Cod comp reddit
U WOT M8
2013.08.24 09:13 U WOT M8
SPICY MEMES, GET 'EM WHILE THEY'RE HOT
2018.10.07 12:50 XxRicachuuxX COD Mobile - TMGG Community
Join a community of people sharing and engaging in COD Mobile content, providing views, feedback, and subscribers. Read the rules before posting. CallofDutyMobile - For everything game related, bugs, updates, etc!
2012.04.09 16:16 jgmcelwain /r/CoDCompetitive - the home of CoD Esports
Welcome to /CoDCompetitive, the home of Call of Duty esports fans and competitive players. If you're passionate about the players and teams in the Call of Duty League, climbing Gamebattles ladders, or just playing with friends in League Play, this is the place for you.
2023.06.03 06:14 Mysterious-Goat-7780 Is a 21-22 bad
I thought my scores were good but looking through Reddit all these people are getting 25-27 what is the competition actually like I thought 20+ is a good range for comp?
submitted by
Mysterious-Goat-7780 to
predental [link] [comments]
2023.06.03 05:00 AutoModerator Dedicated `Call of Duty` SERIES on MOBILE Community's
For all posts related to
Competitive COD Mobile -
/CoDMCompetitive For all posts related to
Looking For Groups Sharing your CODM Content Steams -
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2023.06.03 04:54 Short-University1645 Still new to airsoft question
I know you are able to drop some coin into airsoft, my question is do most of you use real red dots? Scopes? I have purchased some cheap products in my time with real guns and I was wondering what the standard is for a red dot on say a $500 rifle set up is? I don’t want to compete as more Larp. I shoot enough. it’s the run and gun COD sliding I want to experience. Alie express eotech going to be enough? Thanks Reddit and thank you guy linking the beginner guide
submitted by
Short-University1645 to
airsoft [link] [comments]
2023.06.03 04:16 kLIMA- [WTS] MR556/HK416 URG w/Nefarious Arms 11” barrel
Timestamp:
https://imgur.com/a/wdrvv09 SEE OTHER PICS HERE:
https://imgur.com/a/qIATNqq Takeoff upper from my MR556. Barrel has been swapped out for a Nefarious Arms 11” CHF chrome lined barrel. I ended up with two of these uppers and I’m too poor to keep both.
Details:
•OEM HK MR556 Receiver (unfired), BCG, and Piston Assembly
•Nefarious Arms 11” barrel (unfired)
•Brownells 10” small vent billet gas block (attached) and OEM HK gas block
•OEM MR556 long handguard also included in case you want to try some kind of weird tuck thing with a suppressor.
•OSS Comp that came with the upper
$1875 shipped OBO
See my MK18 WTS here submitted by
kLIMA- to
GunAccessoriesForSale [link] [comments]
2023.06.03 04:00 AirplaneWindow [WTS] Glock 19 Gen 5 OEM RMR Slide with STRIKE INDUSTRIES FLUTTED BARREL & MASS DRIVER COMP, Glock 19 Gen 5 OEM Ameriglo trooper NS $250-$590
Timestamp:
https://imgur.com/a/a6bvjBW/ Check out my other posts : >COLT UPPERS< >RIFLE link< >GLOCK PISTOL STUFF< 🚨-Won’t be knocking out the sights as I don’t have the best tools to do so.🚨
Photos: same as timestamp:
(((THIS SLIDE is in GREAT CONDITION with 100 rounds through. Barely used!)))
•Glock 19 Gen 5 OEM RMR CUT $590🚢
S/N#: BEYY783
•GLOCK internals & front blacked out suppressor sight. Strike Industries info below.
🛠️🛠️Part-out: OEM internals $95
Stripped slide w/ sights: $260
•Strike Industries FLUTTED BARREL G19 gen.3-5 $170
https://www.strikeindustries.com/si-g-barrel.html
•Strike Industries MASS DRIVER COMPENSATOR G19 COMPACT GEN 5! $100
https://www.strikeindustries.com/si-mdcomp.html
•Glock 19 Gen 5 OEM Ameriglo trooper night sights $380🚢
S/N#: BXGH928 OEM gen 5 barrel: SN#: BKVR625
•TOP has OEM internals & a different OEM serial number on.
🛠️🛠️Part-out (under 1K rounds): OEM barrel $65 ,OEM internals $95
Stripped slide w/ sights: $250
•Zelle most preferred; Venmo, CashApp, PayPal FF or you pay 3.5% G+S fees.
You pay 3.5% G+S fees https://thefeecalculator.com/
• FREE shipping in CONT.USA if international; pay half the cost. • Bundles beat dibs; dibs beats PMs • No ghosting! I will wait 30 minutes for payment
⚠️⛔️NO NOTES in any payments.⚠️⚠️
⚠️⛔️Here’s why:⚠️⚠️
submitted by
AirplaneWindow to
GunAccessoriesForSale [link] [comments]
2023.06.03 03:04 Stpapa R/Uruguay meta borrar comentarios
| Ese comentario le deje en un video (que también lo borraron) donde dos chorros atacan a un policía fuera de servicio para robarle la bicicleta y borraron un montón de comentarios más como los mios. submitted by Stpapa to Burises [link] [comments] |
2023.06.03 02:48 zyocuh Alice Fiction Start Up Guide 6-2-2023 thru 6-13-2023
First make sure to check out the
Alice Fiction Useful Links and Re-roll suggestion thread as for the most part that is still accurate.
If you are just starting the game and want to know who too pull on and why then this is for you.
Now if you are joining because the Re:Zero collab, both of those units are very good units, if that is your main reason to join get them both as you wont be disappointed. If Re:Zero isn't the main reason you are joining, then I would suggest you pull on the step up banner.
For the Step up banner these are the units I personally rate in terms of importance. The ones with Limited by their name cannot be pulled randomly off other banners, they only appear in specific banners. The other 3 are in the general pool so you have a chance to get them at any time. A few of the units in the list have other units that fill a similar role as that unit.
- 3★ Hanayaka Musashi (Limited) - She is arguably the best unit in the game. For special teams she is the best buffer. The amount she can increase the damage for your DPS is unrivaled. Aim for her hands down.
- ★ Konohana Sakuya (limited) - She is a very strong Special Defense Debuffer meaning she reduces the enemies armor. This played a huge role in the later stages when enemy armor can cause your damage to plumet. She is also particularly strong because she deals burn damage. Burn damage does a set amount of damage every turn regardless of enemy defense or attribute. If you dont get her you could use Merlin as a sub.
- 3★ Enkidu - She is a Physical Defense Debuffer. Her Defense debuff is on her passive which allows its up time to be 100%. Her only weakness is that she requires a specific team set up in order to proc her passive. You need Herself + 1 Wood unit + 1 Fire unit + 1 Flex unit. The flex unit can be of any attribute but you must have an additional wood and fire unit to utilize her properly. If you dont get her you could use QSH or Walprugis as a sub.
- 3★ The Director - She is Special Buffer allowing your special units to deal more damage. One of the best parts of The Director is that she fits in the popular team comp known as "Wang gang" that also requires a specific team comp to proc Wang's passive.
- 3★ Thor - She is a Physical buffer and she is the 2nd best physical buffer in the game with Gawain being the best buffer. If you dont get her you could use Gawain as a sub.
On to the Re:Zero units.
- 3★ Rem - She is a Physical Buffer that allows your DPS to deal a LOT more damage to enemies of a weaker attribute. She is generally used as a "secondary" buffer meaning you normally use another buffer along side her for best effect. She is more universal than Emilia because she can fit in most physical teams. Her issue for a new player is that you wont own DPS types that are strong vs all attributes when you first start out. But I wouldnt worry about that because eventually you can get most of them.
- 3★ Emilia - She is a Special Attacker and the first attacker on this list. Being a water type she is strong vs fire. If you just use her as a normal DPS in a team she is in the top 3 Special attackers BUT Emilia is unique in that she also does burn damage, and a lot of it. In the right team comp you can pair Emilia with Sakuya above to deal 1.5 million damage every turn. With investment in Anima and some World Memories you can bump that up to over 2 million damage. That is just burn damage and it doesn't matter what attribute the enemy is. With that unique ability she is a VERY strong choice if you decide to build around her.
