Gerade ist es October 28, 2021 at 09:59AM

2021.10.28 04:59 alle15minuten Gerade ist es October 28, 2021 at 09:59AM

Gerade ist es October 28, 2021 at 09:59AM
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2021.10.28 04:59 PlayerFore Veteran deck build for the big hearted support

Veteran deck build for the big hearted support This is my Veteran Support Deck, it is based on using the Cleaner Doc on PC. It can be used with any Cleaner you want to make a healer but is best for Doc and Mom.
If you want to hear about my experience with the support role and why I feel qualified to bring my deck list and thoughts on the Support role to the internet, please continue to read. If you just want the list reasoning/description, skip down to the picture.
I have been a support main since I picked up League of Legends in 2010. Healing is a great way of fixing a mistake or winning the war of attrition. Since then, I have played support/healer in many MMO’s: including ESO, DDO, SWTOR most recently. I main Mercy and Eldegoss in OverWatch and Pokemon Unite respectively. I have been playing a life cleric for 5 years in a 5th Edition Dungeon and Dragons game and enjoy team tactics in most games that I play.
This deck is tailored to my busy play style of full support. At the time of writing this I have 104.8 hours into this game, most of those hours are on Doc. My goal when playing is to make sure the team is at full health whenever possible, using bandages when you find extra and making sure everyone is ready for the next fight planned or accidental. I will heal teammates in a hoard if I can get to them with some safety. You should play like every life is the last one for each teammate. Your goal isn’t damage but survival, I’ve let myself go down when I had the life to spare in order to trigger a passive heal from Inspiring Sacrifice for the rest of my team.
The team can’t build trauma if you are constantly keeping them healed. This means they stay alive longer and do more damage. Don’t be afraid to ask for someone’s First Aid kit if you notice that one of your other teammates is building up too much Trauma or is simply low health. If they trust that you will do the same for them, then they will do what they can to help you help them.
If you are focusing on keeping your team thicc over yourself full then you may find that you are often low health or with more trauma than the rest of the team. (it’s you the healer who should be using the free heal from the healing station as most of your money will go into healing items and Kits at the beginning of the level to apply buffs and remove trauma when you have to ability to do so)
I excluded any gun-based perks since you should have the flexibility to use the guns less used by your team/ that you prefer.
Lastly before we begin, it’s 4am and I may have missed some details or thoughts. Please speak up if you have something to add. That is the only way we can evolve better decks.
Always play to your strengths as a gamer

