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#depends on what i have easiest access to when the need to draw strikes me
liercrow34 · 3 years
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Steps to start play poker
1. THE RULES, POSITIONS AND POKER HANDS POSITION. Naturally, this is definitely the first step an individual want to get and the most players recognize that. While understanding general poker rules can be effortless, you should really invest some time understanding exactly what poker hand position is. You must not be in the spot where you stand in typically the middle of typically the hand and include to think have you been beating a right with your flush or even not and be spending your valuable selection time on that. This is precisely how poker hand ranking looks: Learning jobs is invaluable and even you should certainly not start playing before doing that. You probably have heard already, even if you did not play before, that place is very important in online poker. I would say, even more, it truly is 1 of the nearly all important poker guidelines you need in order to learn when starting out! Techniques not necessarily overlook it! Typically, if you possess a posture on additional players it means you are operating after them and it enables to discover what they do before producing your decision. This is a huge chunk info, which you can take into consideration. On the boat if that they bet or examine, how long they take to make a decision and what dimension they are using. For example, viewing that your opponent checks quickly may be an excellent indication of him or her having a poor hand and a person can opt to stone cold bluff knowing that. There are various examples like this particular one, but one thing is clear? it is best to observe that information than to give it to your adversary. When you will be ready to learn poker strategy just remember that will having a placement is crucial inside poker variations and you should play a lot more hands while in position. The arms you decide to be able to play are generally affected by the position you are inside. The later location you have a lot more hands you could be opening plus putting far more pressure on your opponents. One of typically the first things we all cover in online poker coaching sessions will be preflop ranges and you may take a search at my beginning hands from various positions here. Get my preflop holdem poker cheat sheet now and improve your own strategy at when! Always take this online poker tip into account ahead of jumping into your current games. Many players find no interest in playing reduced games, however you want to see that will your goal is to find out poker strategy and not to spend money while performing that. Therefore, you do have a few reasons for starting at very low stakes: Firstly, you will feel more comfortable knowing that you are not risking a lot of money and perhaps if you lose some at the beginning it may not hurt you. You will end up being able to find out the game and can not be shelling out a lot associated with money on the particular process so that will is an excellent idea. Secondly, some sort of player? s level of skill increases every period if you move up stakes. Starting from the lowest restrictions lets you play versus weakest players and find out the game instead of giving money to ones who are very much better right this moment. Finally, it enables you to discover the whole image and get the feel the full sport looks. You can understand positions, what poker hands you should play and can acquire everything in practice. Before moving up you need to be able to learn poker strategy and make sure that a person feel comfortable in a game that a person play. Another component that you should take in consideration is Bank roll Management, it is an independent topic and you will examine more about that Poker Bankroll Management here! This is usually a bit dire to the past tip for starting up at lower pegs, but finding the best games will assist you to even more and even drastically increase your own EV. You cannot find any spot for ego throughout poker, and if an individual stick to participating in better players, you can be losing. As basic as that. Also if you are the 10th greatest player in the world but continue to keep battling against typically the nine who happen to be better than a person, you will move broke sooner or even later. Truth being said, this is usually extremely important for just about every poker player, simply no matter how very good these are since it will verify your succeed rate. Additionally, an individual will have smaller sized swings in better games and may be able to be able to progress the stakes much quicker, which is definitely a massive reward on its own. If you happen to be not sure just how to find typically the best games, in this article are the top methods for you: Seem for best games for your file format (some rooms are better for money games and other for MTTs) Research when you can actually find top traffic and even more recreational gamers Locate the best choice accessible in your nation to be safe when playing and secure your own money Many beginner players come up with a massive mistake of taking part in too wide and even opening way too many Tx Holdem hands. The real key when you usually are starting out would be to play only your current strongest hands to take care of VPIP poker stat at a reduced side and steer clear of many tough choices post-flop. This may permit you play fewer, but more boldy when you choose to consider your hand straight into action. Most associated with your opponents found in low games heading to be actively playing random hands a lot of the time and using this poker suggestion alone will let you start prior to them. Using this kind of it will be possible to find out poker strategy without having losing money and a much even more effective way. Therefore be raising and even betting yourself whenever you play instead of just calling and place maximum pressure on your opponents. Knowing that that you include the advantage of holding much better hands pre-flop you will be merely winning against their particular array of cards inside the long work. When deciding which usually hands to perform in Texas hold em, your own position going in order to be just about the most significant factors to consider. You win even more money from later positions so attempt to play a lot more hands from right now there. Since all the poker coaching moves around 6max holdem poker strategy I may give you an illustration for this: Perform very tight by early positions, broaden up going closer to the BTN trying to steal more pots there. By a long way the most rewarding position in poker is Button (BTN) and sitting right now there you will be playing significantly more hands as compared to from any placement. It is proceeding to take some time out find used to this, but always carry your position into consideration when determining which hands to play. I cannot perspire it enough exactly how important this online poker tip is! Your own goal is to be able to learn poker approach and concentrate about seeing all the details. Thus leave multi-tabling regarding the future, stick with one table, and try to absorb all typically the information you can get. Look precisely how your opponents are playing and what fingers they have with showdown. As we all said, concentrate in using your placement and playing the tight-aggressive approach this means you will take you very far. Emotions are usually your enemy on the poker table. Sure enough that you can easily start feeling angry or sad whenever you lose while playing and you need to deal using this as well, although don? t help make it even more serious by starting your current games when a person feel bad.
