Urf builds
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2023.05.28 19:28 Wldz_ [WTS] FCD SOLGW 11.5 Upper. SOLGW Bcg, Radian CH
Timestamp
https://imgur.com/a/PwTAjrN Build = FCD URF-S Upper / FCD Double dimple EPC / SOLGW M76 Rail / ODG Railscales Mlok / Solgw 11.5 Combat barrel / Solgw gas tube+ block / Solgw No mount NOX. I have not fored it, previous owner claimed a few hundred.
- SOLGW BCG about 300 rounds from a different upper = $150
SOLGW Radian charging handle NO salt = $60 SOLD
Price is PP FF shipped to lower48. NO notes.
G&S available for 25+ flair (add 3.5% to price)
NO TRADES
submitted by
Wldz_ to
GunAccessoriesForSale [link] [comments]
2023.05.25 06:42 Free_Cancer Questions from newbie who wanted to main Udyr
Hello like the title has suggested, I love to play Udyr before his rework (mainly how funny it is his lethality works so well in URF), and now since his rework I've tried and tried many build but mainly still sticking to lethality for fun and giggle, right now in the current mid season patch has changed alots of items that made me confuse and don't know where to start, so right now I have several question to the fellow Udyr mains to help this young one to grow better!! 1. What's your thought process while playing AP tank (Phoenix) and bruiser (bear) build? I have tried AP but feels like the damage is rather bad and if I were to get behind (which have been happened a lots due to people keep invading and deny my jungle in multiple games) I'd become useless. So what's the generalization of the gameplay beside juking people and just go in with phoenix? 2. What's the current build for Udyr lethality? 3. Is rageblade or galeforce build path good for Udyr? 4. What's the though process of playing Udyr? I'm currently playing Vietnam server, which is known for its aggressive gameplay, how do you counter it? Or what should you do in that lower rank lobby?
I'm sorry that English is not my first language so some grammar may be questionable but I hope that I'll receive help from you all, thank you!
submitted by
Free_Cancer to
Udyrmains [link] [comments]
2023.05.22 00:29 Nintega94 Urgot Midscope/Rework Concept
With the recent item changes & Urgot's itemization being a bit awkward now, I thought it was time for a midscope idea. The main purpose of these changes besides some QoL changes is to improve his itemization feel & choices
Base Stat Changes
Health: Reduced from 655 - 2389 to 605 - 2050
Mana: Increased from 340 - 1105 to 525 - 1800
MP5: Reduced from 7.25 - 20.85 to 5.9 - 11
Move Speed: Increased from 330 to 350
Atk Speed: Reduced from 0.625 - 1.023 to 0.625 - 0.731
Atk Damage: Increased from 63 - 131 to 66 - 151
Armor: Reduced from 36 - 128.65 to 28 - 96
Passive: Echoing Flames
NEW INNATE - Strength Benefactor: Urgot's considered ranged (Can build Runaans for example), but any Melee/Ranged differences in systematic performance will consider him Melee
Damage: Damage changed to 50/75/125/200% AD (Lvl 1/6/11/16)
Per-Leg CD: Changed from 30/20/10/5/2.5 (Lvl 1/6/9/11/13) to 20/15/10/5 (Lvl 1/6/11/16), Affected by Ability Haste (Including Basic Haste)
Q: Corrosive Charge
Damage: Changed from 25/70/115/160/205 (+70% AD) physical to 20/30/40/50/60 (+10/20/30/40/50% AD, +75% AP) magic
Slow: Changed from 45/50/55/60/65% to 35/38.75/42.5/46.25/50% (+2/2.75/3.5/4.25/5% per 100 AP)
Cooldown: Reduced from 10/9.5/9/8.5/8 to 7.5
Mana Cost: Reduced from 70 to 30
W: Purge
Damage per attack: Increased from 12 (+20/23.5/27/30.5/34% AD) to 100% AD (+100% Bonus Atk Speed)
On-Attack/On-Hit effectiveness: Increased from 50% to 100%
Atk Range: Reduced from 490 to 350/375/400/425/450
Slow Resist: Increased from 40% to 50%
Move Speed Reduction: Changed from 125 to 150/135/105/60/0
REMOVED: Mark Passive
CHANGED: Urgot now prioritizes attacking enemies he clicks on
CHANGED: This is always a toggled ability regardless of rank
CHANGED: Toggling this ability will not count as an ability cast (For factors like Sheen)
CHANGED: Can only learn/rank up this ability at Level 3 or higher
Cooldown: Changed from 12/9/6/3/0.5 (Static at last rank) to 0.1 (Static at all ranks)
Mana Cost: Changed from 40/30/20/10/0 on cast to 100/85/70/55/40 (Reduced/Affected by Ability Haste, including Basic Haste) for each Purge attack on-attack
NOTE: In URF, this ability still costs mana
E: Disdain
Damage: Changed from 90/120/150/180/210 (+100% Bonus AD) to 35/45/55/65/75 (+70/77.5/85/92.5/100% AD)
Shield: Changed from 55/75/95/115/135 (+135% Bonus AD, +13.5% Bonus Health) to 10% (+10% per 100 Bonus ArmoM Resist) Urgot's Max Health
Shield Duration: Changed from 4 to 3/3.5/4/4.5/5
Cast Time: Changed from 0.45 to 0.5 - 0.2 (Based on bonus atk speed, up to 200% bonus atk speed)
Dash Speed: Changed from 1200 (+100% Move Speed) to 800 (+100% Move Speed, +200% bonus atk speed
Range: Increased from 450 to 500
Cooldown: Increased from 16/15.5/15/14.5/14 to 18/17/16/15/14
Mana Cost: Reduced from 60/70/80/90/100 to 30
R: Fear Beyond Death
NEW PASSIVE: Urgot gains Bonus AD equal to 1/3/5% of his bonus health/mana
NEW: 1st cast can be targeted against enemies within 250u of Urgot
Cast Time: Reduced from 0.5 to 0.5/0.35/0.2
Speed: Changed from 3200 to 3000/4000/5000
Slow: Reduced from 0 - 75% (Based on missing health, up to 75% missing health) to 0 - 50% (Based on missing health, up to 100% missing health)
Damage: Changed from 100/225/350 (+50% Bonus AD) physical to 200/300/400 (+50% AP) magic
Target's max health Recast Threshold: Changed from 25% to 10% (+5% per 100 Bonus AD)
Fear Duration: Changed from 1.5s to 1/1.5/2s
Cooldown: Increased from 100/85/70 to 150/135/120
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Nintega94 to
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2023.05.17 10:32 DeleteAltCrt Now since duskblade is being changed...
