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Everything posted by prophetik music
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incidentally, why have you been selling all this, nicole?
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stop talking about stuff you don't understand please, sonic. OP, you're looking for something that's USB based and has a 1/4" line input, right? something like this would be a good choice. you could definitely go cheaper, but if you're going to spend a bit of money you might as well get something decent. i've got an m-audio mobilepre - similar to this, older model - that i've been very happy with for the 150$ i paid for it.
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it's cool. we've got really different playstyles, so i'm sure that plays into it. i still taunt their carry and shield up, but i primary try to use rammus to extend fights and keep people around when they try to leave while dealing AoE with tremors and sunfire cape as opposed to powerballing in and trying to initiate. i am not very good at surviving when i do that, shield or not, so i've found that i'm better at roaming and chasing than starting said fights. edit: also, don't forget that you jungle rammus, while i lane him. jungling rammus gets him way, way more cash early than laning does, simply because he's usually getting zoned hard, and lets him stay ahead in levels compared to laning him. that extra cash - which is a pretty significant amount, really - is what makes mid fights more survivable. /edit and i still think that that warwick was terrible also, vlad is up there among my most hated characters to play against. i've never played with him on my team, which is unfortunate. i see him as being freaking awesome, since his bloodpool would be an ult on other characters, and way, way difficult to lane against.
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yeah. if it's just a few assists, then i usually think that that person wandered off and wasn't participating in teamfights. i just finished a game where i was 3-9-16 as trundle, and although i had high deaths every time i died was to stay back and occupy people so that two or three teammates could get out. so those numbers can be deceiving. plus nasus kill-stole from me four times i usually add kills, assists, and towers, and do a KAT/D ratio instead. as long as it's over 2 or so, i feel it was a good game. in that game my KAT/D was 23/9, so i feel that it's still a good game.
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this is so true, and why i hate tanking in pub games. my best game as rammus was a game where i went 4-5-27, and at the victory screen the vayne that went like 25-5-5 complained that i didn't do anything. she got five kills in lane that were directly because i taunted at exactly the right time to keep them in range for the last few hits.
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just played a great pub game. got matched up with a nasus, ashe, xin zhao, and jungling warwick, and i was fiddles. other team was lux, cho, yi, lee sin, and MF. we got hosed early, because xin and ashe both soloed a lane and both were terrible. bottom lane with nasus and i got hit hard early as well, and i wound up basically soloing it for most of the early-game phase. once nasus got his feet under him, warwick and i roamed and ganked hard to help ease pressure off of the two solo lanes, and we started getting a few towers...and then got wiped in three consecutive teamfights after we recovered and pushed them out of our base, we got our feet back under us and the carries stopped wandering off and getting wiped. nabbed baron at level 14 and didn't look back. xin and ashe went a combined 3-14-7 before level 15, and finished with a combined 26-15-28. i finished 8-8-17, with five of those deaths coming late after they figured out that i was hosing them hardcore and they didn't have any magic resists, and they started focusing me instead of ashe and xin. best two plays of the game: xin kiting cho from the three-way bush near dragon to top wolf spawn, right into four of us who hosed him in two seconds flat, and our team acing them twice in full teamfights late-game to seal the deal.
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i would desperately love to work with a LanBoy Air, but you'd obviously have to pay more since they're almost 200$ retail, and the case i was including is worth roughly 60$ or so, i think. that said, do you REALLY need mounting points for 14 120mm fans? that's an awesome case that i've been dying to work with, but it doesn't look like much and it requires a lot of maintenance to keep it clean since it's usually a negative-pressure system and sucks up a lot of dust.
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Recruiting for a Chrono series album
prophetik music replied to Wiesty's topic in Recruit & Collaborate!
CT's music is not mostly perfect. if it was, then the only tracks people would remix would be the crappy ones. the other tracks would be un-remixable, since any remix would be worse than the original. -
Recruiting for a Chrono series album
prophetik music replied to Wiesty's topic in Recruit & Collaborate!
what was it called? had a good soprano sax player and ten tracks. brink of time, maybe? -
Recruiting for a Chrono series album
prophetik music replied to Wiesty's topic in Recruit & Collaborate!
i didn't read the thread, but didn't someone already do a jazz-themed chrono album? it's darn good, too. -
i doubt they'd remove the 4-player coop option, since that's one of the big selling points for the game.
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wait, what's the issue with having a new map? am i missing something here? there's benefits of always playing the same map, but what's wrong with two - or, even better, four - that are rotated constantly? also, the new 'dominion' forums seem to be full of people who are excited about it, not complaining. unless i'm missing something huge. edit: read a bit more, and it seems that people aren't pissed about dominion as much per se as they are about the fact that nothing ever gets done on time. people need to shut the hell up and enjoy the fact that the damned game is free, for goodness sake. would it be nice for new features? sure! are there game-breaking bugs right now that prevent any enjoyment from coming from the game? no, there's some balance issues but they go both ways. sooooo, yeah. shut up, entitled asshole people.