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We have been doing stupid points when we are tired, angry, or perhaps even drunk it will cost us a lot of cash. Avoid starting your games when a person feel bad and that will be the first, but a new very big stage in becoming a new better poker participant. When you will end up being able to package with these emotions, you can take it one phase further and get a short while to get ready for your periods before starting playing. To get more info regarding self-management and mental game be sure to obtain my FREE poker book! You should know holdem poker odds you must strike the winning palm and what weed odds you will be getting. All an individual have to do then is help to make your decisions dependent on it and not your emotions. What are the cooking pot odds? It is a concept that lets you understand will you be getting typically the right price to continue with the hand and assist you to associated with right decision. This is the big concept and something that we is going to not be handling deeply, but Let me give you a new quick list most common Texas Holdem hands and precisely how many outs you have to boost a specific hand till next street: Gut-shot? 4 outs Two overcards? 6 outs Open-ended straight pull? 8 outs Get rid of draw? 9 outs Flush draw and gut-shot? 12 outs Straight flush pull? 15 outs An individual can have an excellent indication how probably you are to improve your odds by simply multiplying your outs by a couple of if want to be able to know an approximate likelihood of hitting your hand on up coming street or growing by 4 should you be looking for the quantity how likely you are going to improve your hand coming from flop to typically the river. In http://parimatch-turk.org have an open-ended straight pull on the fail with 8 outs you can count that you'll improve this approximately 8*2 sama dengan 16% on the turn and strike your straight or even 8*4 = 32% of the time with the river. These types of are not exact numbers tend to be very close to correct ones and by far it is definitely the best plus easiest way to be able to learn poker approach. Moreover, you will find much more information within my full article regarding poker odds and so i highly recommend looking at it. Think concerning it when making a choice with a new draw and acquire this poker suggestion seriously. When a person know how likely, an individual are to enhance your poker hand if you have the draw you have got to learn to put your opposition over a range. This will enable you to understand how many outs you actually possess and then make a a lot more educated decision. Numerous factors can advise what hands your opponent could be playing. It is really tough and innovative topic, but you can start together with a straightforward version associated with it. Think of their position, what hands he could always be opening and actively playing after that; His post-flop action can recommend what he could have. Betting or checking can show his strength or perhaps weakness and you ought to get looking for that will information; Board feel is a crucial factor to take into thought too. People will be less likely to have many strong practical dry boards compared to connected ones; A period he takes to generate a decision and sizes he is employing will give us additional information as well. Right now there are many things to consider and also you need a whole lot of practice to be able to be able to be able to think about that. Do not blame yourself if you fight with it at the beginning. As we explained this is a complex matter, that has books created nearly it therefore do not anticipate to master it in a day time or a full week. Keep playing plus learn poker strategy in the right way! Usually do not tumble into a routine of making choices automatically. It will be a huge oversight that even superior players are generating most of the time in addition to killing all of their possibilities to win funds. Take your moment and think concerning all the things we already talked about. Especially at typically the beginning, it could be overwhelming believing about everything simultaneously, like your positions, poker hand ranking, opponent? s greeting cards plus much more. That is definitely why you have to follow that online poker tip of taking part in only one table and take all the time you need to choose your choices. A long time period ago, I had been describing how to participate in poker to our friend who by no means played before in addition to after discussing for a while, he said:? Therefore basically I require to play any time I have the hand and fold while i don? big t?. I do think this is one of typically the best advice an individual can get if just starting enjoying and learning. Involving course, when you move up stakes and begin playing bigger game titles this will not really be a choice since many players usually tend to play far more aggressive there in addition to bluff more, so that you need to study how to play against them. But also in the beginning, keeping to this plan is the best bet. If you move up plus start playing some sort of bit more reasonable opponents I extremely recommend you checking out out Poker Video tutorials! You can get your game one stage further by crushing the opponents in the particular way you do not think seemed to be possible! You have to have to take this particular poker tip in to serious consideration. Once your passive opponents who will be just calling all the time start raising out of nowhere you should be folding the lot and actually a number of your sturdy hands. Most associated with the time 1 pair hands perhaps as good as a top match or an overpair should go in to a muck. If just starting actively playing you will have got some problems allowing go of these hands, but it really is one particular thing that you need to learn if you would like to become successful. Gamers in the most affordable games are certainly not bluffing so very much and in the long term, you will become doing yourself a big favor by folding one pair arms to aggression in these spots. Not every opponents are passive ones and when you might be playing against a maniac or even someone that is very extreme and raising constantly you must not be folding these hands. An individual need to realize there are different sorts of players and also you really need in order to play differently against them. The past part of my poker tips list will help you deal with this particular. If you need to be capable to compete together with players even upon lower stakes, an individual should get certain help. I feel not talking regarding advanced programs that can help a person learn GTO poker strategy, but a new simple one that will every player need to have. Tracking software is essential because you can see stats on your opponents and recognize how they are participating in. It lets a person quickly spot the particular different types associated with opponents that an individual will be facing and also to change your current poker strategy in addition to decisions depending on that. In my opinion, certainly the finest program for this is Hold em Manager 2 and you can get yourself a FREE trial involving HM2 here!
