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How to Build the Best Point Guard in NBA 2K16

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Okay. First of all, I would just like to say that this guide is not a nitty-gritty guide about how to build the best PG in NBA 2K16. It is only based on my experienced playing the game as PG. Basically, it's all my own opinion and, there's room for improvement so if you can share some things, please do so by contacting us on our facebook page @ facebook.com/webjunkiesblog

Lastly, I would like to state that all of the possible combination on how to build a PG has been tested by me. So, I can safely say that for me, what I have written here is the best build for PG so far. 

Now let's begin.

First of all, let's discuss on how you should build your PG. What I mean is, what's the best score style, height, weight, etc for your PG.


Best Scoring Style

I prefer being an outside scorer. Why? Steph Curry! That's why! One reason that you became I PG is because you want to be like Steph. Or, you just want to be a PG... Well, it's really a personal preference whether you take outside, inside or balance but... Here's what I can say about this.. Outside scorer is more preferable for PG. In online games, not all the times you can drive into the basket by doing ankle breaker then drive as most often, there are Center and PF waiting for you at the bottom of the ring, waiting to swat your shot! My first PG was an inside Scorer PG and I have a really hard time figuring out how to score inside. While being a balance PG makes no sense at all, being good at the inside and being good also in the outside don't really make you a better PG. Yes, you can dunk fancy with this and you have good outside shooting but, my advice is, DON'T BE A JACK OF ALL TRADE IF YOU WANT TO BECOME A PG. Your main focus as a PG is to score when opportunity comes but, the best part of being a PG is making plays for your team. 

Which is why, scoring outside is a way more preferable scoring style for a PG IMO. You can shoot jump shots and call plays with this playstyle. If you are too worried about the ability to drive inside, then don't worry at all as there's the boost features which is unique to NBA 2K16. This feature will give you the ability to override the max values of your attribute. Say that you have 75 inside scoring ability, you can override that and make it and 80 or more with boost feature. SO, DON'T WORRY and TAKE OUTSIDE SCORING.

Best Height

I prefer 6'3". Why? It's because it's the optimum height for a PG IMO. I tried all height variation and 6'3" is the most recommended. This will give you the speed and stamina as a PG and, it will also give you the reach to make some steals and blocks. Plus, it will give you some success in driving as remember, if you're too short, it will be easier for anyone to block your shots. Enough said...6'3" is the best height! period...

Best Weight

I have tried tons of variation on weight but it seems that it's not affecting the attribute of your PG. This needs further testing though... For me, I go with 220 lbs.. Why? To get the Bruiser badge. That's the minimum weight to get it and I just love the way the Bruiser Badge works. Draining your opponents strength and overpowering them.. Very effective specially in crucial minutes in the game wherein defense of the opponent is pretty tight.

Others

Handedness should be personal preference but, dominant dunk hand should be Either. Well, it's a no-brainer I think. About the wingspan, well, you can consider maxing it out for more reach which leads to more ability to steal the ball or block shots. The Body Length is personal preference and the Shoulder Width is also personal preference.

Now let's move on to attribute points. What attributes should you upgrade first?


The first two attributes you should focus is the Jump Shooter and the Athlete attribute. Your an outside scorer PG so it is a no-brainer to get Jump Shooter. As for Athlete, you need this to boost your stamina so you won't be dried up during 3rd or 4th quarters. Also, you need this as a PG as you will perform a lot of maneuvering and speed moves to get out from an opponents defense. 

The next thing you should upgrade of course is Playmaker. It's pretty obvious... A point guard is nothing without his passing skills. After this, go with inside scorer. Well, this will break the monotony as you will not be one-sided once you get this attribute up. You can shoot the ball outside and with inside scorer, you now have the ability to drive. 

The next thing you should upgrade is your defense. The defender attribute will give you a big boost in steal. I don't know about you but I prefer the offensive side first before this. It's a personal preference. You can go defensive first if you want but, well, defense is kinda boring as a PG. If you're a PF or C, then defense is a lot more fun.