If you have any questions of course please ask away and if you feel I missed something let me know and I will fix any errors.
submitted by
zyocuh to
AliceFictionEN [link] [comments]
2023.06.02 23:39 Qingque-at-work- I figured out how strong Silver Wolf might be when she ISN'T adding a weakness. A look into defense shred's exponential scaling, and teambuilding options.
| So with the silver wolf (SW) banner coming up, I wanted to see how worthwhile she is for actually boosting damage, as she is likely taking the spot of a harmony buffer. Obviously silver wolf is invaluable in difficult fights if it means the difference between being able to break enemies or not being able to break them, as high MoC relies heavily on breaking to stop enemy super attacks. But the elephant in the room is: you could just bring a team that is the right element to break. If so, is SW worthless? Is SW still on par with or better than another buffer or debuffer support that you could bring instead, if we ignore her adding a weakness and 20% elemental resist shred? I decided to find out through the power of math! Damage is only a small piece of the picture (speed, defense, breaking, etc), but I wanted a look at that piece of the picture. TL;DR: If you build your SW and hypercarry properly (spoilers, stacking defense shred), SW (without weakness break considered) is roughly as damage boosting as our harmony units. However, running SW (or pela for that matter) alongside a harmony is looking way stronger than running 2 harmony or 2 nihility units only as your 2 hypercarry supports. (Yes, GrimroGacha beat me to the punch on this by 4 days! That’s what I get for waiting until the weekends before SW releases to post this!). https://imgur.com/a/x38kAMw https://imgur.com/a/yI8hJng Table of Contents: 1: Defense shred, the one stat with exponential scaling 2: Our sources of Defense shred 3: Silver Wolf’s best light cone and set 4: Your Hypercarry’s best set 5: Silver Wolf vs. competition 6: The personal conclusions that I drew from the above *Defense Shred, the one stat with exponential scaling* {see image #1} As I'm sure you have heard, stats have diminishing returns. Actually that is complicated enough it will get a whole dedicated post about it, but needless to say, the TL;DR is that you want to spread your stats around, and not go too far into one stat bucket. Since everyone gets attack, damage, and crit from light cones, traces, skills, relics, and harmony units, defense shred is a nice all around multiplier to the usual att*DMG*critDMG. But on top of that huge upside, it turns out that the closer you get to 100% defense shred, the better each point of defense shred gets! If you look at the Defense Shred Calculations image, you can see that in a normal endgame scenario, we are level 80 vs a level 90 enemy, and all of our damage is reduced by ~53%. All your hard work, half of it just disappears, as it is multiplied by 0.47. And all enemies, from bosses to weaklings, have this at level 90 (except warp trotters which are even tankier!). The first 10% defense shred you get increases your overall damage by 5.3%, but each 10% after that gives more and more, until the final 10% of defense shred (going to a full 100% defense shred), gives a 21% overall damage boost. This means a little defense shred isn't great, you need to stack it! Interestingly, if we are allowed to blow past 100% defense shred, things get a little crazy. So crazy that I have to assume that defense shred will be capped at 100%. Still, a full 100% defense shred gives a whopping 110% overall damage boost! Thats over doubling your damage even after attack, DMG, and critDMG are pumped and suffering from diminishing returns. And this DOES work on DOT damage, unlike crit stats. So, you ask, how do I get that juicy 100%? *Our Sources of Defense shred* Pela ultimate: ~40% (42% at trace 12)Pela technique: 20% (For 2 turns only, but works on each MOC mob)Resolution Shines Like Pearls of Sweat (the Light Novel Title of light cones): 12-16%Silver Wolf: ???% (Based on CBT info I’ll pick a number that rounds well, 54%, STC)Quantum relic 4 piece set: 10/20% (only 20% if the enemy is weak to quantum) All of the above except relics will require effect hit rate to succeed. This, along with speed, will undoubtedly be key stats for Pela and SW to succeed in their roles. As for Pela’s technique, it will shine more the better equipped we are to tackle MoC 10. It will be up a higher % of the fight the shorter the fight is. As for Resolution Shines Like Pearls of Sweat (RSLPOS), it is a starnard 4 star light cone, so in a few months to a year, it will be very common for day 1 players to have multiple superimpositions. As for the Quantum relic set, it is worth a close read. The damage type done for both the 10% and 20% defense ignore does NOT need to be quantum. The only rider is for the 20%, the enemy needs to be weak to quantum. This is important. Also keep in mind that because the quantum relic set is defense ignore, it only works on the wearer. It still stacks additively with defense shred, but it won’t boost the damage of your other 3 characters like the defense shred stat will. Some quick numbers to add up, with your hypercarry using the 4 piece set, they can get 90% defense shred. With Pela, they can get 98%/78% for 2 turns/other turns, respectively. *Silver Wolf’s Best Lightcone and Set* I’m going to cut straight to the point. RSLPOS is her best by a mile. Bumping your hypercarries defense shred from 74% to 90% means that your hypercarry does about 24% more damage, overall. Not just added into the DMG% bucket. That is insane. For reference, that’s twice as strong as, say, adding 12% damage vulnerability to an enemy. Yes, her free 4star cone gives effect hit rate, but your relics can have effect hit rate main stat and substat. There are no defense shred substats. You should have no trouble getting the effect hit rate you need, and a tiny bit more from a light cone is not worth gimping your teams entire damage output by 24%. As for SW’s sets, none seem like gamechangers. A bit more speed from musketeer is nice, a bit more damage from quantum might add up a bit, maybe break effect if SW is breaking for a mono quantum team. Maybe even defense to die less! In the end I feel like getting tons of speed and effect hit rate will be more important than a particular 4 piece set. Same with planar sets, a little effect hit rate is nice, so is a teamwide attack buff, and who knows the 5% ER might be critical for a rotation. *Your Hypercarry’s Best Set* For dealing the most damage, if you are running SW or Pela with RSLPOS, the most damaging set for your hypercarry will be the quantum set: Genius of brilliant stars (GOBS). Going from 70% defense shred to 90% defense shred is a 30% overall damage increase. Gaining 10/20 DMG%/att%, 10/25 DMG%/att%, 34% DMG%, or 10/25% DMG%/critDMG% from lightning/physical/fire/ice aren’t even close. The imaginary set might compete if you have great crit stats already…if you could always have the enemy imprisoned, which is doubly resisted by lategame enemies. The only real competition is utility sets giving speed or break effect if that matters more than raw damage for your hypercarry. Now, the enemy won’t always have a quantum weakness, but they will for mono quantum, for mono teams they might naturally have quantum weakness, and if not theres a 25/50% chance they get it from SW anyway (and you can intentionally SW skill a second time to grant it). In the end, you could say that the set bonuses are close enough that you should focus on the best substat relics you have. But this shows that if you have a great GOBS set, you don’t need to burn stamina farming for a different elemental set. *Comparing SW to her competition* {see img #2} First, a disclaimer. Honkai Star Rail is an incredibly complex system, which is great. But this means that damage isn’t the end all, be all. When comparing different support units, a single damage excel spreadsheet can’t account for: speed boosts of harmony units, higher uptime of debuffs vs buffs (bronya ally turns go brrrr), better break of nihility units (or asta), harmony and nihility damage increases to the non-hypercarry units, different break effect between unit types, skill point generation between harmony and nihility units, Tingyuns energy boost, etc, etc, etc. I say this because if I don’t, the first comment will be “But you didn’t account for dance, dance, dance!”. You are right, I didn’t, or the huge above list of factors either. We need massive comprehensive sims for all of that, but I don’t have access to that and I haven’t seen any sims yet trying to use max defense shred, so I’m going off of the raw damage numbers. And you should mentally track: “well but I really value bronyas extra turns, or that pela can never use her skill and thus maximize skill point generation” when you look at these damage numbers. Also, I just did a few sample units and builds, but there are infinite possibilities, so I hope this gets you excited to test some on your own. I know I am now…not that I have the resources to build any more. In my image "damage increase of buffers and debuffers", I have to make quite a few assumptions. For damage, I use the formula of attack*dmg*critdmg*def*resist*vuln*toughness. I looked at what different e0 5 star hypercarries can look like with all their traces, solid (not perfect) gear, buffed states activated, and good light cones (multiple superimposition 4 stars, or FTP 5 stars). Obviously every character has slightly different stats, and will have different gear. But I averaged things out to having a 200% increase in attack (slightly less than 200% att%, plus the flat attack), 200% in all DMG bonuses, 100% net crit damage [you won't crit every time but you can average out what the damage will be when accounting for crit %, and this is a somewhat balanced and reasonable value, obviouly yanqing will be higher]. Then I assumed no defense or resist shred (seele is an outlier there), and no vulnerability (welt trace), and no toughness bar modifies (you lost 10% damage if they aren't broken). But stats like vulnerability and toughness modifier are irrelevant to this math since their values will be the same regardless of which units are picked, I only put them in to show I wasn't forgetting about them. Keep in mind that this is assuming that enemies are vulnerable to your damage type already (because SW is obviously better if they aren’t, but the whole point of this is to look at a worst case SW where her skill doesn’t help). My one small number fudge was I didn’t subtract out the flat damage value before adding the attack mulitpliers of the harmony units (since I don't have an exact number, I'm using a 200% green number compared to your base attack), so when I added the harmony attack% to the full number (and not something like 80-90%), it actually makes the harmony units look a tiny bit stronger than they actually should. For supports, all 5 stars are level 10 traces, and all 4 stars are level 12 traces. When looking at supports, keep in mind their speed or ER buffs. I gave them all