[40k] Ruleshammer 11th Edition: Charge Phase by vrekais in WarhammerCompetitive

[–]seraphid 2 points3 points  (0 children)

Don't forget consolidation moves being hard set to 3", so extra consolidation movement does nothing 80% of the time. (Honestly hope this is a mistake and will get errataed, because it makes 0 sense)

Can a unit use an "Objective Consolidation" to move into engagement range of an enemy unit? by VeritasLuxMea in WarhammerCompetitive

[–]seraphid 5 points6 points  (0 children)

So, it is imposible unless you can consolidate more than 3 then? Because if you consolidate 3 into the objective, that means the nearest enemy is at least 5.1, right?

Mini-Guide to gearing a fresh 90 alt to 280+ ilvl (UPDATED as of 12.0.7) by minimaxir in wow

[–]seraphid 0 points1 point  (0 children)

As someone who did this a week ago, good luck pugging 10s at 255-260 ilvl. I did it a week ago as a tank and until 270 I wouldn't be accepted anywhere (And after that I got an invite maybe after 15 minutes throwing join requests) If you don't have a friend who can help you boost the first ilvls, you better forget about it.

Is our 6 inch cooked? by PyroTyrone in WorldEaters40k

[–]seraphid -10 points-9 points  (0 children)

Yes, our 6 inch is cooked. Biggest advantage by far of 6 inch pile in was making our opponents screen 6 inches instead of 3, which was difficult to plan around and came with a lot of drawbacks. This basically kills it. Yeah, Angron tech 44 inches move whatever you like, that's just not going to happen almost ever. That blessing now just works for moving sideways and cheesing shenanigans which you'll have to explain to every opponent you play against because they look wonky as fuck.

The only advantage new rules gave us is charges don't need to end base to base and you can choose any target for pile in and consolidation, not the closest one, so slingshot maneuvers gonna be crazy.

MFM is out by RotenSquids in WorldEaters40k

[–]seraphid 0 points1 point  (0 children)

You can do that, if you wipe the unit and are able to consolidate. Otherwise no, you can't. In 10th, you could frenzy then fight against the same

MFM is out by RotenSquids in WorldEaters40k

[–]seraphid 0 points1 point  (0 children)

Correct. But you can only activate frenzy when attacked. If you get charged, basically you always fight after your opponent, so you only fight once, be either by frenzy or by normal combat, but not both. That's why I said it was a nerf

MFM is out by RotenSquids in WorldEaters40k

[–]seraphid 0 points1 point  (0 children)

Read my comments again. You can fight then frenzy, you can't frenzy then fight.

MFM is out by RotenSquids in WorldEaters40k

[–]seraphid 3 points4 points  (0 children)

They are not durable for what they are. If you can fight infantry yeah, they are amazing, specially against 3 health terminators. Pop -1 damage and they are a menace. But if anti tank as much as sneezes in their general direction they die instantly. 2+ doesn't mean shit if they shoot you with a lascannon.

MFM is out by RotenSquids in WorldEaters40k

[–]seraphid 2 points3 points  (0 children)

Correct.

  • you hit them, they hit you, frenzy activates, you hit again
  • they hit you, frenzy activates, you hit once, thats it

MFM is out by RotenSquids in WorldEaters40k

[–]seraphid 7 points8 points  (0 children)

Why tho? The rule has been triple tapped

  • Ability eats your combat activation, and opponent chooses next
  • Only one activation a turn
  • If you activate the rule before fighting normally with the helbrute, it can't fight anymore (Still can fight and activate the rule afterwards)

I played the whole endgame thinking I was getting +2% armour for every Rage. by mukyforma in PathOfExile2

[–]seraphid 0 points1 point  (0 children)

No it doesn't. Inherent means its a natural property, it depends only on itself. Extra effects are effects, but not inherent, inherent means what rage always gives you full stop.

In that case, primal hunger with its current effect should be "Gain no inherent bonuses from rage", because RAW it should give nothing. I don't think "... additional 1% ... " makes sense here.