And last thing you should upgrade is the Rebounder.. Well, obviously you don't get to hang out with the tall boys around the rim and contest rebounds so, Rebounding is your least priority.

As for the Animation, Signature Moves and other move stuff, well, it's basically personal preference. I go with all Steph Curry in terms of shooting because I love Steph Curry shooting animation and about the signature pet size ups, my main size up is #9 while I go with Kyrie Irving and Steph Curry for the other size up.

How about the Badges? What's are the best Badges for PG?

Well, duh..All of the badges are great for a PG but of course, you can't get all badges like the Post lockdown defender as it's only for C and PF. In my opinion, the best badges for PG are those which boosts your shooting and playmaking.. Be sure to get all offensive badges like Volume Shooter, Deadeye, Fade Ace, etc. For the playmaking part, get the ones that boosts your pick and roll and of course, the ankle breakers like killer crossover. If you want to know how to get these badges then visit our NBA 2K16 Badge Guide.

So that's it guys. That's how I build my PG. Soon, I will be posting videos on how this build works out for me. But now, I got a lot of balling to do before I could brag this PG on you. By the way guys, sorry for the bad english...hahahaha.

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Destiny Tip: DO NOT DISMANTLE YOUR SKULL OF DIRE AHAMKARA FOR GOD SAKE!

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Bungie has warned Destiny players to avoid dismantling the Skull of Dire Ahamkara, an exotic Warlock helmet with a problematic blueprint bug.

Typically, when a Destiny player obtains an exotic piece of gear, they also unlock its blueprint. Players can then purchase the same exotic from the tower, perhaps seeking different perks. Players dismantling Skull of Dire Ahamkara, however, have found there is no blueprint for the exotic, and obviously, you will never have another Skull of Dire Ahamkara again...

Bungie said to players to avoid dismantling the Skull of Dire Ahamkara at this time:
“Bungie is aware that the Skull of Dire Ahamkara Exotic Warlock Helmet is not showing up in the Exotic Armor Blueprints. We are investigating the issue and recommend that players do not dismantle the Skull of Dire Ahamkara as there is currently no way to get another copy from the Exotic Armor Blueprints.”
I hope you read this advice before you think on getting rid of your Skull of Dire Ahamkara.

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Destiny Tip: You Can Convert Glimmer to Weapon Parts Directly (Tested Working)

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Lots of people are talking about the Weapon Parts drought in 2015. So that is why this page is created to tell you that you can prevent glimmer drought. Take note that this is not a nitty-gritty guide on getting weapon parts, but just a simple tip and step on how to easily get weapon parts using glimmer

In the tower, you can purchase exotic weapons you've already collected for 1 Exotic Shard and 2500 glimmer. When dismantled, these weapons give back your exotic shard, around 88 glimmer and 3-4 weapon parts.

If we apply some maths to this scenario, glimmer can be converted into weapon parts at 833.3 glimmer per weapon part for a drop of 3 and 625 per weapon part in drops of 4, with a middle average after subtraction of the 88 we get back of about 642 glimmer.

By these calculations a full glimmer cap and one exotic shard can equal an average of 39 weapon parts without loss of the exotic shard. Glimmer has never been particularly hard to get so you should be able to run some strikes with some Black Wax Idols or Resupply Codes and use it to by those weapon parts to feed your starving weapons!

For those with large amounts of motes:

Tested on a Sleeper Simulant, full upgrading took 12 motes and 5 bounties, so probably around 13 motes for a full upgrade. Upon dismantling, it dropped 6 weapon parts, a shard, and two motes. That's a net loss of 10/11 motes for two weapon parts, valuing motes at around 1 per 5 motes. Would not suggest this method unless you have so many motes you don't know what to do with since the weapon parts nerf on this strat. People have been talking about the telemetries strat which is viable so long as you have telemetries and enough motes, changing the value to 1 part for 2 motes with the average 2 you receive back. Keep in mind, motes were the reason weapon parts were nerfed in the first place. You can expect better returns at the cost of more items, so it's up to if you aren't saving motes to upgrade new gear fast.

