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This Week At Bungie 1/28/2021

Source: https://www.bungie.net/en/News/Article/50040
This week at Bungie, we introduce Seasonal Challenges.
Welcome to the second-to-last TWAB of Season of the Hunt. Many of you have been navigating the secrets of the Harbinger mission, uncovering randomly rolled Hawkmoons and earning the Radiant Accipiter Exotic ship. Content-wise, we’re coming to a close for the Season, and we’re incredibly excited for what’s to come in just a few short weeks. We’ve been covering some upcoming quality of life changes to Destiny 2, like the return of Umbral Engrams, but it’s almost time to take a peek at fresh content.
Season of the [REDACTED] trailer goes live on February 2, 2021.
Before we get there, we have a new feature to cover, Seasonal Challenges, and a round of weapon-focused sandbox changes to walk through. As a warning, this is a pretty large amount of information in a small space. We've joked about "meaty" TWAB's before, but this one may feel a bit overwhelming if you rush through it. Let's take it slow, step by step, and get through it together in one piece.

Introducing: Seasonal Challenges

Over the last year, we’ve been looking at ways in which we can reduce the amount of FOMO (Fear of Missing Out) in Destiny 2. We’ve recently made some changes to Seasons and how Seasonal content is available throughout a given year of Destiny 2. This week, we’re looking to bounties and Bright Dust, introducing a new system not only to remove FOMO, but give fresh ways to earn XP and alternate rewards. To walk us through the ins and outs of Seasonal Challenges, we pass the mic to the Development team.
Dev team: During production of Beyond Light, we started looking at the problems of bounty fatigue and FOMO, as well as Seasonal legibility (i.e., “What is in a Season?” and “How to I engage with it when I log in?”). We created a few goals which we believe will improve the experience:
  • Provide a guide to new, returning, and veteran players for what to do today/this week.
  • Guide the player through the Seasonal content, week-over-week.
  • Encourage players to engage with complexities and nuances of the Seasonal activity and rituals.
  • Reduce the penalties on XP and Bright Dust for missing a given week.
To solve these goals, we are introducing a new pursuit type for players – Seasonal Challenges. The Seasonal Challenges live on their own page, are accessed through the Quest Log or Season Pass, and are separated by week.
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Here’s a quick breakdown of how this feature works:
  • Every week, for the first 10 weeks of a Season, between 3 and 10 new Challenges appear automatically for players.
    • Some of the Challenges deal with the Seasonal content.
    • Others push players to complete strikes, Gambit, and the Crucible, or to focus on non-activity focused Destiny rituals, like gaining Power, unlocking Seasonal Artifact mods, or improving guns and armor.
  • These Challenges can only be completed once per account, but once they become available, these Challenges can be completed at any time before the end of the Season, and do not need to be started or picked up from a vendor.
    • As an example, if a player doesn’t play for weeks 2 through 4, they can return on week 5 and have all of those Challenges waiting for them!
  • Completing each Challenge awards XP, contributing to your Season Pass ranks.
    • Other rewards could be Bright Dust, Seasonal currency, or other interesting items!
In moving away from weekly bounties, which were restricted to broad objectives tied to ritual activities, we have taken more leeway with creating some interesting or more difficult Challenges. These may be things you are already doing, or things that test your ability. Some examples include:
  • Defeating Primeval Envoys in Gambit
  • Defeating enemies in Nightfall: The Ordeal with Seasonal weapons
  • Gaining Infamy or Valor ranks
  • Acquiring the ritual weapon and its cosmetic ornaments
  • Winning rounds in Trials of Osiris
  • Completing a Grandmaster Nightfall
Not all the Challenges will require that level of accomplishment, but the harder or longer the Challenge is, the more experience it rewards. Challenges that focus on the Seasonal activity and ritual mostly need the Season Pass to complete, but most of the ritual focused Challenges can be completed without the Season Pass. Overall, roughly 60% of the Seasonal Challenges do not require the Season Pass.
With the changes above, we are removing weekly bounties from the three ritual vendors (Zavala, Shaxx, and Drifter), Banshee-44, and the Seasonal vendor. These vendors will still have daily bounties which reward XP, and the three ritual vendors will still have repeatable bounties for those of you who want to pursue additional XP and Bright Dust.
Lastly – most of the Challenges disappear after the Season they were introduced, and anything that isn’t claimed will be lost. We don’t add any new Challenges after Week 10 – which should give everyone a few weeks to clean up any Challenges they didn’t finish. Any Challenge that rewards unique or Seasonal items (currencies, lore books, Seasonal weapons, etc.) – can be completed as long as the Seasonal activity is in the game, but XP awarded for completing the challenge will only be available during the season it was introduced.
Let’s Talk Bright Dust
Back before Beyond Light launched, we discussed some of the goals around the changes to Bright Dust. As a refresher, we wanted to change the way you earn Bright Dust and move more towards account-specific paths to give players with only one character significantly more Bright Dust than they've been earning over the last year. In Season 13, we’ll be continuing to move toward these goals by adding Bright Dust onto Seasonal Challenges.
Since you no longer have to purchase weekly ritual bounties, each of the strike, Crucible, and Gambit Seasonal Challenges will award between 75 and 300 Bright Dust. We are also introducing an end-of-Season Bright Dust bonus – if you complete (nearly) all of the Seasonal Challenges, we are awarding a single 4,000 Bright Dust pile.
Additionally, each ritual vendor challenge (“Complete 8 bounties”) awards 120 Bright Dust for each character who completes it each week. And because this is prompted by the removal of weekly bounties, the only Seasonal Challenges that will be awarding Bright Dust are the ones that both Season Pass owners and free players can complete. Here’s a quick breakdown of how much Bright Dust you should expect to earn over the course of Season 13.

Seasonal Challenges Bright Dust (All Players)
  • Free Seasonal Activities – 6,000
  • Seasonal Extra – 4,000
  • Total – 10,000 Bright Dust
Season Pass Bright Dust
  • Free Path – 7,500 (All Players)
  • Paid Path – 3,000 (Players who own Season Pass)
  • Total – 10,500 Bright Dust
Weekly Ritual Vendor Challenge Bright Dust (All Players)
  • 120 Bright Dust per ritual vendor, per character, per week
    • 14,040 total if completing all required weekly Challenges over the course of Season 13
Additionally, we still plan to offer weekly and repeatable Bright Dust bounties for Seasonal events, giving you a bit more Bright Dust towards desired rewards.
As a final note, please be sure to claim all Seasonal Challenges that award Bright Dust prior to the end of a Season. Once a Season ends, associated Challenges and their Bright Dust rewards will expire and can no longer be claimed.
It’s always exciting when we bring a new feature online for Destiny 2. We hope that the changes detailed above make it easier to create goals to complete each week. As always, we’re eager to hear your feedback once you start finishing your first Seasonal Challenges, so please sound off with your thoughts!

Back to the Sandbox

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Every Season, we have a collection of changes to the Destiny 2 sandbox to spice things up a bit. This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay.
Dev team: In preparation for crossplay, coming later this year, we’re making some changes to the Recoil stat.
Currently, several weapon archetypes have their Recoil reduced by around 40% (dependent on archetype) when using mouse and keyboard. This results in an issue where players on mouse and keyboard are able to largely ignore the stability weapon stat, creating unintended discrepancies in weapon performance between controllers and mouse and keyboard.
The following weapon archetypes will have their mouse and keyboard Recoil adjusted closer to controller (reduced the difference from ~40% to ~20%).
  • Auto Rifle
  • Scout Rifle
  • Pulse Rifle
  • Submachine Gun
  • Hand Cannon
  • Machine Gun
In the case of Pulse Rifle, Submachine Gun, and Machine Gun, we will also be introducing some buffs. In some cases, these weapons will have less Recoil across both Controller and mouse and keyboard input methods compared to what’s in the game today.
  • Submachine Guns are largely outclassed by Auto Rifles at medium range, and by Sidearms at short range, with player feedback often mentioning how hard they are to control. To address this feedback, we’re introducing the following change:
    • Reduced camera movement from firing a Submachine Gun by 24%.
  • Pulse Rifles with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Pulse Rifle by 7%.
  • Machine Guns with the mouse and keyboard changes were kicking a little too much.
    • Reduced camera movement from firing a Machine Gun by 9.5%.
We will pay close attention to how these changes play out when they go live, and plan to revisit individual archetypes in a future update as needed.
Outside of Recoil adjustments, we will also be tuning a few weapon archetypes in Season 13. Looking through backend data and community feedback, we landed on the following:
Buffs
  • Rocket Launchers have fallen behind other Heavy weapons in most measures of effectiveness, we’re pushing them more into a burst damage role.
    • Increased Rocket Launcher damage by 30%.
    • Exotic Rocket Launchers have been adjusted individually and are affected by this change to different degrees.
    • Paired with the buffs to reserves from last Season, we’re hoping you’ll explode many more things in Season 13!
  • Fusion Rifle usage is very low, and they feel like an unreliable choice in Crucible compared to Shotguns.
    • Increased Fusion Rifle damage falloff start distance based on Range stat. (6% with 0 Range, 16% with 100 Range)
    • Reduced camera movement from firing a Fusion Rifle by 9.5%.
  • Breech Grenade Launcher usage is very low (outside of Mountaintop). We believe part of the reason is that the loop of "hold the trigger to arm, then release to detonate” is challenging to execute, particularly since projectiles can bounce off targets if the trigger is held
    • Breech Grenade Launcher projectiles will now detonate on impact with a character, even if holding the trigger.
Nerfs
  • While Sniper Rifle usage has dropped in Crucible, we’ve observed that it’s hard to challenge someone with a Sniper Rifle – even if you get the first shot on an enemy, they can often respond and win the fight.
    • Increased ADS flinch to Snipers when taking damage from other players
  • Swords are extremely dominant in PvE. At this time, 65% of players are using Swords for the majority of gameplay encounters in Destiny 2. While we are introducing a buff to Rocket Launchers to make them a bit more enticing, we feel that Swords do too much damage compared to other options.
    • Reduced Sword damage by 15%.
Exotic Changes and Bug Fixes
  • Some Exotic weapons lose their buffs when you switch weapons, which is intended. They would also lose their buffs when pulling out your Ghost Shell, which is not intended. Fixed that issue on these weapons:
    • Ace of Spades
    • Tarrabah
    • Hawkmoon
  • Borealis and Hard Light now have a custom (quite short) animation for switching damage type.
  • Duality
    • Increased damage falloff distance by 1.25m (while both firing from the hip and aiming down sights).
    • Reduced maximum buff stacks from 7 to 5, each stack now grants more of a damage bonus, extended buff duration slightly.
  • Sturm will once again reload any equipped Special slot weapon on kill provided the Special weapon's clip isn't full already and there's available reserve ammo.
  • Fixed an issue that was preventing Merciless from increasing its charge rate on non-lethal hits.
Ah, and before we go – we are planning to take a quick tuning pass on Arbalest. This won’t be ready in time for February 9, but we are expecting to have this touched later in Season 13!
Now, we know it can be difficult to understand the scale of buffs and nerfs without having these changes in your hands. Not to mention, there will be some new perks for you to hunt as you start navigating content in Season of the [REDACTED]. As always, we’re excited to see these changes out in the wild on February 9, and will be eager to hear your feedback.

Crimson Days

Each year, we look to February as a time to celebrate bonds of friendship throughout the community. Guardians have come to know this celebration as Crimson Days. It was one of our first “Seasonal” events in Destiny 1, a tradition that we carried to Destiny 2. While there was great enjoyment of Crimson Days, we feel that it’s been missing the mark in terms of quality over the last few years.
As such, we have made the decision to discontinue Crimson Days moving forward. While we’ll miss the event, this move will allow us to maintain focus for alternate Seasonal offerings, ranging from quests to activities and more. We have quite a bit planned for Season of the [REDACTED] and our hope is that we’ve maintained, or even improved, the quality you’ve come to expect from this upcoming release.
Some of you may be asking about the fate of Crimson Doubles, our once-a-year Crimson Days playlist. This mode is currently being shifted to the Destiny Content Vault but may return in the future.
Many thanks to every Guardian who has joined us over the years for this event. Crimson decorations may not be hung in the Tower, but we have no doubts that you’ll continue to form Crimson Bonds over the years to come.