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i'm hoping they offer four- and ten-packs. i'm assuming they'll do four-packs, but a ten-pack would be even cooler.
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uh, yeah, it's been announced for a spring 2012 release. day one purchase for me. i played the first on 360 and didn't get into it, and then played it on steam thanks to stevo bortz buying it for me and absolutely loved it. i definitely prefer it as a coop game, not a single-player game, but even still i'm definitely getting it day one. whatcha think, people? think the ending will be better? game informer's got the 'scoop' next month, so in a few weeks when i get my august edition i'll put more details up.
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i sold my account for close to 250$. i enjoyed it while i played, and i liked my character a lot, but i simply spent too much time on it so i figured that i'd get some cash for it and get out while i still could. 250$ ain't bad at all.
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i see what you're saying about flash, but i feel it still has very specific uses as a whole. for an initiator like malphite or alistar, that additional range really makes a big difference. and being able to go through walls is really nice too. however, all it really does - especially if you're slowed - is move you a few extra feet away, as opposed to counteracting whatever CC they're putting on you. i feel it's got very specific uses when it's awesome, and lots of places that you can use it where it's not that great at all. ghost is nice because it gives you sustained speed as opposed to just a quick warp to a different point. think about most of the times you've died out of a teamfight. either you're stunned/snared/knocked up/whatever, or you're running away and got caught. would a flash save you? when you're snared or whatever, yes, it can. when you're running away, sometimes. and when you're chasing a low-health character, sometimes. flash seems better for someone who just needs to get in range to use a single spell or something than it is for an autoattack champ like ashe or yi. the speed bonus is way better for one of them, allowing them to always have position on who they're attacking. the map-control aspect, allowing them to get around quickly to teamfights and ganks, is even better. i haven't seen a rammus guide that uses him as a jungler, since he's got such low damage and slow AS early in the game. as i said, if you get hit hard early and don't have the 850 for a heart of gold, losing that EXP is a huge deal. it's not money that matters, it's getting behind in levels. teleport has basically saved games for me by preventing me from being underleveled in the mid-game phase. powerball is also tough to use later-game to get around because if you impact an enemy, you'll aggro them as well as knocking you out of your ball. considering how strong he is at pushing towers late-game, i've found that an effective strategy is to use teleport to get to a tower that's pushed, pop my ult and blow the tower away quickly, and then use powerball to get out fast. i usually seem to get at least one tower that way, and the pressure it puts on the other team offsets not being around for those few seconds. when the top three or four guides on mobafire and elsewhere say that teleport's one of the best spells for rammus to keep him available for fights while being all over the map, i think i'll trust them as for ignite, i think both ignite and exhaust have very specific uses. ignite is much better early-game when stats aren't stacked enough for percentages to make much difference, and exhaust is much better late game where catching a runner is easier since towers have been pushed and the lanes are more empty.
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i've been reading a lot of 'pro' builds for the characters i play the most, and i'm finding that almost exclusively they recommend ghost over flash. the only time you want flash is on a character like fiddlesticks, where you can virtually dash through two walls between crowstorm and flash and surprise people where they had no idea where you'd be. the main reason for ghost is that the duration is just so long, and ignores collision so it can blow through creep waves without getting boxed in. you can just run away from anything, and even with a speed boost ability characters will just keep up with you and not catch you. for fiddles, ghost is nice because it allows you to catch up to players with crowstorm and be able to hit them with drain at close range. with a character like cho, it means that no one can get away from his ult, since collision with him is terrible the bigger he gets. and with urgot, it means that you can always be in position to continue attacking with his Q and never be out of range (since his shield slows enemies by 20% as well). but yeah, i'd put ghost over flash any day. i also feel that exhaust is better than ignite since it scales so well late into the match. it's always a percentage thing rather than a set amount of true damage, and a lucky potion or heal spell (meditate comes to mind) can't counteract it like you can to ignite. teleport is also important for characters that don't get much gold early in game and aren't going to get early kills, like rammus. he can miss as much as a full level of experience when he goes back to buy his heart of gold, and that level means so much in mid game since he spends a lot of time roaming and defending towers and not as much time actually in the lane unless there's a big teamfight. almost all videos i've seen of people playing rammus have him one or two levels down in mid-game because of that, and so teleport means that they can jump right back into the action rather than waltzing down the lane. it's one of the few spells i use all game rather than just in fights or just in early game. i've teleported him into teamfights before when the other team thought they caught my squishies with their pants down and gotten triple kills off of tremors, high AD from his passive, and the taunt and powerball abilities. oh, and revive/teleport rammus? ridiculous. towerdive him early game with his powerball to get down there and die quick, and he can just sit there and eat damage for breakfast all early game. love it =D