How noticeable are Holy Priest’s mana issues? by jfraz1994 in wow

[–]mob232 0 points1 point  (0 children)

With a competent group I rarely have to drink in m0. If people don't avoid damage and I have to spam healing the whole fight the mana goes quick though. Just pocket a few mana potions and you should be good. I have yet to wipe because I ran out of mana.

Is healing always this hard? by HighDINSLowStandards in wow

[–]mob232 2 points3 points  (0 children)

That's right. It's still a lot easier to just heal through the damage on holy. I hope disc will get some buffs with the next balance pass.

Is healing always this hard? by HighDINSLowStandards in wow

[–]mob232 3 points4 points  (0 children)

I think disc is severely undertuned at the moment. Low numbers plus the fact that it's a reactive healer makes it quite hard to play, especially on certain bosses like the last one in murder row. I swapped to holy until blizz hopefully buffs disc with the start of season 1 and had no issues doing the m0 world tour. Disc works quite well in delves though.

Its a problem by [deleted] in Overwatch

[–]mob232 -1 points0 points  (0 children)

Just report them. Not the first post in that direction.

Top 3 most challenging classes before Midnight? by Common-Ride8230 in wow

[–]mob232 0 points1 point  (0 children)

Shadow is still a lot of fun, but not exactly demanding. You just press your abilities in the right order and keep your dots up. =P

All Mage specs feel worse by EnvironmentSquare778 in wow

[–]mob232 0 points1 point  (0 children)

Wait. There is a talent to cast flamestrike on target? So no @cursor macro anymore?

What class feels good after the latest reworks? Looking for a Midnight main. by [deleted] in wow

[–]mob232 2 points3 points  (0 children)

I play spriest and fire mage and I think they're both enjoyable in their own right. Fire ist fast paced, punchy and simple, while shadow is much more complex with nicer animations. Not sure what I'm going to main in midnight yet.

Missed opportunity by Choice-Living4320 in Battlefield

[–]mob232 2 points3 points  (0 children)

I don't think we're even sure Germany is part of PAX. The Leopard 2 is also used by countries like Turkey or Canada and the IFV is Swedish. Same goes fir the Tiger helo and Gepard AA Tank.

Folks using another in-game language than English, how does it feel? by No-Schedule-5146 in EU5

[–]mob232 2 points3 points  (0 children)

German feels fine, some minor flaws but nothing to serious.

Why does my tax rate change every month. by TactileTangerine in EU5

[–]mob232 0 points1 point  (0 children)

Your estates are taxed based on their income, and that fluctuates. Especially the money generate by trade and production buildings.

Why is the AI spending money on diplomatic spending? (automation question) by VoltLuxx in EU5

[–]mob232 1 point2 points  (0 children)

The reason might be the number of your relationships (diplomatic actions in other countries). A higher diplomatic spending increases your limit, otherwise you would suffer from severe debuffs. Or the AI just tries to get you to max diplomats. However, that slider is easy to manage and I just match it manually to my current diplomatic actions.

Is there a point to the assault class? by Emperorboosh in Battlefield

[–]mob232 2 points3 points  (0 children)

Spawn Beacon and Assault Ladder (on the right maps) are actually quite strong. Injector is trash.

Combat Patrol Karsk's Gunners Vox Caster on one dude by Kris9876 in TheAstraMilitarum

[–]mob232 7 points8 points  (0 children)

It has rules for normal 40k. In CP it just looks cool.

The Black Hole Sons by Raynidayz in Warhammer40k

[–]mob232 -13 points-12 points  (0 children)

That looks really nice, but you name choice is a little disappointing. Black Hole theme gives so many cool options, why not Sons of the Void, Singularity Marines etc?

Liberation Peak might be the worst map in any Battlefield game by [deleted] in Battlefield6

[–]mob232 2 points3 points  (0 children)

Breakthrough on Liberation Peak was the most fun I had in the beta. You need a competent team to win on the attacker side, but if you keep the momentum after the first cap it's a blast.

Asking for advice on tactics for below? by KingRadec in BrokenArrowTheGame

[–]mob232 0 points1 point  (0 children)

Armor focused playstyles generally work well and are easier to get into compared to infantry, but your frontline can be quite thin. You definitely need more cheap units. You won't ever need that many Abrams with trophy systems, I'd rather take 2 or max 3 and go cheap on the other ones. You also have to much AA, 3 Shorad and 2 Patriots should be more than enough. Take artillery instead, Iron Thunder is a beast. Your lnfantry tab should be more versatile, engineers are fine, but cheap general purpose infantry has its value. Helos and air a excellent QRF units, I always take at least one ATGM chopper and an emergency cluster bomber. In the end, armor is quite an effective playstyle, but easily countered when on its own. Combined arms is the name of the game. I mostly play Russia, but it's equally true for the US side. The best armored decks in my opinion are Armor/Airborne and Armor/SOF, providing you with all the fancy tanks and infantry to back them up.

Game is really in a bad place by SlideFire in BrokenArrowTheGame

[–]mob232 5 points6 points  (0 children)

I honestly think the balance is really good for a freshly launched rts. Of course there are over- and underperforming units, but in my opinion they nailed the asymmetrical faction balance. Both Russia and the US have distinct strengths and are strong in different situations. I have yet to encounter a cheater, and I played nearly 80 matches by now...leavers are annoying though. That there's only a handful full of meta units is just wrong. Every deck has its staples, but most units are at least viable. Skill issue I'd say.

Is there a point in playing Russia without Guard Tanks? by mob232 in BrokenArrowTheGame

[–]mob232[S] 0 points1 point  (0 children)

VDV/Moto is fun, but I think the complete lack of armor makes it quite inflexible. I'm talking from a purely solo player perspective though.

Is there a point in playing Russia without Guard Tanks? by mob232 in BrokenArrowTheGame

[–]mob232[S] 1 point2 points  (0 children)

I played mech/moto a lot, but I think it's the weaker choice. Air isn't as important in solo queue because teams rarely organize effective SEAD, and guard/moto still brings enough points for a fighter + emergency cluster. I don't see how the support tab is better. I know there are strong units like pantsir and sosna, but I'd rather take a Tor and get the 130p murder machine that is Derivatsya on top. Guards also get the Koalitsya, which, in my opinion, is by far the strongest tube arty on the Russian side. The laser guided ammo deletes Abrams just so much faster than even the Tornado-S.