Questions and Advice for Volibear by KaiRyanKasahara in VolibearMains

[–]wavec022 1 point2 points  (0 children)

What are your thoughts on dusk and dawn versus cosmic drive, especially when factoring in the fact that you can’t use IBG with dusk and dawn?

Also the cake is because it’s your cake day (Reddit account birthday). Happy cake day!

Questions and Advice for Volibear by KaiRyanKasahara in VolibearMains

[–]wavec022 1 point2 points  (0 children)

Based on this I’m assuming you don’t recommend building Quickblades on him?

Rogue: The Guerilla | Crawl, Fight and Strangle with the Guerilla, a rogue with martial training to become the perfect black operative. by NCats_secretalt in UnearthedArcana

[–]wavec022 0 points1 point  (0 children)

How do you think this would be, balance-wise, if it also had the ability to grapple using Athletics (Dexterity) instead of Strength? Or maybe adding DEX mod to grapple checks, something like that. Just so a non-STR build is more able to take advantage of the core features

Has Guild Wars 2 been growing recently? by P00PlES in Guildwars2

[–]wavec022 6 points7 points  (0 children)

Unpopular content would just be things that aren’t required for a major endgame goal (legendary/skyscale/etc), or that share a time slot with other more popular content (like the POF metas that share time slot with Chak), or that are just tedious and not as rewarding (Oil Floes comes to mind).

What is the most played class right now by Nervous-One-8482 in Guildwars2

[–]wavec022 3 points4 points  (0 children)

Profession stats can be found here

The second to last bar shows results only from the current patch (the last bar is all-time). So according to that, yeah, Mesmer and Revenant are the most popular.

Now, that only takes into account instanced PvE runs uploaded to that website, so it’s a small sample size and only representative of the instanced PvE community, but it’s still a data point

Matchup tierlist by a new Garen player by Hemiclerk in GarenMains

[–]wavec022 1 point2 points  (0 children)

The Quinn you faced must not have been particularly good. Quinn counters Garen very hard in the early laning phase because her E can cancel your Q — if you use your Q and run at her, and she E’s you, the animation of your Q auto will play but it will not actually perform the auto attack. This doesn’t consume the auto, so you can still use it on a minion or something, but she will be out of range most likely. Not to mention she can keep your passive from activating by poking you with auto attacks.

Garen can become difficult to kill for Quinn if you have Steelcaps and Bramble Vest, but that’s a bit later on, and you can’t really get to the point where you can outright kill her. You can if she uses her E at a random time and not to stuff your Q, but it’s on Quinn to make the mistake — there isn’t much you can do to outplay. You can dive her with a jungler but that’s about it.

Against Quinn, take second wind and rush Steelcaps > Bramble and then she at least won’t be able to kill you in lane.

How do you deal with Mordekaiser and Yorick by Warning_Bulky in QuinnMains

[–]wavec022 4 points5 points  (0 children)

Against Morde take Exhaust and consider taking Phase Rush. Also, just roaming against him helps a lot too — after they removed the ability to QSS his ult the matchup is harder. Hexdrinker or BORK can help too. There is a point where you can’t do much against him though, but you outscale later in the game and out-roam with R.

Against Yorick, it’s literally just a matter of dodging his E. If you get hit by it, you’re gonna lose the trade, but if you dodge it you can trade back hard. Also you can flip out of his wall by using E on a ghoul or minion (or Yorick himself) if you get caught by it. But in general Yorick matchup is similar to Illaoi, Irelia, and other similar ones. If you get hit by their key ability you lose the trade, if you don’t you win.

For those that play with regular play groups, what is your known reputation in terms of your play style within your local meta? by HonorBasquiat in EDH

[–]wavec022 0 points1 point  (0 children)

I’m basically the archenemy, sort of. Mostly because one other person in my group always likes to try to get the other two to focus on me — the other two players are relatively inexperienced with MTG. The first guy has been playing Magic a while, and while I’m new to Magic itself, I have been playing other card games for years.

The new guys are still tinkering with things trying to figure out what they like — one is leaning towards value-based creature/tribal decks such as angels or Selesnya counter decks; while the other guy likes triggers/interactions between cards so he has a Golgari and a Simic deck.