BugTrax

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For those who may be new to the TWAB, welcome to the Player Support Report. This section is dedicated to known issues, active investigations, and pending updates for Destiny 2. Our Player Support team navigates the Help forum daily, collecting info on new issues and dishing out help articles.
This is their report on the most frequently reported issues of the last week.
CRUCIBLE TOKENS AND FRAGMENT QUESTS
Due to the updates to the vendor progression system, Crucible Tokens and Crucible Token Gifts are no longer needed and will be deprecated into Junk that will delete as a full stack starting in Season 13. Additionally, current Stasis Fragment Quests will be deprecated at the end of Season of the Hunt. Players are advised to turn in all Crucible Tokens and Crucible Token Gifts and finish all available Stasis Fragment Quests before Season 13 starts.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum:
  • Stasis abilities can be difficult to distinguish between enemy and friendly for colorblind players.
  • The Double Trouble Triumph is unobtainable.
  • In the Deep Stone Crypt raid, the augment lockout timer occasionally resets during the final encounter against Taniks.
  • During the final fight against the Sanctified Mind in the Garden of Salvation raid, sometimes a shielded tether box can become tethered instead of the correct glowing tether box.
  • Hunter legs clip through the Ten-Grasp Sword Sparrow.
  • In the Last Wish raid, the Shuro Chi puzzle room plates don't work if a Titan bubble or Warlock well are placed on them.
  • The Titan Phenotype Plasticity Helm eye clusters no longer glow red.
  • Weekly and daily elemental kill bounties have stopped rotating off of Void.
  • When overcharging grenades while using the Voidwalker top tree subclass as a Warlock, Super energy stops charging.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

[Bird Noises Intensify]

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It’s been fun watching Hawkmoon clips and montages throughout the Season. With recently introduced random rolls, players have been pushing the limits of this Exotic, taking on 1v1 encounters in the Crucible that they may have otherwise avoided. This week, our top pick not only got a sweet roll on perks, but a killer roll on audio, too!
Movie of the Week: Ting Ting Ting Ting
Video Link
Movie of the Week: Deep Stone Lullaby Violin/Piano Cover
Video Link
Movie of the Week: …That’s a lot of Hawkmoon
Video Link
As always, if you'd like to submit your creation to be featured in a future TWAB, make sure to create a post on the Community Creations portal of Bungie.net.

Credit Where It’s Due

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Every day, we take a moment to scroll through various social media apps to take a look at community artwork. We’re always awestruck by the talents that many of you possess, and eager to share your works with a wider audience.
Here’s a quick roundup of some sweet art, and direct links to their authors. Give them a follow if you want to see more of their stuff!
Art of the Week: Art Sharing
destiny art share!!! spread the positivity, doesn't matter how frequently you do art or how many pieces you've made - post your favorites!! #Destiny2Art #DestinyArtShare pic.twitter.com/bq6hHJrCLD
— 🥀alex🥀🏳️‍🌈 (@miyagiie) January 25, 2021
Art of the Week: Eris
나는야 내일부터 월급쟁이 #냙서 pic.twitter.com/MI6Y6Gi1LY
— 🧅김냘본™🍺 (@NyarNyarbon) January 17, 2021
Cheers, and make sure to tag your content with some form of #Destiny2Art so we can find you easily!
That’s it for this week, folks. Season of the [REDACTED] is almost here. We’ll have some patch previews to cover in the TWAB next week, so stop by if you’re interested!
If this gets 7 likes we'll add a new LZ on Europa next Season.
— Destiny 2 (@DestinyTheGame) January 27, 2021
We’ll see you again next week, bright and early on Tuesday morning.
Cheers,
dmg04
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Fallout 76: Steel Dawn Update Notes – November 24, 2020

Edit (10:40 p.m. ET, Nov 24): Maintenance is complete and the Steel Dawn Update is now live. Thanks for your patience during downtime today, everyone. We hope you enjoy the new quests!
Hi, everyone! We've decided to release the Steel Dawn Update a week early on all platforms, and we expect Fallout 76 will be back online between 9:00 p.m. and 10:00 p.m. ET. You can head here on Fallout.com to catch more details. While we're offline for maintenance, please feel free to check out the patch notes below:
Today marks the release of our Steel Dawn Update, and with it, the return of the Brotherhood of Steel to Appalachia. Take on the Steel Dawn questline, meet new characters, explore new locations, and lay claim to some new rewards. This update also introduces the C.A.M.P. Shelters feature, hunger and thirst improvements, and much more. Read on to catch the patch notes.

Update Highlights

  • Ad Victoriam!: The Brotherhood of Steel is back! Explore the first chapter of their story, meet new characters, visit new and updated locations, and unlock rewards as you experience the all-new Steel Dawn questline.
  • Head Underground: Flex those creative muscles by building out your very own instanced interiors with our first three C.A.M.P. Shelters.
  • Gear Up: Complete Steel Dawn quests and take on Daily Ops to earn new weapons and armor that are straight from the Brotherhood arsenal.
  • Don’t Just Survive, Thrive!: We’ve removed all negative effects from Hunger and Thirst. Instead, you’ll receive buffs that increase based on how well fed and hydrated you are.
  • Save Those Atoms: (Coming December 1) Already have some of the items in an Atomic Shop bundle? No problem! Bundle prices now lower automatically if you already own any items they contain.

Update Version 1.5.0.19

Check the download sizes below for today’s patch on your platform of choice:
  • PC (Bethesda.net): 8.3 GB
  • PC (Microsoft Store): 16.4 GB
  • PC (Steam): 8.8 GB
  • PlayStation 4: 15.2 GB
  • Xbox One: 16.0 GB

New Steel Dawn Questline

The Brotherhood of Steel has returned to Appalachia on a mission to reclaim the region for humanity, to preserve any tech they can find, and to find out what befell Paladin Taggerdy and her crew. Starting today, you can begin your journey with the Brotherhood of Steel and work toward a brighter future for Appalachia in the all-new Steel Dawn questline.
  • Complete New Quests: Meet the new Brotherhood arrivals and begin your journey through the Steel Dawn questline by heading to Fort Atlas (formerly ATLAS Observatory) in the Savage Divide region of Appalachia.
    • Your level 20+ characters can begin the Steel Dawn quests immediately, even if you haven’t completed any prior Fallout 76 quest content.
    • When you log in with an eligible character, a quest called “Welcome to the Neighborhood” will prompt you to visit Fort Atlas.
    • Please note: You can now Fast Travel to Fort Atlas for free. However, if you had already discovered ATLAS Observatory before to today’s update, its icon will no longer be visible on your Map. You will need to revisit the area to discover Fort Atlas, which will cause its Map marker to appear.
  • Meet New Faces: Get acquainted with new characters, like Paladin Rahmani, Knight Shin, Scribe Valdez, and many others who have arrived in Appalachia with the Steel Dawn Update.
  • Explore New locations: We’ve added several new locations and updated a number of existing ones that you’ll delve into during your journey with the Brotherhood.
  • Gear Up with New Rewards: Progress through the Steel Dawn questline and complete Daily Ops to earn a host of cosmetic, C.A.M.P., and item rewards, including the following new weapons and armor straight from the Brotherhood arsenal:
    • Crusader Pistol
    • Plasma Cutter
    • Hellstorm Missile Launcher
    • Brotherhood Recon Armor
    • You can purchase a variety of mods for these new items from Regs in Vault 79 using Gold Bullion, including mods that can alter each weapon to deal various types of elemental damage.
  • Main Menu Updates: The Brotherhood has taken over the game’s Main Menu with an all-new background video and music.

C.A.M.P. Shelters

Head underground with C.A.M.P. Shelters, which are instanced interiors that you can add to your C.A.M.P. and customize to flex your creativity as a builder.
  • We’ve added a brief new quest, called “Home Expansion,” to the game that all players must complete in order to gain access to the C.A.M.P. Shelters feature.
    • Begin the “Home Expansion” quest by reading a Shelters Claim Center poster in Train Stations throughout Appalachia. Or, find your way inside the Claim Center by locating a key in the northern Forest region.
  • With today’s update, we’re introducing our first three C.A.M.P. Shelters, which each offer a different sized space to build in, and feature their own layouts and styles.
    • Vault Utility Room: After completing the “Home Expansion” quest, all players can claim the Vault Utility Room for free in the Atomic Shop.
  • Please Note: Since we decided to release Steel Dawn early, only the Vault Utility Room will be available on November 24. The Vault Lobby and Atrium described below will arrive at a later date.
    • Vault Lobby: Fallout 1st Members can claim this medium-sized Shelter this month in the Fallout 1st section of the Atomic Shop. In the future, it will be available to all players for Atoms.
    • Vault Atrium: The largest of our first three Shelters, the Vault Atrium can be purchased using Atoms.
  • Once you’ve claimed a C.A.M.P. Shelter, you can access its interior by building the associated Shelter Entrance in your C.A.M.P.
    • Your C.A.M.P. can contain one of each type of Shelter that you own, and you can build multiple Entrances to the same Shelter.
    • Find your available Shelter Entrances by scrolling to the new “Shelters” category in the C.A.M.P. Build Menu. Select the Entrance you’d like to build, and then head inside.
  • Every Shelter has its own build budget that is separate from your main C.A.M.P., as well as any other Shelters you’ve built.
    • Your Shelter interiors will be saved as you build, so you won’t lose anything if you relocate your C.A.M.P., move your Shelter Entrances, or if your Entrances get destroyed.
    • Since they are instanced, Shelters are able to offer sizable build budgets. Currently, each of our first three Shelters have larger budgets than your main C.A.M.P.
  • We’ve relaxed certain build restrictions inside Shelters by introducing a “Toggle Snapping” option that you can turn off to place objects anywhere you’d like, or turn on to snap objects to each other or the build grid.
    • Additionally, use the Shelter Control Panel inside of each C.A.M.P. Shelter to quickly scrap or repair everything you’ve built so far.

Design Updates

Dynamic Bundle Pricing
  • Please Note: Since we decided to release Steel Dawn early, Dynamic Bundles will not be available until our original patch date of December 1.
  • A common suggestion we’ve received from Atomic Shop aficionados has been to reduce bundle prices for players who already own some of the items they contain. With today’s update, we’ve added pricing tech that will do just that.
    • Going forward, if you own one or more items in a bundle, its Atom price will automatically reduce accordingly. The more items you already have, the lower your adjusted price.
    • Bundles that have been adjusted this way will now display your price vs. the original price.
    • Items you already own will be marked in each Bundle’s description.
  • We’ve also added a new “Bundles” category to the left-hand side of the Atomic Shop menu so that you can more easily find all of the bundles that are currently available without having to hunt for them on multiple pages.
Additional Atomic Shop Updates
  • Backpack Flair: Add even more personality to your characters with Backpack Flair! We’ve added two Backpack Flair slots to the modify menu for Backpacks that you can use to add cosmetic Flair.
    • Going forward, keep an eye out for different Backpack Flairs that you can unlock in the Atomic Shop, claim from Season Scoreboards, or earn as rewards in-game.
    • Backpacks you crafted prior to the Steel Dawn Update will not have Backpack Flair mod slots. Craft new versions of your Backpacks to cause the Backpack Flair slots to appear.
    • Please Note: While the Backpack Flair system is live as of November 24, Flairs themselves are not yet available. We will let you know as soon as we add them on a later date.
  • Fallout 1st: Items that have special discounts for Fallout 1st Members will now appear in the Fallout 1st section of the Atomic Shop while they are on sale.
    • These items will now also display a Fallout 1st icon, both in the Fallout 1st category and in their appropriate sub categories in the Atomic Shop.
  • Lunchboxes: In addition to earning Lunchbox rewards from a Season Scoreboard, or buying them with Gold Bullion in-game, you can now purchase them for Atoms in the Atomic Shop.
    • Please Note: Since we decided to release Steel Dawn early, Lunchboxes will not be available in the Shop until our original patch date of December 1.
    • Lunchbox buff descriptions and the chances to receive each buff have been added to the “Lunchboxes” section of the Help Menu.
Daily Ops
  • New Items: We’ve added a number of new rare rewards that you can earn by completing Daily Ops. They include Plans to craft Brotherhood Recon Armor, the Crusader Pistol, Plasma Cutter, and Hellstorm Missile Launcher.
  • Plan Rewards: Say goodbye to duplicate Plans! Non-tradeable item Plans that can be awarded by Daily Ops, like the War Glaive Plan, will no longer continue to drop as rewards after you’ve learned them.
  • Mutations and Enemies: To help keep Daily Ops feeling fresh each day, we’ve made an adjustment to prevent the same enemy mutation and faction from appearing two days in a row.
Hunger and Thirst Updates
  • We agree with feedback from the community that our hunger and thirst mechanics could feel a little too punishing. We’ve decided to remove the negative effects when you’re hungry or thirsty, and buff up the bonuses you receive when you’re fed and hydrated.
  • Going forward, your Action Points, Health, and Disease Resists will no longer be negatively affected when you haven’t had anything to eat or drink recently.
  • Instead, you will receive buffs that increase depending on how full your hunger and thirst meters are:
    • Hunger: Gain +15 Max HP when partially fed, up to +35 Max HP, +35% Disease Resist, and +1 Strength when fully fed.
    • Thirst: Gain +15% AP Regeneration when partially hydrated, up to +35% AP Regeneration, +35% Disease Resist, and +1 Endurance when fully hydrated.
Items
  • Holiday Gifts: Increased the weight of Holiday Gifts to 1 pound each, and made them untradeable.
PVP
  • Pacifist Mode: When Pacifist Mode becomes available to new characters at level 5, it will now be toggled on by default.
User Interface
  • Map: Added a Fast Travel point and Map marker for Vault 51.

