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Apple Has a New Commercial Which Features iPhone's Amazing Camera (Might Serve as Teaser for Rumored iPhone 6s)

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Apple has started running a new commercial in the “If it’s not an iPhone, it’s not an iPhone” advertising campaign, called ‘Photos & Videos’. As you may have guessed from the name, the new commercial emphasizes the devices impressive photographic abilities and it’s ease and popularity as a digital camera.

You can check out the newest Apple ads video below:


On the Apple YouTube channel, the commercials description is:
“Because iPhone makes it so easy to capture amazing images, more people take photos with it every day than any other camera.”
This TV commercial along with other iPhone commercial should be airing on your local TV network by now. Well, these commercials are some sort of teasers for the rumored iPhone 6s and iPhone 6s Plus.

How to Fix Mac USB Ports When it Stop Working

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The Solution to No-Cause Random USB Failure on a Mac: Resetting SMC

So, you’re confident a USB port is the problem and not the device itself? The first thing you should do is reset the Mac SMC, a simple process which is slightly different depending on the Mac hardware.

You can learn how to reset the SMC on all Macs here in our detailed tutorial. For those with a MacBook, MacBook Pro, and MacBook Air, all you need to do is this:
  • Shut down the Mac and connect the power cable
  • Hold down Shift+Control+Option+Power concurrently for a few seconds, when the light on the power adapter blinks or changes colors you’ll know SMC reset is complete
  • Release all keys at the same time
  • Boot the MacBook Pro / Air by hitting the power button as is typical
The USB ports on the MacBook should now work just fine, which you can confirm by connecting the USB device as usual and checking to be sure that it works – if it’s still not working, try another USB port, and try another USB device.

If, after an SMC reset, none of the USB ports are working, and no USB device is working, something else is likely up the Mac

Other Considerations for USB Not Working on a Mac
  • If a single USB port has failed but other USB ports are continuing to work on the Mac, even after an SMC reset, there may be an issue with that specific hardware USB port – you can either avoid using that USB port and instead use a USB hub for one of the other functioning ports, or you can have Apple run a hardware diagnostics test on the machine to determine if there is any hardware failure
  • If liquid has splashed on the Mac or the MacBook has contacted water, you will need to take immediate steps to power down and dry out the Mac for a chance to prevent permanent damage – liquid contact can destroy a Mac rather quickly, or damage certain hardware functionality, like USB
  • If some USB devices work on the Mac, but another USB device does not work, consider that the device may be incompatible with that particular Mac, the USB device may be failing or have failed, or, in some situations, the USB device may need specific hardware drivers from the manufacturer in order to work properly (typically the case with special use devices, high-end scanners, etc)
  • If there are firmware and OS X software updates available, install them onto the Mac. You can check this by going to the  Apple menu > App Store > Updates section – be sure to backup the Mac before installing any system software
Source: http://osxdaily.com/2015/08/09/mac-usb-ports-not-working-fix/

Clash of Clans Upgrade Priority Guide 2015 (What to Upgrade First)

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Hello fellow clashers, my name is Charizzle. I've seen quite a few threads asking about upgrade priority, so I decided to start my own little "guide" on it. I will be going over in detail, defensive and offensive upgrades, and what makes them more or less important than other upgrades.

Before I start, let me tell you a little about me and my progression in this game. Skip this paragraph if you don't care. I am a mid th9, with 138 skull walls and 111 lego walls, with one lonely lava. I have 430 war stars, my maxed defenses include teslas and mortars, and most of my troops are maxed. I have 10/13 heroes, so I'm a little behind on that, but I'm currently power leveling my queen to 15.

Ok, now on to the actual guide. I will go over defenses, traps, offensive buildings, offensive troops/spells, and resource buildings, saying what I believe it the most important to upgrade, or if you are a freshly upgraded new town hall whatever, which new stuff you should focus on. Keep in mind that this follows my gameplay perspective, so if you do now share that perspective you may disagree with some points. My gameplay revolves around resources over all. I love war, but I will always upgrade something that protects and helps me get resources easier. After all, loot is the lifeblood of this game, without it there is no progression.

Offense:

Now I think that offense should always be prioritized over defense, from a farming and a war perspective. First I will go over the buildings that help your offense.

New hero if one is available: Th7s, focus on that king. Its hard, and will take some time, because you cant collect dark elixir to use right when you upgrade to th7, but still try and get him ASAP. Th8s, save 40k DE while upgrading to th9, so that you can buy her as soon as the upgrade finishes.

Spell factory: This should be your top priority to upgrade when starting a new town hall level (if you have an upgrade available of course.) Having a new third spell, or fourth, or fifth, adds so much more power to your attacks than if you didn't have that extra spell, also, having a new spell unlocked can change the game for your attacks.

Lab: I don't like saying this should be your #2 priority. It really should be #1 along with the spell factory. Try and upgrade the lab and factory together if you can. The quicker you upgrade your spell factory, the quicker you can upgrade your troops to whatever new level you unlocked.

Barracks/Dark Barracks: Upgrade at least one of these to the max you can get as soon as you can so you have the new troop available.

Clan Castle: I'd honestly rank army camps higher than CC for top priorities, but since this uses gold, and you can upgrade it without having to fight over what deserves your elixir, I thought I'd put it with the spell factory and lab. Upgrade this with gold while your spell factory and lab suck up your elixir. This is one of the few things in the game that help your offense and defense, so its pretty dang important. If you are a new th9, prioritize this even more. 30 troop space lets you hold the two highest housing troops in the game, and with it, you can now request anything.

Camps: Next on the list is army camps. More troops = better chance at 3 star. Simple as that.

Dark Spell factory: The newest addition of clash of clans. Even though this building is important to have, I put it so low because there are other things that need elixir starting off that it can be hard to squeeze this in. I'd suggest doing this while you are upgrading your camps.

Next is troops. I will be listing what troops you should focus on upgrading in the lab first. Also, I won't be considering heroes as being troops, because they don't use the lab. I will however talk about spells as well because they use the lab. Since there are different troops that have different degrees of usefulness at each Town Hall level, I will go by town hall levels starting with town hall 6 for this section. I will stop at th9, because I am not a th10 and don't fell like I should be giving advice on it. If I don't list a troop/spell it means that you should save it for last.

All town hall levels

Farming troops: Primarily the barbarians, archers, and giants. At th9, giants to level 6 is especially important. If you are of the war above all mentality, you may disagree, but getting your money makers upgraded will help you in the long run to upgrade stuff for wars.

Wizards: Wizards are useful to have maxed at all town hall levels. They are used in many strategies either as the primary damage dealer, or the funneler. They have the highest dps per housing space of any troop in the game. They are important to max out.

TH6

Giants: Pay special attention to giants at this level. Giant/healer is one of the most powerful war strategies for th6. Wizards are a key part of this strategy as well, but they are a priority for all town hall levels so you should be planning on upgrading them right away anyway.

Healer: Again, giant/healer is extremely effective at th6, and healers are the backbone of that army.

Heal spell: Useful for war and farming. Giants under one of these babies will be nigh unstoppable.

Wallbreakers: Helps the giants get into the base on giant/healer. Very helpful.

Balloons: Balloons are another useful war troop at th6. With only one AD, there is little that can stop them.

Goblins: Goblins can be useful in farming. They target resources exclusively, so adding a few to your barch can help nab some extra loot that your archers weren't quite able to get.

Lightning spell: Since you can only have 2 of them, they don't have much of a use at th6. Save these for last.

TH7

Dragons: These guys are the terrors of th7. Virtually guaranteed to 3 star another th7 in war if you have three lightnings as well.

Lightning spell: This spell becomes extremely useful now at th7. Assuming you upgraded your spell factory, you can now hold three, and can completely destroy an AD with those 3 spells. I don't exactly remember the math, but I think you need level 3 lightning to take out level 5 AD. So get to it.

Rage spell/healing spell: With drags and zaps being the go-to strat at th7, you may not find too much of a use for these spells. But you should upgrade them nonetheless. It can help with farming to give your troops a little boost, and 1 heal 2 rage can be an effective alternative to 3 zaps while using mass drags (but I still highly recommend 3 zaps).

Minions: These help with farming a lot. but shouldn't be top priority because barch is effective enough at th7. Still, get them when you can.

Hogs. Level 2, the max hog level for th7, isn't that useful, at least not compared to mass drags, so don't prioritize it. Still do them before moving on to th8, because you will be one step closer to level 4s, which wreck at th8.

TH8

Hogs: Level 4 hogs absolutely demolish at th8. Get them maxed ASAP and you will be a force to be reckoned with.

Golems: Extremely important troops for the last three town hall levels.

Heal/Rage spell: With hogs being a major powerhouse in th8, you should upgrade their favorite spell, the heal spell, as well. Rage helps immensely with gowipe, so get that upgraded as well.

Pekkas: Gowipe is a powerful th8 war attack. Having high level pekkas will help that attack a lot. You get 2 additional levels of pekkas at th8, and level 3s are very powerful.

Valkyries: They are often overlooked, but at th8 they can be a major powerhouse if you use them well.

Wallbreakers: They are useful for gowipe and similar strategies to get your troops in the base.

Dragons: A powerful troop in early th8, but late th8 they start losing their luster.

Balloons: Dragloon is a powerful war strategy at early th8, plus, having balloons at level 5 will mean you can upgrade them to level 6 right away when you hit th9.

Minions: th8 is when BAM gets very useful IMO.

Poison: I actually don't know if you can upgrade a poison spell at th8, because I got my dark spell factory at th9. If it can, don't make it a priority because level 1 poisons are plenty powerful.

TH9

Giants: I know I put this for all town hall levels, but they are especially critical for th9. Level 6 giants are beasts for farming. They are one of the most important troops to upgrade for th9.

Balloons: Another troop that gets a huge boost for leveling it from 5 to 6. The power of the black balls of death is immense, which is why this should be the first war troop you upgrade for th9.

Hogs: Hogs are one of the most powerful attack strategies at th9 when you max them out. Buffing giant bombs still can't stop dedicated hoggers from finding ways to wreck bases with hogs.

Golems: Golems are critical for many th9 attacks. Many th9 strategies use two phases, the first being a golem based killsquad. Getting these tanks maxed will protect your killsquad longer, making them cause even more havoc on the first phase.

Heal/Rage: Heals are the primary spell for hogs, and rage is the primary spell for lavaloon, both of which are some of the most powerful attacks at th9. They are both equally important.

Witches: Witches are very versatile. Gowiwi is a decent th9 war attack. They are also used for cc killing, cleanup, and killsquads. Plus, you only need to upgrade them once to be maxed.

Lava Hounds: The extra health is nice, but what really makes these great to upgrade is the extra pups that spawn then it dies. They can make the difference in a lavaloon attack.

Jump spell: A level 2 jump has twice the longevity of a level 1, and that can be huge when trying to funnel your troops in.

Valkyries: Maxed valks are very powerful at th9, making valk strats a force to be reckoned with at th9.

Minions: With giants level 6, BAM kinda falls off the radar, but they can still be used for farming, funneling in war, and cleanup.

Haste Spell: Im currently upgrading mine to level 2 and haven't used them at all yet, but I've heard that they can be powerful for lavaloon when upgraded.