In conclusion, using the exotic blueprints I-pad, you can turn glimmer into weapon parts without the loss of exotic shards.

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Credits: Special thanks to Gejono for the tip.

Destiny Tip: How to Deal Massive Amount of Damage on Golgoroth (The Golgoroth Super Crit Theory)

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First of all, I would just like to say that this is not my guide. I did not create this and I don't claim owning this. In addition the strategy you'll see below is still a theory at the moment and it needs further testing. So, the original owner/poster of this guide encourage us to test this and prove that this is really working. By the way, the original owner of this guide is a redditor named JAS-M.

So, here's what JAS-M can say on how to deal massive damage to Golgoroth. He/she called it, THE GOLGOROTH SUPER CRIT THEORY!

WHERE IT STARTED
It has been confirmed that a high impact critical hit on golgoroth's back while standing on the pool of reclaimed light does massive damage. However, that would mean that you would also be taking golgoroth's gaze because you are shooting his back.

You get 10x damage with a critical hit to his back, and 10x damage for standing in the pool of reclaimed light. The damage with one sniper shot was around 600K without any modifiers (more on this later).

THE THEORY
The goal is to have all but the current gaze holder (5 people) in the pool of reclaimed light and shoot him at the EXACT same time (firing squad style; with your highest impact weapon; Sleeper Simulants and snipers would be best. Rockets don't work.). Immediately after his back closes and begins to turn around, one of the 5 people standing in the pool will randomly get his gaze and needs to jump out and deal with the seeker axion bolts. The rest of the DPS team will get ready to SUPER CRIT again.

MODIFIERS

Titan Subreaker - Melting Point - On your way to the next pool of reclaimed light, you'll have the opportunity to punch him and activate this modifier to increase the damage of the SUPER CRIT.

Titan Defender - Weapons of Light - If you are part of the DPS team, place it between the first two pools that you will use so that everyone can have the modifier while setting up of the SUPER CRIT shot.

Hunter Nightstalker - Shadowshot - If titan's melting point is NOT active, then activate this right before the SUPER CRIT shot to increase the damage.

Potentially, with melting point and weapons of light, 5 guardians taking just one sniper or simulant shot at the exact same time could deal anywhere from 4 to 6 MILLION damage.

3-ORB STRATEGY

To employ this method with uttermost smoothness, my best suggestion would be to prepare to do golgoroth as normal with a 1-orb strategy with the gazer holder getting the initial gaze across the room from the DPS team. However, gaze holder would stay across the room to keep golgoroth's back exposed to the DPS team, and re-take his gaze as soon as possible after each SUPER CRIT shot.

DPS Team

  • After the initial gaze is taken, your role will be to take down the first orb and prepare for the SUPER CRIT shot inside the pool of reclaimed light.
  • After you SUPER CRIT his back, only the temporary gaze holder should jump out and deal with the seeker axion bolts (stay on the DPS Team's side).
  • The 4 in the pit can take care of cursed thralls and drop the orb closest to them on that side.
  • As soon as golgoroth's back opens back up, original gaze holder grabs the gaze once again across the room.
  • Original DPS team of 5 get in 2nd light puddle, SUPER CRIT his back, and repeat the cycle until you have done this 3 times, then bail and reset.

ORIGINAL Gaze Holder
Get the initial gaze across the room from the DPS team. However, once you have gaze, stay across the room to keep golgoroth's back exposed to the DPS team. Deal with the seeker axion bolts until the DPS team SUPER CRITs golgoroth and takes the gaze away from you. Then, as soon as he exposes his back again, take his gaze back. Repeat this back and forth three times. On the last SUPER CRIT, you can even go help with adds if the taken are out by then.