the 5 superimposition DMG% buff lightcone to show the most damage they could add (in reality they will NOT be granting that damage everty turn). If you took a look, you will see that, unsurprisingly, in a lightly geared situation, bronya sits supreme without even accounting for her turn acceleration! But when you really start to stack up the best light cones and situations, Pela and SW really start to pull their own weight. The difference between a plain pela ultimate and a defense shred stacking pela team is HUGE, and something I wish was more widely explained (rather than the usual "I think pela is underrated but I'm not sure how" I hear almost daily). The extra defense shred Pela has for 2 turns over SW even beats out the 13% resist shred boost that SW can bring. And I didn’t account for pela adding 12% ice resist shred! The last 2 lines are really the big news that blew me away. I figured that most lategame teams will have 2 support slots, and only 1 dedicated tank/healer. I feel like this is reasonable since we won't be 20 levels under enemies and rocking 4 star relics in a few short months. Of course there are other team comps out there like DoT that this isn’t relevant for. Thought looking at the damage multiplier values, a single hypercarry getting a huge boost will be better than 2 carries getting a small boost (and fighting for skill points).So we see that stacking harmony units like Bronta and Tingyun really has diminishing returns, since they keep adding to the same damage buckets, mostly attack and damage (and for my example I let P&F and bronyas signature DMG boost LC’s stack, which I believe is impossible currently. In reality dance dance dance would be run on one of them). So combining 2 harmony units isn't a huge force multiplier, especially if they both also focus on speed (which also has diminishing returns, though not calculated here). Also, I didn't even consider stacking debuffers together, since each alone could almost get 100% defense shred, running both would be a complete waste. But mixing SW and bronya, we see HUGE results. Pela and tingyun together also show a similar increase. Since the harmony and nihility hit different buckets, they really multiply off of each other, way more than 2 harmony units do. *My Personal Musings* This helps cement my decision to pull for SW, personally. I plan to run 2 hypercarry teams, so I can run pela on one side and SW on the other side. Also, SW does enable your team to take on an otherwise unwinnable fight, as everything above is multiplied by another 25% damage plus break damage plus not dying to boss supermoves. So I won’t need to build quite as many elements. Though now I want 10 Resolution Shines light cones, lol. A big thing I wanted to show was HOW defense shred stacking works. I’m blown away that nowhere on reddit, youtube, or twitch have I seen the exact value of how defense shred stacking works. This really shows that if you do run a defense shred nihility, you want to use defense shred light cones and gear. And keep in mind that carrys who boost their own personal att%, DMG%, and crit% will especially get boosted by shredding defense instead of more attack and DMG% (Seele, and even moreso Yanqing, and even moreso…the queen of selfbuffs…Qingque). I’m also glad that I can get good value out of both harmony and nihility units. I feel like there will be a team where every unit can shine now. Thanks for reading, and let me know your thoughts! Good luck to you trailblazers who choose to pull! submitted by Qingque-at-work- to SilverWolfMains [link] [comments] |
2023.06.02 23:35 farmerpabs Help Me Find/Build My New P365 XMACRO COYOTE EDC 😊🙏
TL;DR I'm basically trying to get
this but without the comp and with a manual safety.
I love my M18 but I'm looking to scratch my new itch and get a Coyote/FDE P365-XMACRO to match it.
I'm having trouble finding parts to assemble what I'm trying to achieve
Requirements:
At first I thought I'd get the XL Coyote NRA version since I'm getting the grip separately but that version doesn't have the safety. Is my only option to buy the XMACRO w/ safety and have it sent out to someone to cerakote?
Other considerations:
I heard the factory paint scratches easily. I can also attest from holstering the p320. Will a custom cerakote help with this? Never had anything cerakoted before. Are there people out there that mill the slide for an EPS carry and can Cerakote or is it better to have it done separately? Just trying to save where I can.
Thank you!
submitted by
farmerpabs to
SigSauer [link] [comments]
2023.06.02 23:05 Gcande Travel blog case study: Road 2 5K per month in 18 months (MONTH 1)
Hi folks!
I am here again with a new case study, this time with a new travel blog.
BACKGROUND I am a growth marketer from Latam and this would not be my first rodeo with niche sites. In 2020 I started my first site during the lockdown, posted around 15 articles and neglected it. Lucky for me, my keyword research wasn't that bad and I managed to get the site to 20k page views per month which let me sell it for $6K last October (
you can read the case study here).
I am not gonna lie, I needed to sell the site because of personal reasons but I actually felt really stupid for neglecting something with so much potential. Afterall I think I made the right choice because soon after the transaction the site got hit by an update and the site now has 5k pageviews per month
After seeing how much money I made with some little time invested I decided it was time to really put myself to work and dedicate hours and hours to really change my life through niche websites.
I know that travel is an over-saturated niche but I need to be realistic about my commitment, I won't tolerate spending hours and hours of my day writing in another language about something that I don't give a shit about, so I think it is better to choose something that I am passionate about even though it will take me more time to succeed with it. I know it will be a challenge but my past experience showed me that I am actually not that bad with keyword research and understanding if and how can I outrank my competition so lets see if I can replicate that success again or not!
THE GOAL I want to quit my job and dedicate my time to create a media publishing company in the travel industry with several travel sites. My first seat of goals are:
- By May 2023: hit $1,700 in revenue, which is my current salary
- By December 2024: hit $5,000 and quit my job
THE STRATEGY I think that the future of niche websites is outside Google. SEO will still be my main focus and I will try to write and rank as many posts as I can in the beginning but once I am seeing some traction I will move forward Instagram Reels, TikTok, and Facebook. Overall the next steps should look like this:
- #1: Write and post +70 posts, create 2 Youtube videos to complement the posts that are performing the best, and add a lead magnet to grow my list.
- #2: Let the first 70 posts sink (ok, maybe write 12 more posts) and focus on TikTok and Reels (same content at least for the start). Create a lead magnet or use the existing one to get emails from these social media accounts.
MAY 2023: This month was all about setting up the site and creating the first batch of content. I have around 20 low comp keywords about a particular destination that I visited last year and I want to tackle them all before moving to another destination so I can gain topical authority and do a proper interlink between all the articles.
I did publish an article on a related Facebook group and got a nice amount of traffic but honestly I don't want to dedicate too much time to this, my focus should be writing as much as I can. Nevertheless, I have to admit that after getting all this FB traffic my search console rankings went up so I suspect social proof did help a little bit.
99% the keywords (and related ones) that I targeted are ranking in page one. It is a long road to get to the #1 spot but I am happy with the outcome so far.
So far my only expense is Skystra, my hosting for which I pay $13 for hosting 2 sites (drop me a message if you want a referral link ;) )
| Total Posts | Users | Pageviews | Ad revenue | Affiliate Revenue | Expenses | Total Income |
May 2023 | 6 | 261 | 367 | $0 | $0 | -$13 | -$13 |
That's all folks! You can see some
screenshoots here!
submitted by
Gcande to
juststart [link] [comments]
2023.06.02 21:45 lpb24712 CASP+
Just passed the CASP+ exam!
I read a lot of posts on here, which helped me out a ton... I just wanted to add to the community for anyone else that is looking to take the exam!
I have less than 2 years experience in the 'real world' and currently have the following certifications: CompTIA Sec+ CompTIA CySA+ CompTIA CASP+ AWS CCP.
Resources used: 1) Dion Training's - The CASP+ (CAS-004) Complete Course up on Udemy. 2) Mark Birch's CompTIA CASP+ CAS-004 Certification Guide - The questions in this book were a great resource!! They were very similar to what you will see on the test. - The book breaks down information into an easy to understand format. It is well worth the money!! 3) Nadean H. Tanner - CASP+ CompTIA Advanced Security Practitioner Practice Tests: Exam CAS-004 - This book offers 1,001 questions. All of these questions together helped me understand the information that was taught in Dion Training's videos & Mark Birch's book - There are 2 practice exams offered at the end of this book also! 4) For the PBQs... I cannot stress enough how useful the 'WyzGuys Cybersecurity - New Insights for the CASP+ CAS-004 Exam' blog post was. There is some great insight on how to prepare for those tricky PBQs!! 5) Reading posts on reddit!!
I read away / answered all of these questions for about 2 1/2 months.
The exam itself was challenging, but bearable. Just like any other CompTIA exam, there will be questions that are going to stump you... With all of the study resources listed above, I was able to recognize a lot of the questions and give my best answer. To any of you that are hesitant to take this exam, I would advise going for it!! It is VERY PASSABLE!!!
If you have any questions, drop em below!
As for what is next for myself, I am thinking of going for the CISSP.... would that be a good progression?
submitted by
lpb24712 to
CompTIA [link] [comments]
2023.06.02 21:03 TheRealUncleFrank Things to know before your very first WCA competition
This gets asked a lot, and I end up copy/pasting it in the DDT and other posts a lot, so thought I'd make a single post here that'll be easier to link to.
Some things to know before your very first competiton -
- WCA Competitor Tutorial
- WCA Competition Tutorial .pdf
- 10 Tips To Prepare For A Cube Competition
- Five things that a cuber should know before going to a WCA competition
- 5+ Things To Know Before a Cubing Competition
- What to expect at your first Rubik's Cube Competition
- Everything You Need To Know Before Competing
- Cubing Competition Tutorial
- Competition Advice
- Competition Advice
- Do This at your next Rubik's Cube Competition
- How to Judge at WCA Competitions! (In Depth Tutorial)
Watch more youtube vids from actual comps.