Resource Buildings

You should put your offensive building before these in every case, except for building a new drill when it comes along.

Collectors: Free loot! Yay! Prioritize your drills bfore your mines and pumps. Prioritize building new collectors before new defenses.

Storages:Build the new gold and elixir storages right when you upgrade town halls. They take like a minute each, and you can start working them into your base design. Don't worry about upgrading them until your offensive buildings are maxed. The DE storage should be built right away at th7, and you should max it before moving to the next town hall.

Defenses/Traps

This may be the section with the most disagreements, because many people have a different idea on what defenses are the most important. Remember that this guide is from a loot protection point of view. If you are a war only guy, you may disagree. Also, defenses should always be prioritized below offense. I will be including heroes because upgrading them requires a builder.

Extra defenses: By extra I mean the defenses that you already have but unlocked an additional one at whatever town hall level. Archer towers, cannons, etc. I do NOT mean the defenses that are introduced at a later town hall level like xbows and infernos. You should build the extra defense, and upgrade them to match the same level as all your others. That should be your first priority.

Heroes: You don't have to max these out while completely ignoring defenses, but you should have a least one upgrading along with your defenses at all times.

Mortars: From a loot protection perspective, this is the most important defense to max. Barbs and archers, the most common farming troops, get shrecked by mortars. For the war above all type player, mortars might not appeal, because they aren't as effective in war. They also have a great intimidation factor. I always stay away from bases with maxed mortars when I barch.

Teslas: These guys are great for farming an war. They are a little lackluster at low levels, but they quickly become some of the highest damaging defenses when you upgrade them to high levels.

Air Defenses: Ignoring these will make you a laughing stock to dragon and lavaloon users. Maxing them out however will make them think twice about attacking you, and they will be a thorn in any air attack's side when you do get attacked.

Wizard Towers: Their damage may not be the best, but they can attack ground or air, and deal spash damage, making goblins and minions alike tremble in terror.

Xbows/Inferno towers: For the war above all player, these wouid be lowest priority. But they can help with loot protection immensely.

Giant Bombs: The Hog Rider's worst nightmare, and bacon lovers dream come true. Yes, these are primarily made for hog defense, but can be great for farming too when an unexpected barbarian walks over it and it blows up half of the attacking army.

Seeking Air Mines: Bane to dragons and Lava Hounds everywhere. Extremely important for wars.

Air Bombs: I can't tell you how many times I've been BAM'd, and someone deploys a wall of minions headed straight for my DE storage, but an air bomb comes in to save the day by blowing most of them sky high. Seriosuly, they are the giant bombs of the sky.

Archer Tower: Long range plus the ability to attack air units makes these very useful for war, however because they are a point defense they aren't as helpful in loot protection. They are great at hero killing though.

Air Sweeper: Even though it is easily dealt with if you know what you are doing, the inexperienced clasher can have a lot of trouble dealing with the hair dryer.

Cannons: They are like an archer tower that can't attack air troops. Good against high health war troops if nothing is shooting at them, but not terribly useful in loot protection.

Skeleton Traps: Nice for a distraction, and the more skeletons the better. Also great at hastling hogs or balloons while they go for defenses.

Walls: Now, walls are important, don't get me wrong, but the reason I put them so low is because of the added war weight to them. Don't ignore them, but also, make sure that you prioritize defensive upgrades a little bit more than walls.

Bombs: These aren't that special. The damage is minimal, the blast radius isn't that big, and they increase trap re-arm cost for little benefit. Useful if a group of archers walks over a cluster, but a mortar will probably deal with them first. Don't completely ignore them, but save these for last.

Well that concludes my complete guide on upgrade priorites for defense, offense, and resourse buildings. I hope you enjoyed it and I hope I was able to help some people out. Happy Clashing!

Source: Charizzle's guide to upgrade priority- http://forum.supercell.net/showthread.php/793232-Charizzle-s-guide-to-upgrade-priority

Clash of Clans Level 11 Wall Guide: How to Upgrade All 250 Walls to Level 11 Fast

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Unlike many of the guides that I normally post here, this is less of a guide and more of a thread to share my experiences and the path that I took to complete all my walls. Because everyone has their own way of playing the game, and I decided to play it my way.


Walls > Defense?

Everyday I get asked questions such as why do I prioritize on walls over defenses, why do I focus on walls over defense, why are my defenses so low? And it can be quite annoying having to explain every single time, but the simple answer is I do NOT prioritize my walls over defense! In fact, I always advocate prioritizing defenses over walls. To me, defenses are more important. I always upgrade and prioritize upgrading based on the upgrades I believe to be of more significance.

Lv 11 walls + TH9 defenses??

Walls are perhaps at the bottom of my list. But if that’s true and I don’t prioritize walls over defenses, then how is it possible that I have completed all my walls in just 1 year? Well allow me to explain. Defenses require time to upgrade. Walls have no time, you can upgrade as many walls as you like as long as you have a builder and resource. In fact if you can load up your storages and farm 8 million Gold and Elixir each in one day, then you can upgrade 16 level 9 walls in just 1 day.

Idle Builder?

However, a lot of people who follow me keep one of their builders idle, so they can farm a lot of gold and elixir and dump them on walls. Some of them may go as far as to completely neglect their defenses and upgrade their walls instead. And this is something I really don’t like seeing. You should not keep a builder idle to upgrade your walls, unless you already have high level defenses and really low level walls. Otherwise, you should always keep your builders busy. And that’s because I value builder time very highly, time is of utmost importance in this game. Builder time is the most valuable aspect of this game. A 7 day upgrade is worth a 1000 gems. Not only that, your defenses are going to have a much more significant impact than your walls.

Time Management

So how is it possible for me to upgrade my walls so fast to level 11 without keeping a builder idle? I did it by managing my time. I kept track of all my builder upgrades on a spreadsheet so I knew exactly when I was getting a builder free. I also kept my upgrades about 2 days apart, so that it would give me enough time to completely fill my storages and by the time I have a free builder. Once that builder is free, I already have an upgrade planned so I first dump the excess Gold or Elixir on walls, and then put that builder straight back to work on a defense or hero.

Defense X > Defense Y

Now, as I’ve said, I prioritize defense over walls. I also prioritize important defenses over those that I believe are less important. For example, my Inferno Towers are maxed, obviously Inferno Towers are the most important defense in the game. So I prioritized on that. Cannons are one of the least significant defenses in the game because of many factors such as they can only target ground troops, their range isn’t that great, they shoot much slower than other point defenses like Archer Towers, Xbows, and Teslas, so I prioritize them the least.

Offense > Defense

So I prioritize on the important defenses first before the less important, but defenses are not on the top of my priority list. Offense is. I always value offense more than defense. I’m currently in Titan and I have poor defense. Why is that? How can someone get to Titan when they’ve only played for a year and rushed their Town Hall? Well it’s simple, this game values offense more than defense.

Heroes > Everything

So yea, I’ve prioritized upgrading my offense over defense. Which means my Heroes were the most important thing for me. There is nothing else in this game that I value more than my heroes. These guys allowed me to get to Titan with ease. They allow me to demolish bases. So that means that I kept 2 of my builders at all times on my heroes. If a person was to keep both of their heroes upgrading at the same time, then it would take about 8 months to get to level 40 heroes. And that’s what happened to me. And since I have 2 builders on my heroes, I only had 3 builders to upgrade my defenses. Another hindrance to why my defenses are not up to par yet.

Maxed TH10 = 14-15 Months

However, everything I do is planned. So in about 2 to 3 months, you can expect me to max out my defenses. While if you look at my profile, my lab upgrades are still lacking and I still have a bunch of level 1 troops. And that’s because lab upgrades take even longer. It takes about 2 years to completely finish your lab upgrades, and obviously I’ve only played for half that.

Rushing is bad?

So I hope this was an eye-opener for many people. There’s also a stigma that rushing is bad, and that is utterly false if you just look at me. I only played for a year, I’m in Titan, I have lv 40 heroes, lv 11 walls, and so on. If I was to not rush, then I would have none of that. I would probably be just a decent TH9 player. And everyone has their way of playing this game. I just decided to play it my way.

Source: Completing level 11 walls and my experiences by Eternal625- http://forum.supercell.net/showthread.php/791733-Completing-level-11-walls-and-my-experiences

Clash of Clans Adaptable Farm and Defense Layout for Town Hall 8 (2015)

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TH8 Layout for adaptation as a Farming or Trophy or Hybrid base.

Note: 3 trap variations have been added for Village, Trophy and WAR - no PMs required.

This base has reached maturity now and I'm happy for forum users to share their own recommendations going forward as I simply don't have the time to keep up with demand any more.

Walls:


Trophy (now with 3 trap variations):




Farm (now with 3 trap variations):




War (note 3 variations of the important traps have been displayed to keep some form of secrecy, no PMs required for war traps any more)

No traps:


Trap Layout 1:


Trap Layout 2:


Trap Layout 3:


How this base works?

In TH8, you have 3 main enemies: TH9's with lvl 6 barchers and giants; other strong TH8's with lvl 5 troops but sometimes with great skill and strategy, and potentially courageous TH7s or if your storages or cup levels are high even some TH10s.

For any of these would-be attackers to be successful they have developed an attack plan along the lines of:

1. Draw out your clan castle
2. Deal with your hero
3. Pick off your Splash
4. Wipe out your storage

Enter Bowser8. Named for the arch villain in Mario Bros. this base has taken the mind control techniques he honed in TH7 and amped them up with additional traps, a 4th mortar, stronger defenses and symmetry North South and East West. In short, this base is a booby trap.

Firstly it will divide the enemy, then it will control the enemy then it will drag him defenseless over traps and into the face of splash damage.

Here is how it deals with the attack plan above:

1. Draw out your clan castle - Not possible

Clan castle is 100% concealed within Bowser8's walls. You can't draw the cc with anything less than giants or hogs, and proper trap placement means wbs are picked off and the jagged wall design makes it difficult for wbs to all agree on the same target. 1 giant or 1 hog will be picked off by traps prior to full cc trigger and what usually happens as shown in the video, is they think they have drawn the full cc, deploy the full troop only to watch their 15-20 giants or hogs picked off by the other half of the cc that wasn't drawn initially.

2. Deal with your hero - - Not possible

Your hero is 100% concealed and under coverage of splash and point damage - so firstly not an easy target, and secondly located centrally and at the end of funnel runs to pick off the troops that make it past the traps.

3. Pick off your Splash - Very difficult

Your splash is positioned behind evenly spaced point damage turrets, has its own walls, is positioned next to storage for distraction and has a wide trap funnel running in front of it to draw troops in circular motion away from the core.

4. Wipe out your storage - Very difficult

Your storage is located in front of and next to your splash with a centralised cc in the middle. Specifically, high level triangulated wizard towers directly behind your storage is your best chance of preventing barcher and goblin raids, while the funnelling system will direct meatshields away from the storage leaving raiding troops exposed.

On to the other defense mechanisms:

1. Units with no favourite targets will go merry-go-round at least twice. Once at deployment as they move from one evenly spaced external building to the next. The second time will be once they enter the funnel. I will be very unpleasantly surprised if any make it off the merry-go round, and if they do they will be met either by an angry Hero, or triangulated splash or better yet, quadrangulated splash in the form of Mortar fire.