Can we get the cdr reverse scalling removed from yi q? I hate knowing that Yi is the only champ that gets punished for building a stat. Since dd already reduces yi q from 1> .8 seconds or so. It really limits what yi can build without destroying q. I really want to try a lethality build next patch with hob without relying on rb. But with this nerf still in place, idk if it will be possible.
I also want them to bring back yi on urf too since it only refunds .1 seconds per auto there. Which ruins the fun.
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DeleteAltCrt to
YIMO [link] [comments]
2023.05.16 04:01 ForSacredRussia1 Ingria Without Borders: "Alfred Koch suddenly had an epiphany: “Is the collapse of Russia really so terrible? And is it true that Russia can exist only as one big, unified state? And is a national catastrophe really an alternative to this?..."
| SOURCE: https:// t . me/ingerimaja/566 Ingria Without Borders ENGLISH: Alfred Koch suddenly had an epiphany: “Is the collapse of Russia really so terrible? And is it true that Russia can exist only as one big, unified state? And is a national catastrophe really an alternative to this? No, I am by no means calling for the fragmentation of Russia into several separate states by force. It will remain a single state and the way remains for itself. But specifically to save her from collapse - why? Fall apart - so be it. Collapsed, out, the Soviet Union, so what? Someone sobbed from this "geopolitical catastrophe"? Yes, not a little! Even Putin felt quite calm for twenty whole years, until urine hit him in the head. Can anyone remember the actions of mass suicide of patriots? Or tell me (only without a cheat sheet) when and how Czechoslovakia collapsed? But there was such a country ... No. For the sake of preserving a united Russia, I don’t see the point of sitting biting my tongue and not calling the murderers murderers, just because they are “our boys” and we should build this very PRB with them. I do not need a PRB built at such a cost ... " https:// m . facebook . com/story . php?story_fbid=pfbid02TzEuejt4cQ1FbURfHftc7Ev4z58x9fQfRfneFCTZNuTWyCLQy6eCgMpF5oLsL9SRl&id=100000712037223 ---------------------------- RUSSIAN: Альфред Кох неожиданно прозрел: "Так ли уж страшен развал России? И правда ли то, что Россия может существовать только как одно большое, единое государство? И действительно ли альтернативой этому является национальная катастрофа? Нет, я отнюдь не призываю силой раздробить Россию на несколько отдельных государств. Останется она единым государством и путь себе остаётся. Но специально ее спасать от развала - это зачем? Развалится - значит так тому и быть. Развалился, вон, Советский Союз, и что? Кто-то зарыдал от этой «геополитической катастрофы»? Да ни чуть! Даже Путин себя вполне спокойно чувствовал цельных двадцать лет, пока ему моча в голову не ударила. Может кто-нибудь вспомнит акции массового суицида патриотов? Или расскажите мне (только без шпаргалки) когда и как развалилась Чехословакия? А ведь была такая страна… Нет. Я не вижу смысла ради сохранения единой России сидеть прикусив язык и не называть убийц - убийцами, только лишь потому, что это «наши мальчики» и нам с ними строить эту самую ПРБ. Мне не нужна ПРБ, построенная такой ценой... " https:// m . facebook . com/story . php?story_fbid=pfbid02TzEuejt4cQ1FbURfHftc7Ev4z58x9fQfRfneFCTZNuTWyCLQy6eCgMpF5oLsL9SRl&id=100000712037223 submitted by ForSacredRussia1 to FreedomofRussia [link] [comments] |
2023.05.10 04:55 MegaEmpoleonWhen Navori Quickblades on 13.10
New Navori might be a solid mythic option next patch as it does away with the 40% crit requirement to reduce CD on hit.
With only Navori Quickblades and a max rank E, while afking W, Urgot drops a 14 second cooldown into a 4.62 second cooldown. With Cleaver added, you go to a 4.29 second CD.
The build spikes as early as level 1, as it makes his E cooldown only 4.95 with 1 rank in it.
His rank 1 Q goes to a 4 second cooldown.
Granted this doesn't provide any benefit to his W, but being able to play with URF CD makes the item more than a viable option considering it increases his durability by a significant amount.
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MegaEmpoleonWhen to
UrgotMains [link] [comments]
2023.05.02 12:36 CatboiWaifu_UwU Project Audax
“Vessel on my port bow, this is the UNSC Audax. I command you to cease de-orbit procedures immediately and allow my Boarding Party to embark and search your vessel under United Earth Government law. If you do not comply or attempt to flee, we will fire upon your engines.”
“Vessel on my port bow, this is the UNSC Audax. You are in violation of United Earth Government law and have failed to comply with lawful orders. Direct your crew forward, we are now firing a disabling shot.” - Audax bridge crew to suspected URF gun-running vessel.
The Halo universe is home to a great number of fantastic stories and deep, fleshed out lore across three categories. Canon, Fanon, and Fan Fiction.
I hope that my most recent work-in-progress will be accepted to the world of respected Halo Fanon.
Introducing Project Audax, or Audax for short. The Halo universe captivates a grand audience with the story of John-117 and the Human-Covenant war, a war that would threaten the very existence of Humanity in the literal sense of being a specieswide existential threat. It makes for a grand and theatrical Space Opera, and that’s all before the Flood become involved.
I would like to quietly move one of the spotlights off-stage, to the rarely-recognised and under-appreciated backup singers. One of the mere building blocks of the war machine, doing grunt work rarely given the spotlight in-universe or out.
Introducing the UNSC Audax, a Patrol Corvette with under 50 crew and sporting a Marine complement of two squads. Their task? Floating in orbit for weeks on end, intercepting suspicious space traffic in the war against the United Rebel Front. They are not a frontline unit. They are not heavily armed.
Featuring a deep and intricate plot with ONI fuckery and inter-service rivalry, with a healthy amount of ONI fuckery for dessert and authentic military humor for a midnight snack, I invite you to follow along as Audax conducts routine operations and find themselves entangled in ONI experiments, political minefields, contact with the Enemy, dealing with loss, complex interpersonal relationships of every flavour and have a good time.
I am posting this as an interest check in the current canon/fanon/fanfic landscape. So far, it has been written with the intent of being published as an ARMAchinema, though a novel release is also in consideration, and if reached out to by the right people, I would love the chance to do something high budget such as an animated series. At this time, it is purely a WIP screenplay authored as an ARMAchinema by myself in my free time with no strict commitment. I have no budget allocated to this project as of yet, and will not be planning to fund it personally until the script is in a more complete state. If significant interest is shown to this project, I plan to increase pace of writing. I plan to open crowdfunding for this project only when the script is finished and I have a significant window in my IRL time commitments. Crowdfunding will solely be used for development cost, asset creation and paying animators, editors, game actors and voice actors. I plan to offer limited roles to the greater Halo community for those looking to contribute.
If this gets enough attention, I’ll drop a few excerpts from the script novelisation and make a discord for the project.