Bug Fixes

Allies
  • Settler Forager: Players can once again receive Daily Quests from the Settler Forager Ally.
Art & Graphics
  • Animations: Human NPCs that have both legs crippled no longer appear to fall down and then immediately stand back up. Instead, they will remain standing, but they will remain immobile until one leg is healed.
  • Power Armor:** Players’ posteriors are now properly protected while wearing Enclave Power Armor.
  • Weapons: Turbo-Fert Fertilizer Grenades no longer appear to explode twice on detonation.
  • Weapons: Charging up the Gauss Pistol and then holstering it no longer causes a small portion of the weapon model to disappear.
C.A.M.P. and Workshops
  • General: Grass and small plants are once again visually removed when placing Foundations and other large C.A.M.P. objects on top of them.
  • Brotherhood Field Station: Closed up a hole in the Field Station’s ceiling.
  • Décor: Players can now build Powered Lawn Flamingos without having learned the base Lawn Flamingo Plan.
  • Encampment Bridge: Fixed an issue that could allow Encampment Bridge pieces to remain floating in mid-air after removing connecting pieces.
  • Encampment Fence: The Encampment Fence now spins at its center point when rotating the object in build mode, and its explosion visual effects also appear at its center point when the Fence is destroyed.
  • Exploit: Traps now have a minimum distance that they can be placed from other Traps. C.A.M.P.s and Blueprints containing Traps that are stacked on top of each other can no longer be placed.
  • Exploit: Addressed a C.A.M.P. budget exploit related to Wires.
  • Exploit: Addressed an item exploit related to Collectron Stations.
  • Rocket Rides: Can no longer be placed clipping into other objects.
  • Super Reactor: Now scraps into Aluminum, Copper, and Rubber, instead of just Rubber.
Combat
  • Explosion Damage: Fixed an issue that caused non-physical explosions from weapons, like Floater Grenades, to deal less damage than intended.
  • VATS: Greatly improved the accuracy of chance to hit percentages when using VATS.
  • VATS: Hits that successfully strike the target now deal damage correctly.
  • VATS: Fixed an issue that could cause VATS to close when line of sight to the targeted enemy became partially obstructed.
  • VATS: Continuing to fire a Flamer or Cryolator after closing VATS no longer stops those weapons from damaging enemies.
  • VATS: Corrected the damage dealt when firing the Tesla Rifle and uncharged Gauss Weapons in VATS.
Daily Ops
  • Contextual Ammo: Enemies in Daily Ops now correctly drop Shotgun Shells when using the Fancy Shotgun.
  • Bosses: Daily Ops Bosses no longer sometimes swap their unique weapons for weapons from nearby creature corpses.
  • Bosses: The Super Mutant Daily Ops Boss is no longer disarmed after being staggered.
  • Operation Report: After achieving Paladin Tier or higher, the rewards list in the Operation Report now correctly includes both of the player’s legendary item rewards.
  • Vault 94: Fixed an issue causing certain doors inside Vault 94 to display a button prompt without any text.
Enemies
  • Blood Eagles: Can no longer be turned into Scorched Blood Eagles by Scorchbeasts.
  • Earle Williams: Can no longer turn into an Ash Pile or a Goo Pile on death, nor dismembered by the Bloody Mess Perk.
  • Scorchbeast Queen: No longer clips into the terrain during her strafe attack.
Items
  • Apparel: Fixed several instances where Enclave Underarmor could clip through different apparel, like the Bomber Jacket and the Pint-Sized Slasher Outift.
  • Armor: Sturdy and Heavy Metal Left Leg Armor can now drop as legendary items.
  • Armor: Players can now correctly remove Misc. Mods from Armor pieces.
  • Armor: Secret Service Armor with the Weightless legendary attribute no longer counteracts cloaking granted by the Chameleon Mutation.
  • Gamma Gun: Firing rapidly no longer sometimes causes the Gamma Gun to fire more rounds than the magazine contains.
  • Gauss Minigun: The crosshair no longer persists on top of the Gauss Minigun’s sights while aiming after applying the Gunner Sights mod.
  • Gauss Shotgun: Can no longer spawn with the Explosive legendary effect.
  • Heavy Weapons: The Cryolator now correctly deals cryo damage, and the Flamer deals fire damage.
  • Mods: Weapons that have Heated Mods applied now correctly deal Fire damage.
  • Mods: The Refrigerated Backpack Mod now consistently reduces the food spoilage rate by 50%.
  • Mods: Weighted Armor Mods now ignore 5 points of enemy Damage Resist in addition to the 10% they ignored previously. This will improve situations where Weighted mods had very little effect on enemies who already had low Damage Resists.
  • Pump-Action Shotgun: Increased Pump-Action Shotgun Bash damage so that it is in line with Rifles and other Shotguns.
  • Recipes: The Radstag Redemption, Mirelurk Boil, and Headhunters Headcheese Recipe Notes now correctly unlock the ability to craft those items.
  • Thrown Weapons: The following weapons now deal the correct damage types, and they are properly enhanced by the Demolition Expert Perk Card.:
    • Cryogenic Grenade
    • Cryo Mine
    • Floater Grenades
    • Plasma Grenade
    • Molotov Cocktail
  • War Glaive: Added Copper to the War Glaive’s crafting requirements and removed the Plasma Core requirement.
Mutations
  • Carnivore: The following items now count as meat when affected by the Carnivore Mutation:
    • Canned Dog Food
    • Deathclaw Eggs and Omelettes
    • Frog Eggs
    • Imitation Seafood
    • Mirelurk Eggs and Omelettes
    • Mothman Eggs
    • Pork n’ Beans
    • Radscorpion Eggs and Omelettes
    • Radtoad Eggs and Omelettes
    • Radtoad Omelettes
    • Salisbury Steak (Preserved)
    • Yum Yum Deviled Eggs
  • Herbivore: The following items now count as plant-based food when affected by the Herbivore Mutation:
    • Cajun Rice & Beans
    • Firecap Tasty Souffle
    • InstaMash
    • Preserved InstaMash
    • Vegetarian Ham
NPCs
  • Animations: Corrected a number of issues that could cause various world NPCs to play incorrect animations or temporarily stop animating.
  • Fisher: No longer plays an animation as though he is using a terminal when he is not near one.
  • The Overseer: No longer sometimes becomes stuck when heading to the presentation room during “Overseer, Overseen.”
  • Whitespring Bots: Sentry Bots and Doorman Protectrons now respond properly when players interact with them.
Performance and Stability
  • Client Stability: Fixed an issue that could cause a client crash when loading into a world.
  • Server Performance: Players will no longer receive an error when joining a Daily Op while using furniture.
  • Server Stability: Addressed a server crash that could occur when loading into a world.
  • Performance: Addressed an issue that could result in a performance drop when viewing the Season Scoreboard.
Perks
  • Animal Friend: Removed outdated level requirement wording from the Perk Card description.
  • Chem Fiend: Now correctly increases the duration of all effects granted by Berry Mentats.
  • Nerd Rage: Fixed an issue causing Nerd Rage to grant its damage bonus while above 20% health.
  • Wasteland Whisperer: Removed outdated level requirement wording from the Perk Card description.
Quests and Events
  • Ally: Thicker than Water: Watoga Underground is now properly instanced.
  • Defend: Billings Homestead: Enemies no longer get stuck or spawn in nearby water during Workshop events at Billings Homestead.
  • Free Range: Beefed up Brahmin health and resistances during the Free Range event.
  • Project Paradise: Friendly creatures that appear after completely filling the habitat troughs now have a consistent max level of 100.
  • Scorched Earth: Now correctly grants a 3-star legendary item reward on completion.
Sound
  • Armor Ace Shooting Gallery: Joining a Daily Op while using the Armor Ace Shooting Gallery no longer causes its sound effects to play continuously.
  • Boney Death Tambo: Added unique sound effects to the Boney Death Tambo Skin.
  • Communist Bunker: Sound effects no longer continue to play after the door has finished opening or closing.
  • Encampment Fence: Corrected the sound effects that play when opening the Encampment Fence Gate.
  • Hounds Reclining Sofa Chairs: Now play sound effects when players sit in them.
  • Theremin: Now plays one of two different songs, depending on the in-game time of day.
User Interface
  • Map: Bloody Frank’s is now labeled correctly on the Map.
  • Scoreboard: On PC, pressing the Spacebar while viewing the Scoreboard in-game no longer incorrectly opens the Challenge Menu.
World
  • Pathing: Fixed a number of objects in the world that players could path through or clip into.
  • Pathing: Fixed several locations throughout the world where players could become stuck.
submitted by BethesdaGameStudios_ to fo76 [link] [comments]

[USA-AR] [H] 6800, 8700K, R5 3600, ROG Z490/X570 boards, Z390, B450, 5500 XT, 980 ti, lots of fans + Noctuas and Phanteks RGB stuff, other assorted hardware [W] Paypal, 3080 (waterblock welcome!), 10th gen ROG mobo+cpu, 4x8 Trident Z Neo/RGB B-die, 280mm rad, Fanatec sim gear, other trades