2. Giants that are deployed above the midpoint are toast. They will enter the channel of death, their AI driving them towards the defensive targets where they will be picked off by splash damage and traps.

3. There are sufficient spring traps to throw 18 giants if the entire channel is utilised.

4. If they make it North to the killing field, then the Barbarian King awaits them.

5. As an added benefit their healers will be drawn directly in front of air defense while the player watches on helpless.

6. Wall breakers will be used to break the channel and to get to the core, but point damage defense and midget bombs will pick them off, as the multiple corner design slows them down in selecting the desired target. In most cases wall breakers will simply make an additional channel entry rather than breaking through to the core which will mean access to the spring straps will be sped up and duration of attack will be decreased.

7. Attack from the south is an option, but proper wizard tower triangulation couple with the spacing of point defense and core walls and an internal south placed tesla make it a risky option.

How attacks progress on this base ?

Case I : North Attack - making an entrance from the north with WallBreakers to breach the core. 10-15% attempted. 25-40% success.

Usually attackers from the north start with Barcher and try to wipe out the northern channel and the barbarian king.What actually happens is the barcher go merry go round, get split in half with one half ending up at the West Entrance and the other at the East Entrance both to be picked off by point damage, splash damage and bombs (in this scenario the internal placed giant bombs set back from the channel mouth can take out 20-30 barcher in one go).

Case II : South Attack – making an entrance from south with WallBreakers to breach the extended core. 5% attempted. 30% success.

These attacks are generally the most successful at breaching the core, however, they sustain heavy casualties if they are Barcher, and Giants will end up split and lured into the East and West Channel entries - and we already know what happens from there. Typically the player will start with the plan of barching the externals and deploying giants, but when the barchers move left and right instead of forward and the giants start moving off with them towards the channels, they will excitedly start dumping wallbreakers in a mad rush, by now the giant bombs will have the barchers and traps will have the giants, the wizards and bombs will have the hogs and the mortars will have the wizards.

Case III : East and West Attack - Attempt to exploit "the weak spot" and get in through the open channel with wbs and open up the core.80-90% attempted. 0-10% success.

These attacks always go horribly wrong, and will require at least 12 wbs to pull off. As soon as the first few wbs are released the player will note the problem, with the multiple corners, wbs will rarely choose the same target as one another, leading to weakened walls but not holes. Even if they make a hole, it just makes it easier for the melee troops to enter the channel of death and progress quickly to the killing field by the time the wbs have made it to the core, there will be no troops left to follow them. See the video for further information. In short, if East or West, or even better for you, East and West deployment is selected, put the game on the table and reach for the popcorn, it will get bloody and messy, just the way we like it.

Resources
There are multiple layout choices for your resources or your trophies. I prefer that you put one storage next to each mortar, your dark elixir in the core, and 2 storage of opposing kind in the south. You can also put them in the core, in a vault setup as a last line of defence scenario but it’s not my preference. But, importantly, this is a trial and error, adaptable base layout, within 2 nights rest you will find what works best. If I put it all in here your revenge and war enemies will know everything they need which isn’t good for any of us. So this isn’t the base for your if you want spoon feeding or set and forget. If you follow the basics, an attacker will get a small amount of both primary resources and no dark elixir, a larger amount of a single resource, or trophies. But TH9s with Barcher or Giant configurations are unlikely to walk away with both resource and trophies from this design.

Trophy Range
I have had lots of success up to Crystal 2, I have spent over a week in Crystal 3 and never been 3 starred the whole time, and lost minimal resource in most. The main purpose of this base, is to protect your resources or trophies from lazy TH8 and 9 raids, while you make the most of the close proximity of TH7s in gold 3, 2 and 1, as you max your defenses and troops and save for the long jump to th9 yourself. Which is why adaptable bases are best for th8 as you are going to be here for a while, or jump too early and leave the game in frustration.

Clan Castle
With a larger than normal vault in Bowser 8 you have the ability to keep your TH and CC in the core, and deep enough that the CC cannot be pulled without extreme force. Keep your castle filled with archers and wizards for trophy and farming and you will catch out your attackers from the ground. Keep a dragon for war to ward off hogs.

Features
1. Plenty of variations for trophy and resource set ups
2. Massive Funnel for giants with two trapped entries, and multiple traps throughout.
3. 100% centralized CC
4. 100% concealed hero
5. Quadrangulated mortar
6. Triangulated wizard and AD
7. Looks too hard for TH7s and 8s and should deter them from attacking.
4. Oversized vault area large enough for TH, CC, resources and last line of defense.
5. Healers will be drawn directly over Air Defences as they follow their funneled giants.
6. Set up to control all melee troop movements based on targeting and AI weaknesses.

Best of luck with this layout, and feel free to ask any questions. I accept that nothing is ever perfect, but based on your feedback I will inspect and adapt tirelessly.

Source: Bowser 8 - Master of Puppets - Adaptable Farm and Defense Layout for Town Hall 8 by BigC217- http://forum.supercell.net/showthread.php/451880-Bowser-8-Master-of-Puppets-Adaptable-Farm-and-Defense-Layout-for-Town-Hall-8

Clash of Clans TH8 Ultimate All Dragon Attack Strategy Guide

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Greetings Clashers,

In the CW Tactics TH8 set we have 4 attack styles that, in aggregate, will give you the best approach for 95% of the bases out there. Each attack style has a separate thread on the forums:

105 Dragoon Attack Style -- When all ADs are tightly grouped (i.e. ~ 5 tiles center to center)
11 Light Dragon Attack Style -- When 2 of 3 ADs are tightly grouped (i.e. ~5 tiles center to center)
Dragon Snipe Attack Style -- When 2 of ADs are near (1-2 hops) to wall edge
813 Dragoon Attack Style -- When the ADs are spread (i.e. > 5 tiles from center to center on all of them)

So, if the base you are worried about fits the 105 Dragoon attack keys above -- Read On!!! Otherwise click to the thread that you need for your base.

O.k., now that we know you are on the right thread, at 10,000 feet here is an overview of 105 Dragoon Attack.

Level -- TH8
Type -- Dragoon
Mix -- 10 Dragons, 5 Balloons in CC (max), heal/rage for spells (typically 2 heal/1 rage but sometimes 1 heal/2rage)
Nickname -- 105.12 or 105.21 etc. Tells you quickly -- DragsLoons.HealRage.

and here is a link to us walking through how to do the style in gross detail (but you get cool background music as you go ):

Clash of Clans -- Clan War Tactics -- TH8 -- 105 Dragoon Attack Style


Clash of Clans -- Clan War Tactics -- TH8 -- 11 Light Dragon Attack Style


Clash of Clans -- Clan War Tactics -- TH8 -- Dragon Snipe Attack Style


Clash of Clans -- Clan War Tactics -- TH8 -- 813 Dragoon Attack Style


Note, in the video, the bases we show getting 3 starred are all max (AD level six) TH8 layouts. So pretty solid stuff. In the war the attacks were taken from the enemy clan (packino 2 from Indonesia) used the 105 style 21 times against us scoring 18 ... yes 18 ... 3 stars ... when attacking our TH8 bases (all they did was 105 -- i can see why).

Holy smokes batman.

Hope this video helps. Comment below and/or subscribe on youtube if you like what you see.

Chief Wryhorn

Source: https://www.youtube.com/channel/UC-JB89EHXF9fjOw5ydcVn4Q

Clash of Clans TH9 and TH10 Farming Base (Balanced Protection for All Resources) Guide

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The idea of this base had been a very old project of mine where I wanted a solid base that provided a balanced protection for all three resources, Gold, Elixir, and Dark Elixir. The idea was scrapped many times because of the success gained by my other bases like the Hypercube and the interference of adding the Air Sweeper, but recently I brought back the idea and was able to successfully make it work. The base has gone through weeks of rigorous tests from a very large number of testers and results came out positive. They loved the base. So without further ado, I present the Crux base...

TH9 Version 1


Speed Build:


Walls Only:



Walls and Traps:



* TH10 Version Below

Base Concepts:

* Highly Fortified Core


- Core is surrounded by high HP Storages and multiple compartments. With a good balance of point defenses and Mortars.

* Balanced Storage Protection and High DE Protection


- All storages are placed in different inner compartments to increase the difficulty of stealing from multiple storages
- Dark Elixir Storage is centralized and heavily protected by multiple point defenses and splash defenses and high HP Storages surrounding the core.
- Skeleton Traps are not activated unless troops first break inside the core, adding to the difficulty of stealing the Dark Elixir.
- All Storages are very well-protected by multiple defenses from core, Teslas, and outer defenses.

* Anti-Giants


Blue and Red lines denote the direction Giants are funneled. They are kept from entering the core areas of the base as they travel alongside the exterior paths of the base.

- Spring Traps are well placed to catch 3 Giants or Hog Riders traveling along the defense pathway.


Teslas are well spaced and guarded alongside a layer of walls to keep Giants funneling around and away from activating Giant Bombs. While troops such as Barbarians, Archers, Heroes, or Wizards will try to penetrate inside core only to get quickly taken down by the Giant Bombs.

* Anti-Hogs


This base isn't the best base to stop a mass horde of Hog Riders, but it still has special features of cycling Hogs Riders around the base similar to Giants, but also force them towards Teslas over the walls to trigger the Double Giant Bombs.

* Anti-LavaLoon


Wizard Towers are all space away from the range of Air Defenses to prevent them from being distracted by Lava Hounds.
Double Seeking Air Mines on exposed Air Defenses can quickly take down a Lava Hound.
Red Air Bombs are well placed to prevent Lava Hounds from activating them.
Asymmetrical placement of Air Defenses increase the difficulty of raiding the base with LavaLoon.
Air Sweepers on two far sides pointing towards each other will always provide security for the core if one of the Air Sweepers are removed from one far side.
Inner Air Defenses are guarded by multiple point defenses including two Teslas to quickly fry Lava Hounds.

Anti-Wall Breaker / T-Junctions


This is perhaps my favorite aspect of this base, the wide array of T-junctions that make it hell for Wall Breakers to break inside the core or open up two compartments. Junctions are also well-protected by Wizard Towers and Teslas.

Unlurable Clan Castle


TH9 Farming Version 2 with better protection against Barch and Heroes, weaker against Giant Healer and Air Attacks:


Crux TH10 Version:


Source: CRUX - TH9 and TH10 Farming Base | Balanced Protection for All Resources! by Ash- http://forum.supercell.net/showthread.php/772371-CRUX-TH9-and-TH10-Farming-Base-Balanced-Protection-for-All-Resources%21

How to Merge Files with the Same Name into a Single Folder in Mac Finder Using "Keep Both"

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In this example, let’s say you have two folders with contents that share the same name – but the files are different – like 0.png, 1.png, 2.png, etc, thus, you do not want to overwrite any files, you simply want them all to be in the same folder, thereby joining them together and merging the directories into one:

1. Select all files from the source folder, then hold down the “Option / alt” key and drag and drop them into the destination folder (remember, the destination folder has files of the same name)


2. You’ll get a message saying “An item named ‘file’ already exists in this location. Do you want to replace it with the one you’re moving?” – DO NOT choose Replace as it would overwrite the files

3. Instead, assuming you held down the Option key (you can also hold it down after the fact), you’ll see a third option button “Keep Both” – choose this instead (optionally, check the “Apply to All” box if you’re confident you want to keep both of all files and don’t want to approve each one)


The Finder will move the source files into the destination folder and rename them automatically so they do not overwrite one another. The naming convention is rather basic, it simply appends a counting number to the end of the files coming from the source. Using the aforementioned filename example, that means copying 0.png, 1.png, 2.png, etc into another folder with the same named files will rename them automatically to “0 2.png, 1 2.png. 2 2.png”, and so on.