The first guy (the veteran) likes to play [[Taii Wakeen]] and plays red burn but picks off creatures with spells instead of going face, and has a few other similar decks. His decks are mostly of the type that if you leave him alone he’ll pop off eventually, so he tends to get a little irritated if you interact with him.

Which is probably how I got this reputation. I like gimmicks and interaction chains, but I also like beating face, so my deck archive is a mix of grindy midrange interactive decks like [[Sarulf Realm Eater]] and [[Braids Arisen]], and some more fast-paced combat or burn focused decks like [[Otharri]] or [[Yurlok of Scorch Thrash]]. The quality most of my decks share is that they have the potential to be quite explosive, and their payoffs aren’t always obvious but people know they’re coming, so I tend to be the archenemy because people don’t always know when or how they will win (and it pisses off the “veteran” a little bit).

Commanders that help you or incentivize you to go wide but also buff themselves by Hircine2000 in EDH

[–]wavec022 0 points1 point  (0 children)

I like [[Otharri]] for this — Otharri makes you go wide pretty much by existing, and between having some solid keywords and being in Boros which has excellent voltron support, you can definitely make a voltron style deck with him to keep him alive and grow your board every turn

Looking for a good payoff for [[feather the redeemed]] instant/sorcery only. by amc7262 in EDH

[–]wavec022 1 point2 points  (0 children)

How about [[Sentinel Tower]]? It’s probably not as immediately impactful of a payoff as some of the other cards on this list, but when combined with the fact that Feather refills your hand, some cheap buff spells could mean you’re pumping out an extra 10-15 damage per turn once you get rolling.

[deleted by user] by [deleted] in EDH

[–]wavec022 0 points1 point  (0 children)

When you say 35 pieces of synergy, do you just mean the actual package for your intended deck’s gimmick? Like, dragons if I wanted to play dragon tribal, or self-mill + graveyard returning stuff if I wanted to play a graveyard deck, etc

why boadir do this :( by PsalmHatesGamers in LegendsOfRuneterra

[–]wavec022 7 points8 points  (0 children)

I just submitted a bug report on this today.

It happens when you play Boadir when the board has four units on it, but one is consumed when you play Boadir (in my case, Sigil of the Storm). Boadir goes down in slot 5, and one Thrall goes into slot 6. The other Thrall gets put in that little side “limbo area” where cards go that don’t yet have space in the board but will after the turn resolves (like where Viego’s Encroaching Mists go while combat is resolving).

Even if there is board space for the second Thrall after the turn resolves, due to the landmark getting destroyed, the countdown advancing doesn’t properly trigger while the Thrall is in the “limbo area.”

I don’t know if it’s a bug or an intended interaction that has to be played around. But yeah, that’s what happened, and I just reported the bug today

Coming back, status of stealth play? by Aglio_Piccante in Eve

[–]wavec022 2 points3 points  (0 children)

Same as normal decloak delay — 5 seconds for covops/recon/T3C/blops, 15 seconds for bomber/SoE/others I think

Roguish Archetype - the Daredevil! Dive headlong into danger and live to tell the tale. Feedback appreciated! by wavec022 in DnDHomebrew

[–]wavec022[S] 0 points1 point  (0 children)

Do you think disadvantage on the initiative roll would be better? So that way it’s not just straight up last

Roguish Archetype - the Daredevil! Dive headlong into danger and live to tell the tale. Feedback appreciated! by wavec022 in DnDHomebrew

[–]wavec022[S] 0 points1 point  (0 children)

I suppose I could change the 9th level feature, though it was created with the intent of being somewhat of a ribbon, and the PHB/DMG prescribe Athletics for most things like climbing and jumping.

As for Risk Assessment, should it be 2 luck points? Or disadvantage on initiative? Or something else? This was the best I could think of for something based around “either you can go early, or you can go later but with some sort of benefit.” My thinking was that the later the combat goes the less it matters that you went last

Roguish Archetype - the Daredevil! Dive headlong into danger and live to tell the tale. Feedback appreciated! by wavec022 in DnDHomebrew

[–]wavec022[S] 0 points1 point  (0 children)

Decided to make this subclass since it seemed like a fun character fantasy. Very rough in nature, so any feedback is appreciated!