Familiarize yourself with all the Regulations and the Guidelines, too. Read them all, more than once.
Ask questions. Ask lots of questions. Then ask some more questions, here and in the DDT, and at the comp, from the comp staff, organizers, delegates, and other competitors, about how things work and what you're supposed to do. Don't be afraid to ask questions.
Ask other competitors if you can try out their cubes. That's the only way to try out cubes you don't have so you'll know what you like and don't like and what you might want to buy next.
Don't worry about your times compared to anyone else's times. You're not there to compete against them. You're just competing against yourself, trying to improve your own times against no one else but you. You're just there to have fun, with a bunch of other people doing the same thing, all with the same hobby. If you can solve a cube in less than 10 minutes, then you're good to go, because that's usually the time limit. Just Go
There is no age limit or age brackets for competition, just as long as you can actually solve it within the time limit. People from age 3 to age 90 have actually competed in WCA competitions.
You can try to simulate a competition environment, to try to help familiarize yourself with what it's like, like @5:48 in this video. You can do it by yourself, but it would help if you had an "audience" of at least a few people, family/friends, and maybe one of them to act as a judge. For background noise, someone made videos of actual cubing comp background noise, here and here.
Someone made a couple posts a while back asking for suggestions on what they should pack for their first comp. You can go thru both posts to get ideas of what you might want to bring with you. Nothing you have to bring except the cubes you plan to use in the events you signed up for, but just some ideas that might make things more comfortable - What to pack for comp? What else to pack for comp? You do not need to bring a timemat, unless you just want them for practice while waiting for your rounds. Timers/mats will be provided for regular comp use.
You'll be assigned your WCA ID after the results of your first comp have been posted, usually 1-5 days after the comp.
Anything I should add/change/delete, just say so in the comments below.
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2023.06.02 21:02 Euronotus Arlene (02L — Northern Atlantic)
Tropical Storm Arlene
Latest observation
Friday, 2 June — 1:00 PM Central Daylight Time (EDT; 17:00 UTC)
NHC Special Advisory #5 | | 1:00 PM CDT (17:00 UTC) |
Current location: | | 26.7°N 86.2°W |
Relative location: | | 270 mi (434 km) W of Fort Myers, Florida |
Forward motion: | | S (170°) at 4 knots (5 mph) |
Maximum winds: | ▲ | 35 knots (40 mph) |
Intensity (SSHWS): | ▲ | Tropical Storm |
Minimum pressure: | ▼ | 1002 millibars (29.59 inches) |
Official forecast
Friday, 2 June — 1:00 PM CDT (17:00 UTC) NHC Advisory #5
Hour | Date | Time | | Intensity | | Winds | | Lat | Long |
| - | UTC | EST | Saffir-Simpson | | knots | mph | °N | °W |
00 | 2 Jun | 18:00 | 5PM Fri | Tropical Storm | | 35 | 40 | 26.7 | 86.2 |
12 | 3 Jun | 00:00 | 2AM Sat | Tropical Depression | ▲ | 30 | 35 | 25.6 | 86.2 |
24 | 3 Jun | 12:00 | 2PM Sat | Tropical Depression | | 25 | 30 | 24.2 | 85.8 |
36 | 4 Jun | 00:00 | 2AM Sun | Remnant Low | | 25 | 30 | 23.2 | 84.9 |
48 | 4 Jun | 12:00 | 2PM Sun | Dissipated | | | | | |
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2023.06.02 20:41 Jpnick08 Passed Sec+ with a 780!!
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2023.06.02 18:24 thegreyquincy [NM] Ultem Spyderco Para 3 135 @ $2
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2023.06.02 17:43 CryptographerOk2258 Weekly Pastel Update 6/2/23
Pastel Community Update (June 2, 2023) The next generation NFT focused blockchain. Certifiable authenticity. Permanent storage. Negligible fees. Build, secure, and scale your Web3 ecosystem with Pastel.
The Pastel Team has been extremely busy with a number of major development updates, partnership rollouts, and product releases. Check back here each week for new developments
Check Pastel channels for: ⭐ Weekly community snapshots shared across our various channels.
🐾 Quarterly updates released via our newsletter.
☎️ Weekly community town halls / AMAs directly with the Pastel team. Come prepared with your questions, comments, and feedback!
📣 Monthly Twitter Spaces with
u/doodlestone and
u/panthony Key Updates: 🚨Contests🚨 Our team has been busy developing, testing & refining innovative network features like the Monet 1.2 release & SmartMint upgrade. To celebrate these milestones, we're launching exciting community events for everyone to enjoy! Check out what's in store for May: More info to come this week. Check our socials!
SmartMint Art Contest -Are you ready to unleash your artistic talents and make a splash in the world of crypto art? Look no further! We are excited to announce the SmartMint Art Contest.
-By participating in this contest, you stand a chance to win fantastic prizes of up to 150 USDT, free mints, and so much more! To learn more about the contest and how to participate check out this
Medium Article.
CONTEST EXTENTION: JUNE 7th Quizzo Discord Referral Campaign -Exciting news! Introducing our Referral Challenge for our Bi-Weekly Quizzos in our discord! You have the opportunity to invite up to 5 friends to join our Discord and take part in any one of the upcoming 4 Quizzos. Earn additional rewards: $5 USDT for each referred friend, with a maximum of $25!
Check out this
Medium article to learn more!
-We're kicking off the month of May by introducing our Bi-Weekly Quiz competitions, Quizzos! Put your Pastel knowledge to the test, covering videos, articles, & tweets. Learn more about our project and show off your expertise. We will be airdropping the top 3 winners PSL!
-Like solving puzzles? Don’t miss our Monet 1.2 NFT Puzzle Event to kickoff the Monet Mainnet Release! We’re giving away exclusive Pastel NFT Puzzle Pieces with corresponding PSL airdrops to those who answer daily Q?s! 🚀 Keep an eye out for additional NFT, PSL, & USDT bonuses.
🚨Twitter Space on the Current State of Web3 and NFTs🚨 Tune in to our Twitter Spacewith @blueznft. We will be diving into all things NFTs, ecosystems, marketplaces, and more. Don't miss out on this insightful discussion! #NFTs #Marketplaces #TwitterSpace
Pastel Network joined
WOMENverse to discuss tech features that support empowering men and women in web3
We hosted an incredible conversation about on-chain infrastructure, the current market, and more! Listen to our
Twitter Space with
@endaomentdotorg 🚨Final phase of Monet 1.2 Testnet Release is now live🚨 Monet 1.2 represents a critical milestone among several other planned releases for 2023. This release brings substantial enhancements to our Supernode infrastructure, major updates to
Cascade (our permanent NFT data storage solution), and
Sense (our duplicate detection technology).
Specific upgrades include:
-Integration of Supernode Storage Challenges to Cascade -Activation of Cascade’s Self-Healing capability -Activation of Supernode Health and State Challenges -Stabilization of Sense Protocol -Release of the OpenAPI Gateway More details on the specific features of Monet 1.2 and upcoming plans for the Mainnet release available
here Are you curious about the latest Monet 1.2 Test Net release? We've got you covered! We hosted 2 AMAs,
Reddit and
Discord where we answered all your burning questions. If you have more, please reach out to us on any of our social media.
🚨Collaborations🚨 In case you missed it, listen to our
Twitter Space with BearBrains.eth (
@NateBear). We discuss his exciting drop/giveaway, Brightz, and his journey in the Space.
Check out our latest artist spotlight! This amazing piece entitled “Nostalgia” was minted on SmartMint by
@thealvinboss Exciting artist collaborations are on the horizon with:
@IanSoi_ @K_JRobotsCo,
@Numo_0 @abahassanart We are always seeking talented artists to collaborate with, so please reach out to us on any social media platform. Let’s create something amazing together!
🚨Pastel Progress🚨 -Reddit AMA- Always excited to
answer the community. If yout still have burning questions, please find us on one of our socials
-Partnership with Astar Network:
Pastel Network is excited to announce that it will be working with
@AstarNetwork, a layer1 parachain in the Polkadot ecosystem. Learn more on
Medium.
SmartMint on Twitter: It is our great pleasure to announce that
SmartMint will now have a Twitter presence. The SmartMint twitter account has officially launched.
-Addition of Status Page: We recently released a Status Page so you can monitor the performance of our infrastructure & services in real time. Check it out
here! -Wrapped PSL:Wrapped PSL or wPSL exists to transfer tokens across platforms. wPSL is available on Uniswap. Watch our
video and learn more
here -Pastel Testnet Faucet Release: Our Testnet Faucet is now live. The launch of this independent network enables users to obtain LSP (Pastel Testnet Tokens) to experiment with and develop in the Pastel Testnet environment. This gives users the ability to experiment with Pastel features without having to spend valuable PSL on the mainnet.
Learn more about Pastel's Testnet Faucet.