Because of the naming convention of simply appending a number to the end of the source files being copied, perhaps a better option is to first batch rename the file contents of one folder, and then just drag and drop the newly renamed files into the other folder. In that case, because the file names are different, it will not triggering the ‘keep both’ option at all and the files would drop into the folder as you would moving any other items around. This is often preferable since you can choose the file names yourself rather than going with the naming convention that ‘keep both’ assigns to the files, but it’s really up to the Mac user to figure out what’s best for their situation.

It’s also worth pointing out that you can enable the “Keep Both” Option after the dialog box has been triggered for file copies. If you see a “Skip” option in the dialog instead, hold down the OPTION key to switch to to ‘Keep Both’ like so:


Note: The “Keep Both” choice only appears with identical named files in folders, if the file names are different, the button will not appear, and if you held the Option key it would simply copy the files into the other folder.

Source: http://osxdaily.com/2015/08/10/use-keep-both-merge-same-name-files-into-folder-mac-os-x/

Clash of Clans Town Hall 10 Trophy Push/War Base | Anti-Golem | Anti-LavaLoon Guide

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Trophy Base:


New - Version 2:


I saw some people attempt an anti-AQ core so that the Archer Queen is unable to target the TH without either jumping over the walls or breaking in. So I decided to make a solid variant of that concept along with the other concepts of the Heart of a Champion base and additionally I spread out the compartments even further to mitigate the impact of the Earthquake Spell. Also, I implemented a Single Target Inferno Tower which improves the base's protection against high level Heroes and Golems. You guys should try it and help test it:

V1 Speed Build:


"We had nonbelievers all along the way, and I have one thing to say to those nonbelievers: Don't ever underestimate the heart of a champion!" -Rudy Tomjanovich (1995 NBA Finals)

Hey guys! I’m Ash, and I’ve built this base a couple of weeks ago (with the Air Sweeper in mind) and it has gone through numerous changes and tests. Would like to first give a big thanks to many of my clan mates in the Altar family for helping test this base out as well. It has served me very well and has allowed me to easily push to Champs League with Barch. Won many defenses on my way. Made it as far as 3546 Trophies, in which I lost most defenses to 1 star. Did I ever get 3 starred? Yup, but you have to account that I had 2 Air Defenses upgrading at that time and both Heroes were inactive on defense. My defenses are also very weak for a TH 10 player (and I can tell you all about why, but let’s just say my builders are slow and expect me to have maxed defenses in a few months). Nevertheless, this base has been excellent for me even with weak defenses I’m able to defend against heavy attacks very well. It was created to utilize the Air Sweeper and defend well against LavaLoon attacks. As well as attacks utilizing Golems, it does an excellent job at funnel Golems away from the core even if the attacker uses a Jump Spell. If you’re a TH 10 player and are looking for a base to easily get to Champs, give this base a shot!

Anti-Golems, Anti-Giants, Anti-Hogs

This base provides an excellent defense against all compositions consisting of Golems, Giants, or Hogs. How? By its impeccable funnel against troops that love to target defenses. Defenses are perfectly placed within the large inner compartment of the base so that troops such as Golems, Giants, or Hogs circle around the base without getting inside the core and distract your core defenses!


The red line denotes the direction you can expect Golems, Giants, or Hogs to go. As you can see, they will go around the base without going inside the core. This is important because a tank such as the Golem can nullify most core defenses if it gets inside, allowing Heroes and Wizards to quickly annihilate the the core. This base does an excellent job at preventing that.

The orange lines denote the range of the Hidden Teslas. The point here is that Teslas will avoid attacking (or be activated) by Golems/Giants as they walk around. Why is this important? This is important because the Hidden Tesla is a point defense, and you don’t want it to be distracted by a tank like the Golem as another troop like the Archer Queen easily destroys your Teslas then target the Town Hall. This way the Teslas can focus on the troops going for the core, while not get distracted by high HP Golems or Giants.

Anti-Jump Spell Capabilities

But what about Jump Spell Ash? Not a problem.


Since the Jump Spell pretty much makes walls useless, I’ve removed all the walls in the core to demonstrate that the defenses are very well placed so a Jump Spell will not have any effect on the funnel! Only when the funnel/chain is broken can the Golems go inside the base. However, it’s very difficult to break this chain as it would require attackers to summon troops on two sides, which requires camp space sacrifices as this is a tough base to break into from two different points.

The inner compartment of this base is huge, which means that there’s no way a Jump Spell will allow an attacker to double-wall jump into the core:


Anti-LavaLoon

This base was also created to utilize the Air Sweeper and it extremely difficult for LavaLoon attackers. Like the Golem funnel, the chain of defenses also attracts Balloons (as of course they love to target defenses as well), so this also makes it very difficult for attackers to get Balloons inside. To take further advantage of this, I’ve placed Multi-Target Infernos in range to quickly eradicate Balloons as they circle around:


Now let’s talk about the Lava Hound. How does this base defend as the devastating Lava Hound? It’s true Lava Hounds are very difficult to defend against, but their biggest strength is also their biggest weakness. They love to target the Air Defense, so clever placement of Air Defenses can minimize the impact Lava Hounds can have.

The main strategy of Lava Hounds is to use them as tanks to damage from attacks while the Balloons do the dirty work. Thus, it is more important to defend against Balloons then Lava Hounds. But how can I defend against Lava Hounds if the Lava Hounds soak up all the damages from my defenses? Good question, but remember, my funnel prevents Balloons from easily getting inside the core. Instead, Balloons go around and get quickly weakened by Mult-Targeting Infernos. But wait, there’s more. Balloons get grouped by my defenses as they move around, which allows my Wizard Towers that do Splash Damage quickly weaken Balloons and ultimately stopping a LavaLoon attack. But how can your Wizard Towers attack Balloons if they get distracted by the Lava Hound? Because they don’t! My Wizard Towers are placed far away from the range of my Air Defenses so that they do not target Lava Hounds (targeting Air Defense):


As you can see, Wizard Towers (with their 7 tile attack range) are placed far away from Air Defenses.

The Air Sweeper’s range:


The Air Sweeper’s range protects the whole core of the base. But doesn’t this force Air attackers to attack from the top? Yes! And that’s really not a problem because the base is actually excellent at defending Air attacks from the top or bottom of the base. How?


Why is it a bad idea to LavaLoon from the top or bottom of the base? Because as you can see, the Air Defenses at the right and left sides of the base are extremely far apart. This means that Lava Hounds sent at those two locations will not be able to protect Balloons from many defenses or activate the Red Air Bombs and Skeleton Traps, as the traps and defenses (especially the dual Wizard Towers away from Air Defense range) quickly demolish the Balloons. And all the Lava Hounds do is basically watch them die.

But what about the Freeze Spell?

No worries.

  • All Air Defenses are well-separated so a Freeze Spell is unable to freeze them both at the same time.
  • All Inferno Towers are well-separated so a Freeze Spell will not be able to freeze both Infernos at the same time.
  • All Infernos and Air Defenses are well-separated so that a Freeze Spell is unable to freeze both an Air Defense and Inferno Tower at the same time.
  • All Wizard Towers are well separated so that a Freeze Spell will not be able to freeze both of them at the same time.
Other Awesome Concepts:

Highly Potent - Highly Fortified Core

The core of this base is very powerful and offers excellent protection for the Town Hall. The Town Hall is surrounded by 3 X-bows, 2 Infernos, and 4 Teslas. It is excellently fortified with high HP Storages and CC around it, making it very difficult for attackers to penetrate it:


Degree of difficulty for Wall Breakers to break in

The outer portion of the base has multiple compartments that serve as both a decoy for troops and Wall Breakers, making it a challenge to break in. The core/heart of the base is deeply rooted and highly protected, which also makes it difficult for Wall Breakers to break open the core walls.


Unlurable Clan Castle


Although not the most unlurable Clan Castle out there and will be lurable by Hogs or Loons, it still requires much effort to do so. It is unlurable by Giants.

Better DE Protection?

This is a trophy/war base and wasn't created with protecting the DE Storage in mind. But if you're in need of your DE and want better protection, then you can simply switch the DE Storage with the southern-most X-bow. This will not disrupt the funnel chain.

Town Hall 10 War Version 1 (easy to lure CC, tough to 2 star):


Town Hall 10 War Version 2 (hard to lure CC, tough to 3 star):


For anyone interested, here is the TH 9 Trophy/War version of this base made by JShady:


This hasn't been too tested, but it should still have most of the elements of the TH 10 base (except of course no Inferno Towers). Should still be a very good trophy base and difficult to 50%. If you're trying it out, be sure to let me know how it does and post some defense pictures. Thanks!

And here's my Trap/Troll version of the TH 10 base with very low re-arming cost.


This base has been very effective and I have used it a couple of times to quickly push back up from Silver to Masters within a few hours (from defense). So yea, this base would be excellent for anyone in need of a base to quickly push up to Crystal or Masters. It's also extremely fun to watch people fail against it:

Source:Heart of a Champion - Town Hall 10 Trophy Push/War Base | Anti-Golem | Anti-LavaLoon by Eternal625- http://forum.supercell.net/showthread.php/678017-Heart-of-a-Champion-Town-Hall-10-Trophy-Push-War-Base-Anti-Golem-Anti-LavaLoon

Forsaken World Mobile Radiant Ruins (Hell) Strategy Guide

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Hello Everybody. Welcome to Hell.

Contrary to the other HELL dungeons you have experienced thus far, this one is truly a challenge. Why? Because the mobs hit hard. The BOSS hits hard and has some exceptional abilities.

Remember this is HELL MODE. Meant to test skill and team work. So NO AUTO

So let us begin with a little bit of team make up.
- Hit points and Power Rankings (overall DPS)

You want to have 50,000 hit points minimum, every member of your team.
You want to have the recommended 80K+ CP. Higher the better.

So here we go.
* * * * * * * * * * * * *
ENTER HELL - First Encounter
* * * * * * * * * * * * *
Not much changes in this dungeon from the other modes. Walk in and faced with Steelclaw (the Lion).
He is squishy and dies fast. Do not let this make you think that this is representative of the dungeon, by far, it is not!

* * * * * * * * * * * * *
Across the barrier and into the Lion's den.
* * * * * * * * * * * * *
I have seen so many people wipe here. It's not even funny. There are lots and lots of lions. They will tear a team apart fast, as they hit hard and fast. To make things worse, they have 637K HP each.

No need to be in a hurry to kill them, as if you try to take on too many, you will die. Take them down in small pockets. You should know your teams capabilities before you come in here, and should know how many you can handle.

Clear the room of lions, hope you don't wipe and SAVE YOUR FAVOR, you will need your Artifact skills.