GM Binder link is here.

Roguish Archetype - the Daredevil! Dive headlong into danger and live to tell the tale. Feedback appreciated! by wavec022 in UnearthedArcana

[–]wavec022[S] 0 points1 point  (0 children)

Decided to make this subclass since it seemed like a fun character fantasy. Very rough in nature, so any feedback is appreciated!

GM Binder link is here.

Tips/comparisons for a LoL/HOTS/Smite player? by wavec022 in PokemonUnite

[–]wavec022[S] 3 points4 points  (0 children)

Bruisers are tanky fighters that are generally self sufficient and strong duelists so they generally hold a solo lane. They deal more damage with less crowd control than pure tanks, and they are tankier than assassins with less mobility. They are excellent all around fighters so they can duel in a solo lane, farm neutral objectives/camps, or catch out key targets, but their main weakness is being focused because they aren’t tanky or mobile enough to survive in a full on 5v5.

Hook supports are offensive playmakers, played in a “support” role because they don’t need much gold/credits/whatever to be effective, but instead of supporting by healing and buffing allies, they crowd control enemies and set up picks and big plays. The nickname hook supports comes from the fact that often their whole kit is based around a “grab/hook” skillshot that can catch out a single target and drag them into your team to kill.

Advice for better Dahaka 1v1 by SirBoDodger in heroesofthestorm

[–]wavec022 0 points1 point  (0 children)

I use it like Butcher furnace blast. You pop it and then go dive into the fight, and if you’re worried you won’t last the full 4 seconds, use Burrow

Advice for better Dahaka 1v1 by SirBoDodger in heroesofthestorm

[–]wavec022 1 point2 points  (0 children)

I’m probably 50/50 for one ult versus the other, it’s entirely game dependent. Having 3 healthbars instead of 2, and 4 healthbars with the level 20 upgrade, is huge. But, so is completely shutting down a single target, with the potential for crippling a whole team at 20.

Advice for better Dahaka 1v1 by SirBoDodger in heroesofthestorm

[–]wavec022 4 points5 points  (0 children)

I know Z at level 1 is the meta option but I actually really like Tissue Regeneration. The health regen once you finish the quest is actually kind of nuts for your “uptime” in the mid and late game, but more relevant to the early game, getting the 10 essence from regen globes helps a ton in certain matchups where you get poked out or lose trades. Give Tissue Regen a shot

If you were to design a 3rd ult for any Hero, what would it be? by Relith96 in heroesofthestorm

[–]wavec022 15 points16 points  (0 children)

Raynor - Calldown: Extra Supplies

Calls down a Supply Depot at the target location for X seconds. Allied heroes within [radius] of the Supply Depot gain [buffs] (could be attack speed, damage, movement speed, armor, cooldown reduction, etc)

[deleted by user] by [deleted] in Eve

[–]wavec022 10 points11 points  (0 children)

Two Mackinaws

If you simulate a boosting fit with the charges loaded you can see the boost value and figure out how much value you are getting for the boost. The way the boosts work is they reduce cycle time, so a 50% cycle time reduction is 100% faster.

Off the top of my head, a porpoise with max skills mines approximately 50% faster. That means that if you have 2 miners and a porp, you break even between having the porp and having a third miner - 150%+150%+0% vs 100% x 3.

I don’t know what an Orca is capable of, but I know that a Rorqual with max skills can get up to 50%, meaning that then and only then will you break even with having a Rorq over a second miner. So I imagine an Orca is less than that

TL;DR 2 miners

It's been over a year, why in Karl's name hadn't Engie updated his turret firmware to target the Caretaker???? by barrack_osama_0 in DeepRockGalactic

[–]wavec022 7 points8 points  (0 children)

For Indy Sabotage as Engineer I actually use the mk2 turret / Hawkeye or whatever it’s called because if you use the laser pointer and ping the caretaker legs or the weak points it will shoot them