Basically, I spend too much time and money on this sub and now I have a bunch of hardware that needs a home. Do a favor for these homeless components, will ya? Bundles are prioritized and I'll knock off a few bucks in those cases, especially mobo+cpu combos. No smoking in this house so no weird smells on anything, everything's adult-owned and carefully handled. If you could spare an upvote to help combat the downvote bots that'd be much appreciated!
(As a side note, please just click the link in the hwsbot comment to pm me as chat sucks and scammers always use it. Please pm alongside a comment on this post, if your message makes it clear that you didn't even read the post I probably won't respond. I get so many "what's the price of blah" messages and such, just read please lol. And if the item you're interested in is not crossed out on my most recent post then it is still available. Don't pm me about if I still have a 9900k for sale from 3 months ago...)
imgur is being total trash for me so here's offbrand timestamps. all out of order and just awful >:(
2x Gigabyte 6800 Reference
Buddy of mine bought these off this sub for a project but it turns out that running 2 cards in one box is a bad idea for airflow. So these have ~2 days of use. Now I'm in charge of em lol. Primarily looking to trade one for a 3080 and recoup some of the costs of the other. Bonus points if you have a waterblock for the card or one of the waterblock-only cards. Not taking trades involving 3070s, 3090s, or 6900xts (already have a 3070 ftw3 coming in tomorrow, looking to trade that as well if you'd prefer!). Could maybe be tempted by a really really nice 6800xt but that'd probably be out of my budget anyways.
Trade for a 3080, or $830 plus shipping (really would prefer trade!) both sold for $1700 shipped
2x 1x 8700K
Was gonna use one for my own build but then I decided to go with 10th gen for no reason so here we are. Both are not delidded and were bought used here. One is in a 9900K box and the other is in its own box with matching batch number.
$210 shipped OBO both sold for $210 shipped each
2x Ryzen 3600
One was part of a bundle from buying stuff here, one was bought a while back and used in my own system for a few months with the X570-E. That chip runs great with a mild undervolt and can run 1733 FCLK. I should have clamshells for both to ship in.
$185 shipped OBO both sold for $180 shipped each
Asus Maximus XII Z490 Hero
Got this a week or two ago from here, but I'm not 100% sold on the looks. Has the box and all accessories. Primarily looking to trade it for a XII Apex, Formula, or Z490-E.
Trade for an Apex, Formula, or Z490-E, or $350 shipped OBO (really would prefer trade!)
Asus Strix Z490-F
Bought this off this sub for my buddy with the 6800 project, ran for the same ~2 days with a Celeron G5900 and 2400mhz ram. Probably the least stressed Z490 this side of the Mississippi... Has the box and all accessories are included and unopened. Would love to trade this for a XII Apex or Z490-E.
$215 shipped OBO
Asus Strix X570-E
Bought this off this sub a while back for use with the 3600. Had a brief stint with a 3900X at stock clocks, and 2x16gb B-die running 3600c14 @1.45v. Handled it all with ease, great board but the I ain't having anything to do with the Zen 3 price hike. Has the original box and accessories except for the manual which can be found online. Would love to trade this for a XII Apex or Z490-E.
$260 shipped OBO sold for $260 shipped
Gigabyte Z390 Gaming SLI
Got this in a bundle and it seems like a fine, no frills board. 10+2 VRM layout should handle a 9900K no problem. Has a few light scuff marks on the glossy trim sections, purely cosmetic and only noticeable in the right light. Comes with the box, a driver cd, and the manual, I/O shield is integrated. Can include an Aorus SLI bridge for +0 dollars and +420 frames in 3DMark.
$130 shipped OBO sold for $130 shipped
Asrock B450m Pro4
Fine little board that I bought off this sub a while back. Used it to test some parts like 3600s and ram kits. Has a few accessories and the I/O shield.
$60 shipped OBO sold with ballistix for $115 shipped
MSI Mech OC 5500 XT
Has been used for light compute work and gaming for a few months. In great condition, it's a nice little card that runs quiet and cool. Heatsink appears to be very similar to what's on the Mech 5700 XT, confusingly. Comes with the box and accessories.
$230 shipped OBO sold for $230 shipped
deshrouded 980ti
The card that got me back into PC hardware last year! Good news is that it's a Gigabyte Xtreme model, so the silicon is top notch. I had it overclocked to 1500mhz+ core, 8000mhz+ memory. Benchmarked just a few percent behind my 1070ti's. Bad news is that the fans and shroud RGB don't work so you'll need to zip tie some fans to it or something. I used some generic 1200rpm case fans and it ran under 70C in games, with a proper set of 120mms you could likely run it a lot cooler. I'll include the shroud in case I'm dumb and it works anyways, but no guarantees. I've repasted it with TG Kryonaut and the thermal pads are still the stock ones, they're still sticky. Card and questionable shroud only.
$170 shipped OBO sold for $200 shipped with 2x ML120s
Fans and Phanteks Halos
These have seen less than a few months of use, some are like new. The Phanteks fans appear to be 3x SK140 DRGB fans, non-PWM. Came with my P500A but I've replaced em after a few months. The Corsairs are 2x ML140, PWM and non-RGB or LED. Also, there are some Phanteks Halos, all DRGB versions. 1x 120mm plastic, 2x 140mm plastic, and 2x 120mm aluminum (The Lux version). Used the plastic ones in the P500A until I got some Luxes to replace em, the 120mms were the wrong size and have not been used. Buy 3 or more of any of these things or add them to another purchase and shipping is free.
CorsaiPhanteks fans: 15 each plus shipping
Plastic Halos: 10 each plus shipping
Halos Lux (aluminum frame): 20 plus shipping
18x Noctua A14 IPPC-2000 IP67 PWM
This pile of Noctua fans was bought off of here and have zero usage. I bought them from a guy who was planning some weird project and he had put a bunch of weird 24v connectors on em? I've had to learn a bit about common PC wiring things but now I can rewire all of these fans, which is what I replaced the P500A fans with. I'm using the original connectors and that nice Noctua sleeving from the original leads. Buy 3 or more or add them to another purchase and shipping is free. I've got a bunch of spare brown pads (Noctua SAVP1 size), free with another purchase or cover shipping for any number of em.
$20 each plus shipping
Crucial Ballistix 2x8GB 3200C16 E-die BL2K8G32C16U4B
Used these for a few hours to test some hardware, like new condition. Should overclock well; for a few bucks I can spend some time to bin em. Comes with the box.
$60 shipped OBO sold with b450 for $115 shipped
EVGA 650w G3 Gold PSU
Got this in a bundle, it's in great condition. Serial lookup says it's got another year or so of warranty to transfer. Comes in original box with all the original cables.
$120 shipped
CableMod custom sleeved cables in black, for Asus/Seasonic PSUs
These came with my ROG Thor PSU but I already had some. There's a few black cable combs, a 24 pin ATX, 2x 4+4 pin EPS, and 2x 6+2 pin PCIE. If you need some peripheral cables (non sleeved) or any other seasonic cables I can probably provide em. These cables will only fit "recent" Seasonic (made in the past few years, check via the Cablemod website if unsure?) and Asus PSUs (Seasonic is their OEM). If you use these with something else and catch your shit on fire, I told you so :P
Also, I'll toss in the Cablemod 20% off thingy in. No clue if it's still valid.
$65 shipped OBO
EKWB 10/13mm Duraclear
Been planning my first custom loop for a while and someone on here kindly sent me some of their spare soft tubing. But I've realized that I was working with the wrong tubing size. There's a bunch of short cut lengths and one piece that's like 8-10 feet long? Cover shipping or add this to another purchase and it's yours.
AORUS SLI Bridge (1-slot spacing)
It lights up and all that, woohoo! Pretty sure it's useless aside from that lol. It'd be great if I could find a proper home for this though. Cover shipping or add this to another purchase and it's yours.
Anker Soundcore Liberty Air true wireless earbuds
Decent Airpods copy, sound quality is good for cheap earbuds. Wasn't a good fit for my ears though, and they have less than an hour of use.
$35 shipped OBO
Below are some things I'm looking to purchase or to trade stuff from above for:
RTX 3080
Looking for a 3080 for my first custom loop! Bonus points for something with a waterblock. Would prefer to avoid Zotacs, Palits, PNYs, etc. but beggars can't be choosers lol
10600K/10700K
I've got a 10900K but 10 cores is overkill for my gaming needs. Looking to downgrade a bit, if you've got a binned chip with a good IMC and/or overclock I'm all ears!
Maximus XII Apex, Formula, Z490-E, maybe others
Big preference for Asus boards but I'm open to other midrange-highend boards. Onboard wifi is very nice but not a necessity. finally said fuck it and got a rampage lmao
4x8gb Trident Z Neo/RGB B-die
Looking to get two 2x8gb matching kits or 4x8gb of these. Prefer Neos a bit over the normal RGB ones for the a e s t h e t i c. 3200C14 is fine but fancier bins are welcome.
280mm radiator
99% of my loop is EKWB so an SE or CE 280 would be perfect but something like a HWLabs would be good too. If you have a HWLabs 420mm too, I'd buy that off ya with the 280 to match my rads.
Fanatec wheel and pedals
Looking to get one of their cheaper CSL or Clubsport wheelbases, a wheel for it, and a 3 pedal set with a load cell. Pretty new to sim racing so I'm inclined to stick to their ecosystem but if you have similar gear in the 200-500 dollar range I'm interested!
Any other hardware, guitar pedals/stuff, I dunno
If you'd like to trade something that I don't have listed here for something I'm selling, feel free to message me with what you've got. I can be easily enticed with random goodies, as may be clear from this post lmao
Questions and comments are welcome, thanks for looking!
submitted by VeganJoy to hardwareswap [link] [comments]

Twilight Domain Cleric + Thief Rogue?

I had an idea for a rogue who essentially was raised by a church's priest and was eventually welcomed into a secret sect of the church focused on getting back assets stolen from them, anything from artifacts to kidnapped church members. Without going too much into backstory he was essentially a person's retrieval expert. Get in unseen, get the target unseen, get out unseen.

Initially I was going to make him a thief with the Healer feat but I was looking into some of the newest Tasha's options and thought that the Twilight Cleric would fix a lot of the minor problems with my concept. So, here's the build
Race: Variant Human, "Healer" feat
Background: Acolyte, Insight is great and Religion doesn't hurt, plus it gives me a Holy Symbol so I don't have to go and get one once I get Cleric levels

Stats (Point Buy):

Strength - 8 (unneeded)
Dexterity - 15 (+1 from race)
Constitution - 13
Intelligence - 8 (unneeded)
Wisdom - 15 (+1 from race)
Charisma - 12 (could dump this to 10 for 14 con, but I'd like a little charisma for unwilling captives)

Current Build Idea (Rogue 18/Cleric 2)

Start off rogue, take expertise in Medicine and Stealth. Grabbing a shortbow as the primary weapon since I'll mostly be hanging in the back as supporting fire and heals. Grab a Rapier too for situations that call for it. Immediately go Cleric 2. First level gets us a ton of goodies
For just one more level we get an extra spell and spell slot as well as the Channel Divinity which makes everyone stealthier and just a little more tanky. Removing Charmed/Feared is great thematically as well. After that we just go straight rogue, getting to use healing kits as a bonus action once we get thief basically gives us 10 buffed up Healing Words so even without spell slots we can still heal without giving up our action to cast a spell or attack.

Some Other Ideas

So that was the idea that made most sense to me. Pretty much every feature I want is online by level five and the only real sacrifices I make are being 2 levels behind on ASI's and always being 1d6 of sneak attack behind a pure rogue, but I'm getting an absolute ton of utility and a better weapon out of the deal.
There were two other builds I considered the first of which rogue 19/cleric 1 so that I'm only one level behind some of the bigger features and I don't really lose much other than the Channel Divinity. The second was Rogue 17/ Cleric 3, taking a straight four levels of rogue first to get my subclass and +2 to my Dex. The extra Cleric level gets me some nice spells like Enhance Ability and Warding Bond but for half of my level ups I'll be 2d6 behind Sneak Attack and be way behind on ASIs so I feel like it's just not worth it.
Anyways though that's my thoughts on the build! I'd really appreciate some feedback on how many levels of cleric I should take or if there's even a better subclass or build that gets this theme across better. Also a bit confused on which ASIs. Since most of the spells I grab won't be reliant on my casting stat I feel like I can leave my Wisdom at 16 and just go straight for +2 dex two times to eventually get +20 but I'm not completely sure if that's the best or if there's any feats that beat out the stat increase. Thanks in advance everyone!
submitted by ThirteenJesters to 3d6 [link] [comments]