* * * * * * * * * * * * * * *
The BOSS
* * * * * * * * * * * * * * *
This guy is a BAD *&%^$#. He has what can be broken up, as all Bosses thus far in HELL 3 phases.
Your surviving these phases, depends on your teams ability to coordinate, lots of health, and DPS!!

I imagine by now, everyone wants... strategy. Well, wait no longer... here it is...

* * * * * * * * * * * * * * *
PHASE 1 - Massive AoE; 100% - 75%
* * * * * * * * * * * * * * *
Everyone on Boss. Healer(s) at the ready. A few seconds in: "Prepare to die!"

What? 20K+ AoE damage to everybody... I have timed this to be every 5 (approximately) seconds.

There is no way a single Cleric can heal this alone, maybe a second cleric? The cooldown on heals is too long.
Sceptor Artifact. AoE Heal on all of your team. You want this to be a good number. If everyone on your team has a sceptor artifact capable of healing - 15K and above AND you have good DPS AND enough HP to survive, you have basically just won this fight.

Really? Yes, really.

** We determine an order. Who has the lowest AoE heal? Who has the highest? We know we have about 30 seconds to knock 5 million hit points off this guy. Help your healer, help you!!

Back to the Fight! "Prepare to die".
- 1st AoE BOMB! 20K+ damage to everybody -> 1st AoE heal. Cleric is still spamming heals.
+5 seconds (approximately)
- 2nd AoE BOMB! 20K+ damage to everybody -> 2nd AoE heal. Cleric is still spamming heals. +5 seconds...

* If by the time the 5th AoE bomb has come out, you are not in Phase 2, chances are, you are going to die. Hopefully for your team, by the time the 5th one has come out, everyone is full HP. You may be able to survive 1 or 2 more blasts. This is the importance of miniumum 50K health. **

** It is also possible that you have a good team make up and you will not need to use 5 AoE heals**

* * * * * * * * * * * * *
Phase 2 - Boss and his Lion - 75% - 50%
* * * * * * * * * * * * *
This is pretty straight forward. He yells at his Lion to eat you. And eat you it will. Keep up on DPS on main Boss. You can, of course, kill the Lion if you choose to, but, if you survived the first phase, you should have enough DPS to complete this phase as well.
A popup will appear for a member of your team (remember the ghosts in Capital Vault Hell). It will say something like "you have been targetted by SteelClaw" and it WILL tell you to keep up DPS on the Lion - if you want to live... So, whomever gets this message... If you want to survive...

* * * * * * * * * * * * * * *
Phase 3 - Mounted on his Lion - 50% - dead
* * * * * * * * * * * * * * *
What you should know here is he does a few things, that are pretty bad for you.
1 - He chargers and stuns someone randomly with his lion.
2 - He uses an AoE in a Red Circle around the person who has aggro...
3 - He uses a "Lightning attack". Thor fans, think Mjulnir being raised into the sky and constant lightning coming down on you. Basically, this is insta death for everyone. And, it really does look that. He raises his hammer and lightning damage keeps coming down on you, adding a stun effect, and you ALL die.

Good times right? Yup, good times.

We have been to this dungeon before, we even still go in for Fated Foe, hit auto, wait 1.5 minutes and it's done. What we don't realize is that this place, was the first to TELL YOU HOW TO BEAT HELL. In normal mode, in hard mode and in heroic mode.

The FLOATING ARTIFACT - You know the one that looks like a "Bramble Ring" and is floating around. In every other mode, the Fairy tells you: "Stand By the artifact to survive". This is HELL. She does not tell you to stand by the Artifact. You should know this by now. And if you don't, well I am here to remind you.

* * The break down in 2 parts of Phase 3 **
When Phase 3 starts he mounts his lion. Randomly stuns someone and damage is really not bad. Tank/Warrior is easily able to take it, healer (if any good) is able to heal it. Basically, stand outside of the Red Circle, when the AoE comes out.

* * Pay attention * *
When the Floating Artifacts appear... Move! Move fast. Bramble seed if necessary. Get to the Artifact. Get there NOW! Everyone together. In a nice pile together stacked under it. You will see a "force field" appear around you. Not the same as your Shield. DPS and PAY ATTENTION.

He is going to Mjulnir you! Wait... no damage? Just a group stun. No insta death?! HAHAHA! Where was this guide before I tried this... well someone needed to die to learn and write this up. And thank you to all those who did die and leant with me.

The artifact is not eternal. It will dissappear. There are a limited number of them. If you have good DPS and made it this far, you need not worry about that. If/when the artifact dissappears, move to the next one. Together, stacked and FAST.

Keep on Boss until he is dead!

Congratulations, you have completer RR HELL.

For more reference, here's a video guide on how to finish Radiant Ruins in Hell Mode:

Forsaken World Mobile Fated Foe Daily Quest Guide

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There is a lot of questions about this daily so WekizZ decided to filler most common of them. If you have any more advices please share below.

















They appear always, but they wont count if you are doing the wrong FF quest line.

Source:http://forum.fedeen.com/viewtopic.php?f=90&t=1894&sid=2f8ee8a008f539c87d7850d5081e71f4

Forsaken World Mobile Emperor Tomb (Hell) Strategy Guide

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EMPEROR TOMB - HELL


This is getting to be a pretty farmed Dungeon. So, here I will help you out. Please feel free to add comments and opinions.

* * * * * * * *
Starting out
* * * * * * * *
When you enter there are some mobs that you need to kill to awaken the "guardian". The guardian puts down black holes. More on this in a moment. I want to point something out first.

* Before killing the first mobs, run past everything, right up to the barrier and pull the roaming mobs. You want to kill these first - before awakening the Guardian. Someone in your party will inevidably pull them. They hit hard and make the guardian fight that much harder.
Now that they are dead, continue killing the regular mobs. And awaken the Guardian.

This is a HELL DUNGEON, don't be lazy, NO AUTO! I can't stress this point enough.

* * * * * * * * *
MINI BOSS - GUARDIAN
* * * * * * * * *
This guy puts down a blackhole, under each person and mobs running around. That's right, under the mobs as well. See top portion about pulling the extra mobs before starting this fight. Now that you know this, lets get on to strategy.

EVERYONE in your team, should be really close together or on top of each other. This creates 1 - blackhole under everybody, giving you immense room to move around. EVERYONE moves out of the black hole and comes back together, on the player who has aggro on boss. **Look at boss HP and the name underneath has aggro** You do this until he is dead.

IF SOMEONE DIES - The mini-boss gets a Strength/Attack Buff! The more times you die, the harder he gets and the more you will die. If you find yourself in a situation where you are dying too fast, STOP, REGROUP, and RESET the mini-boss.

* * * * * * * *
Moving on past the barrier
* * * * * * * *
Another Living Guardian and lots of Mobs (adds).
This guy is not really to worry about. He hits hard, but does not have that blackhole dropping skill. Kill him as you would any other mob/elite in the game and make sure you are killing the rest of the adds on the map. XP Skills help with the additional monsters here.

* * * * * * * * *
On to the Final Boss! (13 Million HP)
* * * * * * * * *
Phase 1 - 100% to 75% health.
In this portion he is like any other Boss/Elite. He hits hard, but doesn't really do anything special. Stay in a close group and Deal Damge (DD or DPS).

Phase 2 - 75% to 50% health.
You will kow this phase starts, when the boss will "flash a light/fireball from his chest" and will place blackholes under each player in the team. Again, sticking together in a tight group, creates a single blackhole and allows for everyone to move out quickly. This blackhole can create a "SLOW or STOP" effect. Sitting in the blackhole WILL KILL you fast. Here, if you are slowed, you will be happy to have your "Bramble Ring" artifact" in the hotbar and using it will give you a "HASTE Buff" and let you move out fo the blackhole quickly. Regroup into a tight group and keep on the boss. Next blackhole, move out, regroup and keep on him.

Phase 3 (Final) 50% - dead
This phase starts with a swirling dust storm around you - slow effect. He will alternate between sand storm and blackholes. When hs is casting a sandstorm - he is also summoning a "green goblin" mob. I forget it's name. This mob has several effects, and all are BAD FOR YOU.

*If you remember earlier, a blackhole will appear beneath this creature. The more of them there are, the more blackholes will appear and less place for you to run. It is not only a good idea to kill them, it is a must. Second, slow effect and stop effect this creature generates. Of course, using the bramble ring artifact to escape helps, but if you leave too many alive, you are running out of place to move.

Just like in phase 2, move out of the blackholes, regroup together, keep on DPS on the boss, when the sandstorm hits, look for the Green Goblin mob and kill it before the next blackholes appear. Rinse and repeat. Everyone out of the blackhole, stack together (everyone together real close) and DPS. Keep this up until he is dead.

If you die, you will be locked out of the fight, like every other hell mode. So, try not to die or keep revive scrolls with you to help your team.

Source: http://forum.fedeen.com/viewtopic.php?f=90&t=1959

iPhone 6S Rumors: Specs, Features and Release Date Details

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The Name: iPhone 6s & iPhone 6s Plus

Given that much of the device is expected to look just like an iPhone 6, it’s quite likely the next iPhone will be called iPhone 6s. This goes in line with the somewhat predictable naming scheme for the revisional iPhone models that Apple has used, and iPhone 6s would blend right in with iPhone 4s and iPhone 5s, each of which was a revision of the prior edition. Sure, Apple could switch things up and name it “iPhone 7″ or something else, but that seems unlikely.

iPhone 6s Hardware Specs Rumors

So the next iPhone 6s is presumed to be a revision of the iPhone 6, with a similar naming scheme and general appearance. That means the big differences arrive in the internals, which is where the device is expected to get some major upgrades and serious power. Based on existing rumors, we can reasonably expect the iPhone 6s hardware to include the following:

2GB RAM– this would effectively double the RAM in current models, offering notable performance improvements with better application switching and caching

A9 CPU– a faster processor is sure to arrive on the next iPhone model

Faster LTE with greater power efficiency – expect faster internet speeds with longer battery life (9to5mac)

Force Touch display – Force Touch is able to determine pressure placed on the surface and offer different interactions as a result of the press, it currently exists on Apple Watch and MacBook models, and is expected to arrive on the next iPhone with a variety of shortcuts and features which 9to5mac

12 megapixel camera – a huge camera upgrade that is able to take pictures at 12mp (vs 8mp currently), and shoot 4k video at 240fps is expected, according to MacRumors

16GB, 64GB, and 128GB sizes– expect the iPhone 6s models to be available in the same storage convention used in existing iPhone models, with Apple rumored to be skipping a 32GB size that should be the base model and instead opting for 16GB base storage size device, again. Given that the camera is expected to shoot such high quality imagery and footage, expect that 16GB device to fill up awfully quick if you use the photo and video features, meaning the 64GB and 128GB models could be quite popular 

iOS 9 – the next version of iOS is expected to arrive in the fall to the public, and it’s a safe bet that it will ship preinstalled on the iPhone 6s models


Rumored iPhone 6s Appearance & Size 

The appearance of iPhone 6s is likely to match iPhone 6 almost exactly, with an aluminum chassis available in multiple colors and a different colored faceplate to match; slate/black, silver/white, gold/white, though there have been rumors about a new ‘rose gold’ color option too.