-
Becoming a Supernode Operator: Become a
Supernode operator today & gain increased credibility in the validator community & earn exclusive rewards from the foundation, such as PSL or NFT airdrops, in addition to receiving Block & Transactional Rewards.
🚨Cascade Protocol🚨 Cascade has numerous concrete advantages over competing systems such as IPFS & Arweave, particularly when it comes to censorship resistance, data permanence & data accessibility.
Check out our technical paper on Cascade, Pastel's storage layer. Cascade is an extremely powerful & robust storage system for true data permanence that is both completely decentralized & highly scalable. Learn more
here.
🚨Sense Protocol🚨 Sense is a Near-Duplicate NFT detection protocol powered by the Pastel Network. Assess the relative rareness of a given NFT against near-duplicate metadata on networks like Ethereum, Solana, etc to prevent prevalent scams or theft. Try it yourself
here and watch it work
here.
🚨2023 Roadmap and Review of 2022🚨 Pastel released its 2023 roadmap, including a review of 2022.
Pastel Network 2022 in review and roadmap for 2023 shows great progress made in the previous year and much promise for the year ahead.
🚨News and Developments🚨 -Pastel in the News 💡Anthony Georgiades joins KitCo News to talk about how
Bitcoin benefits as businesses lose trust in the dollar
🥝Check out what Anthony Georgiades has to say about the market in this
The Block article.
😁Anthony Georgiades talks about a possible financial crisis in this
CoinDesk article
⌨️Co-founder Anthony Georgiades discusses Solana and crypto smartphones in this
Fortune article
⚓Check out this
Cointelegraph article where Anthony Georgiades discusses the importance of filling a market gap.
-Pastel News- 📱Check out our latest
Youtube live video where
u/panthony discusses Q1 NFT Trends & Pastel updates!
🖌️ Listen to our
Twitter space where we host
@Endaoment and discuss chain infrastructures and more
🍧Check out this
Twitter Space with the
@agoric and
@kryha_io teams discussing decentralized systems
🌸Check out this
Twitter Space with
u/gameofskills discussing Web3 gaming and much more
💡 Check out this
Medium article on how Sense is revolutionizing NFT provenance written by
Ima-Abasi Pius Joseph -Pastel Archive 🚧We released a Builder’s Guide for ecosystem partners integrating w/ Pastel. Come build with us
here.
🌯wPSL or wrapped is explained in this
video and
🚧Pastel is completely open-source. Check out what we are working on
here.
🌀Testnet
tutorial video 🏆Learn more about
Sense and
Cascade 🔦Want to try out Sense for yourself? Upload your NFT
here to obtain the rareness score of your NFT.
📹Check out this youtube demonstration showing what happened when we compared OpenSea’s new duplicate detection system to Sense
Sense Comp Analysis If you have not done so already, please take a moment to join our growing community base: 🐓
Follow Pastel on Twitter 🙉Follow Smartmint on Twitter 👾Join Pastel's Discord Server 👽Join Pastel on Reddit ✈️Join Pastel’s Telegram 🖥️Subscribe to our Youtube channel submitted by
CryptographerOk2258 to
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2023.06.02 17:29 dbvy The Gimmick Gimmick
** NOT THAT SERIOUS OF A POST **
Anyone else notice someone in the community will bring a new term to light then everyone cosigns it to the point it realllllyyyy gets annoying?
The one that has been getting me lately is "Gimmick". Everything is apparently a ~gimmick~ now. I personally blame Len J Nissim. This guy constantly trying to find ways to use "bigger" words to throw into a conversation. Guy has been beating that word to DEATH this season.
Not everything is a gimmick.
- Sus
- Chalked
- Trolled
- Gimmick
There's many more that have been cycled through the comp COD rotation, these are just some examples.
EDIT:
- Flow State
- DS Cheese
- weirdo
- Fugaze
- Tippable
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dbvy to
CoDCompetitive [link] [comments]
2023.06.02 17:24 GreaterFooled Carlson, Terry, Wisconsin, Eccles Which school is best for Consulting/ Tech? Which offer makes the most sense?
Jumped into the process very late and am now drinking from the firehose. Lucky to get admitted to multiple schools with some substantial scholarship and stipend offers. I get it, these schools aren't M7 or T25, but they will allow me to make a career pivot successfully. I'm a grinder, I appreciated the lower cost of these programs, the somewhat smaller cohorts, the big school alumni networks, and the opportunity to truly excel to excel amongst my cohort. I'm looking for some input into how to proceed as I move to make my final choice.
Brief summary of my post-graduation profile. I am location agnostic for post-MBA, with a preference to work in management consulting, with a secondary interest in tech. MBB might be a stretch goal despite their (small) recruiting on some of these campuses. I'm very comfortable chasing an offer from a Tier 2 firm. While at school, I also want to work on entrepreneurial aspirations as a side project which I think can benefit from 1. keeping more capital in my bank account 2. Being in an environment that will put me in touch with the best collaborators 3. In a location with a great incubator setting offered by their entrepreneurial center or community.
Trying to weigh up the offers, some of my thinking points:
1) Scholarship/ Cost - Carlson- Small Scholarship $84K remaining tuition balance - They are open to scholarship reconsideration, but it would come after my initial deposit. The amount of potential movement is murky, and I like the adage a bird in the hand is worth two in the bush.
- Terry- Full Tuition Waiver with the condition of 13H of graduate assistant (GA) work weekly plus 20K stipend, 7.5K year scholarship, that converts to a stipend if I continue my tuition waiver work. 2K international experience scholarship. $500 Business networking travel.
- Wisconsin- Full tuition waiver Y1. Tuition waiver Y2 with the condition of 13H graduate assistant role secure Y2 plus a $17K stipend.
- Eccles- Full Tuition Waiver
2) Culture I can see myself thriving in all of these environments. The support staff has been great at all four of these programs. They've answered my questions promptly and worked to resolve any concerns I've had to date. Anyone I've connected with has been open and welcoming of conversations, and I've talked to students and faculty from all four programs. I would be happy with any of them in this regard.
3) Location I am always open to an adventure. Currently located in Minneapolis. I get these programs can result in regional gating, at least in the first few years out of the program. I targeted and identified these universities and the markets they feed into. I feel confident about being happy living in any of those environments, both in and out of school.
4) Compensation post-MBA I've built a comp chart for all four programs. Obviously, it should be taken with a grain of salt because of yearly variance, program outcome range, and the unique factors/differences you might find between the cost of living in one city vs. the next. I'll include both medians from the programs and median for consulting. Note that Wisconsin has very low consulting placement, so the tech would be the obvious right there.
- Carlson - Median 123K- Median Consulting 155K
- Terry - Median 121K - Median consulting 147k
- Wisconsin- Median 119K - Median consulting 147k
- Eccles - Median 116K -- Median Consulting 122k
Additional insight I've got a general idea of where to go from what I've been accounting for, but I would appreciate any feedback. If I'm missing something or have made a colossal oversight feel free to light me up in the traditional Reddit method. I would rather find out I made a mistake now in how I've approached this decision than in 6 months.
Cheers, thanks for any insight!
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GreaterFooled to
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2023.06.02 16:16 Unhappy_Performer538 This is my fav lesbian sub
I feel safest here and like people are not here to gatekeep or feel threatened by the existence of people slightly different than them.
There seems to be an understanding that what unites us is our attraction to women. No denial that women of any sexuality or gender belong here, as long as you are attracted to women. An acceptance of the word queer and gay & what they mean instead of gatekeeping the terms for gold star lesbians only.
There’s an acceptance of our trans sisters as part of us without feeling threatened or behaving exclusionarily.
There’s actual talk around what it means to be a lesbian, how we came to understand ourselves, and how to live our best lives going forward true to ourselves.
Thanks for being (IMO) the best lesbian sub Reddit. For being a safe place for all kinds of people attracted to all kinds of women, regardless of our history, comp het performance, or terms used. And happy pride to you all! You’re all valid and I’m glad everyone is here! 🏳️🌈🏳️🌈🏳️🌈🏳️⚧️🏳️🌈🏳️🌈🏳️🌈🏳️⚧️🏳️🌈🏳️🌈🏳️🌈🏳️⚧️🏳️🌈🏳️🌈🏳️🌈🏳️⚧️🏳️🌈🏳️🌈🏳️🌈
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2023.06.02 14:26 Spiritual_Shift_920 Guide to Dehaka - Tips, Tricks & Talents
Disclaimer. I am currently master ranked offlane player who has been playing the game since launch competitively & casually, on all ranks between gold and GM. I took a bit of a break after the last guides but upon several requests to continue making these, I was inspired to continue making them again. This particular guide got extremely long due to concerning a fairly complex hero and I like being thorough with my explanations. Links to other guides can be found at the end.
Dehaka is one of the ‘’big three’’ bruisers of high rank bruiser play (The unholy trinity of HoggeBlaze/Dehaka) and while other bruisers do also see play, its difficult to find a game where all of these 3 do not exist in either bans or picks. Dehaka, while not any weaker than the other two and situationally stronger, he does have a bit more counterplay to it than the others.