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5eforgemaster · 4 years
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Brewfest Week 2: Warriors Dirty Fighter Conversion Kit
Our first post for week 2 is advice for staying alive- no matter what it takes. Using the Tavern brawler feat and improvised weapons, a variety of unconventional tactics become available.
This one actually went up early on the foundry a little early, and you can read this article with the original formatting there.
Kit Overview
Investment Type: 'Half' Feat (In place of an Ability Score Increase [ASI])
Minimum Investment: One of your precious ASI slots- this stings less if you're a Fighter or Rogue.
Overall Impact: You are able to utilize unconventional forms of attack without penalty, making combat more expressive, and opening up new strategies.
Investment
This is one of the easiest conversion kits to access, in theory. By simply taking the Tavern Brawler feat, you have access not to a single new fighting style, but to a variety of new techniques ranging from unconventional weapons and unarmed strikes to truly off-the-cuff improvisation that may fit with any number of fighting styles.
Evaluating the investment here is a little bit odd though, because while any conversion kit does you no good unless you use it, you're likely to think you'll use this more than you actually will. You'll imagine yourself throwing stones, plucking a lit torch from a sconce and swinging it like a flaming club, or any manner of truly off the cuff attacks- but realistically, you need a plan.
And I hear you- "how can I plan to use an improvised weapon"?
But here's the thing, improvised does not strictly mean you've made the decision to use an object as a weapon in the moment. The weapon can be improvised in the sense that it is not meant to be used as a weapon- or, if you ask certain designers, a weapon being used in a way it is not meant to be used is considered improvised.
And there's the rub: the real investment is yours, not your character's. To get a plan in place, you need to understand what an 'Improvised Weapon' is in terms of DnD5e. If you're the type to use this feat, your wheels might already be turning.
So what is an improvised weapon?
It is a distinct type of weapon- it is not a simple or martial weapon.
It deals 1d4 damage, and it is a thrown weapon with a 20/60 range.
It does not have any other properties- it is not a finesse weapon, a heavy weapon, a light weapon, or two-handed weapon (By default).
It is still a weapon, for any feature which may require one.
So simply put, you can't (effectively) two weapon fight, sneak attack, great weapon fight, or similar with an improvised weapon. We'll discuss what you can do in the mechanical impact section, but I wanted to set aside any misconceptions out of the gate.
Before we move on to the narrative impact, I'm going to lay out the feat's benefits, because they're rather broad:
You add your proficiency bonus to attacks with improvised weapons.
You roll a damage die with your unarmed attacks, rather than dealing a single point of damage.
When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
(Remainder below the cut)
Narrative Impact
The narrative suggested here is obvious- you're a brawler. You fight with your bare hands, grab the nearest combatant by their shirt collar, and maybe smash an empty ale bottle over their head. But your narrative options? Those are near limitless.
Are you a fighter that catches foes off guard with shield bashes, pommel strikes, and kicks?  A paladin or cleric so committed to hunting undead and fiends that they utilize holy water and wooden stakes as a matter of course? An alchemist or wizard that deploys alchemical concoctions by splashing or tossing them at nearby foes? A monk whose flowing movements and measured blows are supplemented by a pragmatic willingness to apply brute force where necessary? An assassin who deploys inhaled poisons by simply lobbing their containers?
If you have an unconventional combat tactic in mind, this feat will make it possible. The trouble is going to be getting something out of it mechanically. If you don't mind losing a little mechanical edge for a little bit of expression, there are some very cool things you can do. However, let's look at ways you can get a mechanical boost out of it.
Mechanical Impact
Okay so we've talked about how there's some interesting imagery we can get out of this feat, and maybe some mechancial benefit, but how do we get there? I think there are three broad categories of mechanical impact you can get out of this feat. In no particular order Brawling, Unconventional Weapons, and Payload Delivery.
That's a whole bunch of seemingly meaningless jargon: let me explain.
Brawling
This is the impact the feat was named for. This is best used by strength-based frontliners: the usual suspects are Barbarians, Fighters, Monks, and Paladins.
However, we're aiming for unconventional here aren't we? Blade Pact Warlocks, Rangers, Clerics, and Wild-Shaped Druids can certainly get in on the action if they have the strength to back it up- or a Rogue with expertise in Athletics.
The trick to brawling is simple: You want to leverage the feat's 3rd benefit and grapple as a bonus action. You probably want to dole out some damage on that grappled target or take advantage of the grapple to keep them disabled.
So you need two things here: a trigger for the grapple and a follow-through. Fighting unarmed or with a one-handed weapon is ideal here. Good thing this feat sets you up for that in several ways.
To trigger your bonus action grapple, you need to make a successful unarmed strike or with an improvised weapon. Depending on how many free hands you normally have, that might be quite easy, or it might be a little complicated.
Monks have it easy here, every attack they're likely to make opens up this bonus action. Afterwards you can follow through with Flurry of Blows, perhaps even knock them prone if you're following the Way of the Open Hand. You could even use both hands to grapple and do this to two separate targets while continuing to fight with your feet- though your DM might start to balk at this point. Wild-Shaped Druids have it just as easy- even if your DM doesn't consider natural attacks unarmed strikes (a fair interpretation, to my mind), nothing's stopping you from making an unarmed attack anyway- just don't use the teeth and claws until you have your target grappled.