The evidence for appearance maintaining a strong similarity to existing iPhone 6 models is fairly strong, as 9to5mac has uncovered aluminum shells of the rumored device, seen here:


We can reasonably expect the iPhone 6s and iPhone 6s Plus to basically look the same as iPhone 6, available in two sizes, each with a 4.7″ and 5.5″ display, respectively.

If the “rose gold” color option does show up, the lineup for iPhone 6s may look something like this mockup from TechnoBuffalo:


Launch Date & Release Date

The iPhone 6s release date is expected to be September 9, or at least sometime during that week, and typically the device will be available to purchase a week or two after the initial launch with pre-orders online and in Apple Stores.

Accordingly, expect to be able to get your hands on an iPhone 6s and iPhone 6s Plus sometime in late September.

iPhone 6c?

There have long been mixed rumors of a color plastic shelled iPhone 6c to replace the existing iPhone 5c models, but there is virtually no evidence to support these claims and rumors. Typically hardware enclosures leak out of the supply chain offering a good look at future devices, and thus far nothing has surfaced to support the so-called iPhone 6c. If the iPhone 6c does appear, it may share color options similar to that of the new 6th generation iPod touch, and it would probably share the same internal components of current iPhone 6 models. While it’s certainly possible that Apple has cracked down on hardware leaks and prevented any early looks at a “iPhone 6c”, it’s best to consider this one a less likely wildcard.


Personal Opinion: For me, I think the upcoming iPhone 6S is boring and expected. Yes, it does differ in specs and some features from the original iPhone 6 but, the fact is, it's not that major and pretty predictable. I don't know about other iPhone fanatics but for me, it's better to wait for the newest version of the iPhone than waiting for its upgraded version.

DRAGON NEST KR 12TH AUG UPDATE: 3R REVAMP WAVE 2 – ELESTRA BOOST

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Dragon Nest KR 12th Aug update includes skill bug fix and further fine tuning of skills for 3R revamp. As promised, the developer will be continuously working on class balance.

3R Revamp Wave 1

The following translation is provided by Sieg (only PVE changes are listed). The details of the changes will be updated soon.

Bug Fixes

Warrior
Eclipse – Fixed reduced instead of increased damage at Level 6
Taunting Howl – Fixed description

Archer
Sylph’s Aid – Fixed damage increase buff not working
Class Mastery – Fixed Astral Illusion EX Instant CD not reducing properly
Blooming Kick EX – Fixed the absence of stun effect

Cleric
Wand Mastery – Fixed damage increase passive not working
Protection Shell – Fixed lack of effect on party members
Zap – Damage higher than description fixed (Was about 4500%, higher than it is supposed to be)

Academic
Magma Punch / EX – Fixed description

Assassin
Summon Clones / Illusion Strike – Fixed description

Machina
Follow Through EX – Fixed debuff not working when activated through Gear Steps

Skill Adjustments

Engineer
Ping Pong – Damage increase 35%.
Lv1 – 307%
Lv21 – 590%
Damage Transition – Damage absorption reduced (Lv1 20%, max 30%), buff timing fixed at 20s

Paladin
Thor’s Hammer – Damage increase.
Lv1 – 5595% 5496%
Lv2 – 6784% 6642%

Crusader
Smite EX Instant – CD is now reduced by 65 passive

Elemental Lord
Fire/Ice Shield – CD reduced from 60s to 30s (So instead of being without shield for 40s, it’s only 10s now)
Freezing Sword – CD reduced from 13s to 9s
Freezing Field – CD reduced from 25s to 15s
Glacial Wave – CD reduced from 24s to 12s
Chilling Mist – CD reduced from 40s to 30s

Elestra
Ice Sphere – CD reduced from 34s to 25s
Freezing Field EX Instant – CD reduced from 25s to 15s

Smasher
Spectrum Shower EX Instant – CD reduced/Triggered by casting Spectrum Shower instead of Force Wave.

Flurry
Spinning Skewer – Damage increase from vulnerability proc reduced to 500%.

It is likely that the skill changes for 3R revamp will continues in upcoming updates.

Source: http://dn.pupugame.com/news/notice.html?mode=read&no=296

How to Adjust the Light & Color of Photos in Your iPhone's/iPad's Photo App

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How to Make Precise Color & Light Adjustments in Photos on iOS

This walkthrough is demonstrated with an iPhone picture of sunset clouds:

1. Open the Photos app in iOS if you haven’t done so yet


2. Select a picture you want to adjust the color and light for, tap on that picture again so that you can reveal the “Edit” button and choose that


3. Now choose the little dial button in the Photos app Edit screen


4. You’ll now see a menu with three options: Light, Color, and B&W – tap any of these to reveal a submenu of each detailed adjustable item


5. Choose one of the submenu adjustable options by tapping on it


6. Now tap on the little preview image timeline near the bottom of the screen, slide left or right to change the intensity of the adjustment as you like (moving to the left tends to reduce the intensity or remove the adjustment, moving to the right tends to increase the intensity or enhance the adjustment)


7. When satisfied with the changes to light and color, tap on “Done” to save the changes to the photo, where it will appear in the Photos app as usual along with the other images



How to Get on Titan League Fast and Easy in Clash of Clans (Guide)

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Video Tutorial




The method we’ll be using is composed of mainly Giants, Wizards, and a couple of Witches. So it’s a very cheap and efficient 2 star Trophy Push composition. While if someone was to use an even cheaper method such as Barch, it will be very difficult to get anything more than 1 star and finding a base to 50% with Barch can be very time consuming. Not only that, Barch is neither time efficient nor effective as this composition because Barch not only heavily relies on your Heroes for 50%, it also heavily relies on 5 normal spell slots. While this composition with Giants will not only get you twice the amount of trophies every raid (2 starring maxed defense TH10 bases), but it is also very quick to train because you’ll only need 3 normal spells, while also utilizing your Dark Spells such as the Earthquake Spell for efficiency as it will only take 90 minutes to get your spells ready, or about 22 minutes if you boost. Don’t worry, even though the Dark Spells cost Dark Elixir to cook, you’re going to make tons more Dark Elixir than you spend.

How do I train this composition?

- Well if you’re boosting, then I recommend boosting 2 barracks, both your spell factories.

Boosted Barrack 1: 3 Wall Breakers, 3 Archers, 12 Giants, Wizards
Boosted Barrack 2: 3 Wall Breakers, 3 Archers, 12 Giants, Wizards
Barrack 3: Wizards
Barrack 4: Wizards

DE Barracks 1 and 2: 1 or 2 Witches each

- If you’re not boosting your Barracks, then do:

Barracks 1 to 3: 2 Wall Breakers, 2 Archers, 6 Giants, Wizards each
Barrack 4: 6 Giants, Wizards
DE Barracks 1 and 2: 1 or 2 Witches each

This will give you 24 Giants, 6 Archers, 6 Wall Breakers, 2 to 4 Witches, and a bunch of Wizards

* And obviously you will need both your Barbarian King and Archer Queen. Do not take any risks and attack without a full army and a full set of spells.

* However, you MUST must always be nexting. You should not wait for a full army to attack with it. But you must keep nexting! Why? Because you need to always be on the lookout for Town Halls that are placed outside bases so you can get free additional bonus trophies. This is very important if you wish to get to Titan fast.

What about spells?

Spell Factory: 2 Rage, 1 Freeze
Dark Spell Factory: 4 Earthquake, 1 Poison

Because this composition utilizes both factories evenly, you’ll have all your spells ready in just 90 minutes. While if you boost, you’ll have your spells ready in only 22.5 minutes! If you boost 2 of your Barracks and Factories, then you’ll have a complete army in under 25 minutes! Making this composition extremely efficient compared to other army compositions.

Key differences between Giants and Golems



Now why should we use Giants, and not Golems?

Well there are many reasons. First and most important is that Golems are inefficient. They take too long to cook, especially since we also want to cook Witches with our Dark Barracks. And we can save a lot of Dark Elixir as well by not cooking Golems. So with Giants, we’re able to get a full army very quickly, which means that we can do more raids and wait less and get trophies faster.

Giants are also more powerful than a Golem. I don’t mean that 1 Giant is stronger than 1 Golem. 1 lv7 Giant has a DPS of 50 and HP of 1100. A lv5 Golem has a DPS of 54, and a total HP of 6300. But since 1 Golem takes up 30 camp space, that’s worth 6 Giants. And 6 Giants together can deal 300 damage per second versus a Golem that can only do 54. 6 Giants also have a total HP of 6600, which is greater than a Golem.

Wait, so you’re telling me that 6 Giants that are worth the same camp space as 1 Golem is 6 times stronger and has about the same total HP as 1 Golem? Doesn’t that make Giants much better than Golems? Not really, that’s not how it works. 6 Giants aren’t really better than 1 Golem. The reason for this is, Giants die too quickly, especially a Spring Trap, which can take out 3 of your Giants instantly. So that would be a harsh blow, while a Spring Trap has no effect on a Golem. Not only that, the biggest reason why a Golem is better is because once a defense targets the Golem, that defense is locked on the Golem and can’t touch any of your other troops. While if a defense was locked on one of your Giants, then that Giant will die quickly and the defense may re-target and possibly target your Barbarian King or Archer Queen, which you really don’t want.

So yea, Golems are better and that’s why I transitioned to using Golems now in Titan 2 just because efficiency doesn’t matter anymore as it now takes me hours to find a base to attack. But this guide is to help you guys get to Titan, and you can actually find lots of bases to raid when pushing to Titan 3, compared to Titan 2. So that’s why you should use Giants.

Now just because Golems are better, doesn’t mean Giants aren’t good. In fact, Giants can be just as effective against Golems. Why? Because like I said, 6 Giants are about 6 times stronger than 1 Golem, so that means that a group of Giants can quickly eradicate a bunch of defenses in the way unlike Golem. And that’s what makes them so effective with this strategy. Which also takes advantage of Wizards and Witches. You have a whole set of powerhouse troops with lots of DPS. A typical GoWiPe composition is very bulky, but not really as powerful as a composition that utilizes Giants over Golems.

How many trophies to target?

Now this very important if you wish to get to Titan fast. You need to search for bases that will allow you to get lots of trophies by 2 starring them. The higher you go, the trophy offers and the rate of finding a base with a sufficient number of trophies decreases significantly. Your patience will be tested the higher you go. Aim for the following:


What bases to target? How do I know if it’s a tough base and if it’s an easy base?

This army composition will allow you to attack almost any base. However, there are bases that will be very difficult to beat with this composition. And these types of bases are bases that I like to call anti-Earthquake and anti-Giant.