“Battle-dicks on, Bushranger Squad, let’s earn some Hazard Pay.” - Marine SGT
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CatboiWaifu_UwU to
halo [link] [comments]
2023.04.30 17:08 AnonyStarfarer93 UAF MinoriaII(SP)Misbehaviour Please Help
| Not knowing if it conflicts between mods or something after several purges and reinstallations, my game’s Minoria II(SP) still provide an incorrect loadout of hardpoints. As the ai_minoria in the mod folder is still intact, at least one medium and one fighter bay are missing. When I’ve got a reverse-engineered hull mod installed, the fighter bay directly shows up with a fighter in it, with the mod unable to be removed anymore. Is there any solution? Mod list(Up to date): everyone loves Ko combine AdvancedGunneryControl Better Colonies BetterDeserved S-Mods Beyond the sector ClearCommands CmUtils Commissioned Crews DIY Planets HMI(Brighton,supervillains) Industrial Evolution Iron shell Kazeron Navarchy LTA Mayasuran Navy More Hullmods Quality Captains ScalarTech Secrets of the Frontier Slightly Better Tech-mining Special Hullmod Upgrads Starship Legends Stelnet Substance Abuse Superweapon Arsenal Tahlan ShipWorks Terraforming and station construction UAF UNGP Vayra’s ship pack CIV Dassault_mikoyan engineering Diable Avionics SCY Unknown Skies The misbehaving ship loadout for now The\"Expanded Manufactory\" issue submitted by AnonyStarfarer93 to starsector [link] [comments] |
2023.04.27 21:46 Mcjlandscapes [WTS] 10.3 urg, FCD, G$, Surefire…
Timestamp:
https://imgur.com/a/DVKIzUZ Went a different direction with this build so looking to sell. Everything torqued to spec using the proper grease. Barrel dimpled by me with dimpling jig. Muzzle device is torqued to spec in the neutral position without rocksett. Small spot of salt right above the right side qd socket from a sling swivel, i included a pic of it. Add your bcg and hit the range. Priced to sell quick at $500 shipped Paypal F&F preferred. Pm me with questions my chat is janky. Will most likely part it out after today if it doesn’t sell
Album
https://imgur.com/a/17IP6Tr FCD URF-S
Expo 10.3” chrome lined socom profile(rosco oem)
Surefire Warcomp neutral
Geissele Mk16 blemula 9.3”
FCD single dimple epc(randy)
FCD GBF
Expo gas tube
FCD ACF
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Mcjlandscapes to
GunAccessoriesForSale [link] [comments]
2023.04.15 14:41 BLAST_V My Ultimate Seraphine Damage Build ( very good in urf aswell)
RUNES: -Phase rush: for movement speed and ability haste/ Electrocute: for burst -Triump: goes well with Q's bonus damage on low health enemies -resolve: depends on situation -Mana flow band: for mana
Build order: First item depends on role -Rylais- for slow and goes well with E -Boots- depends on situation -Horizon focus - seraphane's passive doubles her ability so horizon's passive always gets triggered constantly -Rabadons- for alot of ap -infinity orb- for bonus 20% damage on low health enemies and goes well with Q -cosmic drive- for movement speed and Ability haste which goes well with phase rush -Protector Enchantment- gives big shield on W
WHY This builds purpose is to spam abilities and deal damage.
Triumph, infinity orb and Q's damage increase based on enemies health combo, can give upto 75% increase in damage on Q, and if it has the double passive, that is 2 Q's with upto 75% damage increase.
Since rylais can triggers first, E(double passive) can trigger 4 horizon marks cause it's 2 CC and with ult giving 2 horizon marks gives a total of 6 horizon marks or Tiggers horizon focus 2 times.
Phase rush and cosmic drive can give you alot of movement speed and ability haste allowing you to cast more abilities and trigger horizon focus even more.and pairing it with your W can give more movement speed.
The enchant is protectors enchant for more shield
submitted by
BLAST_V to
wildrift [link] [comments]
2023.04.01 17:55 AureliusAmbrose TSM to merge with CLG following buyout from Madison Square Garden
Amidst organizational turmoil and franchise uncertainty, formerly premier esports organization, Team SoloMid, has been acquired by the existing parent company of their long standing rival, Counter Logic Gaming.
Sources at
Yahoo Esports wrote early this morning that founder and CEO of TSM, Andy “Reginald” Dinh, was seen frantically biking around the downtown LA area late last night wearing only a 2015 letterman jacket shouting “we NEED to become like CLG”.
It was here that Reginald ran into current Head of CLG, Greg Kim, who has been praised for turning the organization around following years of middling results and soured public opinion. Mr. Kim, who was out on his nightly shoe shopping and popcorn spending spree, stated “He just came up to me whispering ‘Doublelift, we need Doublelift back’. I felt really bad for him so I invited him back to the CLG facility to stay for a night”
Although it’s unreported what actually occurred in the CLG office, sources have claimed that Reginald was seen exiting the building this morning in a dark robe silently chanting “faithful, faithful, faithful”.
It is currently unknown what organization will be acquiring TSM’s former LCS spot, but reports have indicated that culinary innovator and industry giant, McDonald’s, was looking to expand their operations into the entertainment sector.
(Happy URF day everyone- mods please remove if not allowed)
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CLG [link] [comments]
2023.03.31 12:13 HeroesUnite Say an Insurrectionist secretly built their way up in the UNSC to tear it down from the inside, what would be some possible ways they could try and achieve that?
Title.
Came as a story idea of a URF soldier enlisting in the UNSC and building their way up in the chain of command to tear it down from the inside, but I wasn't sure how they could ago about trying to achieve that.
submitted by
HeroesUnite to
HaloStory [link] [comments]
2023.03.22 23:59 Both_Zookeepergame53 [WTS] Everything but the lower - SOLGW & FCD 10.5" Part Out
Got a full 10.5" that I've broken down and looking to offload. Going to attempt to sell in chunks to reduce # of packages I have to send.
All prices listed are shipped and insured to buyer. Paypal FF for any <11 users, above is your choice but price is net to me.