Now if you're a Fighter wielding a one handed weapon and nothing else, well, problem solved. If you're a Fighter or maybe Barbarian wielding a two handed weapon, you can simply take one hand off of the weapon to strike and grab. You might be able to follow through by using your weapon to make improvised attacks against the target. If your DM rules that the two-handed property can't be overridden by making improvised attacks, you might be able to use knees, feet, or elbows to strike the grappled target.
If you're a sword-and-board Paladin or Fighter, well, now things are more complicated. You can drop your weapon to make an unarmed strike followed by a grapple, but your DM is unlikely to let you pick that weapon back up immediately if it doesn't work. But you can make an improvised attack with the shield, and drop the sword to execute the grapple if it works. If you're a two-weapon Ranger or similar you can execute a similar maneuver by striking with the pommel or handle of your weapon and dropping one of them to execute the grapple. The follow-through here consists of further improvised attacks with the shield, or attacks with the remaining one handed waeapon.
Unconventional Weapons 
Many pieces of 'adventuring equipment' in the PHB are treated as improvised weapons when you attack with them. This feat, oddly, is the only way to gain proficiency in the use of these weapons.
Alchemist's Fires, Acid Vials, Holy Water, and Oil Flasks are the only 'official' options I'm aware of, but even these are useful as sources of on-demand elemental damage for characters that don't normally have access to it.
I struggle to think that a DM who wasn't utterly adversarial refusing to allow you to make other simple weapons- a molotov cocktail, for example. I also think it would be perfectly reasonable to deliver inhaled or contact poisons by lobbing a vial. That's pretty much the definition of an improvised weapon attack- plus there's precedent in in most of the 'official' improvised weapons for lobbing vials.
This makes for an extremely unpredictable character if you're a non-caster. Battle Master Fighters, Rogues (especially Thieves), and certain Monks can deploy a simply staggering number of tactical options- from the right damage for the situation, to devastating conditions, to denying an area to their foes.
If you are a caster, there are some neat tricks you can do with spells. Fire spells can be enhanced by oil, and using a catapult spell to launch an improvised item doesn't require you to be proficient, but at low levels it's nice to be able to use the item if you're out of spells. The primary draw of using this method with spellcasters, in my mind, is that casters tend to be proficient in the sorts of tools that create unconventional weapons, so you can keep yourself supplied.
This fits quite well with Artificers and Wizards for most tools. Clerics, Paladins, and perhaps Celestial patron Warlocks could create Holy Water. It seems less likely that Sorcerers or other types of Warlocks would use this method, but nothing is stopping them.
Frankly, if you're the type to use spells that don't deal direct damage, you're more likely to find use for unconventional weapons. If not, your damage spells will always far outstrip the usefulness of these items. If you're playing a Thief or Battle Master, you 're already looking for opportunities to apply a unique skill set- this just expands your toolbox.
Payload Delivery
There's little tactical benefit to this technique, in most scenarios. This method disregards the damage and other properties of improvised weapons, and simply uses the fact that improvised weapons are weapons to deliver the damage of another feature in a flavorful or unexpected manner.
This primarily serves the purpose of expression without sacrificing effectiveness, but you might also gurantee that you can use your class features even if your weapons are not accessible- this may or may not be important to you depending on your campaign and character.
Paladins and Warlocks can deliver their (Eldritch) Smites through improvised weapons so long as the attack is a melee attack, and Battle Masters can deliver their maneuvers at range or in melee through improvised weapons. Green Flame Blade and Booming Blade, favored by Bladesingers and Eldritch Knights, don't discriminate against improvised weapons. In certain circumstances, this might let you continue to fight effectively even if you're doing another important job with your hands, such as bearing the party's light source.
Delivering conditional damage, such as sneak attack or great weapon fighting, can be more challenging since improvised weapons don't have properties, but you might convince a DM that a rail spike should be a finesse weapon or that a table should be heavy. Talk to your DM about these sorts of strategies before you take this feat.
Kit Support
Talk to your DM. Improvised Weapons fall almost entirely under the purview of the collaboration between players and DM. Odds are good that if you aren't trying to break the game (and none of these strategies should), your DM will look for ways to reward you for adopting an unconventional strategy. Especially if they know where you're going with it ahead of time.
That said, most of the ways to enhance the use of this feat that are actually found within the system are the few items on the adventuring gear table that are called out as improvised weapons- which we have discussed at length.
Perhaps there are others floating around in various published adventures or setting books- if you have access to those books, perhaps give them a once over.
Pitfalls
I don't need to tell you that your DM can handily ruin this one for you.
What I do need to tell you is that if your plan isn't thought through, if you haven't explained your plan to your DM beforehand and they balk, or if you're expecting this feat to form your entire battle strategy rather than being a single tool for your kit, you're going to be sorely disappointed.
Otherwise, making sure your character can use at least two of the feat's three applications reduces the odds your strategy will simply never be relevant in actual play.
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wormtrain80 · 3 years
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60+ Tarot Card Analysis Ideas
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Out of the 78 cards, there are 22 significant Arcana cards that stand for the karmic as well as spiritual lessons of a person's life. The 56 Minor Arcana cards represent the tribulations and also trials that we, as people, face in our day-to-days live. Among the Minor Arcana cards, there are 16 Tarot Court Cards which represent 16 various personality type that we reveal at various times.
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that-1-ninja-wizard · 5 years
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Why am I doing this kiddo?