TEMPORARY Gaze Holder
Everyone needs to check immediately after the SUPER CRIT to see who became the next gaze holder and jump out. You can tell you are the gaze holder if you acquire the countdown timer. Stay on the same side as your DPS team and deal with the seeker axion bolts until the original gaze holder takes the gaze back, then join the DPS down in the pit for the next SUPER CRIT shot.

6-ORB STRATEGY
To employ this method with uttermost smoothness, my best suggestion would be to do golgoroth as normal with a 6-orb strategy with gazers across from each other. We're just having the DPS team heading to the next pool of reclaimed light sooner and the INACTIVE gaze holder jumping down to also SUPER CRIT his back.

DPS Team
Your role will be to go from pool to pool, SUPER CRIT his back (newly ACTIVE gaze holder jumps out¤¤), wait for golgoroth to face you, and DPS his belly as normal until the INACTIVE gaze holder calls out to converge on his position. On your way to the next orb, help with cursed thralls and setup gamage modifiers for the SUPER CRIT (see modifiers below). This goes without saying that you still need to always have either one designated cursed thrall guardian, or have the entire DPS working to kill them to avoid deaths.

ACTIVE Gaze Holder¤
Immediately after the SUPER CRIT, his back will close and one of the 5 people standing in the pool will randomly¤¤ become the ACTIVE gaze holder. You need to jump out and deal with the seeker axion bolts. When 10 seconds remain, tell the DPS team to converge to the next pool of reclaimed light. Finally, begin to countdown at 5 seconds.

Meanwhile, the previous active gaze holder will become the INACTIVE gaze holder and needs to begin bursting the next orb across the room.

INACTIVE Gaze Holder
The off-duty gaze person bursts the next bubble quickly, jumps down to the pool, helps with cursed thralls while waiting for everyone to gather, and then gives the SHOOT command at anytime during the 5 second countdown (preferably, wait until everyone is ready). Besides the timed shot, continue DPSing until his back closes, of course (1 second window).

FOOTNOTES

  • Everyone needs to know how to do both ACTIVE and INACTIVE gaze duty.
  • Everyone needs to check immediately after the SUPER CRIT to see who became the next gaze holder and jump out. You can tell you are the gaze holder if you acquire the countdown timer. 

However, who gets his gaze could be less random (too early to tell). For example, if it happens to be that the first shot that crits his back always gets his gaze, then the gaze holder will be the one that always says SHOOT, obviously taking his shot as he is saying it, thus guaranteeing he will get the gaze.

PROOF:


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Credits: Special thanks to JAS-M for sharing this very interesting theory.

Where is Xur This Weekend and What He's Selling (October 30-31)

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Xur is finally here!...again.

He is located near the Crucible Quartermaster Lord Shaxx...

What Xur Sells this Week?

". You can check out his full inventory below, and if anything is worth buying then make sure you make a deal for it in time because Xur will stay in the tower till October 31, 2AM PST.

  • Heavy Ammo Synthesis
  • Three of Coins
  • Glass Needles
  • Mote of Light
  • The Taikonaut
  • Graviton Forfeit
  • Alchemist's Raiment
  • Zhalo Super Cell
  • Legacy Engram

When Does Xur Arrives?

Time Zone     Arrival               Departure
PDT          Friday, 2:00 AM  Sunday, 2:00 AM
CDT Friday, 4:00 AM  Sunday, 4:00 AM
EDT          Friday, 5:00 AM     Sunday, 5:00 AM
GMT Friday, 10:00 AM  Sunday, 10:00 AM
UTC Friday, 9:00 AM  Sunday, 9:00 AM
CEST Friday, 11:00 AM  Sunday, 11:00 AM
JST          Friday, 6:00 PM  Sunday, 6:00 PM
AEST Friday, 7:00 PM  Sunday, 7:00 PM

If you have second thoughts on buying items from Xur this week, check out below some of our opinions on the items that Xur sell this week.