My Top 10 Switch Games - Year 3

As of today, it has now been 3 full years since I’ve gotten my Switch. So, like the past 2 years, I wanted to post my top 10 games I played throughout the last year with some quick little reviews on why I enjoyed them. To avoid confusion this list is not a list of my top 10 games of 2020, it is a top 10 of the games I have played in the last year. Some of the games this year surprised the hell out of me, and others were extremely welcome due to old memories. Each game here I include my playtime (according to the Switch, anyways) and my completion percentage. Since it was asked a lot in the comments last year, I will be including a link to a Google Docs sheet that includes a link to a duplicate version of my sheet (with some things unimportant to anyone but me removed or edited) that I use to track completion percentages as well as information on how to use the sheet.
Currently playing: -
Backlog: Assassin’s Creed: The Rebel Collection, BioShock: The Collection, DOOM 64, Hollow Knight, Trials of Mana, Ys Origin
Games from this year that didn’t make the top 10:
· DOOM II (5+ hours, 100.00%)
· DOOM (1993) (5+ hours, 100.00%)
· Assassin’s Creed III Remastered (25+ hours, 39.78%)
· DOOM 3 (10+ hours, 75.00%)
· Darksiders Genesis (15+ hours, 63.60%)
· Darksiders II Deathinitive Edition (45+ hours, 85.75%)
· Super Mario 3D All-Stars (50+ hours, 84.59%)
· Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition (90+ hours, 92.38%)
10) Atelier Ryza: Ever Darkness & the Secret Hideout (40+ hours, 94.95%)
Yea, yea. Look at those thicc thighs! Now that that’s out of the way… I really enjoyed my time with Ryza. The alchemy system is what got me interested in the game, gathering materials to fuse together into more powerful items. As you learn more about the system and get access to better items everything begins to make more sense. You might find yourself just slotting things in at first, but eventually once you gain a better understanding you can figure out exactly what the system is getting you to do. Crafting endgame items with crazy stats and really showing off your skills as an alchemist is extremely fulfilling and from what I can tell the series has really improved on itself from past iterations. The story of Ryza is fairly grounded and tame for the most part, but it does still have some “save the world” aspect towards the end. You play as Ryza who wants to adventure with her friends and learn alchemy and… that’s pretty much the main focus for the first half or more. It was kind of a nice break and really helped it to stand out a bit more in my mind. The main point of the story really is just Ryza wanting to adventure after being stuck on a lonely, plain little island for her whole life. Once she is exposed to alchemy, she makes it her mission to improve her alchemy skills. The combat is an ATB system which was my biggest holdback of the game going in but in reality it was very quick and simple to get into and really didn’t require a lot of work to figure out. The one thing is that if you do not keep up on your alchemy skills you will struggle in battles. Constantly looking for ways to improve your gear is very important and you can easily find yourself running at a wall if you ignore it for long periods of time. It is definitely an interesting game to play and I really recommend looking into it for those of you interested in JRPGs. With the sequel coming out in just a month, and it being the first time in the series’ history (from what I know) that a protagonist has returned for a sequel, it is the perfect time to hop in.
9) Astral Chain (40+ hours, 84.20%)
I expected this game to be on par with or worse than Bayonetta 2. Then I actually played it and, well, I loved it significantly more. This game features a rating system very similar to the Bayonetta series, but the system is also significantly more lenient. Instead of judging you on how perfectly you can complete a level (not being hit, time, not using items, etc.) you are judged on how well you use your resources. You get bonuses for using different techniques, weapons, and legions. At first I still got low scores and did overall poorly, however because the rating system was so much more lenient and focused more on how well you are using the combat system it was a really good way to learn what was the best way to go about combat. This led to later files getting better scores and really making the whole game feel even more entertaining. The story is pretty straight forward; you’re a cop who ends up working for a branch of cops that use legions, basically enemies turned into allies, that are attached to a chain and fight against those same enemies. These legions are controlled alongside yourself, which seems a lot more daunting than it really is. While I am by no means a pro at the game, I do think it was fairly easy to get used to controlling multiple characters even with all the action going on. As far as weak points, there was only one major thing that bothered me and it was the same as Dragon Quest XI. I don’t like this game’s use of a silent protagonist. I felt that it robbed a lot of story moments of any impact because your character feels completely disconnected from a plot that they are supposed to be at the center of. Your character even has a voice actor, but they are only used when you are playing as the other gender. It wasn’t something that drastically impacts the game for me, but it still bothered me enough to mention. Overall, the rest of the game is a lot of fun and works really well. The whole thing is like its own anime and it even has an anime-style intro sequence, which by the way the music is top notch. Which is pretty important if you’re going to have an action game that you’ll want music to hype you up.. So if you’d like to play Anime Cops vs Cyber Demons ft. Litterbugs, then this is the game for you.
8) Ori and the Blind Forest: Definitive Edition (10+ hours, 98.58%)
It had been a long time since I played a Metroidvania, so this game was a welcome return for me. The movement available to you from the start is fairly limited, but you keep picking up skills over time until eventually it becomes incredibly smooth to dash around the world. The story is mostly told through a couple of momentary scenes, so there aren’t a lot of cutscenes besides the opening. I believe despite how brief the story is, the story of Kuro and the opening act are both amazing moments in not just this game but out of all games I have played. The soundtrack is beautiful and I found myself just hanging around to listen to it a few times. On top of all these elements, it also runs beautifully and never gave me a single problem. I may not have been a professional at the game, I believe I ended my playthrough with just under 500 deaths, but I never became frustrated with it. Besides completing the areas, you don’t have too much to focus on for collectibles. All you really have is life containers, energy containers, and spirit containers. Life and energy containers obviously improve your life and your energy, but spirit containers is used to build up your spirit gauge and act as skill points. These skill points can be used to unlock movement options like dashing and triple jumps as well as power boosts. It’s a fun system and I’m glad that there isn’t as much to really need to worry about while you’re exploring. The game is a constant rush to get better and improve your movement. It was a pure experience the entire way through. The entire game just radiates charm and despite it being a short game I feel like it will stick with me for a long time.
7) Ori and the Will of the Wisps (15+ hours, 96.46%)
This game was an absolute gem to play… mostly. There were some minor bugs involving moving between areas if I went through too fast or falling through the ground once or twice, and I did need to redo about an hour of work because of a glitch once, but besides that the game played beautifully. Movement in this game felt so much more rewarding much earlier than the original because most of the tools are unlocked early. This lets you get more practice in earlier instead of having things feel like they didn’t get a lot of time. I also like how things like Dash were actually built into the level design because it wasn’t attached to the skill tree this time. With more tools to use and design levels around, it made the game feel a lot more interesting to play around with. Speaking of levels, the world is amazing. The levels are all much more expansive and the world itself feels more natural. With extra movement options, the ability to move from one part of the map to another feels significantly quicker as well. The music in the game is just as incredible as the original, so no complaints there as well. It also includes more content through things like side quests, races, and projects to clean up a base camp of sorts. The story is more involved this time instead of being relegated mostly to a handful of cutscenes, although once you get past the first dungeon of the game it isn’t all that present. The basic premise is that Ori gets stuck in a new area and has to help remove the dark influence. I don’t think Shriek is as compelling of a character as Kuro, but that’s mostly because I really enjoyed Kuro’s role in the story. Combat is the big change from the original compared to everything else. Combat in the Blind Forest was basically relegated to telling Sein to fire at enemies and was more of an afterthought that an actual use. This is reflected in the fact that there are no boss fights in the original, only escape sequences. While Will of the Wisps does still have a handful of escape sequences, there are also boss fights. You have access to multiple weapons if you choose to unlock them, but your main weapon will be a sword. You can find Spirit Shards to equip to power up various aspects or grant different abilities like triple jump. Overall, it was a very nice improvement over the original and I think that if you enjoyed the Blind Forest at all then it is definitely worth buying this game.
6) Animal Crossing: New Horizons (370+ hours, 92.10%)
Here’s the game that I, like many others, always had one question in mind whenever I heard people talk about it. “What do you even do?”. I spent a majority of my time in the early days in a completionist mindset for the game which I think is why I was mostly burned out on it for a month or two once I had gotten the K.K. Slider concert for the first time. However, once I went into this game and started really working on the layout of my island I got legitimately interested. When things were no longer a checklist or a set of chores, it was just fun. While I look online at all the amazing islands that people have made and I can’t even dream of coming close to them, I’m proud of my little island. I decided to not do any terraforming (with a couple of small exceptions like cutting out a few squares for stairs or pushing a waterfall back by 1 so it was visible behind a bridge). By doing this it really feels like I’ve turned a barren island into a home. This game definitely isn’t for everyone though. The question of “What do you really do?” is a very real question, and something you need to figure out if you would enjoy essentially doing things with no reward except making a new home for yourself. You also need to accept that you can’t really play this in the same way as other games, as I learned when I was trying to just do everything. This game works best in short bursts or by having a preset goal in mind of what you want to accomplish in that play session. While Animal Crossing doesn’t really have a story, character development, or even that amazing of a soundtrack (which is still good and works extremely well for the game but is not extremely memorable) like most of my other favorite games as of late it is definitely a game I have found myself going back to continuously. The only thing I wish is that the villagers had more personality. I look at past games in the series and see the villagers I have on my island with distinct personalities that really make them into their own characters. With 8 personality types that give each villager the same set of lines, and 10 available houses for them, you’re going to end up with repeats and it really kills the immersion when you talk to 2 villagers in a row and hear the same thing. Besides that, I really enjoy the decoration aspect of things, especially some of the more natural areas of my island where I really got a forest-y feel out of it. I really enjoy watching things come together. When you wind up with a finished (or at least mostly finished) island and can walk through and look at all the progress you’ve made you really get a sense of accomplishment.
5) Pokemon Mystery Dungeon: Rescue Team DX (55+ hours, 85.58%)
Pokemon Mystery Dungeon is my favorite spinoff franchise by a landslide. Taking the world of Pokemon and inserting it into a roguelike genre with a story and characters beyond anything across the mainline games combined. Unfortunately, based on critic scores and sales throughout the years, most Pokemon fans don’t share that sentiment. That being said, PMD is also much more difficult in comparison to the mainline games, especially in the postgame, which may be what pushes most people away. The main story of PMD involves you, a human, becoming a Pokemon and losing your memory. You form a rescue team with another Pokemon (you determine both your Pokemon and your partner in the beginning, with a personality test determining yours unless you want to choose it yourself) and aim to figure out what happened to make you transform while also helping Pokemon across the world. The story can get extremely dark for a Pokemon game and it is really good at keeping you wanting to see more. The postgame in PMD games is typically some of the best that I have come across. If you go through everything, the postgame can be just as long as the main story with much more challenging encounters. The gameplay revolves around taking missions and going into randomly-generated dungeons in order to rescue stranded Pokemon. Being a roguelike, you move tile by tile and your enemies only move when you do. It works well for the turn-based combat that Pokemon uses. I believe there is still a demo on the eshop that goes through the first couple of dungeons, so I definitely recommend trying the game out. I’m desperately hoping that we get to see more of the PMD franchise on Switch, with my personal hope being a new game and maybe even later on a remake of the Explorers games.
4) The Witcher 3: Wild Hunt Complete Edition (140+ hours, 86.76%)
Witcher 3 definitely gets the “Most Improved” award in terms of my initial thoughts of a game compared to the end. Due to the praise that Witcher 3 always got, I decided to give it a shot. Right from the beginning, it was overall pretty mixed. Combat especially took me a little bit to get used to, with the initial fight against the Griffin taking a lot to pull off. However, once I left White Orchard and got to Velen (and by extension began to understand the combat more thoroughly) the doubt slowly started disappearing. One of the things that I, and of course many others, found best about playing Witcher were the side quests. Side quests are typically very standard. “Save my cat”. “Kill 5 of that monster”. The side quests in Witcher 3 are much more fleshed out and multiple times I found myself having to stop and think about my decisions in them. Without going too much into spoilers, one of my favorite decisions I had to make for a quest came with handling the aftermath of a slaughtered village, leaving behind a lone child, and how you handle those responsible. While some decisions might seem simple to make based on your own moral compass, I always strived to make the decisions I believed Geralt would make. It’s the first time that I can say a game really made me stop and make myself into the character. Putting the “role play” into RPG. While Witcher has its fair few “Kill that monster” quests (a specific type of quest, Contracts), these are more acceptable since even these have story built around them and usually involve some level of investigation and build-up. You’re not going to have to go hunt down 10 Nekkers and then come back to some generic villager conversation. While the side quests are an amazing part of the game, they don’t completely overshadow the main story. You’re hunting down Ciri, your adopted daughter, and so you have to go to various locations throughout the world to follow leads on where she has been recently. Each of these areas have their own stories that explode out in a hundred different directions and lead to tons of time to spend in each area. Between side quests and exploration, I didn’t complete the story until 105+ hours into the game. I probably could have finished it sooner, but the side quests and the world around was way too interesting to just skip over. However there is still the Hearts of Stone and Blood and Wine expansions to go through which add even more playtime. Both of these stories are really well done and deal with some amazing character moments and decisions. The characters are always an important part to get right in a story this large, and they are done excellently. Some of the standouts from my playthrough are Yennefer, the Baron, Gaunter O’Dimm, and Regis. They all play their roles in the story without feeling like just some key to get from point A to point B. While you’re in the mind of Geralt, you really start to get an understanding of them. Who they are, what they might do, what they like. Your conversations will always highlight which choice will continue you along the story, but skipping over the other dialogue options leaves you missing out on the world that has been crafted. Overall, the game definitely deserves the praise it gets. The beginning is slow, and the combat/movement can be a bit clunky and unintuitive, but the world on display is something I can’t ignore when it comes to being an amazing game.
3) AI: The Somnium Files (30+ hours, 100.00%)
Where to even begin with this game? This is by far the strangest game I’ve ever played… but I love it for that. In this game you are a detective, Kaname Date, who is investigating a series of murders where the victim has their left eye removed. Date has an AI companion in his eyeball named Aiba, who by the way has probably made her way into my top 10 game characters of all time. The game is a visual novel for most of the gameplay. You will visit various sites and look around the room and examine the background looking for things as well as asking questions of people around you. In the case of background items these will not always be related to the case and a lot of the time it is just humor, but I still recommend checking everything just because it is a lot of fun to hear the character interactions. The humor in the game is pretty sexual for the earlier parts but that tends to get toned down further into the different routes. The other part of the gameplay is very different in structure. Date is not a normal detective, he is instead part of a secret division called ABIS which goes into dreams, called Somnium, in order to find out more about a case. When you are in a Somnium you can move around freely, however there is a 6-minute time limit. When you are moving this time limit will continue as normal, but it will slow down drastically when you do not move. You examine various items in order to progress through the puzzle and get to the end to figure out where you’re going. Sometimes these Somnium will have a branching path that will send you down a different route in the game. There are 5 different routes to complete, and you will want to complete them all otherwise the game is ridiculously short and you basically don’t even get any answers to what is going on. It is really easy to go back and complete other routes however. You have access to a flowchart that you can select various sections and go to an individual section of a day or just play through the area as a whole. So you are able to just select a Somnium with a branching path and go from there. These routes all have the same basic concepts but small changes and focuses on different characters will lead you to a different end and give you new details about the case overall. Every time you think you have come up with a conclusion about what is going on the game throws another wrench until just at the end where it starts giving you the final pieces of the puzzle and you just start throwing them together in your head and watch it unfold. The final ending of the game is one of the few games I can say has actually gotten tears out of me and it was an amazing experience all around. I definitely recommend looking into the game as it was a lot of fun to play through and the constant twists and turns of the story are an amazing experience.
2) Fire Emblem: Three Houses (245+ hours, 97.39%)
Let me just say that when I finally got this game for Christmas last year, I didn’t put it down until I had finished it. I fell in love with the characters and teaching them to become ruthless killing machines. The different experiences and points of view that you could take on different paths was amazing, finding small details in one path that add connections to other paths. While my first and favorite path will always be the Black Eagle route, the other routes all add various details that you can’t get through just one story. To understand everything going on in the game, you need to play it all. No one path contains all the information in the game, and by playing through them all you gain a deeper understanding for character motivations and how the world is. The combat was simple enough for beginners to the strategy genre but also allows for more difficult experiences with things like Maddening (not my type of playstyle). The Divine Pulse mechanic, giving you the ability to rewind to a specific action in the battle in order to undo a mistake and/or death, is a crutch that I mostly relied on early in the game before eventually outgrowing it and learning how to handle the battlefield better with more strategy and better units in subsequent playthroughs. While I originally played on Casual Mode, I switched to Classic for my other playthroughs and found myself thrilled by the challenge that permadeath provided. By the end of my Classic playthroughs I had always managed to keep my characters safe, never losing a single one (Divine Pulse excluded). There’s something so much more thrilling about the battles when the game is less about who you can sacrifice and more about how to safely fight your way through. On top of the combat, I of course have to talk about the music. Another one of my favorite soundtracks (I feel like I’m saying that about just about every JRPG I play) and one I’m always happy to hear come on in my playlist. It's amazing to me that I was so worried about my interest in the game and that a franchise I had brushed off in the past would overtake Breath of the Wild in my favorite Switch games. While this game is fantastic and would have absolutely stolen the show if I had played it for last year… because I waited it unfortunately had to place after a game that I knew straight from the reveal would be in my top 2 Switch games, top 2 games period at that, of all time.
1) Xenoblade Chronicles Definitive Edition (280+ hours, 99.40%)
This is going to be a long one, but it’s the #1 spot so I don’t really care. This first paragraph is going to be more rambly backstory than anything else, so if you don’t care about my life story feel free to skip ahead. Far and away my favorite game of the year, which is unfortunate because Three Houses would have also won in a landslide if I had played it last year when it released instead. I talked about it a little bit in my first yearly top 10 list with Xenoblade 2, but my history with Xenoblade is something I find interesting. I watched chuggaaconroy’s LP of Xenoblade as it was coming out back in 2014-2015. Despite enjoying the hell out of what I was seeing, eagerly waiting for 5pm to roll around for the next video directly from Episode 1 (something that despite enjoying chuggaaconroy before, during, and since his Xenoblade LP I was never and have never been as attached to one game), I never bought the game. At the time I was pretty much solely playing Zelda, Mario, Pokemon, Metroid, and Smash for games with the occasional random game in the mix. I had the game in my hands a couple times over the years but never followed through with it. Simple reasons like not wanting to pull out a Wii or just not wanting to pull the trigger on JRPGs. The release of Xenoblade 2 on Switch is one of the things that made me want my Switch (with the double punch of Metroid Prime 4 and Pokemon at E3 2017 being the nail in the coffin). I knew I wanted to broaden my horizons on game genres and franchises, so why not start with the sequel to a game I desperately wanted to play? Obviously, I fell in love with Xenoblade 2 and it kickstarted my love for JRPGs in general. Alongside the build-up to Xenoblade 2, I couldn’t stop wondering what it would be like to get an HD remake or remaster of the original. Fixing the only flaw that it had in the eyes of many people. Every single Direct throughout 2018 and 2019 I kept waiting for that magical announcement. I put “Xenoblade HD” on every single Direct Bingo card despite never actually expecting it. So of course when that September 2019 Direct rolled around, with plenty of evidence in the weeks before that something was happening from MonolithSoft, my hype was at an all-time high… and the reveal had me in tears.
Xenoblade Chronicles is an amazing game, an amazing franchise, built around story, characters, combat, and large, open(ish?) worlds to explore. The original game on the Wii is exceptional in every category except for graphics, which the Definitive Edition has drastically improved. The characters are able to emote in ways that they could only attempt before and it gives a lot more depth to various cutscenes throughout the game. As far as the various categories, the game is just as amazing as I remembered it. The characters all fall into your typical stereotypes, but they are not defined by their stereotypes. They are all people and you are able to connect to them because of it. Characters like Reyn may fall into the childhood friend/brawn-before-brains stereotypes, but he also has plenty of moments where it is clear he is more than that. While some of the characters may not carry the same level of significance throughout the story or into the final chapters, they are all great characters. This is where the idea of European accents for Xenoblade 2 came from, as the original is full of them. If anyone played Xenoblade 2 and was put off by the dub, please give this dub a shot. Characters like Shulk bring chills with their delivery in scenes and I honestly believe that even if you absolutely hated every other voice actor in the game that Adam Howden’s work as Shulk still makes the dub the best way to experience it. The story is amazing with constant twists and turns and is something that I wish everyone would experience once in their lives. At roughly 50-70 hours long it is also plenty long enough with enough content to stretch you easily over the 100 hour mark if you choose to. The game has an action combat system based around various things depending on the character. Characters like Shulk combine an offensive and supportive role by positioning himself around enemies to gain additional effects on his Arts while also healing and defending the rest of the party. Reyn is your typical aggro-drawing tank character to let Shulk get in some big hits without drawing attention to himself. Others are based on summoning elementals to buff the party’s stats and dealing heavy damage. The party all have their unique playstyles that can lead to you finding your favorite out of them no matter how you like to play. Make sure to switch your party around and experiment with the other members, don’t just stick with the first 3. Another thing that MonolithSoft is amazing at; the world is beautiful. There are plenty of different environments including lush fields, dark caves, murky-turned-breathtaking swamps, and icy mountains. Moving around on the surface of the Bionis makes you really feel small. Of course the world isn’t the same if you don’t have the music to back it up, and Xenoblade’s soundtrack is nearly unrivaled (in my opinion). With a huge amount of tracks for various emotions and types of scenes, it’s a soundtrack that I have been listening to for about 5 or 6 years now.
In the end, Xenoblade DE is still only my #2 favorite game on Switch. Still beaten out by Xenoblade 2. There are a couple of reasons for that. I believe the one reason that beats them all out is that Xenoblade 2 will always be the game that introduced me to an entire genre, to my favorite genre, and likely what convinced me that broadening my horizons for games was a good idea in general. However I do also prefer the characters of Xenoblade 2 and find them to boost the game up just enough. While I also prefer the story of XC1 to XC2, I do not believe XC2 to be a weak story like so many others believe. Xenoblade DE is a game that I can’t stop recommending to anyone who listens. My friends across Discord and real life know that I don’t shut up about it, to the point that I’ve been successful in luring multiple people in and getting them hooked. If you’re a fan of amazing stories, characters, soundtracks, and breathtaking views, do yourself a favor and buy this game. It’s an experience unlike any other.
15. Ori and the Will of the Wisps (15+ hours, 96.46%)
14. Octopath Traveler (200+ hours, 100.00%)
13. Animal Crossing: New Horizons (370+ hours, 92.10%)
12. Pokemon Mystery Dungeon: Rescue Team DX (55+ hours, 85.58%)
11. Super Smash Bros. Ultimate (125+ hours, 95.87%)
10. The Witcher 3: Wild Hunt - Complete Edition (140+ hours, 86.76%)
9. Ys VIII: Lacrimosa of Dana (45+ hours, 90.37%)
8. Digimon Story Cyber Sleuth: Complete Edition (135+ hours, 88.34%)
7. Xenoblade Chronicles 2: Torna – The Golden Country (55+ hours, 100.00%)
6. AI: The Somnium Files (30+ hours, 100.00%)
5. Tales of Vesperia: Definitive Edition (240+ hours, 98.85%)
4. The Legend of Zelda: Breath of the Wild (235+ hours, 93.43%)
3. Fire Emblem: Three Houses (245+ hours, 97.23%)
2. Xenoblade Chronicles Definitive Edition (280+ hours, 99.40%)
1. Xenoblade Chronicles 2 (935+ hours, 99.86%)
So there is my list for this year! I’d love to know what games you all played this year and what your favorites were. I think it’s a lot of fun to find out what games people enjoyed even if they didn’t release this year since maybe I find a new game to play out of it!
submitted by PrehistoricPKMN to NintendoSwitch [link] [comments]