Watch my Road to Titan League Series Episodes 3-5 to see the many great attacks I've done with this method. It's much better to watch the video replays than me explaining in detail how to attack:

- https://www.youtube.com/watch?v=GdEoIGA-eXY
- https://www.youtube.com/watch?v=kv_yJIoxoFc
- https://www.youtube.com/watch?v=KZxoW0X6C2k

I have listed a bunch of bases used by the top trophy pushers of the game and noted the ones that are Anti-EQ and Anti-Giants, and the ones that you quite easily 2 star with with this method:

- Red = Path of Giants
- Blue = Anti-Giant Funnel
- Purple Arrow = Inability of Earthquake Spell to break 2 layers, Anti-EQ
- Brown Circle = Earthquake Spell placement

Avoid


Attack


Avoid


Attack


Avoid


Attack


Avoid


Source: http://forum.supercell.net/showthread.php/797050-Ash-s-Guide-on-How-to-get-to-Titan-League-Fast-and-Easy%21

Detailed Guide on How to Upgrade Your Town Hall Super Fast in Clash of Clans

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Choosing whether or not to rush your TH is a personal choice and you are free to play how you want DO NOT come in this thread and advise people to not rush TH.

Here are the pros and cons of rushing TH. Some of the pros and cons will be explained further in the different sections of the guide.

Pros
- Farm faster so you will be able to gain the max amount of resources in the shortest period of time spend playing
- 3 star opponents who have spent much longer than you developing their base.
- Donate stronger troops and be more of an asset to your clan.
- Better builder and resource management with more resource dump and cheap/faster upgrades along side expensive/slower upgrades.

Cons
- Negative stigma for rushed bases by the general clash of clans player pool who doesn't understand how the game works. Your friends or clan mates might make fun of you until you show them what you can do.
- It bothers some players that a lower TH level can destroy their base. (Only a con if you care about this).

Myth Buster

1. Can't defend your loot
I lost average 40k of each a day rushing, see link in the original thread for details. The amount of loot loss is so small and shouldn't affect your progress. Even if you lose the max amount you will be able to raid it back in 1 or 2 raids. If you can't save up loot for big upgrades means you're doing it wrong and read through the walk through for details. Remember, you only go on defense once every 12hrs or when you intentionally break shield but can attack many many more times in the same time period.

2. Loot penalty will hurt
Loot penalty exists for attacking lower TH but there's no reason to attack lower TH. TH10 needs to attack TH8 about as much as TH8 needs to attack TH6. Higher TH has more loot and higher league has bigger bonus. The only thing that stops you from farming higher TH at higher league is your offensive power to get the loot and maintain trophies with an efficient farming army.

3. Rushed TH causes clan war mismatches
I don't know how this one came about but TH level has nothing to do with clan wars match making. Read the FAQ in the clan war section for details. Higher TH exclusive defense structures like xbow and inferno towers carry much bigger weight in match making. You do not have to build those structures when you reach higher TH. See the walk through for more details. As long as you can 3 star your own base, you will be an asset to your clan in wars.

4. My base will be 3 starred in clan wars and hurt my clan's chances of winning
It's true that your base will be 3 starred but same goes for any non rushed bases that spent the same amount of time in development. Any competent attacker will at least 2 stars their equal so best case scenario of non rushed base is you save 1 star for your team or waste a higher TH attack from opposing clan. Trade off is that you will gain 6 stars from much stronger bases so from a min/max point of view it's a huge advantage to rush

5. Need to be extremely active and 100s of attacks per season to be a successful rusher
You only need to attack about 3 times in between log offs to show a profit. If you can't do that clash of clans isn't for you, whether you max or not. You do not need to raid much to keep your lab going none stop which is the only thing improving your offense after the initial upgrades, most can be saved up before you hit new TH level. You need to net about 100k elixirs or less a day to keep lab going none stop, collectors will do the rest. Therefore, you do not need to be highly active to experience the benefit of rushing as long as you can gain enough elixir before your lab finishes. Of course, you will progress faster by being more active, this is true whether you rush or not. Even if you hardly raid TH10 has more collectors and better defense so you can even collect resources faster without raiding by rushing to TH10.

6. Rushing is risky, if you screw up your account is totally screwed with no way to recover It's impossible to screw up your account so much in clash of clans that the only way to continue is starting a new account. If you rushed TH without maxing farming troops, stop upgrading TH and work on farming troops. You got enough gold to upgrade the TH so now just work the same magic except for elixir and upgrade your troops. See Faq for details.

Faq

1. Am I ready to go to the next TH?
You're ready to go to the next TH if your farming troops and 1 3 star war army combination is maxed. Walls, defenses and hero levels is not a factor. It's recommended to work on walls and heroes at TH10 because you can farm all 3 resources at the same time with higher efficiency. We don't raid with walls or defenses. You can gain way more loot than you can lose as long as you raid in sessions. We don't sit round with max storages every time we log off and people can't take what's not in your storages.

2. What farming compositions do you use?
Barch.

3. How to farm Dark Elixir?
Upgrade to TH10 and barch in master's league and you will have more DE than you know what to do with. There's no need to specifically target DE if your intention is to rush to TH10. See walk through for more details.

4. What army to use in clan wars?
TH2-6 hogs in CC with healer or just barch with healers(you will only spend about 2 weeks here).
TH7-8 dragloon
TH9-TH10 lavaloonion

5. What league to farm in?
TH8 and under silver league. TH9 gold3-gold2. TH10 masters 3 and up. See walk through for details.

6. What is the difference between a premmie and a rusher?
Premmie is someone who upgrade their TH prematurely without understanding how this game works. They often have poor attacking skills and is likely the cause of negative stigma towards rushed bases. Rusher is someone who upgrade their TH with knowledge of the game and looking for the most efficient way to progress.

7. How can I tell the difference between a premmie and a rusher when I meet one in game?
Look at the player's offensive abilities. If the player has maxed spell factory, clan castle, spell factory, army camps or has a builder working on them while the lab is busy and has a farming troop combination maxed from previous TH, they are a rusher. If your clan is recruiting for war, rusher will have at least 1 3 star troop combination maxed from the previous TH level. Any player who doesn't fit this profile is likely to be a premmie.

8. How do I recover if I rushed too fast?
In the event that you did not follow the guide and upgrade TH without maxing farming troops do not panic. You manage to save up enough gold to upgrade your TH now think about how you did this. If you farmed great, do more farming except for elixir to upgrade your troops. If you gemmed, unfortunately, you're going to have to spend little bit more money. Do whatever it takes to get archers to lv5. Even at TH10 with lv5 archers, you will be able to farm 100k elixir a day hitting dead bases and snipping THs to upgrade archers to lv6 in 10 days assuming that you have maxed elixir collectors. Put all your gold into upgrading your elixir collectors and walls. Patience in this game is key if you don't want to spend real money so be patient while your troops and collectors upgrade. Collectors are extremely cheap upgrades and you will be able to keep them upgrading with just the gold from your mines.

9. Should I worry about my walls while rushing? (Credit to Sservis)
To the extent that you cannot productively use elixir on village improvements, it is a waste of time to focus on walls before TH9. For example, at TH8, 225 skulls means farming 112.5 million gold, and wasting almost all of the elixir. At TH9, 225 skulls means farming 112.5 million gold and converting about half of the 225 walls to lego for "free" with the elixir that would have been wasted at TH8. A similar point applies at all lower TH versus TH9 with a lower return in free legos. Walls should be upgraded when you have gold to dump, but wait until TH9 or later to farm for walls. If you are rushing to TH10, you can farm for walls in TH9, but don't wait on walls, upgrade when the important parameters (farming/war offenses) are ready.

Walk Through

Forward- very important for new players
So you decided to rush? please note that there are different degrees of rushing. It's not required that you upgrade your TH soon as you meet the bare minimum requirement. Your attacking skill must match your base progression to gain all the advantages of rushing. Otherwise, you can quickly become the much hated premmie. I will point out the best places to stop and let your skill catch up throughout the guide.

General upgrade order at any TH
Spell Factory, Clan Castle, Lab > Army Camps > Heroes > Barracks/Dark Barracks > Collectors > Defense

General Pointers
- Keep TH outside of the base without traps around it
- Don't even bother rearming your traps as you just lose more loot
- Don't worry about base design until you're at a stopping point. I had no base design until TH9.
- Do not break shield unless you can raid at least 3 times.

The early part of the game
This refers to TH1-6. Just keep upgrading TH none stop and keep upgrading your gold storages so you can gold enough gold for next TH upgrade. Before TH6 farm with all barbarians instead of barch is more efficient. Make sure your lab is going none stop upgrading barch. This is because at TH7 you unlock the 4th and final barracks. Your farming efficiency will be much higher when you can train your army with 4 barracks. DO NOT worry about base design as you will be rushing through this part really fast. Clan wars only

upgrade one barracks to max at each TH level so you can get dragons at TH7 ASAP.

Town Hall 7 - Stopping Point Alert

TH7 is when efficient farming starts with the addition of the 4th and final barracks. This is a good place to stop and catch up on lab upgrades if you rushed a bit too fast on the earlier THs. Maxing out spells, barch is highly recommended but you will not be screwed if you choose to rush on. Farm in silver 3 to silver 1 and do not worry about trophies. If you can drop 40 troops take out the collectors and lose cups do it. Do not bother snipping THs unless you really need the cups. Do not worry about the barbarian king or upgrading him. Farming DE at TH7 is very very inefficient and you will get enough DE to get the barbarian king later easily. It's recommended that you upgrade all your barracks when you have extra loot and no need to farm fast.

Clan wars only

Upgrade one of your barracks ASAP to get dragons. Dragons are extremely powerful at TH7. 10 level 1 dragons can easily 3 star any TH7 with 3 lightning spells. Drop lightning spells on one air defense and drop your dragons near the other one almost guarantees a 3 star. Practice using other troops, like balloons with your dragon army to reduce the cost and gain valuable attacking experience. DO NOT upgrade your dragons since they become useless after TH8 and we're going to rush straight past TH8. Maxing out balloons is highly recommended for clan wars as they will become the default attacking strategy at later THs.

Town Hall 8

TH8 is a very weak TH in terms of offensive gain. You gain no additional army camp space, no additional spells or heroes. Upgrade your barch, rage spell while your builders work on storages, CC and move on. You can start the TH upgrade soon as your level 5 archers are done. The 10 days it takes up the TH to upgrade will allow you to max balloons and barbarians. Make sure your DE storage can hold at least 40k DE before your TH finishes upgrading to TH9, you will not have spare elixir to upgrade it as a new TH9. Staying longer a TH8 to max out spells is ok but not necessary.

Clan Wars only
You will mostly be attacking with ballonion or dragloons. Level 1 dragon and Level 5 balloons with max balloons in the CC is capable of 3 starring most mid TH8s. Since we're going to rush right past this strategy you don't need to worry about attacking advanced TH8s. Max out a dark barracks so you can have access to lava hound soon after hitting TH9.

Town Hall 9 -Stopping Point Alert

TH9 gains huge amount of offensive power and army composition availability from TH8. You gain 20 extra army camp space, bigger CC, archer queen and many max troops. This is a great place to stay and practice different troop combinations and strategies. Upgrades start to become expensive and slower so it's more important that you plan your upgrades. Highly recommended to finish TH upgrade with max elixir and 5mil gold and 40k DE for the archer queen. Building order is

Gold: CC - > dump all your gold into walls
Elixir: SF, Lab -> camps, dark barracks(cw) -> DE drill

Notice that there's no xbow in the build order for early TH9. This is because defenses are useless to protect your loot, especially if you rushed from previous TH. Reloading xbows cost elixir and you can't waste elixir or valuable builder time on xbows. Keep your TH outside of your base without traps. You will not be a desirable target as you only have elixir and no gold so it's less likely someone will attack you before your TH gets snipped. If you get raided don't worry just raid it back. This is the best TH to stop rushing at if you are a new player. It was enjoyable for me to practice all the 3 star attacking strategies at TH9 such as holo/golo/gohowiwi with my first account.