Support Scavenger:
This card is a clear first choice, It’s in the name: “You can sense nearby Support Accessories. More Support Accessories spawn”. Finding more support items allows the whole team to benefit from your cards from the very first room. Preferably you’re the only one applying the healing because of the innate 20% healing efficacy from being Doc. If you support as anyone else, then there are still more healing items that exist in the level because of you. The fact that you can sense them allows you to ignore various cars and rooms when looking for support items, allowing you to sweep an area quickly for any to top the team off with. I cannot stress how much I like getting this card first since it will tip the scale in favor of the Cleaners by creating items in the world that wouldn’t have existed before.
Saferoom Recovery:
Grab this when you are comfortable to do so. It has obvious value: “Your team heals 5 Trauma Damage and refills !0% Ammo the start of each level”. I have not confirmed if it takes effect when drawn or in the next instance of “each level”. This is part of the reason I grab it second. * Here is where I take a “Jacob-Drawfee-Andrews hard stance* Trauma is a big deal, being able to keep your maximum health up is one of the most important jobs you have as Doc. Mathematically you need to have this card for the second level to begin benefiting from the trauma relief, I am unsure if the 10% ammo activates in room one but it doesn’t seem necessary if your team is pretty good. If they aren’t, then it’s going to be a short run anyway. This card is a good one to slip into any deck, but is easy to pass up on during a run.
Experienced EMT:
This one will get you noticed and is top tier: “When you use a Medical Accessory, the target gains +20% Maximum Health until the end of the level”. This card applies a buff that appears as a dark stethoscope icon next to the target health, if you lose track of who you have buffed already you can have them check for this icon. Another card with obvious value, this is a must pick as soon as possible. With Support Scavenger up, you will be able to apply healing liberally throughout the level so you should hit everyone with this buff at some point. If things are going well then this is a great second or third card to draw.
Medical Professional:
This cards importance is top tier: “First Aids and Defibrillators also recover 15 Trauma Damage and 1 Extra Life”. You can put off drawing it if your team isn’t taking too much trauma, this is something you will want to be mindful of as your team moves through each level. Sometimes at the beginning of the level I’ll wait to draw last and communicate to the team to report trauma before I choose weather or not to draw this card. If you’re on the fence, then always draw it. Finding healing stations throughout the level can skew your perception of the team’s average trauma, which is why you always draw this card if you are not sure.
Needs Of The Many:
This card should be a quick pick if you’re feeling confident in your team: “-20% Health, +1 Team Extra Life”. This card’s ability negates the buff you get from Experienced EMT, so be sure to have that card active before you draw this card, or you will notice the -20% Health quickly. If you play as Mom, this card is a bit overkill for what you’re sacrificing. If you replace this card, I’d recommend something to help your direct survivability based on your play style. The extra life is super important for damage control when that one bullet hits the alarmed door down the street and suddenly most of your team is Incapacitated by one of the Ridden’s many forms.
Charitable Soul:
Grab this if you’re getting hurt a lot: “Healing a teammate also applies 50% of the same effect to you”. Drawing this card should alter the way you think about healing the team. Now you can prioritize keeping the rest of the team healthy knowing that you are keeping yourself safe with minimal effort. I will skip this card sometimes if I’m comfortable with the state of the game- this includes the level of support item, the number of support items you can carry, and the amount of copper being generated.
Inspiring Sacrifice:
Everyone should have this in their deck: “When you or a teammate becomes incapacitated, all teammates heal for 25 health over 20 seconds”. Value out of a mistake is the best thing any gamer could ask for.
Lucky Pennies:
Feel free to pick your favorite Copper generating card: “Whenever you or your team loots Copper, you have a 35% chance to find 35% additional Copper” It’s a fun card that grants a unique bonus to your copper grabbing claws. It’s not the most efficient money-making method but if anyone else is running copper generating cards then it’s easy synergy and a fun surprise when it triggers.
Group Therapy:
This is great for when you have one accident prone teammate: “When you use a Medical Accessory, all teammates heal for 5 Health” You can focus heal one person and apply this effect to all teammates despite their distance from you at the time of the heal. This allows the “tank” or “brawler” teammate to play their role with a little more freedom. You can apply one big heal to them and keep everyone else looking a little healthier.
EMT Bag:
One of two cards that I use with an unaccounted for negative: “+40% Healing Efficiency, -20% Stamina Efficiency”. With Doc’s passive 20% efficiency I find this to be enough, if you are not running Doc, then maybe trade this out for Field Surgeon and Draw it a little sooner. Don’t pass this up too many times or you’ll spend more time looking for healing items than helping to clear out the Ridden.
Rousing Speech:
I use to run this as my first card and is the other card that has an unaccounted for negative: “+225% Revive Speed, +20% Team Reduced Incap Trauma. Disables Offensive Accessories”. I’ve found that in the early game you can make your focus keeping the team healthy and clearing out a hoard to make a safe “slow” 6ish to 7ish second revive, and you will be using med kits to remove trauma. Later in the game when you are drawing more and worse infection cards, a quick revive can be the one thing that keeps the whole team from going down. This card gives you what feels like a 3ish to 4ish second revive. Anything faster is nice, but there are so many other powerful cards you can use that I find this one to be enough. Losing access to the Offensive Item slot is a big deal. If you communicate this to your team, they should starting thinking more about using those items since one less player is picking them up.
Marked for Death:
This can be moved around as you see fit, but I like to get damage last: “ Mutations you ping are highlighted and your team deals 10% increased damage to highlighted enemies”. This card helps your team focus fire and melt through chonky enemies. The highlight effect is huge, it allows your team to make clean shots on dangerous and mobile Ridden. It’s one of the few cards in the deck that can be actively used while you are downed.
Combat Medic:
This is a late draw for me: “+50% Use Speed. Heals teammates for an additional 20 Health when you revive them”. With your build so far, picking this up will revive teammates at mostly full health. The use speed on this is most important to get if you end up trading out EMT Bag for Field Surgeon, so I would recommend getting this earlier if you had made that switch.
Medical Expert:
15 seconds is longer than you realize when you’re facing down a hoard: “+15% Healing Efficiency. When you use a Medical Accessory, you gain 15% Move Speed for 15 seconds”. This is the only movement card currently in the deck, you can move it up or trade it out for a different movement of stamina card. This card will let you run in for a quick heal on a teammate and then zoom out of the hot zone to a more secure position.
Knowledge Is Power:
Information is controlling the fight: “+10% Weakspot Damage. Allows players to see values for damage they deal and enemy health bars”. Being able to give information can help your team make better and quicker decisions about what targets can be removed from the battle. It’s also helps remove some of the anxiety of fighting an Ogre or Hag.
Extra basic Cards: Focus Health first, you cannot heal you team if you keep going down. Ammo second, if you cant use it you can give it to your team when they need it.
Final Notes: You should be a busy bee moving around the level picking up and using healing as you see fit. Also apply bandaids first if there is red health to be filled in and you don't have trauma healing ability for First aid kits yet. Pills do cover up over any trauma to the true max health, but not beyond, they also apply your 20% Health buff. (as of right now, you cannot gain trauma if you have temporary health) Pull your copper together before you start a level or when you find cards to buy throughout the level, but make sure you buy what you need first. Always push for Support item upgrades. If you have the extra copper then try for more support items held. Talk to your team if you have something to say, The ping system is great and I've had many successful Veteran runs with random players where no one had spoken a word but we all understood the assignment and worked together to complete it.
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2021.10.28 04:59 Ineedsomemilk27 Just wanted to show our new addition’ 6 wk old Josi❤️

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First they give players a six-sided die but instead of rolling it for a chance at safety, the play needs to draw from a bag.

Then the hourglass. "If you want to make history by changing history" and then told to smash the hourglass. At least say, 'You have this much time to decide'

A die deserves to be rolled. An hourglass needs to be turned over.
I now hope there is a third object that isn't used as it's meant to be used.
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2021.10.28 04:59 Nanase_Miyo What's your Kokomi healing?

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2021.10.28 04:59 tsndk Need help with antidepressants and groceries

Hi all, I’ve been working full-time on minimum wage in Tokyo and have had trouble making ends meet. Lately I changed jobs! So things will get better, but for now I’m playing catch-up and have no money for my antidepressants and groceries.
If someone could help me out I’d be eternally grateful. $100 USD would be enough to get me through to payday in two weeks.
Thank you and stay safe everyone.
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Hey guys, I'm wondering if y'all can help as I feel like I'm going crazy. When I was a kid I used to listen to the Graveyard School series by Tom B Stone religiously, was better than Goosebumps imo, but I can't seem to find them anywhere online. I wanted to get some of them for my nephew but I can't find a trace of the cassettes anywhere online. I'm almost %100 sure that they were five by Recorded Books, and at least 4 titles that remember were definitely made. If anyone knows where I could find them, or why I CAN'T find them, I would greatly appreciate it.
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