A'ight fine, let's get this over with.
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Hi, I'm Kaigun Uchiha. I was born to... That doesn't matter, and I was raised by Inferuneel, the Inferno Dragon.
Being the son of a dragon is pretty cool, especially considering my mom is the sister of Igneel, the Fire Dragon King, so... Yeah.
Anyway, I'm being told by the kid that I gotta move this along, so...abilities? Aight then.
First off, chakra: Having been born as an Uchiha, I obviously am able to use Fire Release Jutsu: Great Fireball, Pheonix Flower, you name it.
I also was born with a proficiency with Wind Release Jutsu. I haven't learned too many, but the Mass Wind-Blades Jutsu and the Wind Bullet Jutsu have come in pretty handy.
I also have access to some Jutsu that aren't affiliated with an element, including a pretty rare Jutsu called the Rasengan. It's a small sphere of pure chakra that I can slam into a target, but I have figured out how to combine it with elemental Chakra for the Hellblaze Rasengan (Fire Release) and the Rasenshuriken (wind release, also this is one I stole learned from the nine-tails kid, so yeah).
Also I can use the Shadow clone Jutsu... Not much else to say here, I can make like... Five at most... I'm not great at it but I don't tend to use it...
Also (because I'm an Uchiha) I have access to the Sharingan, although only in one eye (we'll cover the other eye later). My Sharingan gives me greater perspective abilities as well as splitting off into two 'trees'. The Eye of Insight is linked to the increased perceptive abilities, and also means I'm able to copy Jutsu so long as I'm physically capable of doing so. The perceptive abilities granted by the Eye of Insight are crazy, even letting me predict my opponents moves via their muscle tension. It also let's me see chakra and even gives it colour so that I can distinguish different sources, as well as letting me see irregularities in someone's chakra. The Eye of Hypnotism grants me some pretty decent Genjutsu abilities (although I'm not exactly an expert) like subtle coersion, smaller and larger scale Genjutsu, stuff like that.
The Sharingan can be (and in my case, has been) taken one step further via the Mangekeyo Sharingan, which grants the user a unique ability in each eye. Mine has actually been takes a step further than that into the Eternal Mangekeyo Sharingan... Its basically just the normal Mangekeyo without the consequences, but hey, I'll take what I can get. Obviously, I only have the one, but my Kaiten is pretty powerful as it let's me spin something in my focal point in one of two ways. I can either spin something around its own centre (good for sending quick attacks off course... Or for spinning people), or around an axis (good for dealing with larger attacks or to gain some distance).
Anyway, I promised I'd talk about my other eye, so yeah. Under my father's headand is a pretty crazy Dojutsu called the Tenseigan. My Tenseigan (when active) gives me a slight healing factor, flight, increased physical abilities, and the Mooncutter Jutsu (a large yellow beam that supposedly could cut the moon in half if used by someone with two Tenseigan). It also gives me a glowing blue outline, and makes my hair glow that same light blue, so yeah... I guess that's a thing. It takes masses of chakra though...
Finally, we have my Jinchuriki abilities. Being the Jinchuriki of the Two Tailed Beast, Matatabi, I have access to some of her abilities. For example, in Matatabi Chakra Mode stage two (MCM II) I can use the Bijudama (or Tailed Beast Ball), a massive sphere of Biju chakra that causes massive destruction. I can also summon a Matatabi 'Avatar' that functions similarly to what I've heard about the Susanoo. I'm also able to summon parts fo that avatar instead of the whole thing, in case I need to sheild myself or want an extra angle to attack from.
Alright then, magic now: First up is my Inferno Dragonslayer Magic. It's probably easiest to compare it to Fire Dragonslayer Magic, as that's technically what it is, ish. Essentially, Inferno Dragon Magic is a mutation of Fire Dragon Magic, which creates much hotter flames, but means the user can only consume flames the same colour as their own. In my case, I can only eat Blue fire because my flames are blue, my mom is the same but with Yellow flames, ect, ect. Inferno Dragonslayer Magic grants me all kinds of abilities, ranging from Inferno Dragon's Roar (a massive plume of blue flames from the mouth), to Inferno Dragon's Flare (a short-range explosion of blue fire from the hand), to Inferno Dragon's Iron fist (a punch laced with blue flames) and way more. Although, I've been told my signature move is Inferno Dragon's Flame-Blitz: a move which let's me become a ball of blue flame and fly around as crazy speed... It's honestly pretty fun. I've also got my Sky-Blaze Dragon Mode (a form which massively powers me up as well as augmenting my magic with Sky Dragonslayer magic), and Dragonforce (a straight power-boost at a crazy level, at least 10 times stronger than Sky-Blaze Dragon Mode).
Next up is Requip Magic, a type of magic I learned (well, the basics anyway) from a friend of mine at the Guild (thanks Erza!). Requip Magic let's me store weapons in a pocket dimension and draw them out at will, which I've done with my father's sword Flamebringer, as well as many Kunai, Shuriken, and even some Butane-based paper bombs.
Finally, I started learning Dark God Magic from Remnant's God of Darkness (long story) which has given me access to some pretty mental techniques. Dark God's Counter-Strike is a spell that reflects all magic back at the caster, however, I have to drag my hand along a blade for a set number of seconds (1-4) and then Slash at the spell with the blade. The number of seconds changes the power of the reflected spell (1 second is same strength, 4 seconds is 4 times the strength) and also changes the 'cool-down' period on it (1 second = 1 min cool-down, ect). Dark God's Accent is pretty much teleportation, but it has two variants: the fast, short-range version; and the slower to start, long-range version.