Expected shipping date will be Friday, 3/24
Most of these items have 120 rounds on them prior to breakdown. I tried to capture pics of any wear etc, but feel free to ask for additional pics if needed!
https://imgur.com/a/1sF9R47 Upper ReceiveHandguard Package-$325 URF-F Randy, new never assembled -tried to capture blems in pics
FCD RHF 9.5" - Assembled and seen 120 rounds, like new condition
Package deal with either a single or double dimple FCD EPC- Black
add below FCD 6315KM for an additional $65
SOLGW Barrel, BCG, Gas Block/Tube Package - $300 Added special gift to a free state buyer! SOLGW 10.5" 5.56 barrel - Purchased off GAFS with stated 100 rounds, I have since added 120. Dimpled for gas block and threads are clean
SOLGW - BCG - 120 rounds on it, replaced cam pin with Capable Citizen marked pin
SOLGW Gas Block/Tube - 120 round (recommended new grub screws as always on gas block)
Add below SOLGW Radian CH for $65 Buffer Package-$175 FCD REF Purchased a while back off GAFS, seen some use but still threads on fine (tried to capture in pics) FCD ESFH1 End Plate - came off at 120 rounds, never staked, condition as expected FCD - CNF - Same as above, came off at 120, never saw staking and wrench slots are in good shape RBF w/ spring - Same as above Geisselle Super 42H2 Buffer - Same 120 rounds, wiped down and ready to go! FCD Serrated Lower Package-$125 FCD ABC/R - Standard (center non-bias) - This one I had cerakoted black (armorer's black I believe) FCD EMR-A - Extended Lever FCD - EMR Other Parts - all of these parts have 120 rounds FCD 6315KM Flash Hider-$75 SOLGW Radian Raptor CH-$75 Radian Raptor CH - $75 (this one came off a different build, 30 rounds (if that) on it
Radian Talon Safety Selector-$50 Raptor & Talon Combo-$120 Magpul Pro BUIS-$125 7.62x39 bolt - purchased off GAFS probably a year ago as a Spikes. ~400 rounds through it with no issue-$50 Added: (forgot to include)
SBA 4 with wiseman strap-$55?
ADM forward assist-$10 add on
Comment here prior to PM (no chats) or I will more than likely ignore the message. Feel free to send over offers on multiple items/packages, question, pic requests etc.
submitted by
Both_Zookeepergame53 to
GunAccessoriesForSale [link] [comments]
2023.03.21 19:45 SirKramelot (WTS) Eotech xps2-0, .300 BLK upper
Looking to get rid of some stuff just sitting around, want to invest it into other hobbies, so these gotta go.
The goods Eotech Xps2-0 black- bought and mounted on the upper I'm selling beside this, never shot, never zeroed, catch and release from here. 6/30/2022 inspection date. $400 sold
.300 BLK upper w/bcg+ CH build list from assortment of parts I had.
FCD URF upper, lantac forward assist, odg double dimple EPC (wear pictured), VLTOR bcm charging handle, no name bcg, 10.5 BA .300 BLK barrel with pinned gas block, sf3p, Midwest industries slimline handguard, odg mbus, and emissary handbrake.
Edit: 0 rounds on barrel
Looking to get $575
Combo deal for 925. Comment, then PM. No chats. I accept Paypal FF or Venmo. Prices are shipped with pirate ship and insurance.
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SirKramelot to
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2023.03.21 02:35 The_ChadTC If Riot's making a "Quick Game" queue, they should make it as casual as ARAM
So, Riot recently said that they are removing blind pick, since no one plays it and the few people that play it are stopping. In it's place they intend on adding a "quick game" queue.
My fear about that is that they are just making it blind pick but you being able to choose your role, I think that would be a waste of a feature. What I think they should do, is essentially ARAM in Summoners Rift (but not random).
The only place in League where you can play recklessly is ARAM. Even in modes like URF or Ultimate Spellbook, you have to be careful about how you play, because if you feed someone, you can make games completely unfun. In ARAM, due to how kills are worth less and how everyone gets constant gold from, it's extremely hard for champions to get fed, so you can pick champions you don't necessarily know how to play, you can go for wacky builds, you can play without worrying about trolling because even if you troll, the game isn't over for you.
However, ARAM has it's limitations. Some champions are straight up unplayable in ARAM simply because the gamemode doesn't provide the situations in which they would excel. If you want to casually 1v1 in sidelane, ARAM is not for that. If you enjoy the 2v2 of the botlane, you don't get that either. Quick game would be an excellent place to provide both that experiences without needing to get into a serious SR game.
In conclusion, many people don't play ARAM because they like to ARAM. Many people play ARAM because it's the only casual game mode league has.
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The_ChadTC to
leagueoflegends [link] [comments]
2023.03.18 17:34 Odd_Werewolf8729 Haste benefits:
Q- having a shorter Q time is actually the primary reason Q is maxed. Max Q means more Q, means more opportunities to collect a last hit. Damage certainly helps, but Q max itself is chosen as the primary choice because it is reducing cdr gate. More Q means more CS, and eventually the time the dagger is on the ground chains against Qs own cooldown, making it feel "always up". Tightening the chain on the cdr of Q feels great for this area of threat for kills and cs, and so we max Q. This exact same logic applies very well to haste. More haste is more Q.
W- in a typical build, W does not receive any points until level 14. This is an insane amount of time to sit on this gated full cooldown. Everyone knows and even agrees losing the W gate feels good for both movespeed utility and full combo gates lategame. Level 14+ Katarina is uniquely good feeling from this lower gate, again while the MS is good, the cdr gate is what is benefited from leveling this. Because choosing to max it last, haste is an excellent alternative to lowering this gate early without actually investing W points. You get to feel level 14+ rotations early. You get to use lategame rotation combos early. You get more utility Ws early. Getting the benefit of higher level points is the theme itself of haste on Katarina. Her abilities do not gain much base damage, it's all about cdr.
E- haste lowers the reset time of daggers. The math on this is that 10%cdr~ is about even with a point of e. The lowered full gate of e is also nice as you e plants around the jungle for example, or escape to an ally when out of position. E is also leveled, in general, for cooldown rotation. Unironically, the primary choice of all kats abilities level, is just what cooldown gates to lower more. But so anyway, more haste on her E is good because better resets without investing E, and more Es, without investing E. Haste gives you most of the benefits of maxing your other abilities, as you max Q or whatever.
R- so obviously R being down is sadness, but there is more to R haste as well than just "more R good pepega!", because of katarinas passive, voracious, she will lose 15 seconds per kill(something you use your ultimate to get), and this is actually balanced so that Kat has a semi unfair cdr if she fails to get a kill, but a decent cdr if she does; and so haste will give you the largest return of reduction based on the ultimates "total" cooldown, but then you will proc your passive...this effectively makes haste better for Kats R than normal because you will get 60-70s cdr on the ult+passive, but get like 10-12s haste reductions, it makes haste almost 2x as good comparatively to outcome on its reductions.
IE: you have rank 1 ult, get a double kill, passive reduces 30s from two kills, haste reduces based on 90s total cdr, you're actually at 60s and still get the haste benefit of 90s.
But so anyway, if haste Katarina is so bad, why have you all just been letting me spam urf? I thought we were friends....