The Wizard Tank Build


"The best Offense is a good Defense" - in that case, a "good defense" would probably include some form or other of offense that causes the attacker to die first, be it through attrition, counterattacks, allies or whatever other means.
Once upon a time, i was bored, so i decided to make a certain thought experiment: i challenged myself to take the most fragile class in the game, and make a build that turns it into the biggest, beefiest tank possible. And, after several iterations, i ended up creating one of my favorite character builds in 5e: Ladies and Gentlemen, i present to you: The Wiztank! *(a.k.a. the Wizard Tank, the Avatar of Agathys, or the Warrior Slayer)
This Build takes the most fragile class in the game, and turns it into a monstrous tank that:

The Race

For this build, we're picking the Goliath race, giving us:

The Stats

For multiclassing purposes, we need:
Using Point Buy, we get:
We have one point leftover to put into either STR, DEX or WIS. Personally, i'd put it into WIS and get the Resilient(WIS) feat down the line. Alternatively, you can put it into STR to make your offensive ability at level 1 barely adequate. Or, put it into DEX and get Resilient (DEX) later in order to somehow salvage your DEX saves, altough that might be a lost cause.
If you REALLY want your DEX saves to be decent later on, you can go for something like 10/13/16/14/9/13, and also salvage your WIS saves with a feat later on as well. Keep in mind that you might be able to find a Headband of Intellect to boost your INT to 19, or get your hands on a collection of permanent stat boosters, such as the very rare Tomes and Manuals. But that depends on the DM and Campaign.

The Build

Level 1 - Fighter
Level 1 is where this build is at it's weakest. We are as durable as fighters get, but our offensive ability is subpar whan compared to your regular fighter. Still, we should at least be a good meat shield for our party, even if our offense is suboptimal.
Level 2 - Warlock (Celestial Patron)
Of special note is the infamous "useless cantrip": Blade Ward. Unironically, this might be the only build where that spell is genuinely useful! Crazy, i know, but hear me out: unlike most other builds, we don't want to dodge hits - instead, we kinda want to get hit (by melee attacks), so that our Armor of Agathys and Flame Shield can do counterattack damage to our enemies. So using our turn to cut the physical damage we're taking in half will greatly increase the lifespan - and thus, total damage dealt - of our Armor of Agathys. So, pick Blade Ward as one of your Warlock cantrips, because this might be the only time you'll have a good excuse to use it.
Levels 3-20 - Wizard (Abjuration)
And then, all that's left is to be a wizard. This is supposed to be a "Wizard Tank", after all. Here's the breakdown of the levels:
Lv 3
Lv 4
The Build is now oficially Online!
Lv 5
Lv 6 Our first ASI! We'll get 4 in total, and there's several things we could do with them:
Of course, there's a bunch of useful feats we could take instead:
For a more agressive and magic-focused variant of this build, max out your INT and then do whatever you want with your last ASI - maybe even take Heavy Armor Master first before maxing INT. However, for the classic Wiztank build, we'll take Heavy Armor Master at level 6, and rely on spells that work regardless of our spellcasting ability (go look at the "Dumb Wizard" build for examples)
Lv 7
Lv 8
Lv 9
Lv 10
Lv 11
Lv 12
Lv 13
Lv 14
Lv 15
Lv 16
Lv 17
Lv 18
Lv 19
Lv 20

The Dwarf of Warding Variant

The Dwarf (Mark of Warding) subrace is a great fit for this build:
With this, we have no reason to multiclass into Warlock, meaning we can safely dump CHA as well. This means that our starting stats would look something like: STR 8/DEX 14/CON 16/INT 16/WIS 12/CHA 8
This variant goes Fighter 1 / Abjuration Wizard 19, making it "purer" in a way. While you miss out on the Goliath's damage reduction that makes the original build basically an "Armor of Agathys build", this variant might be more viable in actual play. You even get all 5 ASI's, and some extra wizard spell slots! Plus, the build goes fully online at level 3. Though you do miss out on the regenerating warlock spell slot used for Shield, the two uses of Healing Light to revive downed teammates, two cantrips, and the Cure Wounds spell for the HP refill.