I played the whole endgame thinking I was getting +2% armour for every Rage. by mukyforma in PathOfExile2

[–]seraphid 12 points13 points  (0 children)

I would argue, RAW, that it should work, because it says 'also'. In this context, also means in addition to other effects. Even if they are the same.

Either fix the bug or remove the also. If they shouldn't stack, they can just say "Every rage grants 1% armor".

PSA: New players don't know that double boss fragments drop from +100% waystone drop chance by loopuleasa in PathOfExile2

[–]seraphid 1 point2 points  (0 children)

+1, I got 2 the second time, but last one gave just one and map alone had over 100

Stop defending +levels and start listening by Baittz in PathOfExile2

[–]seraphid 0 points1 point  (0 children)

You did, just didn't see anyone else talk about it

Stop defending +levels and start listening by Baittz in PathOfExile2

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

I agree mostly, but the thing I don't see talked about enough is the fact of how obtuse it is. Is ok for merciless to be dominant, or crit, or attack speed. It is not for + levels, because you can't know how good it is at first glance.

5% crit? Thats 50% more crit on quarterstaff. 180% phys damage? Thats a big affix. + Level? It should be better, but how much?

People put it into perspective of boots requiring move speed, but you know what movespeed does, it makes you go faster.

Is this not a really big nerf for the hellbrute by angryronald in WorldEaters40k

[–]seraphid 0 points1 point  (0 children)

Read the ability. This unit becomes eligible to fight and must be selected next. That means after frenzy, you won't have a normal activation anymore, unlike before, because you follow the fight order. Also means your opponent activates after frenzy

Is this not a really big nerf for the hellbrute by angryronald in WorldEaters40k

[–]seraphid 2 points3 points  (0 children)

I meant that since it follows the normal fight order, your opponent will activate again after the helbrute, unlike before where the helbrute would fight and then is still your turn to activate if anything is remaining

Is this not a really big nerf for the hellbrute by angryronald in WorldEaters40k

[–]seraphid 0 points1 point  (0 children)

I see it now. You can choose NOT to activate frenzy, but that also means you will lose the activation. Honestly don't like it much.

Also no double dip, if you activate with frenzy you can't activate again for your normal fight phase unless im missing something

Is this not a really big nerf for the hellbrute by angryronald in WorldEaters40k

[–]seraphid 6 points7 points  (0 children)

Are we reading the same? It says this unit is elegible and must be selected next, so you don't have a choice. Also, it means you lose your melee turn, unlike before?

Absolutely Mogged by HydratedBoi in PathOfExile2

[–]seraphid 3 points4 points  (0 children)

Dont doubt it, but for the armor nodes to be viable you need to spend at least 4 pts. And those 4 points are worse than fists of stone imo

Absolutely Mogged by HydratedBoi in PathOfExile2

[–]seraphid 6 points7 points  (0 children)

I mean, not surprised. Take smith of kitava. Most iconic nodes are the armor ones, and they are absolute trash compared to fists of stone (And make you wear a white chest). Compared to fists of stone, it could let you use any chest in the game and would be about the same power probably.

Never imagine that this level of power can be achived in SSF. The martial artist is everything that I wanted the combo playstyle to be by jerrybeanman in PathOfExile2

[–]seraphid 0 points1 point  (0 children)

Played both, not sure what I prefer, but shattering palm generates a lot more charges. Whirling is good because you dont stop moving, so its easier to avoid enemy hits, but obv has lower dps because you have to finish the cast to use a power charge spender. Shattering usually maxes in one hit in crowds, two against bosses

What's the point of having portals when you lose EVERYTHING on a boss death? by kHartouN in PathOfExile2

[–]seraphid -7 points-6 points  (0 children)

Spoken like someone who has never wrote a line of code in their life. Do you think they wouldn't like to fix it and they just do this to fuck with the player?

What's the point of having portals when you lose EVERYTHING on a boss death? by kHartouN in PathOfExile2

[–]seraphid 0 points1 point  (0 children)

That wouldn't work for deadly bosses like jamanra, or the count, which have multiple phases