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Odd_Werewolf8729 to
KatarinaMains [link] [comments]
2023.03.18 16:51 Jragon713 My ideal League of Legends patch notes
Systems
Role Selection
- ADDED: Role selection can be fully ordered, with fill standing in for any unselected roles.
- You have a clear ranking of role preference? A > B > C > D > E.
- You don't care what you play if you can't get your main role? A > Fill.
- You'll play anything besides the role you hate? Fill > E.
- You have a favorite and a least favorite? A > Fill > E.
- etc.
- NOTE: I know we can't guarantee that players get their first choice every game, but letting them further define their preferences seems reasonable enough. Even with this change, players would sometimes get their last choice, but hopefully less often.
Buyback
- ADDED: Players can now spend 150 gold per champion level to cut their death timers short and immediately respawn at their base (360 second cooldown).
- NOTE: I'm copying this concept from DotA2, I really like the potential tradeoff there of saving gold to give yourself another chance to defend vs. spending that gold on an item powerspike.
Directional Movement
- ADDED: Players can now use a hotkey (hold or toggle, like with Target Champions Only) to move in a direct line towards the clicked point without pathfinding.
- NOTE: Also copied from DotA2, it's nice for any situations where you need to get as close to a wall as possible without pathing around to the other side.
Tutorial
- ADDED: Many more tutorial missions, each one dedicated to properly explaining a specific concept.
- NOTE: The current tutorial is a good start, but it's only 3 missions (destroy enemy base, get experience for levels, get gold for items). I think this game could use many more tutorial scenarios than that: jungling/neutral objectives, warding/vision/stealth, etc.
Practice Tool
- ADDED: Multiplayer practice lobbies.
- ADDED: "Stack champion buffs" button.
- NOTE: Filling in some gaps. Testing specific interactions would be much easier if we could set up scenarios with multiple champions involved, and checking values at certain stages of the game would be easier if we could grant champion-specific stacks, like Gangplank's Silver Serpents or Aurelion Sol's Stardust.
Bottom role
- CLARIFICATION: Marksmen are not the only class that can be played in the bottom lane, some mages are viable there too; please stop calling it "ADC". Sustained DPS is only one of the multiple ways to help carry your team. Also, if you have other roles already providing the aforementioned DPS, consider picking more for utility instead.
- NOTE: The inconsistency of people accepting multiple classes in any other role but not bottom really bugs me; non-marksmen like Karthus, Seraphine, or Veigar could definitely also want a lane partner more than they want solo experience, while the physical DPS can come from Tryndamere top, Kindred jungle, Tristana middle, etc. Honestly, it's just weird to hear people say "top/jg/mid/sup" (role) but then also "ADC" (class), it's a mismatched comparison.
In-Game Missions
- ADDED: The Battle for Bilgewater in-game mission. If Miss Fortune and Gangplank are on opposing teams, Miss Fortune has at least 1 rank in Make It Rain, Gangplank has at least 1 rank in Cannon Barrage, and Gangplank has purchased at least 1 upgrade for Cannon Barrage, a 'quest received' ping signals each to take the other down, being rewarded for emerging victorious. When Gangplank takes down Miss Fortune, he gains 250 additional Silver Serpents, and when Miss Fortune takes down Gangplank, one of his purchased Cannon Barrage upgrades (randomly selected if he has multiple) is applied to her Make it Rain.
- NOTE: I really like the in-game rival quests, like RengaKha'Zix and Thresh/Senna/Lucian have, and Cannon Barrage is really just a larger version of Make it Rain. Perhaps a unique Cannon Barrage upgrade might be a more interesting reward than just a Silver Serpent bounty...
Champions
Altair
- P - Elemental Orbit
- ADDED: Altair is constantly orbited by 3 elemental Orbs. Each Orb deals magic damage (scaling with Altair's level and AP) to enemies on contact.
- ADDED: Altair cannot improve his abilities with skill points. He gains access to Cyclic Surge at level 1, Orbs Out and Orbs In at level 2, and Elemental Mastery at level 6 (improving automatically at levels 11 and 16). Instead, Altair may spend his skill points to gain ability power, magic penetration, or movement speed.
- NOTE: It's understandable that Riot wanted Aurelion Sol's generally appealing thematic to have a kit that's easier to pick up so he could really become popular, but it was kind of a shame to lose a relatively unique kit. This champion is an attempt at using the precedent set by Aphelios to really give the player more control over his orbit. Altair is designed to be a mid lane battlemage.
- Q - Cyclic Surge
- ADDED: Altair cycles his Orbs to the next Element (Fire, Water, Air, Earth) and gains a temporary burst of movement speed. Altair's Orbs have a bonus effect (refreshing on further hits, not stacking) based on his current Element. 1 second static cooldown.
- Fire: Searing Orbs temporarily reduce enemy armor and magic resistance.
- Water: Tidal Orbs temporarily reduce enemy movement speed.
- Air: Guiding Orbs temporarily increase ally movement speed.
- Earth: Jagged Orbs deal additional damage over time.
- NOTE: The different Orb types should help make sure Altair doesn't feel too one-note, similar to Udyr's Stances.
- W - Orbs Out
- ADDED: Increase the Orbs' orbit radius, up to a certain maximum. Continues while pressed; no cooldown.
- NOTE: For finer control of where the Elemental Orbit's Orbs' orbit is. Orb orb orbit orb orbitorb.
- E - Orbs In
- ADDED: Decrease the Orbs' orbit radius, down to a certain minimum. Continues while pressed; no cooldown.
- NOTE: See above.
- R - Elemental Mastery
- ADDED: For the next 7 seconds, Cyclic Surge has no cooldown, Altair gains 1/2/3 additional Orbs, and Altair's Orbs gain additional Element-based bonuses. 100/90/80 second cooldown.
- Fire: Burning Searing Orbs now also deal additional damage over time.
- Water: Rejuvenating Tidal Orbs now also heal allies.
- Air: Grasping Guiding Orbs now also briefly pull enemies in.
- Earth: Dense Jagged Orbs now also briefly knock enemies back.
- NOTE: Removing the cycling cooldown helps Altair get to the currently-desired Element before Elemental Mastery wears off. Gaining additional Orbs increases both DPS and effect uptime, and locking bonus effects behind Elemental Mastery allows the Orbs to do things that would be too strong as permanent basic effects.
Gangplank
- P - Trial by Fire
- Bonus movement speed increased from 15%-30% (based on level) to 20%-30% (based on level).
- REMOVED: No longer deals an additional 2 damage per 1% critical strike chance.
- NEW EFFECT: Now grants an additional 0.2% movement speed per 1% critical strike chance.
- NOTE: It's more skillful and fun to kite and use resets to stack extra damage than it is to just slap people once.
Sylas
- P - Petricite Burst
- NEW EFFECT: Stacks now display on health bar for the player.