Better Armor of Agathys

If your DM is nice enough, they might allow you to modify/reflavor Armor of Agathys to have a better damage type:
Force Armor: AoA for wizards, this reflavor deals force damage.
Holy Armor: It doesn't make much sense that a Celestial would teach us a spell that's named after an legendary Archdevil. This version deals radiant damage, while also providing some illumination (good for seeing, bad for stealth).
submitted by Keinname7 to DnD [link] [comments]

3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 154)

Welcome back to this weekly tradition of documenting my week of mobile gaming :) These are the most interesting games I played this week.
This week, including one of the best physics-based puzzle games I’ve played this year, an open-world Maple Story inspired 2D MMORPG unlike anything I’ve ever played before, and a follow-up to one of mobile gaming’s earliest huge successes.
Disagree with my opinion? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 154 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's get to the games:

Legends of Idleon [Game Size: 119 MB] (free)

Genre: MMORPG / 2D / Idle / Indie / Side-scrolling - Requires Online Access
Orientation: Landscape
Required Attention: Little (mostly idle)
tl;dr review:
Legends of Idleon is a unique open-world indie idle MMORPG with resource collection, crafting, loot, humorous NPCs, and a level-design and combat system that draws inspiration from Maple Story’s platform-based 2D world.
Arguably the game’s most unique feature is that we can control up to six characters at once, fully customizing each with unique stats and classes. This means we can turn one character into the best possible miner, while another specializes in woodcutting or Mage combat.
While we manually play one character at a time, the others continue working on the latest task we set them out to do, which is where the idle part of the gameplay comes in. Bank slots are shared across characters, but inventory slots are somewhat limited, so it's important to micromanage each character and store or sell the loot it continuously acquires. Ironically, despite the idle aspects, playing Legends of Idleon provides a much more engaging experience than all the modern “auto-gameplay” MMORPGs that populate the mobile market.
Legends of Idleon’s many gameplay systems provide a lot of depth but may also take some time to learn. Likewise, quests only give the bare minimum information required to complete them, forcing us to manually explore the world and learn by doing – something that is rarely seen in mobile MMORPGs.
The game monetizes through relatively inexpensive $1.99 to $19.99 iAPs that allow us to progress faster, acquire extra inventory and bank slots, and buy cosmetics that have bonus stats. Since there is no PvP content, however, free players are never impacted by paying players.
Google Play: Here
MiniReview link: Here

Early Worm [Game Size: 157 MB] (free)

Genre: Puzzle / Platformer / Physics-based / Indie - Offline Playable
Orientation: Portrait
Required Attention: Full
tl;dr review:
Early Worm is a fun and colorful physics-based platform puzzler by Power Hover indie developer Oddrok.
Playing as a worm, our goal is to get to an apple at the end of each one-screen level by swiping and releasing to flick our worm character in any direction. Depending on how few moves we use, we can achieve between 1 and 3 stars in each level.
The 80 well-designed levels introduce a great variety of platforming and puzzle-solving elements like glue, moving objects, rotating rooms, and more, that make each level feel like a unique experience. Combined with pleasant animations, a polished art-style, and simplistic UI, it creates a fantastic indie puzzler.
Early Worm monetizes by showing ads between some levels, which can be removed through a single $1.99 iAP.
Google Play: Here
MiniReview link: Here

Fruit Ninja 2 [Total Game Size: 448 MB] (free)

Genre: Arcade / Action - Requires Online Access
Orientation: Landscape
Required Attention: Full
tl;dr review:
Fruit Ninja 2 reimagines one of mobile gaming’s earliest massive action arcade successes, Fruit Ninja, by introducing multiple new game modes, quests, events, and even real-time multiplayer.
The core gameplay remains the same across all game-modes and hasn’t deviated from the predecessor; slice as many fruits that fly onto the screen as possible without hitting the bombs. New to Fruit Ninja 2, however, is the entire progression system that allows us to unlock blades with different stats, and power-ups that we trigger during combat.
The game looks better than ever, and everything from the sound effects to the UI and art-style is highly polished. The real-time multiplayer league system lets us play versus friends or random opponents to improve our ranking and receive rewards at the end of every season. PvP is especially hectic and challenging because we see both our and the opponent’s fruit at the same time, but must only hit our own.
Fruit Ninja 2 monetizes through a $14.99 3-month battle pass, a few incentivized ads, and iAPs for an xp doubler, new powerups, and a few other items. The monetization does not impact the single-player experience, but paying players have a pay-to-progress-faster advantage in the PvP league system.
It’s clear that Fruit Ninja 2 has adopted both modern gameplay, progression, and monetization systems, but its single-player and friends-PvP still provide a fun blast to the past.
Google Play: Here
MiniReview link: Here
NEW REVIEW APP: You can search and filter reviews and games I've played (and more) in my app MiniReview: https://play.google.com/store/apps/details?id=minireview.best.android.games.reviews
Outdated (replaced by MiniReview): Sheet of all games I've played so far: https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 3 games: https://youtu.be/pXxxm7TDxsY
Episode 001 Episode 002 Episode 003 Episode 004 Episode 005 Episode 006 Episode 007 Episode 008 Episode 009 Episode 010 Episode 011 Episode 012 Episode 013 Episode 014 Episode 015 Episode 016 Episode 017 Episode 018 Episode 019 Episode 020 Episode 021 Episode 022 Episode 023 Episode 024 Episode 025 Episode 026 Episode 027 Episode 028 Episode 029 Episode 030 Episode 031 Episode 032 Episode 033 Episode 034 Episode 035 Episode 036 Episode 037 Episode 038 Episode 039 Episode 040 Episode 041 Episode 042 Episode 043 Episode 044 Episode 045 Episode 046 Episode 047 Episode 048 Episode 049 Episode 050 Episode 051 Episode 052 Episode 053 Episode 054 Episode 055 Episode 056 Episode 057 Episode 058 Episode 059 Episode 060 Episode 061 Episode 062 Episode 063 Episode 064 Episode 065 Episode 066 Episode 067 Episode 068 Episode 069 Episode 070 Episode 071 Episode 072 Episode 073 Episode 074 Episode 075 Episode 076 Episode 077 Episode 078 Episode 079 Episode 080 Episode 081 Episode 082 Episode 083 Episode 084 Episode 085 Episode 086 Episode 087 Episode 088 Episode 089 Episode 090 Episode 091 Episode 092 Episode 093 Episode 094 Episode 095 Episode 096 Episode 097 Episode 098 Episode 099 Episode 100 Episode 101 Episode 102 Episode 103 Episode 104 Episode 105 Episode 106 Episode 107 Episode 108 Episode 109 Episode 110 Episode 111 Episode 112 Episode 113 Episode 114 Episode 115 Episode 116 Episode 117 Episode 118 Episode 119 Episode 120 Episode 121 Episode 122 Episode 123 Episode 124 Episode 125 Episode 126 Episode 127 Episode 128 Episode 129 Episode 130 Episode 131 Episode 132 Episode 133 Episode 134 Episode 135 Episode 136 Episode 137 Episode 138 Episode 139 Episode 140 Episode 141 Episode 142 Episode 143 Episode 144 Episode 145 Episode 146 Episode 147 Episode 148 Episode 149 Episode 150 Episode 151 Episode 152 Episode 153
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3 Quick tl;dr iOS Game Reviews / Recommendations (Episode 67)

Welcome back to this weekly tradition of documenting my week of mobile gaming :) These are the most interesting games I played this week.
This week, including one of the best physics-based puzzle games I’ve played this year, an open-world Maple Story inspired 2D MMORPG unlike anything I’ve ever played before, and a follow-up to one of mobile gaming’s earliest huge successes.
Disagree with my opinion? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 66 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's get to the games:

Legends of Idleon [Game Size: 119 MB] (free)

Genre: MMORPG / 2D / Idle / Indie / Side-scrolling - Requires Online Access
Orientation: Landscape
Required Attention: Little (mostly idle)
tl;dr review:
Legends of Idleon is a unique open-world indie idle MMORPG with resource collection, crafting, loot, humorous NPCs, and a level-design and combat system that draws inspiration from Maple Story’s platform-based 2D world.
Arguably the game’s most unique feature is that we can control up to six characters at once, fully customizing each with unique stats and classes. This means we can turn one character into the best possible miner, while another specializes in woodcutting or Mage combat.
While we manually play one character at a time, the others continue working on the latest task we set them out to do, which is where the idle part of the gameplay comes in. Bank slots are shared across characters, but inventory slots are somewhat limited, so it's important to micromanage each character and store or sell the loot it continuously acquires. Ironically, despite the idle aspects, playing Legends of Idleon provides a much more engaging experience than all the modern “auto-gameplay” MMORPGs that populate the mobile market.
Legends of Idleon’s many gameplay systems provide a lot of depth but may also take some time to learn. Likewise, quests only give the bare minimum information required to complete them, forcing us to manually explore the world and learn by doing – something that is rarely seen in mobile MMORPGs.
The game monetizes through relatively inexpensive $1.99 to $19.99 iAPs that allow us to progress faster, acquire extra inventory and bank slots, and buy cosmetics that have bonus stats. Since there is no PvP content, however, free players are never impacted by paying players.
Web-version (works on phones too): Here

Early Worm [Game Size: 157 MB] (free)

Genre: Puzzle / Platformer / Physics-based / Indie - Offline Playable
Orientation: Portrait
Required Attention: Full
tl;dr review:
Early Worm is a fun and colorful physics-based platform puzzler by Power Hover indie developer Oddrok.
Playing as a worm, our goal is to get to an apple at the end of each one-screen level by swiping and releasing to flick our worm character in any direction. Depending on how few moves we use, we can achieve between 1 and 3 stars in each level.
The 80 well-designed levels introduce a great variety of platforming and puzzle-solving elements like glue, moving objects, rotating rooms, and more, that make each level feel like a unique experience. Combined with pleasant animations, a polished art-style, and simplistic UI, it creates a fantastic indie puzzler.
Early Worm monetizes by showing ads between some levels, which can be removed through a single $1.99 iAP.
App Store: Here

Fruit Ninja 2 [Total Game Size: 448 MB] (free)

Genre: Arcade / Action - Requires Online Access
Orientation: Landscape
Required Attention: Full
tl;dr review:
Fruit Ninja 2 reimagines one of mobile gaming’s earliest massive action arcade successes, Fruit Ninja, by introducing multiple new game modes, quests, events, and even real-time multiplayer.
The core gameplay remains the same across all game-modes and hasn’t deviated from the predecessor; slice as many fruits that fly onto the screen as possible without hitting the bombs. New to Fruit Ninja 2, however, is the entire progression system that allows us to unlock blades with different stats, and power-ups that we trigger during combat.
The game looks better than ever, and everything from the sound effects to the UI and art-style is highly polished. The real-time multiplayer league system lets us play versus friends or random opponents to improve our ranking and receive rewards at the end of every season. PvP is especially hectic and challenging because we see both our and the opponent’s fruit at the same time, but must only hit our own.
Fruit Ninja 2 monetizes through a $14.99 3-month battle pass, a few incentivized ads, and iAPs for an xp doubler, new powerups, and a few other items. The monetization does not impact the single-player experience, but paying players have a pay-to-progress-faster advantage in the PvP league system.
It’s clear that Fruit Ninja 2 has adopted both modern gameplay, progression, and monetization systems, but its single-player and friends-PvP still provide a fun blast to the past.
App Store: Here
Google Sheet of all games I've played so far (searchable and filter-able): https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 3 games: https://youtu.be/pXxxm7TDxsY
Episode 01 Episode 02 Episode 03 Episode 04 Episode 05 Episode 06 Episode 07 Episode 08 Episode 09 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17 Episode 18 Episode 19 Episode 20 Episode 21 Episode 22 Episode 23 Episode 24 Episode 25 Episode 26 Episode 27 Episode 28 Episode 29 Episode 30 Episode 31 Episode 32 Episode 33 Episode 34 Episode 35 Episode 36 Episode 37 Episode 38 Episode 39 Episode 40 Episode 41 Episode 42 Episode 43 Episode 44 Episode 45 Episode 46 Episode 47 Episode 48 Episode 49 Episode 50 Episode 51 Episode 52 Episode 53 Episode 54 Episode 55 Episode 56 Episode 57 Episode 58 Episode 59 Episode 60 Episode 61 Episode 62 Episode 63 Episode 64 Episode 65 Episode 66
submitted by NimbleThor to iosgaming [link] [comments]

The Beginner's Guide to Epic Seven(Version 1.0)