Also, I can use Dark God's Devestation, but I don't feel like killing everything on the planet (including me).
So yeah, lastly, weapons:
Flamebringer: a blackened kusanagi with a long blade, it was made for two handed use, but you can get away with using it one handed...just. The blade is constantly on fire, although the flame doesn't actually burn until you channel chakra into the blade, at which point you can get anything from a better cut to a full on fire-blast depending on how much chakra you use.
Kunai: it's a type of throwing-knife. I have like, 20.
Shuriken: just shuriken, I have quite a few
Butane Paper Bombs: like normal paper bombs, they explode. Unlike normal paper bombs, the flame is blue, so I can throw them into a fire attack and change that attack from an annoyance to a benefit.
So yeah, that's me, Kaigun Uchiha. Y'know, I didn't think I was gonna enjoy this whole 'tumblr' thing, but I just might... I'll have to thank the Kid later...
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changesinlatitudepr · 5 years
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A brief analysis of The Unthinkable by Amanda Ripley -- How do we respond to danger?
   The main purpose of Amanda Ripley’s ‘’The Unthinkable” is to discover how human beings react to danger and what makes the difference between life and death. Her goal is to understand what people do before, during and after such events, and to help more of us survive them. Today, nine out of ten Americans live in places at significant risk of earthquakes, hurricanes, tornadoes, terrorism, or other disasters. Tomorrow, some of us will have to make choices in split seconds to save ourselves and our families. How will we react? Will we survive or be victims?
In her journey to answer these questions, journalist Amanda Ripley follows human responses to some of recent history’s disasters, from the explosion of the Mont Blanc munitions ship in 1917, one of the biggest explosions before the invention of the atomic bomb, to the journeys of the 15,000 people who found their way out of the World Trade Center on September 11, 2001. To understand the science behind the stories, Ripley also asks brain scientists, trauma psychologists, and other disaster experts to make a further analysis. She even has her own brain examined by military researchers and experiences, through realistic simulations, what it might be like to survive a plane crash into the ocean or to escape a raging fire.
   Based on wide reading and detailed interviews with survivors, she produces a model of how those caught up in a disaster typically react. A study of World Trade Center survivors on 9/11 shows that they waited an average of six minutes before heading downstairs, wasting precious time shutting down computers and making calls. Evacuation took twice as long as the standard models had predicted. This fact alone proves the need for a book like this that attempts to dissect the actual behavior of real people in the hope of reducing loss of life in the future.
   Ripley divides all responses into three sequential broad reactions, what she calls “the survival arc”: “Denial,” “Deliberation,” and “The Decisive Moment”.  Ripley begins with “Denial.” Using various examples, including September 11th, she shows how rather than panicking as you see in the movies, the usual immediate response to a disaster is neither panic nor freezing, but lethargy. People ignore the problem with strategies such as laughter, or collecting their unnecessary belongings. Ripley describes this as part of the belief that, since a disaster is not part of our usual pattern, we think “this can’t be happening to me” or “ things like this happen to other people.” Also, because of peer pressure, we “risk social embarrassment by overreacting. So we err on the side of underreacting.” As a result, we ignore alarms and instructions, and turn to each other to talk, what Ripley calls the “milling ritual.” All of these behaviors imply that people are more likely to pass through the denial phase quickly, which is necessary for survival.
   Eighty percent of the population of New Orleans did heed the warnings and got out before Hurricane Katrina struck. What of the other 20 percent? Arguing against the received wisdom that it was those who were too poor to leave who stayed, Ripley draws on survivors’ testimony to argue that in fact the issue was one of belief. Many who had survived other major hurricanes of the past in Louisiana felt they could survive Katrina too and ignored calls to evacuate. In the face of disasters experience, as Ripley shows, is not always the best teacher.
   Next, Ripley turns to “Deliberation.” Here, “we know something is terribly wrong, but we don’t know what to do about it”, says Ripley. Everyone’s first reaction after realizing they’re in trouble is fear. The physical impact varies by person, but there is always some significant physical impact, especially regarding emotion. She also states, “we can learn from experience”; which means that we can train our subconscious. Any preparation, like memorizing where the emergency exits are when you enter a place, can help reduce the negative impacts of the fear response.
   Finally, Ripley addresses “The Decisive Moment.” Here, we either take action or freeze. “What happens once we have accepted the fact that something terrible is upon us and deliberated our options?”, asks Ripley. In the best case scenario, we take action in a rational way. Making a plan is very valuable, so those with plan-based training, typically military people, do better. At the extreme of those who act are heroes, those with high self-confidence, either because they’re job involve risking their lives or they’re simply brave, those who “believe they shape their own destinies,” are more likely to take action and more likely to be heroes. As to heroes, the vast majority are men, probably, according to Ripley, because they “believe they are not only capable of heroics but that such behavior is expected of them.” Working-class men are much more likely to be heroes than men with high-status jobs. Also, those with a strong sense of duty to help others and a desire not to see themselves as cowards are more likely to be heroes; many of these are religious.
