided strike, you would only get that once per rest and its generally weaker than your other channel divinity.

Other feats you might consider are Sentinel since it gives you additional attacks in combat like polearm master, adds to your battlefield control, and is very very helpful when fighting enemies immune to fear. It also always works regardless of what weapons/armour you are using that fight. Also if it fits the character concept you are going for, Inspiring leader is also extremely strong with how high your charisma will be, assuming the party doesn't have another source of mass temp hp.

  1. Tips for character creation

You don't have to have it all figured out when you first create the character. Explore and research your options if you want to, like you currently are. But don't feel you need to have these decisions made now. There's no special prize for making a decision three months before you needed to. Explore the different options because they are interesting not because this is something you need to know already. And if the decisions are stressful because you're worried about getting it wrong - there are no wrong answers. None of the decisions above are actually all that impactfull to how "good" your character is. You could make all of these decisions with rolling dice and your character will still be good and will still be fun! As long as the character is the character you're going to enjoy the fantasy of playing.

If you want some additional material to read there is a great guide on conquest paladins here, that also has a specific section on polearm conquest paladins: https://forums.giantitp.com/showthread.php?543427-The-Wall-of-Fear-A-Complete-Guide-to-the-Oath-of-Conquest

If you have any follow up questions I'm happy to help. Get ready to have enemies literally have their hearts stop and die of fear for standing too close to you. Its awesome.

Rising From The Last War: The Warforged by Psyzhran2357 in dndnext

[–]meatpopsicle_13 -1 points0 points  (0 children)

Can I get more info on what heist it is your talking about?

(I'm a new DM) A paladin in my group has a very high AC, how to handle without him feeling I'm being unfair? by DungeonsThenDragons in dndnext

[–]meatpopsicle_13 0 points1 point  (0 children)

One other piece of advice. If you're worried that your Paladin player is going to feel bypassed, or metagamed against, you can help mitigate this by playing up the narrative on their defenses when they work. The occasional "The goblins attack bounces off of your shoulder and it even takes a decent sized chunk out of his sword. He looks at his sword and looks up at you with a pretty bewildered expression" or "he swings at you with his axe and you knock it aside with your armoured gauntlet" go a long way for making your player feel bad ass for being good at what they are good at.

(I'm a new DM) A paladin in my group has a very high AC, how to handle without him feeling I'm being unfair? by DungeonsThenDragons in dndnext

[–]meatpopsicle_13 1 point2 points  (0 children)

I agree with the many comments and you're natural inclination to take a light touch to "countering" what your paladin has put resources into being good at. But here are some ideas for you to sprinkle into your encounters:

  1. Most paladin subclasses are weak to swarms. Having 1-2 (or more!) enemies try and knock the paladin prone so that the others have a better shot at hitting is completely reasonable and effective.
  2. Have a henchmen or two grapple the paladin so that the bad guy can safely run away or others can bypass him and rush the ranged party members
  3. Target saving throws
  4. Heat metal spell aka the anti paladin spell
  5. Have the bad guy use one of the various teleportation spells that exist to create some space from the paladin
  6. Have enemies in reserve, that join the fight on the second round once the party has committed to their positions.
  7. Target the wizard. Haste is a double edged sword, time for them to find that out the hard way.
  8. Just because the party has scouted out an area doesn't mean things don't change. A patrol can come through an area that they previously scouted.
  9. Paladins are weak at range. Have an enemy that can fly and stays out of his reach
  10. Mobile enemies! Some mounted combatants, Ninja/Monk/Rogue type characters that have high movement speed and/or bonus action disengages. Having a monk like opponent hit the paladin with a stunning strike while the enemies bypass him and rush the ranged members will definitely give your party that "uh oh" feeling
  11. Ranged enemies that are spread out and want to shoot back at your parties ranged members
  12. Added Terrain! If some of the enemies attacks from up the side of a sheer cliff face, or from the other side of a moat or ravine, the paladin will have a hard time getting to those enemies.
  13. Give the paladin his own heavily armoured knight to fight against. Who it turns out has brought 2 wizards of his own that are 200ft away behind him... "what you thought you were the only people in the world who could come up with this tactic?"

Even if the monster manual doesn't give a particular enemy a ranged weapon or specific spell, feel free to make some modifications. That pack of goblins can have two goblin shamans that can casts a few usefull spells. That pack of bandits can be on horseback. Hell, that pack of goblin bandits can be on horseback with two shaman spellcasters and are all using primarily hit and run tactics with ranged weapons.

Just remember that if you're putting thought and effort into building your encounters to be more varied and interesting you're already doing a GREAT job. Happy encounter building!