- NOTE: I like the display that was added to Riven's Runic Blade, I think it would fit Sylas too.
Sion
- Q - Decimating Smash
- BUG FIX: Visual indicator updated to more closely match the ability's hitbox.
- NOTE: We all know that this is not okay.
Ornn
- P - Living Forge
- REMOVED: From level 13 onwards, Mythic items can be made into Masterwork items.
- NEW EFFECT: From level 9 onwards, Boots items can be made into Masterwork items.
- NOTE: This will make more sense when we get to the Items section. Sorry, Cassiopeia and Yuumi!
Items
Mythic items
- REMOVED: Mythic items are no longer their own category, and Mythic passives are removed. Existing Mythic items are now Legendary items and are nerfed accordingly.
- NOTE: I would prefer if the only mutual exclusivity in items came from items that do the same thing, like how you can't buy two Lifeline items. Mythic passives are generally too small to make all the restrictions worth it, they don't actually let you shift your build much. Nerfs to these ex-Mythics compensate for getting this build flexibility back, now that it would be possible to build both Divine Sunderer and Goredrinker, etc.
Boots items
- ADDED: Each Boots item now has a Masterwork version.
- NOTE: Ornn needs something to upgrade items into, and this might make it feel less bad to have an 1100g Boots item occupying a slot that could hold a 3000g Legendary item. Obviously movement speed is an important stat, but it sometimes feels like the slot is half-wasted because it could hold so much more gold's worth of other stats.
Edge of Night
- REMOVED: Annul passively blocks the next enemy ability after not taking enemy champion damage for 40 seconds.
- NEW EFFECT: Annul is an active ability with a 1 second channel time that blocks the next enemy ability within 7 seconds (40 second cooldown).
- NOTE: Reverting the spell shield to an active effect instead of a passive one feels better, letting players choose when they need it instead of letting it get poked off by something minor.
Banshee's Veil
- REMOVED: Annul passively blocks the next enemy ability after not taking enemy champion damage for 40 seconds.
- NEW EFFECT: Annul is an active ability with a 1 second channel time that blocks the next enemy ability within 7 seconds (40 second cooldown).
- NOTE: See above.
Horizon Focus
- BUG FIX: Hypershot's damage amplification no longer applies to true damage.
- NOTE: Items (specifically Anathema's Chains and Crown of the Shattered Queen) don't decrease true damage, and I want consistency, so they shouldn't increase it either; true damage should be true.
Evenshroud
- BUG FIX: Coruscation's damage amplification no longer applies to true damage.
- NOTE: See above.
Duskblade of Draktharr
- BUG FIX: Nightstalker's damage amplification no longer applies to true damage.
- NOTE: See above.
Navori Quickblades
- BUG FIX: Impermanence's damage amplification no longer applies to true damage.
- NOTE: See above.
Solari Chargeblade
- PORTED: Solari Chargeblade is now available in the shop.
- NOTE: This is a cool Wild Rift item that I would like to also have available in proper LoL.
Ixtali Seedjar
- PORTED: Ixtali Seedjar is now available in the shop.
- NOTE: See above.
Crystalline Reflector
- PORTED: Crystalline Reflector is now available in the shop.
- NOTE: See above.
Petricite Amulet
- ADDED: An AP and magic resistance option for longer fights.
- RECIPE: Verdant Barrier + Aether Wisp + 1050 gold = 2900 gold.
- STATS: 60 ability power, 45 magic resistance, 8% movement speed.
- UNIQUE ACTIVE - Persistence: Removes all magic resistance reduction debuffs currently affecting you, and for the next 6 seconds, magic penetration and magic resistance reduction are only 50% effective against you (90 second cooldown).
- NOTE: while there are multiple AD + armor and AD + magic resistance items, there's only one AP + armor item and one AP + magic resistance item, and they're both best suited for short and impactful moments (stasis/spellshield). Crystalline Reflector (above) fills the AP + armor niche for longer fights, so Petricite Amulet would ideally act as the AP + magic resistance equivalent.
Enchanted Scale Mail
- ADDED: A ramping sustain option for AP fighters.
- RECIPE: Forbidden Idol + Blasting Wand + Ruby Crystal + 950 gold = 3000 gold.
- STATS: 50 ability power, 200 health, 50% base mana regeneration, 16% heal and shield power.
- UNIQUE PASSIVE - Whiteflame's Protection: For each second in combat with champions, all healing and shielding received is increased by 3%, stacking up to 4 times. While this effect is fully stacked, gain 10 basic ability haste.
- NOTE: Though it has gotten better since the item rework, AP fighters are still somewhat under-served by the shop (though in exchange, their kits are often inherently strong). Heal and shield power is a good way to amplify AP fighters' built-in durability without letting mages poach this as a new defensive option.
Runes
Perfect Timing
- REMOVED: Removed from the game.
- NOTE: I think Stasis should be slightly less accessible; you should have to actually buy the ability to become invulnerable.
Fruitful Fertilization
- ADDED: Start the game with 3x Fruitful Fertilizer, which can be activated to instantly regrow the target jungle plant.
- NOTE: We need something to replace Perfect Timing, and this feels very Inspiration-y, I can definitely imagine some cool plant usage.
Game Modes
Rotating queue downtime
- REMOVED: No more gaps between modes. When one mode rotates out, another one rotates in.
- NOTE: The downtime drives some people away until another mode returns, because they're just left with normal games (too slow sometimes) and ARAM (it half plays itself, the game tells you what to play and where to go).
URF
- ADDED: URF is now a permanent mode, instead of being part of the rotation. It swaps between pick-ban and random draft each patch.
- NOTE: URF consistently has more players than any other RGM, or even ARAM (source). Given that we can actually see it level off at roughly the same player count as TFT (which is its own game entirely), URF deserves to have its own queue.
Cosmetics
Expanded options
- ADDED: Cosmetics will now be available for more than just champions/wards/emotes, we'll have options for the map, minions, towers, announcer, etc.
- NOTE: Snowmobile cannon minions!
Specific skins
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2023.03.15 15:49 Lonewolf2300 Adding Warhammer 40K stuff to Starfinder
Okay, this isn't about using Starfinder to run Warhammer 40k. It's more that I like
elements out of WH40K and would like to import them into Starfinder, while still using the Pact Worlds setting.
Everything would be a bit scaled down, naturally. The Imperium of Man would be another human-dominant empire in the Vast, one with serious delusions of grandeur. Although I'll admit, they overlap with the Azlanti Empire a lot, to the point I wonder if I shouldn't just add more Imperium aesthetics to the Azlanti.
The Imperial Guard could represent Auxiliary levies in service to the Aeon Guard, and get blended with the Alien Cohort. I could see blending the Aeon Guard with the Space Marines, creating different chapters with more variety.