Titan - The Taikonaut -- 51 Intellect/46 Discipline

The Y2 Titan helm comes with a healthy Int roll of 51 and a respectable Disc roll of 46, shy of its 310 database values but every bit enough to provide some meaningful cooldown. Int/Disc was once considered to be the holy grail of stat combos, and still holds up nicely, though it could be argued that Int/Strength is better for both Sunbreaker and Defender.

The Taikonaut is a curious helmet, for rocket enthusiasts and rocket enthusiasts alone. When your RL lacks tracking, Taikonaut adds it for no charge whatsoever. Amusingly (and frustratingly), the perk is currently bugged to the effect that it removes tracking on launchers that already possess it. So, Truth becomes worse. However, if you'e got a G&H baby that needs that little edge in PvE, the Taikonaut does nice things. It also increases the rate of Heavy Ammo drops, which has been known to be inconsistent on Exotics (see: Ruin Wings). You'll still want boots with +Rocket Launcher ammo, so you can get 2 rockets guaranteed on a pickup, and store enough to justify an Exotic that focuses solely on them. Honestly, Ruin Wings are probably a better and more versatile bet, though the Taikonaut has that retro-futurist style going for it. Low B tier in PvE.

Hunter - Graviton Forfeit - 51 Intellect/51 Strength

Another Y2 helm is favored by Nightstalkers the world over for CHEATING CHEATING OMG UR CHEATING QUIVER WUT CHEATERS!!!! several viable reasons. Its roll of 51/51 is impressive, and Intellect/Strength is exactly the right combo a Nightstalker wants. More tethers, more smoke bombs. Don't get me wrong, Void Wall can be a potent tool, but smoke has the versatility of defense and offense when you need it.

Graviton Forfeit is yet another highly-specialized helmet, providing Shadestep...and that's it.This frees you up to select Keen Scout or Predator (just go Keen Scout), and is a favorite for Nightstalkers in PvP for this reason. In fact, that's where this helmet will thrive best. With that said, it's still a useful tool for escaping harm in PvE, too. Golgoroth's gaze and the new HM Warpriest projectiles are obvious things for a well-timed Shadestep to make irrelevant. Still, you're only going to get so much mileage in PvE out of not shooting - the overall goal should always be to stay in the fight and support your team - so probably you have to go with a low B tier again. Definitely pick this one up for PvP, and maybe you'll find you like it for some specific PvE challenges.

Warlock - Alchemist's Raiment - 107 Intellect/?? Strength

Pure Intellect my friend - a Warlock can't complain. You can also opt for the tiniest of boosts to Strength, which is recommended if and only if you can hit another tier with that small amount. Otherwise, best to go all in for Happy Super Time. 310 in the Armory has the Int maxing out at 124, so 107, even when considering the 30 light handicap, is probably still a hair shy of the max.

As for the Exotic's worth? Well, it's super cool looking, first of all. With a neat, glowing purple bullseye for your Crucible foes to take aim at. On top of being one of the few Y2 options with straight up +Heavy/+Special ammo (HELLOOOOO SLEEPER SIMULANT), its intrinsic perk grants increased grenade/melee cooldown for every orb collected when your super is full. This synergizes excellently with several competitive PvE builds, including the never-gonna-super Sunsinger and the Tlaloc/Perpetual Charge Stormcaller. Be advised, even with full Grenade and Melee energy, you'll still currently consume any orbs you happen to trip over. If this is fixed, you could see a low A tier, but as it stands it just earns a solid B. - Oh, the Glimmer4Ammo perk? It's essentially nothing. You'll see 4 or so glimmer pop up every now and then.

Yet again, you don't want to commit to more than a B tier, and it is suggested to re: roll values is basically moot. With so many ways to increase your stats these days, a difference of 4 stat points on something 30+ under what some of you have on now really does not bear out min/max efforts. Most of us are not going to take the time - nor absurd cost - to infuse a piece here all the way up to Raid levels, especially when ToC offers another route.