I   f we fail to take action, we panic or freeze. Rarely people panic. Usually, this only occurs when three conditions are met: people feel trapped; they feel totally helpless; and they feel isolated. A more common counterproductive reaction is paralysis. “The decisive moment arrive, and they do nothing”, says Ripley. Usually, the less fear a person experiences, the less likely he is to freeze. Self-control is everything. To bring oneself out of paralysis, or to be brought out, the easiest way is through loud noise.
   As we can see, Ripley believes that we can control almost everything from our brains to our environment and therefore that death in a disaster should be avoidable, and would be if only we would listen closely to her. Since “disasters are predictable”, she argues, we should each develop “a statistically derived ranking of the hazards we actually face and a smart plan for dealing with them”. Is this something we all agree with?
   I agree with it in some aspects. There’s disasters that we can avoid by being prepared and having a plan of action, but there is also others that are simply uncontrollable. The idea that disasters are predictable and therefore controllable is a fallacy. Her call for each citizen’s brain to be trained through repeated rehearsals on the basis of the alliterative military adage that “proper prior planning and preparation prevents piss-poor performance” is admirable, but surely naïve. Since no one can really be mentally prepared for a situation.
   There’s a moment where Ripley contradicts her own words, saying that “so much depends on the situation, and luck, of course.” As if to prove this: “Most of the people who died on 9/11 had no choices. They were above the impact zone of the planes and could not find a way out.” By way of contrast, of the thousands of people with access to open stairwells and the time to use them, only 135 did not escape. It was happenstance, not brain training, that made the difference.
    This book shows us that who lives and who dies mostly results from characteristics of the individual. Many of these are unchangeable, such as sex, intelligence and ability to absorb stress, each of which is a critical factor in survival. Also, an important underlying theme of the book is the how unprepared most government are to disasters. Not to the disasters themselves, but rather to emergency plans for future disasters made in response to past disasters. As she notes, specifically with respect to the 2007 London Tube bombings, “emergency plans had been designed to meet the needs of emergency officials, not regular people.” Ripley also attacks those charged with protecting us for lack of trust in those protected, which tends to distort perceptions of risk, since without adequate information people make poor evaluations of risk, and therefore necessarily poorer decisions. The lesson, of course, is to by default ignore anything those in charge say during a disaster.
   In any case, if you read this book and think about it for a while, you will probably increase your chances of not dying in a disaster. And that’s probably an investment worth making. Like it is said, “The mind is more powerful than what we think”.
Bibliography
1.   Ripley, Amanda. The Unthinkable: Who Survives When Disaster Strikes - and Why. Arrow Books, 2009.
2. “The Unthinkable : Who Survives When Disaster Strikes and Why.” Buffalo & Erie County Public Library, bepl.ent.sirsi.net/client/en_US/default/search/detailnonmodal/ent:$002f$002fSD_ILS$002f0$002fSD_ILS:1722562/ada. Accessed: December 1, 2018.
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gamerprincess13 · 6 years
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Fire Emblem Heroes Unit Review: Cordelia
"I was once one of the Ylissean pegasus knights. The others all died...but their spirits live on in me."
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Available: 3-4 Star (5-Star if a Focus Unit)
Neutral Stats: 40/35/35/22/25 (Best IV’s: +Attack for more power on any set, +Speed to double more foes or attack four times with the Brave Lance+; -Res as she’ll want to preserve her physical bulk if possible, or -HP to keep both Def and Res in tact.)
Default Kit:
Brave Lance+ (MT: 8. Inflicts Spd-5. If unit initiates combat, unit attacks twice.) Unlocked at 5-Star.
Special: Galeforce (If unit initiates combat, grants unit another action after combat. Once per turn. Cooldown: 5 Turns). Unlocked at 5-Star.
A-Slot: Triangle Adept 3 (If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.) Unlocked at 5-Star.
B-Slot: Pass 3 (If unit’s HP is greater than/equal to 25%, unit can move through foes’ spaces.)
Pros:
Fantastic offensive spread
35 in both Attack and Speed
Can run many multiple offensive kits
Naturally learns Galeforce
Can pull it off with Brave Lance+/Firesweep Lance
Has access to Flier Emblem buffs
Being a flier means she can easily navigate through terrain
Makes her more dangerous if not careful
Starting kit isn’t too half-bad... except Pass...
Easy to merge
STRONG Player Phase
A freakin’ genius!
But... SHH! Don’t tell her I said that!
Cons:
Weak defenses
In danger to archers... and Merric
POOR Enemy Phase
Some of her best builds (minus Galeforce) are expensive to build
Doesn’t have the best art in Heroes though...
Her alt’s are better... especially her Bridal version!
With a lot of new strong fliers coming in and old fliers such as Hinoka and Clair obtaining new personal weapons, Cordelia still manages to stay on top of the game thanks to her stellar offensive stat-line, alongside with having the easiest access of the most killer sets most offensive units would die for.
So since Cordelia’s birthday is coming up soon, I thought it would be nice to do a review for her, alongside her bridal variant!
Cordelia’s default weapon is the Brave Lance+, which allows Cordelia to attack twice whenever she initiates combat, though it reduces her speed by -5. But that’s not too bad of a trade off since most of the time, Cordelia will either kill her foe thanks to her high attack, or in some cases, quad attack the foe due to her already stellar speed. Her default special is Galeforce, and she’s one of the three units who have it by default (the other two being Lyn and Brave Roy). Whenever the special reduces to zero and she initiates combat, Cordelia is allowed to move again, allowing Cordelia to either finish off a foe or escape safely. It’s an awesome special for an offensive unit like Cordelia, and she can use skills like Heavy Blade 3 to make Galeforce go down faster.