Again, I'm wondering if it's worth modifying the Azlanti Empire to make it more Warhammer-y, or just add the Imperium as a completely different faction or "Human Space Fascists."
The Chaos faction would be various Demon Cults, some of which would be based on the Four Chaos Gods, while others would have radically different styles.
The Eldar would be an ancient faction of space-faring Elves, the remnant of an ancient Elven civilization, shattered by a Demonic event. I could even combine them with the Elven Imperial Navy of Spelljammer for the aesthetics.
For the Orks, there's this fun product by Skortched Urf' Studios, "Rampage of the Void Orcs" that basically combines the Orks with standard D&D Orcs. It's for Pathfinder, but Legacy conversion can fix that:
https://www.drivethrurpg.com/product/268414/Rampage-of-the-Void-Orcs The Necron are basically villainous space robots, easy to build as a separate thing.
The Tau Empire can be a Faction in the Vast that's friendlier to the Pact Worlds and Veskarium, and more option to trade relations.
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2023.03.12 04:42 ace_mfing_windu (WTS) FCD/Criterion upper
Decided to give up on this build after waiting for an sbcg at a reasonable price. Selling to fund a 14.5 build
Everything is FCD (urf-f, rhf 11.5, epc, ldfa, acf, sling, gbf) besides the barrel. Barrel is 12.5 criterion hybrid. Upper is unfired.
Looking for $600 shipped includes g&s. sold
If interested, I can include the brt bcg previously posted for an extra $60 https://imgur.com/a/zepLioj Would also trade for non pw mk114, mk116, or non pw 14.5 bcm
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2023.03.12 02:24 TheInfernovoid W- Max Azir? A potential problem that might prevent AZIR BUFFS!
| This is not an argument against W max Azir or its pros and cons. It is a cautionary warning against statistics. Azir's WR by Skill Order (13.5) Azir's WR (13.4) Azir's WR (13.3) Azir's WR (50+ Ranked games, League of Graphs) - W max on Azir technically had a higher WR already.
- Higher mastery Azirs have a considerably higher WR.
I've been seeing a lot of arguments saying that Azir isn't that bad right now because the "W" max Azir has a WR that is consistent with previous versions of Azir. I wouldn't be surprised if this stat causes Azir to lose the opportunity to be buffed Phreak said that he would aim to buff Azir if his WR dropped with 13.5. Personally, I advocated for W max first going into the 13.5. (I really advocated for avoiding 13.5 and waiting it out, but W max if one still wanted to try the patch). I play Azir in 3 different roles Top, Mid, and support. I've been a fan of W max for quite some time, especially in top lane. (Random side rant: W max Azir on URF was broken because of AS steroids in that mode; RIP). However, I wonder if the current version of W max Azir is actually inflated by other factors. As in it is correlation and not causation. It is highly probable that W max Azirs are better Azir players (as a population). What I mean is that W max Azirs are most likely composed of higher mastery point players that spend more time looking at build paths, patch notes, etc. Considering that Azir has a higher WR by mastery, it is possible that that is the greatest factor. As one can see, the percentage of W max Azir players has gone up considerably. A non-main probably wouldn't make the transition right away especially given Riot recommends a skill order in game. So, I think it is important to keep an eye on this stat and see if the WR on W Max Azir begins to decline as its popularity increases. Other factors to consider: What itemization are W max Azirs taking, what runes, etc. TL:DR: W max WR might be inflated by Azir mains and be an inflated stat. That doesn't mean it isn't better than Q Max, but it might not be significantly better than previous versions of Azir (might be considerably worse without having greater data). Edit: March 11th (Initial Data): 46.44% 18.57% 11,425 (W) 42.48% 79.70% 49,040 (Q) March 12: 46.38% 18.89% 13,958 (W) 42.63% 79.37% 58,642 (Q) 46.4% 19.08% 16,313 (W) 42.74% 79.15% 67,666 (Q) March 13: 46.35% 19.48% 18,816 (W) 42.75% 78.76% 76,070 (Q) March 14: 46.39% 19.88% 21,789 (W) 42.65% 78.32% 85,824 (Q) March 15th: 46.2% 20.14% 24,524 (W) 42.66% 78.07% 95,082 (Q) March 16th: 46.12% 20.38% 27,787 (W) 42.65% 77.81% 106,088 (Q) submitted by TheInfernovoid to azirmains [link] [comments] |
2023.03.11 06:03 Rocket_III Further Afield [The Weaver Returns]
Dateline: 6CY
Building up a Vaa colonial expansion flotilla takes time and resources and tone poems and everything else that makes Vaa society itself. However, there are sometimes mitigating factors that make the normally ponderous Temple spring into action like the jaws of a bear trap. The worst one, and the most dreadful for them to contemplate, is a mobile habitat going dark.
The mobile habitat Soft Down Beneath A Mother's Wing had been on a perfectly normal course projection during YPF3731r45 (2CY in the non-Vaa dating system), and then it... stopped. The whole ship's engines had gone dark in the middle of space. None of the drones responded to pings. And then the mobile habitat entered a spacefold and was moving Too Damn Fast. Transpectral data from after the incident that measured the effects of the supraluminal envelope suggested that the ship had made an effective speed of Light-15.60964, or exactly fifty thousand times faster than the speed of light. Which was impossible. No Vaa engine had sustained even an envelope of Light-12 outside of benchmark testing for more than a few seconds before burning out in a cataclysmic warp discharge that spread the test vessel thinly across several parsecs of space. Making a mobile habitat deploy at that speed was unthinkable. And yet the testing had been flawless. The Soft Down, one of the largest ships in the galaxy by mass, had accelerated to levels thought impossible for a supraluminal constant-fold drive. Where the hell it had gone, nobody knew.
Four years later, the Soft Down emerged from warp in the mass shadow of uVe, outside the ring system. It did not respond to hails. It responded to nothing at all. No running gear units were on. No pickets emerged. No drones. No sound. No light. Just... silence. Seeing it over uVe was troubling enough.
Seeing it over esXhi was worse.
Seeing it over more than twenty inhabited worlds across a dozen systems was terrifying.
The only thing worse had been finding out what was inside.
After beholding for themselves the fate of the Soft Down hanging above uVe's kind and gentle face, the Temple Hierarchy response was (to slip into some complex political jargon here) to go absolutely bananas. For all the terrors inside, however, one thing was manifestly clear: this was not a design fault within the mobile habitat program. No, whatever fate had befallen the Soft Down had happened to it. It was the direct result of an outside entity. That much was certain. Strangely, this did not settle any nerves.
As such, more conventional colonies were rapidly greenlit and put into feasibility study mode. A few months after the return of the Soft Down, two such offworld colonial efforts were underway.