This week, we've got all new stuff, so collectors do your collecting thing. Your first priority should be Zhalo, though. Even with the middling straight damage, an Arc primary is nothing to sneeze at, and it chews through weaker adds giving your Super in record time, to boot. Check out my review on PD if you're so inclined.

Bonus Tip: Those rare tiny glimmer drops show up for your entire fireteam. Warlocks like to make it hail!

When Destiny Meets Star Wars, This Happens!

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Whether you’re a fan of Destiny, Star Wars, or both, you should be able to appreciate Youtube user Sam Goodey‘s genius creation. It’s a Youtube video using the audio from a recent trailer for the upcoming movie Star Wars: The Force Awakens combined with beautifully chosen scenes from the video game Destiny.


The connections that are made in this video are impressive. When hearing the audio for the trailer from Star Wars: The Force Awakens, one might not immediately think of Destiny. But when paired with Sam Goodey’s expertly selected video clips, it makes perfect sense.

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Source: Sam Goodey

The New Trials of Osiris in Destiny TTK Will Drop End Game Level Gear

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Destiny’s Community Manager DeeJ revealed that PvP players might be getting something priceless when it returns

The post that was written on the official site of Bungie details the return of Trials of Osiris alongside some other updates and, the very interesting part of ToO is that, it will offer Guardians a much better loot pool this time around. Destiny Senior Designer Derek Carroll had this to say on what players can look forward to:
“For those who can go the distance, we’ll be dropping endgame gear that will rival the Light of those Guardians who have been defeating Oryx in King’s Fall Hard Mode.”
Probablym this is a total game changer to Destiny. Many Guardians thought that the game is more towards PVE as you'll only acquire great loot when raiding but, with this feature added on ToO, then I am pretty sure that lots of PVP fans will be coming back to the game. IMO, this balances Destiny‘s PvE and PvP communities so that both of them can hunt the greatest loot available in the game.

Players can likely expect the new PvP rewards to be between 310 and 320 Light, much like the Hard Mode raid. However, more changes to the way Trials of Osiris works have made it unclear as to whether or not different levels of success will be what determines the quality of gear that drops.

According to the Update, winning teams in Trials of Osiris will now receive their gear rewards directly at end-of-match completion, while players that go undefeated during their Trials will continue to be invited to the Lighthouse. However, Bungie is changing the way matchmaking works in Trials, which will now mean teams making deep runs towards the Lighthouse will be more likely to be paired against each other. Because of this, going a perfect 9-0 in Trials of Osiris will be a lot more meaningful – perhaps enough to justify the higher-end gear being Lighthouse-exclusive drops.

In addition, Bungie has made sure that Destiny has no shortage of things to do for its players. On top of the PvP changes, Bungie is also in the midst of a Halloween-themed celebration at Destiny‘s famed Tower, adding a bit of seasonal flair to the developer’s often grim sci-fi world. Not to mention that they will be adding a new challenge mode to the King's Fall soon.

To view all the details about the new Trials of Osiris, you can head over here later.

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Destiny Tip: Why You Should Consider Buying Alchemist Raiment From Xur Right Now

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So right now Xur is selling this Warlock chest piece and at first glance you might not think it's that great but it's actually one of my favourite exotics for these reasons:

1) The extra Special/Heavy Ammo perk is mislabled, it actually allows you to hold extra special/Heavy Ammo AND gives you more ammo per drop. For example, you get 3 shots per ammo box instead of 2 for the Sleeper Simulant and you can hold 9 shots instead of 7.

2) It's exotic perk: You get the chance for a couple glimmer when you pick up primary ammo which is nice but the potential of picking up orbs that charge your grenade and melee while your super is charged is amazing.

3) This synergises with the Health Regeneration perk you can get on helmets so basically your super can be charged and you can regenerate health as long as there are orbs.

This works best with Sunsingers who keep their supers (although most prefer Starfire Protocol) but more importantly Stormcallers who take advantage of Tlaloc and the Perpetual Charge perk.