Clan war only

DO NOT BUILD xbows until you have unlocked lava hound.
Highly recommended to upgrade balloons first over barch. Level6 balloons has a huge boost and soon as you have balloons upgrades you will be able to 3 star maxed TH8 and early TH9 even with level 1 minions. Upgrade a dark barracks none stop to unlock lava hound. Once lava hound is unlocked, even at level1, you will be able to 3 star maxed defense TH9 with favorable lavaloon layout. From there upgrade your lava hound hogs, golems, witches, wiz to practice the various group attacks available. Pekka is not impressive as it does not gain any new levels at TH9. Minimum recommended troops to rush to TH10 if you're in a warring clan is lava hound, balloons and barch. Highly recommended to master all the ground based 3 star strategy if it's your first account.

Town Hall 10
The final stretch, recommended farming range crystal 2 - crystal 1 for new TH10, Masters 3 + with level 7 troops. Loot is amazing in the master's league, I average 400k of each gold/elixir and 2.5k DE per army. Farming is very different at TH10 as you can only raid TH9s and TH10s, there's a significant drop of full collectors inactive bases available to you so a big portion of your loot will come from the league bonus.

New TH10 should farm in crystal 2 to crystal 1 league with barch but the inactives are gone. DO NOT listen to anyone that tells you to raid storages. While if you had max troops you can raid storages with both heroes and spells but it's highly inefficient and doesn't produce much elixir profit. Your main focus as an early TH10 is to get your offense up which means it takes significant amount of elixir. This means you need to farm league bonus. I would train up barch and with 1/3 of the army finished I would start nexting for TH to snip. Each snip nets me 50k-65k elixir while army is training. If I find a collector base I will take it and lose cups. If no collectors base found in 20min I return to base, get full army and search for elixir storages to raid. This way you will next away lots of gold but gain lots of elixir. I was averaging 1mil elixir/hr unboosted. First lab upgrade should be a dark troop, lava hound or minions depends on if you war or not. DO NOT build inferno towers or new defenses. Not only are they useless in defending your loot, they will upset match making if you do clan wars.

Once you have level 7 archers, farming in the master league will yield about the same amount of gold/elixir as TH9 but 3 times more DE without even trying. I constantly have maxed DE storage with both heroes upgrading none stop. This when you will see the true power of rushing when you work on heroes and walls at the same time instead of raiding for DE or walls specifically. You can farm in the master's league as TH9 with barch and both heroes but that defeats the purpose of all this extra DE. Clan wars

Only build inferno towers once you have maxed lava hound and can comfortably 3 star your own base without heroes.

Source: Morgauth's complete guide to rushing Townhall- http://forum.supercell.net/showthread.php/553637-Morgauth-s-complete-guide-to-rushing-Townhall

iOS 8.4.1 IPSW Firmware Direct Download Links for iPhone, iPad & iPod Touch

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iOS 8.4.1 IPSW Firmware Direct Download Links


Below is the list of IPSW downloads.

Note: These IPSW firmware files are hosted on Apple servers, for best results right-click and choose to “Save As”, and be sure the file has a .ipsw extension.
How to Use IPSW Files
You can use IPSW files on Mac or Windows, both require iTunes to work properly. To use the latest version of IPSW firmware files to update or restore an iOS device, you’ll want to be sure you have the latest version of iTunes installed as well.

1. Connect your iPhone or iOS device to your computer

2. Select the device in iTunes

3. On a Mac, hold down the “Option” key and then click on “Update”

4. On a Windows PC, hold down “SHIFT” key and then click on “Update”

5. Select the IPSW file you downloaded and click “Choose”

6. Let the iOS device update as usual


Cabal 2 Priest Guide (Stats, Items, Gears, Skills/Rotation & Leveling)

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Stats:
Firstly right off the bat i put 40 points into critical accuracy, YES crit accuracy. It gives you 1200+ crit chance and makes it so you can lvl alot easier, by hitting harder , later on in dungeons it is not wasted because your heals now crit like 80-90% of the time. at level 30 i was doing 700 heal with my basic heal and 980 when they crit.

After that put 40 points into Max hp, you might not need them now, but trust me when you hit those harder maps and pull agro, it helps. And at 40 bosses wont 1shot you with aoe or random agro.

I removed all my Healing + because i thought 1 point to give me 2 extra heal... seriously 2? was totally not worth it. 40 into Crit made sure i was critting like 80-90% of the time, 40 into hp gave me 2.5k hp boost and 40 into healing gave me 80 extra heal, when my tanks had 10khp, i thought that was horrible. i might add the rest into mana regen.

My Healing stats at 40 are:
Unspent: 40
Critical Accuracy: 40
Max HP: 40

Items:
First aid kits are heaven, use them as much as you need, i like to let my team start a fight but not engage in it myself, pop a first aid and get mana or half, then heal up.

Hotdogs are awesome, at 10k a pop for 30 minute mana regen they are sooo good, but cost a fair bit. mana potions, use as much as you can to stay above half mana, sometimes you need to burst and your mana will be drained so fast.

Gear:
I have 2 sets, 1 with magic att/crit accuracy for questing alone and another with (what i believe to be best healer stats) Healing +, Critical accuracy, mana regen and hp (if you can find items with those 4 stats on it, its amazing for you), ppl say you need alot of attack speed, but i disagree, i like harder heals over faster heals, our mana is/will be our main problem, trust me in long fights you start to cry, but just spam those mana pots (i use one as soon as my mana is 90% like 10 seconds into a fight. I have 2manned the last boss in 3rd dungeon (Hall of Recluse) which took us like 10 minutes and kept my mana regen up all fight, but that fight cost me somewhere between 50-150k to replenish items lost so im not looking forward to that again. We get a mana regen aura at level 35, but still dont spam those heals too much ^^.

Rotation/Skills:
What i do is wait for the tank to grab all his mobs and the second he uses Cleave I start to charge my Healing Light (Gemmed for Healing over time) because by the time the heal casts, the tank has also used his second aoe Shield Spin and it should be enough to let the tank hold agro while he stays on full hp. I then use Swiftmend and Light of Revival accordingly. If the tank isnt taking too much damage i like to save my Healing Light and Swiftmend for the other party members to get them out of trouble.

I like to have my walk keys on WASD so i can use QERFZXCV as keybinds along with 12345, F1 F2 F3 F4 and the two mouse buttons on the side of my mouse.

My two side mouse buttons i have as Ressurection and Heal (Dispel)(Gemmed for Mass Heal) or i switch to Seed of Purification and Holy Strike when im dpsing.
My Healing Light is 1, Swiftmend is 2, Light of Revival is 3.
I like to place my Dash as Q, Desperate Prayer as E, Divine Plea as R, Repentance as F, Theos Favor as Z.
I have my buffs as F1 - F4 including Hotdogs/Battle Mode and my 1hr buffs.

Leveling:

Level 1-10 just do the yellow story quests, then do Frostrock Forest dungeon in easy mode, trust me its easy, your hp regen is OP.

Level 10-18 do yellow quests and blue repeatables in next map the wolf one gives like 20k a pop including the kill, just kite the abyss wolf with Dot and auto attacks (RUN FOREST RUN) in the blue portal.

Level 18-22 try to find 2 dps to run Lupurs Excavation Site easy mode so then your yellow story quests will stack up & you get awesome gear/items.

Level 22-27 catch up on all those yellow story quests that are stacked up now, do a few blues/repeatables if you feel like it or need them.

Level 27-33 spam that hall of recluse dungeon with 2 dps on easy baby, you will get a purple weapon in a few shots unless you have angered the RNG gods.

Level 33-35 catch up on all those yellow quests, you will get cape (mantle) from the equipment manager in Labyrinth Forest and battle mode at 35.

Level 33-40 try and have level 40's powerlevel you on top of the platform in Emperors Garden. (ty to squishy for info) If you dont have anyone to powerlevel you then just do this.

Level 35-39 In the center of Labyrinth Forest there are like 7 circles, you will quickly learn which ones to farm. Make a group and train them/wreck them, each mob gives about 4-5k exp and you can train like 10-15 mobs. so thats 2-3 quests in 30 seconds work.

Level 39-40 finish your yellow quests off and get ready for pvp/end game dungeons.

I hope this helped ppl who were a little stuck, This was the road most of us followed to level in Ascension.

Btw when i say do yellow / blue quests, i skipped all the blues, just did yellows and if i was stuck then did a blue repeatable for that last 10%. but i just click X on the quest info for all my blues unless i was bored and wanted to do one.

Source: http://forum.cabal2.estgames.com/forum/cabal-ii-discussion/class-discussion/priest/80206-llllllll-priest-guide

Toy Soldiers: War Chest Complete Walkthrough Guide on PS4, Xbox One & PC

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Here's a guide on how to finish all missions in the latest strategy tower-defense action hybrid game of Ubisoft called Toy Soldiers: War Chest. This walkthrough guide will give you hints, tips and strategies in completing each task, in every mission on Toy Soldiers: War Chest for PS4, PC and Xbox One.

Tutorial

Brian will be your voice-over commentator showing you around the game’s starting solo mission and multiplayer VS match as a tutorial to show you the ropes.


Mission 1: Kaiser Wilhelm
Defend your toy box and take the battle to your enemies with one of four incredible armies. Lead from the strategic level, placing and upgrading turrets, or take direct command of turrets or heroes to decimate the opposition. Upgrade and customize armies while fighting through each of the four campaigns or take the fight online in new and returning multiplayer modes.

The infamous Kaiser makes his triumphant Toy Soldiers return to lead his disciplined WWI-era German forces into battle.


Mission 2: First Contact
Phantom’s interstellar base features a Holografic game with LED Illumination. Trespassers will be attacked on sight for the good of mankind.


Mission 3: Bubble Brook
The Serene home of Starbright’s pixi allies, Bubble Brook trickles down from Marshmallow Mountain, and empties into Gumdrop Bay.


Mission 4: Ancient Battlefield
Black Dragon’s Army scours the countryside, enslaving what they do not devour. Reenact their conquest with this war ravaged playset.


Mission 5: Imperial Railroad
The Imperial Railroad playset is the Cornerstone of Germany’s logistical operations. Kaiser needs a constant flow of supplies to the front lines. – Get ready to destroy the K Wagen Tank Boss.


Mission 6: Tycho Base
A distant Mining Colony on Tycho provides the raw materials for Phantom’s unending Guerrilla War. – This battle requires the Hero selected is G.I. Joe.


Mission 7: Beach
The German Empire assaults the Coastline playset with a massive force of Infantry, Armor, and Air. Hold them on the beach!


More Mission Walkthroughs for Toy Soldiers: War Chest will be coming so stay tuned on this page.

Credits: Guide by Ubisoft (https://www.ubisoft.com/en-US/game/toy-soldiers-war-chest/), PS4Trophies (https://www.youtube.com/user/PS4Trophies) and NukemDukem (http://www.youtube.com/user/NukemDukem)
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