Introduction:
Version 1.1 Greetings, newcomer(or newer player looking for help). Yes, I know that guides like this have been created a million times, but I just wanted to share my own experiences and help some new players. Now, let's dive right in, shall we?(warning, this is a bit long. I put a tl;dr at the bottom, but I really suggest you give the guide a read.)
Rerolling:
So you've entered the game, played the first few levels(btw, I recommend starting the game on a guest account for ease of rerolling), and now you're wondering what Selective Summoning is. It's basically a mechanic tailor-designed for rerolling, which, if you don't know what that is, it's a gacha game term for starting new accounts in order to gain a desired character. Thanks to Selective Summoning, it should only take a few runs of the first levels to roll a desired character. Top picks from the Selective Summons include:
Vildred(S Tier):
Basically the best choice for farming, as he is just about the best farmer in the game, will carry you through Episode 1 practically solo, and works well in PvP. However, he will not be able to easily complete the chapters of Unrecorded History past Duselnorc, and struggles in some endgame content.
Sigret(S Tier):
A powerful damager with the Extinction buff, which prevents revives and makes her a powerful PvP force. The best Wyvern hunter in the game, highly recommended as it makes Wyvern hunting incredibly easy.
Tywin(B Tier):
Who I picked when rerolling, while not as strong a farmer or carry as Vildred, Tywin is a strong choice for PvP and Wyvern 11. However, pushing DPS characters will become much more important. While as not recommended, a fun character to play with nonetheless.
Ken(B Tier):
I don't have nearly as much experience with Ken, but from what I can tell, he is a strong option for PvP and clearing Episode 1. While he is slower than Vildred and Ravi, he will work well to clear early content and works decently as a farmer.
Ravi(A Tier):
Self-sufficient farmer with strong attacks that will be able to carry you through early content pretty handily. Does pretty decently in PvP and can handle farming well.
Honorable Mentions: Iseria(very useful in endgame, but not strong in early game), Basar(amazing in PvP, but otherwise not very useful), Destina(very strong early carry, but not as strong a healer as other available healers), Sez(a strong farmer and once great, but now isn't a great character in most endgame content)
Other characters to look for: Angelica(strong for most content, worth rerolling for with the right setup), Kluri, Montmorancy, Kiris, Alexa, Taranor Guard
Onwards to the Midgame:
Now that you have shiny new characters, time to use them! First, focus on clearing all of Episode 1 as quickly as possible. The best way to do this is to get help from other players on Discord(highly recommended, as it frees you from working hard on beginner characters). Early on, you should spend most of your Skystones on bookmarks, along with some to upgrade your character and inventory sizes. By the time you finish Episode 1, you should have a Level 50 team worked up. Connections are also a strong way to build a team. One of the more useful characters you will unlock once you beat 2-2 is Free Spirit Tieria, who can help you easily clear Episode 1. By now you should have many 3* characters and artifacts, and you should aim to have Lorina, Montmorancy, Kiris, and Kluri at least unlocked(all of these characters are great to use in a team). For artifacts, Daydream Joker and Exorcist's Tonfa are the most important to have unlocked for 3* artifacts.
Once you have completed Chapter 1, you will unlock Moonlight Summons. ML characters are among the strongest in the game, and there are innumerable powerful ones to look out for. Once you complete Episode 1, clearing the current Side Story is probably a good idea. Items you want to buy right away are the bookmarks and Molagora seed, and if you farm the event currency, pick up the catalysts and Epic/Greater runes. Once this is complete, it's time to move on to the grind(a warning, the game is slightly less enjoyable from here on out.)
Side notes:
Labyrinth: The labyrinth is an excellent place to get gear and Ancient Coins early on. The guaranteed gear from Gold Chests are useful items to use to clear early content until you start farming Wyvern. Maps of every level can be found online, go give them a look(also, be sure to visit the Vagrant Merchant every day and buy the charms and Covenant Bookmarks. You can do it without using an entry pass by yielding after you buy from him).
Abyss: An important place to work on early and the reason you need Kiris. Her poison, along with Daydream Joker, allows you to cheese many hard levels up until about Level 80. The rewards earned from this are extremely useful and should be focused on being earned as early as possible.
The Sanctuary: As you complete Chapter 1, be sure to stop along the way to collect Breath of Orbis from the side paths on the maps. Episode 1 locations are as follows: 2-S6, 3-S3, 4-S6, 4-S12, 5-S6, 6-S6, 7-S6, 8-S3, 9-S3, 9-S6, and 10-S3. Once you have these Breath of Orbis, where to spend them? Early on, you should focus on spending them on, in order: Dispatch Missions 1/1/1 for Ancient Coin and Conquest Point missions(run the 1 energy ones, they're cheap and efficient), Forest of Souls 0/3/0(grow Phantasma and Molagora seeds when you have them), and Heart of Orbis to 3/3/0. After that, prioritize maxing the Steel Workshop to 3/3/3 with later Breath of Orbis.
Welcome to the Grind:
So you completed Episode 1, had a good time with the story, and want to push for harder content. But with so much to grind for, it's time to start doubling down on focusing a specific team to start clearing content. First, you'll need a farmer to level units up quickly in order to build up 6*s. Top picks here are Vildred, Sez, or Ravi if you picked them. Otherwise, there's a hidden gem among 3*s named Lena, who is an amazing farmer. Once you have decided on a farmer, it's time to get working. Thanks to the beginner quests, you should have no shortage of Phantasma to build your first 6*. In order to promote a character to 6*, you need 5 Giga or Tera-Phantasma, 20 Mega-Phantasma, and at least 220 monsters. When leveling, work up monsters to max and promote them to 3*. Mega-Phantasma are promoted to 3*, leveled to 30, and promoted to 4* using the 3* monsters. Finally, Giga-Phantasma are promoted to 4*, leveled to 40, and promoted to 5* using the 4* Mega-Phantasma (Tera-Phantasma are very useful because you don't need to level them in order to use them). Your first 6* character will be your farmer, after which you will need to build your Wyvern team up.
Side Notes:
Unrecorded History: A version of Episode 1 upgraded in difficulty, can be very tough in the later chapters without the right characters to help you complete it. More Breath of Orbis can be found here, and fully exploring each chapter gives a Molagora seed, a highly coveted resource. Also the best place to farm once you have a strong farmer.
Arena: Hopefully, by now you've developed a servicable team in Arena. Unfortunately, developing a good team in Arena has to wait until Wyvern is on farm, but focusing on completing NPC challenges and at least spending every banner is important.
Resources: Every resource counts in this game. From Skystones to Gold and everything in between, there isn't any reward that is truly terrible to get. Right now, spending Skystones on Bookmarks to build a good roster is still important. Molagora, catalysts, and runes should be saved for only characters you know you will use. Always buy the energy and flags with Friendship points, along with Bookmarks when you need excess monsters. Conquest points should be used primarily on the weekly Molagora seed and gear(I'm a sucker though, I always buy the energy). Silver Transmit stones only should be used on Molagora, and Gold Transmit stones on Galaxy Bookmarks for a chance at rare ML characters.
Episode 2: This can be tough for newer players with unbuilt rosters, and I would only advise clearing up to 3-10 to unlock Furious's connection mission at this point in the game.
Guilds: By now, you should have joined a decently active guild. Participate in Guild Wars and donate to the guild, spend your Brave Crests on Molagora seeds weekly(and to unlock Furious, very important).
Spirit Altar: Being able to clear at least Tier 8 and hopefully Tier 10 of every Spirit Altar is important, especially since Specialty Changes cost so many runes to max their Skill Trees.
Spooky, Scary Wyvern:
I've talked about this a lot, and you must be wondering what is so important about the Wyvern Hunt. It reigns above the other Hunts because it drops Speed and Critical sets, both very important sets to have. In the beginning, you want to focus on clearing Wyvern 11, which drops top-tier crafting material and gear.
Mechanics: In this Hunt, you are restricted to Ice heroes only, as anything else will result in a quick defeat. Keeping the boss debuffed is very important, as he will do significantly less damage with his basic ability while having more than one debuff. He only attacks your front row character with his basic ability, meaning that your other characters can focus on damage. Finally, when he uses his special ability, which grants him a barrier that slows him and must be broken before his next turn or you will lose. Now, which characters are the best? Time to find out.
DPS:
This role is all about damage, needing high damage and speed in order to crush the Wyvern. All characters in this role generally use Daydream Joker due to the Wyvern's high HP pool. If you have her, Sigret is the top pick for this spot, but otherwise Alexa will serve as the primary DPS unit. 6* your DPS second in your team.
Defense Breaker:
This unit does one thing and does it well: applies Defense Break to deal more damage. They need high Effectiveness and Speed in order to keep the Defense Break active constantly. Furious is your best choice here, as he increases all characters' Crit Chance, applies Defense Break consistently, and can use the Song of Stars artifact for even more damage(a 5* artifact, pick it up if it appears in the Powder Store). Taranor Guard is a cheap substitute, but since Furious is a Connections character, obtaining him should be relatively easy.
Tank:
When making a team for Wyvern, you can build your team two different ways. The first way is to use a healer unit as a tank, and the second is to use a dedicated tank in that slot. If using a healer as a tank, Montmorancy(with her Specialty Change) or Angelica are the two units who can soak up enough damage to tank it. If using a dedicated tank, strong units include Krau and Tywin. If you didn't reroll for Tywin or pull Krau, I recommend using a healer as a tank in this role.
Debuffer(Healer as tank):
If using a healer as a tank, this frees up a slot for a debuffer, which is needed to keep the Wyvern's damage low. The primary unit for this slot is Mistychain, who applies many debuffs quickly.
Healer(dedicated tank):
If using a dedicated tank, mitigating the Wyvern's damage becomes less important. Again, Montmorancy or Angelica are the best characters for the healer role.
Example teams that you can build include: Tywin/Alexa/Furious/Momo(my personal comp, works well), Momo/Alexa/Furious/Misty(the cheapest comp, and highly recommended), Krau/Sigret/Furious/Angelica(for the extremely lucky)
The Endgame:
Congratulations! With Wyvern 11 officially on farm, you are now at a point in the game where you are free to clear endgame content with good gear! Now that it's taken care of, possibilities are endless. Here are some things you can focus on:
Raid: If you cleared 5-9 in Unrecorded History, you will be able to complete a raid labyrinth called Azmakalis. With Wyvern gear and a solid team, you should be able to clear it easily enough. The real challenge, however, comes from Hell difficulty, which is significantly tougher. Guides for both can be found online, but I will not focus on it here.
High-End Hunts: Past Wyvern 11 is Wyvern 13, which requires much better characters. In addition, building a team to defeat Banshee is important(or use a maxed out Mighty Scout, it's cheesy but it works, go look it up), and defeating the Azimanak for Immunity sets is also recommended. Less important are the Golem and Caides hunts, but each come with unique challenges.
Adventure: With a strong team, Episode 2 should now be clearable(although 10-10 may still be a challenge). Past that, Episode 3 is still unfinished at the time of writing, but parts of it can be completed right now.
Arena: There are two kinds of arena, the standard arena in which you battle enemy defense teams, and Real-Time Arena, in which you play against another player in (you guessed it) real time. Both kinds require much more knowledge and strategy than this guide can give, and I recommend asking the community for advice on this(side note: I currently run Tywin/Vildred/A. Lots/C. Dominiel).
Misc. Notes:
The Automaton Tower and Hall of Trials are both events with a timer. The Automaton Tower drops significant rewards and resets monthly, while the Hall of Trials is the only way to earn Exclusive Equipment giving certain characters greater bonuses. Give them both a try!
The Secret Shop sells great goods once you start farming Wyvern and have enough money to afford it. Refresh when you have Skystones saved up and look for Mystic Medals and Covenant Bookmarks.
Once your roster is built up enough, start saving for specific banners on characters that you want for both Mystic Medals and Covenant Bookmarks.
Never forget to have fun, even if you're not doing the best you can. Want to work up your favorite character, even if they're not meta? Go ahead! Create your perfect team of lovely ladies or handsome boys? Sure! Create maxed out forms of every slime there is? A bit strange, but it's all cool! This game is about having fun, so never forget to play how you want to.
Tl;dr: Reroll for strong character, clear Episode 1, make 6*s, build team to beat Wyvern 11, profit, have fun, win.
And with that, this concludes the semi-comprehensive guide to Epic Seven as a beginner! I'd love for any feedback the community could give me, and if you enjoyed it, leave a comment(or leave a comment if you didn't, I could use the feedback). Goodbye and have fun on your journey! (Also, holy crap this is long. I don't blame you if you don't read it all.)
Edit 1: Already feel dumb. Rebuilt the tier list. Thanks for the help, everyone!
Edit 2: Changed the guide to put less stress on Episode 1. Did not expect so much feedback, thanks everyone!
submitted by AnreinDelontre to EpicSeven [link] [comments]

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