Drafting Dehaka
Synergistic heroes Dehaka works really well with things that can quickly kill a drag target that often rely on short range. Some examples below;
Additionally, heroes that have high duration powerful AoE effects that Dehaka can reposition people into with his Drag and his level 4.
Heroes Dehaka can struggle into
- Junkrat Using steel traps in bushes near a fight makes for a miserable time to play Dehaka. You cannot really rely on Z flanks the same way you could otherwise since you might risk a 2.5 second silence + root.
- Lucio - Hard to drag with too many cleanses. The Q also interrupts drags and makes it much more hard to get to a position to drag. Lucio and Junkrat are by far the two worst partners in crime for the lizard to face.
- Brightwing - Cleanse and high range interrupt to a drag with polymorph. You usually have to bait out the poly on someone else before attempting to go for a Q.
- Ana - After 13, having a stun removal that gives 50 armor with a 2s CD is pretty nasty, and so is the ability to deny all healing from essence with a basic ability. Thankfully, Ana is fairly vulnerable to getting ran down herself by Dehaka by a good brushstalker. Just be ready to use E quickly to avoid the sleep.
- Deathwing - Not only is he immune to drags, but his massive hitbox is fairly efficient at blocking drags on everyone else either.
- Cho’gall - Dehaka doesn’t have the greatest single target damage to burn him down, and Gall can interrupt drags with his stunning orbs even as he is being dragged himself. On the flipside, Dehaka can focus more on macro and punish the inflexibility of chogall draft to deal with him.
Heroes Dehaka is good into
Just to be clear, there are not many heroes that like being dragged for 2.25 seconds into bad positions. There are some standouts regardless that he is extremely effective against.
- Diablo - Into Diablo he is amazing. He is the easiest target to hit with a drag in the game with his aggressive playstyle, and he is fairly easy to blow up in a drag if you have any of the heroes that Dehaka is typically great with. After level 4, Dehaka himself is practically immune to Diablo himself because of his stealth.
- Imperius - The level 4 talent destroys him in all the ways possible. No spears, no E, no nothing.
- Kerrigan - She is extremely easy to drag due to her telegraphed back to front movement, and you can use your E to protect any allies from her combos while avoiding those aimed towards you entirely.
Maps
To cut it short, what makes for a great Dehaka map:
- Lots of bushes
- Large size to utilize global
- Macro focused maps
- Camps that are easily defended with Drag
- Maps with split objectives
S tier maps
Dragon Shire
So Dragon Shire is great for several reasons. The nature of the split objective is one such. The bottom shrine is positioned in such a way, where the only ‘safe’ way out of the shrine is usually by walking through a bush which is also known as the lizard territory. Another is the quantity of maps on the bottom side of the map that are relatively easy to invade for your team, and with burrow you can make it an easy 5v4. It has a lot of bushes for Dehaka to easily rotate and collect essence between lanes. Its great.The only downside for Dehaka on DS is that winning the shrine on top also matters quite a bit and while he is not bad in 1v1s, there are good amount of offlaners who can destroy him in a 1v1.
Cursed Hollow
Macro focus, siege giants, a lot of the same as in Dragon Shire. The objective does not split the team the same way as it does on DS but during curses having global is extremely valuable since your team can push very hard on a lane and threaten keep, while the quick rotation speed of Dehaka on sidelines means you are not losing xp and the global means your team isn’t left alone in a 4v5 if they commit everything to defending the push.
Towers of Doom Might be, in my opinion, Dehaka’s strongest map. The presence of global enables a solid amount of invasion plays on enemy sapper camps, and the split objective means that every time an altar spawns on two other sides of the map, Dehaka will be there to make the objective fight 5v4 way before the global-less enemy offlane can do anything about it.
Sky Temple Really, most of the things that can be fitted into DS can also be applied onto Sky Temple aswell. It is slightly worse on Sky because Dehaka struggles a bit on capping temples alone due to low single target damage and conditional sustain but his global is even more important since all structure damage matters on the map, and pushing out a lane can be just as valuable as getting an objective.
Garden of TerrorMostly he is awesome here. Lots of bushes, large size, macro heavy gameplay etc. You just want to make sure you have another hero in team who is effective at taking camps because Dehaka is not one, and camps are what often decide Garden games. At least he is very good at clearing the enemy camps.
A tier maps
Infernal Shrines The map has lots of bushes, 3 lanes to soak and moderate macro relevance. One thing that makes Dehaka still a star on the map is his ability to drag shaman camps into towers to instantly clear them. Just because I took him lower than on some others doesn’t mean he isn’t great here, the reason I didn’t put him in S was mostly because he is not the most effective in clearing the extremely impactful objective alone, nor is he very good at dealing with it if enemy gets it.
Where Dehaka really sucks is when he has to fight on an open lane with no bushes, to defend against a punisher or such.
Tomb of the Spider Queen Historically this is a bit controversial take due to the map’s small size. Which is true, it is against Dehaka’s global value. it doesn’t mean though it isn’t immensely relevant on the map, since it can be used to prevent the good old boss cap strategy of taking bot camp, and moving to boss as enemy has to deal with a siege camp.
Aside from that, due to its small size however Dehaka can stack essence extremely quickly, and the quantity of bushes makes him a danger everywhere on the map even without his global.
Dehaka is a very hard to gank offlane, which means gems collected by Dehaka are far more safe than on some other popular offlaners.
B tier maps
Battlefield of Eternity
Not the best map for him, but playable. The objective sucks the same way as it does on IS and it is more early game heavy. The distance between lanes makes essence management much more difficult.Things he does do well on the map though is defending shaman camps, which is more valuable here than any other map in my opinion. The middle of the map is also riddled with bushes, giving him a ton of opportunities to position properly and getting good drags in. The distance between lanes does also mean the bottom part of the team can play much more aggressively for camps since the global does threaten a constant 5v4.
Alterac Pass
I hate playing Dehaka on Alterac, but it could be worse. Little amount of bushes makes rotating extremely hard and dragging camps to towers is often of low value. Additionally, taking camps is of a high value and Dehaka really does not do it well on Alterac. The one thing Alterac has going for him is its large size, and the few bushes it has are around objectives so he can still sidepush and join for a fight.
Braxis Holdout Dehaka typically isn’t awesome due to the difficulties of gaining essence, relevance of winning point on top lane and lack of siege giant/shamans. The bonus is, if you do win the point its fairly easy to win the bottom point aswell due to using global after bullying the enemy offlaner away from point.
D tier maps
Volskaya Industries
No bushes, small size, mostly item based camps. Unless Dehaka is the only hero you play, I’d not recommend picking him here.
Base Kit tips
Drag [Q] - This ability is what most often will win games. Its the longest CC on a basic ability and it has a reposition to boot. Unfortunately, it is also one of the harder parts of playing the hero. Some tips regarding its use;
- While dragging someone, you can still auto attack even if it hurts your movement slightly. In 1v1 it is pretty much always worth it though since good part of your 1v1 damage does come from AAs.
- Drag cannot be cancelled, and you cannot cast E while dragging. Hence recommended to not do reckless drags on low hp while your E is still up.
Mercs
As I eluded earlier, you don’t have to be the one to deal the actual damage to mercs. You can also drag them into towers and forts for a faster clear. The damage of the drag isn’t high, 160 at a base (159% of one AA), but it is big enough that if you know you are going to base to get mana or you won’t be needing it any time soon, using drag for damage on PvE does increase your clear speed. It is mana intensive, which is why I excluded its use to the two scenarios above.
Landing drags on heroes - You don’t have to fish for one. If you can start a fight with a clutch drag that is great. But usually if every other hero is just posturing, that drag is going to get interrupted quickly. It can be good to wait for a bit of chaos to happen so people are less focused on the Dehaka and will have harder time dodging it.
- In general, targets that are walking towards you are the ones that are easiest to hit. If someone is dancing sideways in front of me, I dont have to use it yet.
- Holding the drag: Sometimes not pressing Q when you have it up is more potent than pressing it. It happens quite often on offlane and in teamfights that people are so focused on dodging drag that they are walking in circles in awkward positions eating tons of damage. At some point, after they have taken enough they have to walk away in a straight line - which is when they are an easy grab.
- Use your E. I’ll go over more of this in talents, but you can set up an easy drag on anyone with the use of the level 4 talent ‘’Lurker Strain’’.
- While dragging someone, you can still auto attack even if it hurts your movement slightly. In 1v1 it is pretty much always worth it though since good part of your 1v1 damage does come from AAs.
Dark Swarm
- Mostly used for waveclear, but it does have a few other applications. Post 13 it also becomes your damage and your slow, and you have to use E less for drag setups.
- Against certain heroes like Leoric for instance being able to pass through heir hitbox has some significant advantages. The downside is, you cannot bodyblock while using the ability.
Burrow [E] - A good bit of this one’s utility comes from the level 4 talent.