The first, and most complex, was a colonization mission to the Jovian planet iLekhet. The system of which it was a part was interesting from an astronomical perspective; a binary star system where the secondary star (the titular iLekhet) had failed to ignite due to the primary star siphoning off the necessary hydrogen. Despite being such a huge planet in terms of mass, probe efforts had found it to be an ice giant: beneath the shifting, shimmering clouds of iLekhet lay an ocean of almost pure water, held as a supercritical fluid by the immense pressure of the Jovian planet. The ocean was home to gigantic shoals of equally gigantic fish, with a complex ecosystem based on chemosynthetic algal blooms that blossomed in the higher reaches of the great sea. Enormous creatures patrolled these bloom fields, their gigantic tentacles actually clusters of baleen filters that they swept through the fine haze of algae and krill to consume. The tentacles were over fifty metres long, but had no defence beyond sheer bludgeoning mass. These were gentle giants upon a gentle, giant world. Such peace was to be respected, treasured, and emulated by those beings who would join their world.
Since the ice giant did not have a solid core to work on, at least not for the initial colony drop, the buildings and infrastructure were instead prefabricated blocks put together in orbit above iLekhet. An orbital station, in conjunction with the mobile habitat Cloister Of Inviolate Serenity, commanded the construction drone fleets in both the black and silver seas. They rapidly put together the cube cities, fitted them with the buoyancy runes, and sent them for splashdown. Like many cities in Temple space not on the homeworld, those of iLekhet would be far below the world's surface; unlike with those cities, there would not be a direct connection to the surface. Instead, crates of storage would be sent to and from the individual cities via a network of submersibles, and connection to the outside would be made via each city's gigantic cargo launcher, a huge linear accelerator that could punch shipping through the skies and into deep space after it first ascended to the ocean surface in an antigravity bubble so as not to disturb or endanger the local wildlife. Much of the technology used for ensuring the water-tightness and continued expansion in the planet was tested in the colony on esXhi; the only real difference was that the cube cities were far more densely packed at first, and that they had been fitted with municipal-grade grazers from the start. The first few waves of colonists were going to have a comparatively rough life at first, due to the sheer speed at which production was taking place. There weren't many art museums, the restaurants and bars had limited stocks, and much of the inside was bare metal flooring outside of the parks. They were in a rush, however, and this was made clear; these cities, along with the other on their new colonies, would be provided for at an accelerated rate, to bring them in line with the rest of the Vaa Temple Hierarchy's worlds quickly and efficiently to make up for the hurried nature of the colonization.
The other planet to be a new home for the Vaa was an arboreal world called soJet. For a rocky planet, soJet was vast. The planetary standard was based on the size of Urf, an otherwise-unremarkable rockball that had once existed but been shattered into an asteroid belt by the appearance of non-standard gender expression among its dominant species, because that's just what that sort of thing causes, you know. Urf had weighed in the region of 6x1024 kilograms, and its weight had entered the Vaa scientific lexicon as an "earthmass", a quick and easy descriptor of size on a planetary scale. Rockballs very rarely exceeded more than 10 Earthmasses in, er, mass; soJet, by contrast, weighed in at just over 22 of them. The planet was also densely forested, with trees reaching over a kilometre in height despite the world's high gravity and ferocious windstorms. Why had such a verdant paradise not be colonised earlier? That would presumably be the local wildlife.
The world of soJet had precious little animal life. No mammals, no fish, little in the way of birds. Its insects were large, admittedly, but they weren't predators; instead, they fed off the skyrivers, huge airborne flows of tree pollen that drifted through the trees like water through the roots of a mangrove swamp. The problem wasn't insects, not for colonial ventures. It was the trees. The largest were truly massive, each one holding a little ecosystem in its own right, whole thing forming a strange pseudo-brain whose processes were based on the flow of electrolytes within thin sap, like a combination of a giant circuit board and a vascular system. These giant organisms still photosynthesized, but augmented their diet with the skyrivers' payload of butterflies, which were trapped by fishing branches and scooped into hollows in the wood that ground them into a nutrient-rich pulp.
The giants were also home to actively predatory creatures like the veleshti. They looked like if a tree snake was the size of an anaconda and had an array of long, scythe-like claws like a dozen giant mantises. They were also entirely made of wood. Veleshti hunted in amongst the fishing branches and ate whatever they could stab out of the air, the corpses of their giant-insect kills being swept into the grinding holes of the trees once they were done, but there was a whole ecosystem of mobile plant life out in the branches, each lifeform more inventively deadly than the last. Veleshti were apex predators, sure, but they weren't the only ones, and they were tricky to deal with. One thing was for certain, though; something at the bottom of the world prowled through the roots and made veleshti look like day-old kittens. An enterprising species several hundred years ago had attempted to colonise the planet with a conventional arboreal-world setup; the Vaa satellites overhead could still see the chewed, partially-digested remnants of their thin metal dwellings.
As such, and in order not to disrupt the balance of the local ecosystem any more than they had to, the Vaa had changed tack. Their cities would stay away from the giant fishing trees and the tracks of the beautiful golden skyrivers, instead being built into the branches of non-mobile trees. These would become the staging posts for missions towards the planetary surface, and eventually fortified bunkers would be dug into the world after more was known about what the hell was going on down there. Unlike the cube cities of water worlds, these cities would be built into and connected to the trees and would be hermetically sealed from the atmosphere outside; pollen samples had been rendered to inception researchers on Draash for testing and analysis, but nothing conclusive had been published yet. The high-cities would be constructed of super-hardened lightweight aerospace materials, with their weight further compensated for by antigravity runic inscriptions, so the Vaa could be absolutely certain that they were not endangering the trees or themselves as they began the slow crawl down the trunks towards the lurking horrors below. Building the cities was a much more taxing procedure for the orbiting pilot crews, not least because of frequent attacks on the drones by local predatory flora before they finally figured out that hundreds of kilos of electrified floating metal did not constitute a delicious snack. The nature of construction meant that these cities were a lot more spread out than the cube cities, too, allowing for more of a village life to spring up amidst the colonists - or so the Temple promised. Fulfilling all the requirements of an official Vaa colony was a difficult thing to do, but the Temple knew the alternative, and so they set about drawing up more and better feasibility studies for colonial expansion throughout the volume of Sideris. There was something out there. And whatever it was, it wasn't good. So it was the job of the Vaa to do what all Vaa did when beset by deadly, terrifying danger:
Run and hide.
I intend to add the following two worlds to my empire, namely iLekhet and soJet. These worlds are not near the uVe system, and I did that on purpose; Vaa are all about survival, and I don't think keeping all your eggs in one proverbial basket helps with that, even if that basket is the size of a gas giant's ring system.
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2023.03.10 19:01 Megaval Shit!! They're onto us!!