Her default A-Skill is Triangle Adept 3, which makes her kill red units a lot faster, though that makes her take more damage from green units if Cordelia isn’t too careful. This skill is still nice for those with limited skill fodder (ie Death Blow, Life and Death, etc.), or if they want to use Cordelia only as a hard counter in Arena Assault for pesky red units. Her B-Slot is Pass 3... which doesn’t do too much for Cordelia (or any unit in general... Sorry for players who find Pass useful) and can easily be replaced with another skill of the player’s choosing.
In terms of Skill Inheritance, there’s a LOT for Cordelia to improve her default kit, or make a new set that’s equally as deadly as her Brave Lance set. Brave Lance+ is already an excellent weapon for Cordelia, but the Firesweep Lance+ is just as awesome as the Brave Lance+ as the former allows Cordelia to attack safely without any worry of the foe striking back at her... at least when she attacks. If the foe attacks Cordelia, she won’t strike back to her foe. So take caution when using the Firesweep Lance, or the Firesweep weapons in general. She can also take advantage of the Slaying Lance+ or the Harmonic Lance+ if she wishes, especially when refined with either Attack or Speed in mind.
Her A-Slot has a couple of amazing options. Death Blow 3 or Swift Sparrow 2 are always popular choices regardless of what lance Cordelia is wielding as it helps her gain more power on the Player Phase; which is where Cordelia shines on. Life and Death 3 makes Cordelia even more of a Glass Cannon; more power for less bulk which isn’t a problem as her defense and resistance are both terrible. Heavy Blade 3 is a nice option, but that requires an Ike and there’s already a Sacred Seal for it. Popular B-Slots like Hit-and-Run and Drag Back are nice for a flier like Cordelia as it allows her a quick escape after combat with a foe. Desperation 3 is a nice skill for Cordelia, especially when running the Brave Lance+ set. Swordbreaker 3 is a good option for taking care of popular sword units such as Zelgius and Ayra, and other skills like Wings of Mercy or Escape Route are nice options if you want to surprise your foes. Cordelia’s C-Slot is free, from Goad/Ward Fliers, to Threaten Defense/Speed depending on what team she’s on.
Cordelia’s default Galeforce is already fantastic, but specials such as Glimmer, Luna, Moonbow, and Draconic Aura would do as well. So it pretty much depends on what Skill fodder the player has for Cordelia to use. Reposition is the best assist skill for Cordelia in any team she’s in, though others such as the Rallys and Draw Back or Swap will do just fine.
But as much as a genius Cordelia is in combat, there are things she still needs work on. As mentioned earlier, Cordelia’s bulk isn’t the best, which means she’ll take heavy damage, even to units that she has an advantage against. While being a flier means navigating through terrain much easier, Cordelia is vulnerable against all archers, alongside Merric too due to her poor defenses. And while Cordelia can shine in Player Phase, her Enemy Phase is poor, not getting as much damage in to her foes, or not even countering her foes if she’s wielding the Firesweep Lance+. Also, minus Galeforce, most of Cordelia’s great sets are quite expensive, costing some rare units, alongside feathers in order to obtain the Firesweep Lance+. 
Regardless of her weaknesses, Cordelia makes up with her power, speed, and the ability to be able to fit into any team, Flier or Mixed Emblem teams. She’s the fan-favorite to many Fire Emblem fans, and her looks isn’t the sole reason why. It’s also thanks to her perfect combat skills!
Recommended Skills:
Weapons:
Brave Lance+ (default)
Firesweep Lance+
Slaying Lance+
Harmonic Lance+
Assist:
Reposition
Draw Back
Swap
Rallys
Special:
Galeforce (default)
Luna
Moonbow
Aether
Draconic Aura
Glimmer
A-Slot:
Death Blow 3
Swift Sparrow 2
Life and Death 3
Heavy Blade 3
Triangle Adept 3 (default)
B-Slot:
Hit and Run
Drag Back
Desperation 3
Swordbreaker 3
Wings of Mercy 3
Escape Route 3
C-Slot:
Goad/Ward Fliers
Fortify Fliers
Threaten Defense/Speed
Counters:
Archers are her worst enemy if she’s unable to escape from them
Merric’s tome grants effective damage against fliers; harmful for Cordelia
Tanky units like Lukas, Effie
Hector (all variants), Amelia, and Male Grima give Cordelia trouble due to their bulk
Blue magic units like Linde, Delthea, and Reinhardt
Teammates:
Flying allies such as Kinshi Hinoka, Summer Tana, and Elincia
Dragons like Nowi or Tiki to handle some archers for her
Dancers are nice
Especially New Years Azura or Bride Ninian; mainly the former for balance
Sword units
Falchion users like Alm, Lucina, or Chrom (either normal or Exalted) to take care of green dragons
Summoner’s Words of Wisdom: “Soaring in the air with power and grace, one of the last Ylissean Pegasus Knights displays an incredible amount of skill to her foes. A genius, yes! Wait... she doesn’t like to be called that. Then, a perfect warrior indeed!”
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