- If playing without the level 4, this is mostly the panic button to use in order to dodge a skill shot, or to buy time for your trait to regenerate you to higher health. Your W does deal damage while you are burrowed, so you can use it while clearing waves in order to dodge spell power reductions from Blaze Qs and such.
Essence Collection [D]
- Easily the most overlooked and most screwed up part about playing Dehaka. Using 50 essence restores about 61% of Dehaka’s max health. Going to fight without it is like entering one with 40% hp and the healer cannot even patch it up.
- One should never look to enter a fight unless absolutely necessary without essence. If an objective is on its way, it's better to not just directly trade into the enemy offlane just so you are not forced to use your trait before a fight. If I am low on health, I rather use HS and then burrow to the objective (or waddle back to lane first to force the enemy to play aggro on the objective).
- One minion wave gives 14 essence. Even if forced to use essence, if the map is small enough there is a shot you can collect it back before it's too late. Three waves are usually sufficient, getting you to 42 essence. If you are not double soaking in the early game (often due to having a bad lane match up or having to clear camps on a big map), around 1:30 you can use your essence and then unbind the ability until the next objective.
Brushstalker [Z] - The other easily screwed up part about the hero is the use of global. It is not often correct to use it to get to a lane in order to soak, you have your movement speed for that. When used aggressively though, you can use it to start a teamfight from a position where your drags are much harder to deal with.
- Even when not used, it provides value. As long as your Z is up, the enemy cannot reliably invade your camps (or well, it isn’t smart), you can force the enemy to play objectives more aggressively than they would want to by remaining on side soak before burrowing.
- Situationally it can be used like this if there is a large wave and you know there won’t be an objective coming in the next 70s and the camps are down (especially relevant on ToD) but generally I’d advice learning to save burrows for aggressive usage, and shifting rest of the playstyle to be more macro focused.
- Using Z does remove you from the game for 1.5 seconds allowing you to cleanse most debuffs and avoid Chromie loop if your E is off CD.
- There is an odd interaction that allows Dehaka to clear Chromie loops and avoiding Dots without committing: If you self cast Brushstalker while in a bush, or click the bush location within your own unit radius, the ability is not put on cooldown when used but it still puts you in stasis / removes harmful effects. This is a fairly niche trick but useful when it comes up. I am not sure at this point if this borders bug abuse since blizzard is fairly unclear on what are intended interactions and part of the balance, looking at you Samuro and hearthstone teleport tricks.
Talents / Builds breakdown
To start off, different builds have different values on different levels of play. The build I pick most of the time is immensely powerful in diamond, master and GM SL aswell as competitive. It is equally powerful in lower ones, but some other builds also become better there (Such as the W build). The % mentions are just my rough estimates on how often I pick a certain talent.
The builds:
Standard/Recommended build: 3/1/1/1/1/2/1
BeginneLow SL build:1/3/3/2/2/2
Situational Braxis/Alterac build: 2/X/X/1/3/2/1
Level 1
Enduring Swarm - 2%
- This is a good talent. It does make Dehaka a lot more durable, it gives him extra duration on W which has some synergy with Hero Stalker.
- The downside is that it cripples his rotations and lethality of his burrow flanks somewhat substantially in comparison to Enhanced Agility. As it is, Dehaka is extremely durable already and while extra sustain never hurts, there is a point where other aspects should be considered.
Enhance Agility - 96%
- On every map where Dehaka is great, this is awesome. It enables all the rotations between lanes for easy essence gathering, it has great synergy with the 13 talent due to increased duration. In teamfights, this is what allows Dehaka to easily get into positions where drags are easy to land.
- Completing it early is nice, but it isn’t something to be too fussed about since the baseline version of it is already great.
Tissue Regeneration - 2%
- Technically the best for pure 1v1
- I consider this a bit of a training wheels talent, since it does make gaining essence much more easier and the increased. I do pick it still on Braxis just for the increased lane sustain to cover for lack of essence from double soaking. It is not bad on BoE either but Enhanced Agility is also really good on it for the amount of bushes.
- Has synergy with Primal Rage due to increased cap on essence.
Level 4 Lurker Strain - 95%
- This might be the most powerful talent on Dehaka, bar none. Not just the level 4. To paint a comparison, imagine getting E.T.C W with a massive slow, greater knockback, higher damage and stealth from just a level 4 talent. However, it is also the hardest talent to play since it helps you in no way in essence management and it is more complex in its use than the others
- Works extremely well against heroes that are weak against displacements and is very insufferable for several tanks such as Diablo and Varian. If there is ever a moment when Diablo sees a good wall stun, Dehaka can use E preemptively and just stay hidden for your team to reposition to a better spot. If Diablo charges, his Q (or if you miss it, his E) gets interrupted and he will be slowed with no mobility in a bad spot, ready to be dragged to his death. Into Diablo it has extra value since the stealth makes it so he cannot use Q on you.
- Onto heroes like Imperius and Thrall, it's good to use whenever they press their limited time window damage abilities (E’s on both of them). The displacement tends to ruin their effective teamfight window. Even getting a spear through to anyone as Imperius gets complicated. To Yrel, you can use it to interrupt jumps easily even if she is positioning behind minions. This is also one of the few ways to somewhat reliably get drags on the more elusive divers.
- The other good thing about it is that it really makes your kill pressure less reliant on drags. If you have Enhanced Agility you can often position yourself in places easily where you can knock one target towards your team while moving everyone else away. It is extremely potent with heroes like Stukov and Malfurion with powerful consistent AoE effects you can knock them into. On BoE, immortal stuns become your best friend.
- Akin to Mighty Gust, the daze duration as the opponent has no control over their character is always the same regardless of the distance travelled. It is not terribly long duration knockback, and characters have a few frames to press a button that would move them from the drag. However, if Dehaka does push them against the wall, even the slow missile speed of drag is fast enough to confirm a drag to land on any target before they can teleport away.
Hero Stalker - 3%
- A great talent, shame about its tier. This is often what wins games in lower ranks where teamfights last for a long time and using this alongside Symbiosis can grant Dehaka several health bars in a fight. This talent makes the hero a lot easier to play.
- While it is great in lower ranks, there is a bit of an unfortunate side effects to this; Very often when I see Dehaka’s play with this talent the idea that they can get essence without soaking leads them into not soaking. You still should not arrive to fights with no essence because they can still do a blow up before you can get enough of it, and you should still make use of your global presence and soak sidelines. The talent makes some bad habits far less punished creating the illusion that the other options are worse when they are tried.
- Great into Samuro for fairly obvious reasons
One-Who-Collects - 2%
- Used to be my go-to until Lurker Strain was buffed. The effect makes gaining essence much easier and allows making trades on offlane. I do recommend this one if you are learning to play the hero and managing essence isn’t yet your strong suit. It teaches less bad habits than Hero Stalker and gives him some extra merc clear which is nice.
- On Alterac I listed this as a situational pick since you are doing a lot of offsoaking and potentially have to be the one to split to defend the camps as an objective spawns. Enhanced Agility is not recommended on the map so its much harder to get into good positions for your E knockbacks in the early game. Lurker Strain is still very good on the map.
Level 7
Feeding Frenzy - 98%
- Drag is insanely powerful as it is, and this makes it so it becomes even stronger and more spammable. The extra 0.5 second duration is a long time to suffer when you are being dragged into a worse position. The CD starts immediately after landing a drag so you can already prep your next drag during the old one with AAs.
- If you miss a drag, you can hit walls and minions to get it back up faster. Without this talent I’d recommend skipping trying to do fish kills with a drag entirely since missing it gets heavily punished and confines you to being a standing duck for 14 seconds. This also applies to playing several lanes, you should always look to AA whatever you can safely to reset drag CD as quickly as possible.
Symbiosis - 2%
- The core talent of the W build. It makes your W spammable which has natural synergy with all the other W talents. Downside is, it doesn’t actually reduce the W’s mana cost and spamming W can quickly drain your mana bar.
- The upside of this build is that it gives Dehaka great damage numbers in games where focus fire is less precedent, it gives him much greater sustain which also matters more in games with less focus fire and it makes him reasonably useful with little skill involved. Its great into melee comps but…in order for it to be really good you need Hero Stalker and Lurker Strain also happens to be extremely powerful into melee comps. I do recommend this for beginners and plat and below SL.
- Into Samuro it is almost a necessity in order to be able to sustain the pressure, which is where I still lock it.
Paralyzing Enzymes - 0%
- This is terrible. Dehaka has reasonably good shot at holding on to gambit stacks but the damage over time in team fights is rarely more useful than the extra duration & fishing potential of Feeding Frenzy and less impactful in 1v1s than the CDR.
Level 10
Isolation - 100%
- High skill high reward skill shot.
- 3s silence and slow is often as good as a kill when used in a right spot. One easy way to land one is right after landing a drag when they are close and have to run away, but into some heroes I’d recommend the opposite. Especially into brightwing. If she doesn’t die during the drag she won’t die at all due to blinking away. While the drag stun and silence will mostly overlap, the isolation’s vision removal does have a side effect of being unable to press Z or Blink Heal for 6 seconds. The 30% slow on the isolation also makes drags a lot easier to land if you do manage to secure an isolation.
- The ability does have a high delay and moderate travel speed, which is why its often great as a follow up. Alternatively if you have trust on your aim, using Z to join a fight as your team is engaging and going straight for the Rehgar from flank for instance to put him of a 6s timer of no Ancestral is fairly effective if your team lacks the tools to kill a target before an ancestral would land.
Adaptation - 0%
- Too slow of an effect just to add more sustain to already a very high sustain hero.
- Low ranks and for beginners this can be great since the focus fire will often be more forgiving, allowing this to trigger on time.
Level 13 Ferocious Stalker - 93%
- Massive power spike.
- This allows your W to instantly clear waves. It allows you to do big enough damage to threaten a solo kill on a flank, and it gives you access to very easy slow so you don’t have to use other tools to confirm drags. If you are clearing waves, this it is almost always worth the detour to move to a bush and trigger this. Assuming you have Enhanced Agility that is. The talent isn’t worthless and sometimes even worth picking without it, but it becomes much more consistent with it.
Primal Swarm - 4 %
- If I am playing the hero stalker build , I might consider this. But on top of Samuro, it gains a bit of extra value against heroes that naturally have armor like Deathwing. It sucks enough to play Dehaka into DW but this makes it a bit more tolerable.
Primal Rage - 3%
- Need to still win point on Braxis? This is awesome. If you are in BoE and your team decided once again to draft 0 race and you don’t have enhanced agility? Great. But it is often the option to pick when you are in a situation you should not be in to begin with.
- Has synergy with Tissue Regen due to having a higher cap on the AA damage
Level 16
Elongated Tongue - 0%
- Potentially good,
- Most of the value of this talent comes from the fact it is not meta and people misjudge the drag range. The issue is that Drag has fairly slow missile speed and usually isn’t very reliable on max range to begin with - and it is even more unreliable on a higher range. Drag is still a powerful enough ability that this talent cannot be called bad.
Pack Leader - 0%
- A fairly worthless option.
- Has synergies with the AA build but it does also have some issues. You need to use bushes to get value out of this, and if you are able to do so you often want Enhanced Agility. Meanwhile the AA build is fairly reliant on Primal Rage that kind of wants Tissue Regen instead of agility to function. The temporary AA speed increase is fairly low, and while the armor is nice we don’t need to pump the hero’s sustain upwards much more.
Tunneling Claws - 100%
- An insane talent. It makes Dehaka much harder to kill and near impossible to gank (especially when combined with Lurker Strain). But on top of the defensive elements, the kill potential of being always able to move to a position where the knockback effect of E is just perfect is the greatest draw. My usual sequence when killing a frontliner post 16 often is Drag -> move back -> E to their other side -> knock the kill target back to allies and push everyone else away from helping.
Level 20
Contagion - 99%
- If Isolation is good, up to 5 isolations is also good. Tanks get a nasty habit of trying to peel for their backliners from isolations by blocking them and this puts a stop to that. You don’t need to hit many targets for it to be great, a single isolation effectively puts 1 person out of a fight for 6 seconds. If you hit it on even 2, you are likely to win the fight if you do it early and they cannot all just back away.
Change is Survival - 0%
- If you pick Adaptation, this is reasonably good.
Essence Claws - 1%
- The effect is nice, but usually just nice isn’t enough to compete with a threat to silence an entire enemy team.
- You do have other slows as it is, and requiring the AA targets to be heroes makes it fairly inconsistent to use. I pick this mostly if we are ending the game and Isolation happens to be on cooldown.
Apex Predator - 0%
- Just a worse version of Epic Mount of Falstad, and even that has fallen off the meta. The reason why Epic Mount is still situationally viable at places is that the talent is on a hero that is not vulnerable when threatening a core with no bushes around, one that has solid siege damage on structures and the global can be used to go to core aswell as for moving out of there.
- Meanwhile Dehaka cannot really do the same shenanigans as Falstad to the same extent even with this talent. He can move only away from the core, and he is extremely vulnerable to getting rotated there if the enemy has any interrupts to Z.
Laning tips
Do note that these estimations expect two equally skilled players, and playing with the talents listed above. Most of them do not directly improve the 1v1, so experiences may vary.
Favored match ups - Blaze
- Malthael (post 7)
- Chen (post 7)
- Thrall*
- Illidan*
- Gazlowe*
- Imperius (Post 4)
Fairly even match ups - Leoric*
- Artanis*
- Yrel*
- Sonya*
Unfavored match ups - Murky*
- Rexxar
- Samuro (Can be made into even with adjustments)
- Hogger
- Deathwing (No chance)
Thrall - Thrall does not have really high clear, and his damage window is heavily limited by his windfury. If you use E and knock him back when he does windfury, or drag him, he will often be forced to tank minions while trading negatively against you.
Imperius - Once again, the key is the use of E. His damage window is often limited to his Q + E window. If you knock him back as soon as he uses E, he loses his sustain. After 7 it gets much easier since you don’t just have to rely on your burrow to deny it.
Illidan - For all his mobility, Illidan is fairly easy to drag. And I am not saying to try to drag him as he is attacking and jumping about, save it for when he uses Q. The windup on the ability is long enough that you can land if by aiming it on your other side as soon as he uses it.
- If he does not use Q, you can make the drags easier to land by backing off and forcing him to run into you for an easier target.
—--
Leoric - Every second drain can be canceled with E and you just need to dodge half of them to come out ahead. Leo E has 10s CD while Burrow has 17s post level 4 so the time window is also limited for Leo to land the drain.
- As I alluded to earlier, using Swarm during this timer to stack with his hitbox makes it hard for Leo to land a drain, but admittedly it is not the easiest thing to pull off as Dehaka either.
Artanis - Artanis' shields and Dehaka's low single target damage do not go well together. In order for Dehaka to do well on the lane, they need to count the CD left on Artanis shield and aim drags to land when he cannot get a shield up.
- Artanis cannot really recover from taking big hits due to lack of self healing mechanics, so while Dehaka is outtraded in the short run over longer period he can be taken down. Just don't trade with him right after his shields reset.
Yrel - This is a match up where both need to play smart. Yrel can deny Dehaka’s clear by timing a D + W as soon as Dehaka presses Dark Swarm, and Dehaka can deny Yrel’s clear by using E and Q to interrupt jumps and Q casts
- E does have a mini stun to it so it does interrupt all the casts. The match up really comes down to who bothers the other more on the clear. Both of the two have fairly scuffed single target damage so the wave management is usually what makes the difference in clear
Sonya - You can technically deny all her healing and clear if you are good enough with drags.
- Her hitbox is fairly small on bruiser standards (only 0.75 - for sake of comparison, Dehaka’s is 1.0 and Leoric's is 0.81) with extra movement speed and she can do the same to your drags as you can do to Leoric by spinning on top of your hitbox. In a pinch the E also does interrupt her spin.
- If she picks Wrath you are done 1v1’ing.
—------
Murky - I am not trolling when I say this but a good murky is the bane of Dehaka on lane. Dehaka is very prone to getting kited by slows and his low single target damage doesn’t really put a dent on Murky’s hp regen, and he clears the wave slower than a murky does.
As per usual, hopefully someone got something out of this. It has been a while since I written my last write up on bruisers. If there are any other particular bruisers people would want to see me make a write up on, do mention it. (I had to repost this due to reddit markdown acting stupid).
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2023.06.02 14:15 drunkill Post Match: AFL Round 12 Melbourne v Carlton
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2023.06.02 10:25 Wreck_n_Kek The entire Competitive entry requirement needs an overhaul and a fix could eliminate ALOT of Bot Activity
First let me tell you why Bots exist in Quick Play - There is a huge market for Competitive ready accounts for sale on dozens of websites. These accounts are phone verified, usually Bronze 5 and range from $15-24. During my 20 minutes of research, I stumbled across PlayerAuctions with hundreds of "Comp-Ready B5 Instant Delivery" accounts...
The Problem:
"Complete 50 Quick Play Matches"
Why on Earth is this the requirement when daily/weekly Challenges by actual HUMAN players is win-based? Here I am, another day on reddit, watching another 2-3 videos of Bots playing Leapfrog in front of their spawn... On one hand you have Top 500 players readying their next smurf account, going 48-2. And then there's Bots, First timers, and 5-year old Orisa players (sorry, thought it was cute though). "It's just Quick Play" only goes so far.
All requirements for Competitive should be Challenge based, not Matches, not Wins (encourages another behavior - zero penalty QP leavers), and not a three second backfill participation trophy either.
Example Changes:
Tank Role Queue (Credit for challenges require completing a Quick Play Match) - Deal 4000 damage and mitigate 3000 damage in a single match(0/20)
- Damage an enemy player with an Ultimate Ability (0/75)
- Kill 5 enemy players on the Objective (0/20)
- Take 1500 damage in a single life without dying (0/15)
- Interupt or cancel enemy Ultimates (0/5)
thoughts? submitted by
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