In addition to the reasons stated above, Alchemist Raiment works very well in Hard Mode if you run a "never use your super" fireborn sunsinger, which many Warlocks do run. The reason for this is that many sunsingers run dual grenades, which can be charged through orbs. These orbs will disappear anyways upon death anyways, so it encourages you to use your grenades and melee more often.

Also the added bonus of being able to pick up more ammo per box as well as carry more ammo for a weapon type (weapon type, not specific weapon) is very useful.

Warlocks don't have a lot of great PVE exotics, Alchemist Raiment is one of the few that really stand out. The others are fairly lackluster.

I hope that you got some helpful information from thus page....

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Destiny TTK Guide: All Things You Need to Know About Trials of Osiris

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Okay. I have put up in this page the things that are new to Trials of Osiris and some information that you don't want to miss out. This is not a nitty-gritty guide but just a page which gives you few reminders and expectations on the new Trials of Osiris.

Recent Changes
Destiny’s most competitive PvP event has returned after a long wait with more challenges and more rewards. Let’s take a look at some of the changes to Trials in Year 2, and what strategies you should be keeping in mind.
  • Requires a minimum Character Level of 40
  • Requires a minimum Light of 251; Recommended Light is 290
  • Winning teams now receive Trials gear rewards directly at the end-of-match completion
Bungie Security Response Team is on the prowl, issuing multi-month Trials bans to cheaters in the Crucible

In Year 2, you’re now more likely to be matched up with teams who have a similar amount of wins on their ticket. This means that by the time you make it to your 9th match, you’ll probably be battling a team that’s competing for their final win as well. We’ll see if connection strength plays a factor over the weekend.



The Bannerfall Map


Most similar to Pantheon in design, Bannerfall is a symmetrical map with many long, clean lines and unobstructed hallways. Heavy ammo is split evenly; it’s no longer a clear choice which heavy ammo a team might own. There’s a large courtyard with boxes and obstacles on each side, along with a closed-in room with a few levels and entries. Moving towards the middle, where B flag appears in Control, it’s much more of a no-man’s-land where a good sniper could get you from any number of angles. Coincidentally, holding the center area can be a strong move for an aggressive team.
A round in Trials can be over in a blink of an eye. A quick “Ace” medal can be achieved with a good opening move and setup. Bannerfall games frequently commence with a race to the catwalks that look into the windows near B. It’s a wild west sniper duel up there, which can go either way.

In Trials though, it’s not always smart to scope that catwalk. It comes down to a coin flip between two good snipers, and if you lose, it’s a very tough spot to be revived. A better move might be sending two up the middle towards the door to get a sense of where the other team is heading while one teammate flanks outside to the tree looking for an angle on B. As always, make sure you’re changing up your opening moves every single round to remain unpredictable.

Great Bounties

Rewards aren’t totally determined by wins and losses – you’ll still get plenty of rewards after the game. It’s important to work towards completing these bounties while you play. 
  • Trials bounties have a small chance to reward Exotics.
  • Complete these for XP, and a mix of Legendary Marks & Trials packages.
  • You can complete regular Crucible bounties in Trials!

Trials Passage

  • Grants you access to Trials of Osiris
  • A passage costs 500 glimmer.
  • A Trials Passage always costs 500 glimmer, regardless if the card is completed or not.
Buffs

To access the buffs, hit Triangle // Y on your controller while hovered over the Trials Passage Card.
  • Favor of Osiris - Start Trials of Osiris with a Win. Must be purchased before your first match.
  • Mercy of Osiris - Your first loss is forgiven. Must be purchased before your first match.
  • Boldness - Winning your first match awards a bonus win. Can only be granted before your first match.
Buff Information
  • Buffs are NOT shared between fireteam members. Each member will need to purchase their own.
  • If you purchase the Mercy of Osiris and lose while the Mercy of Osiris was active, finish with 9 Wins/0 Loss with 1 actual loss, it will count as a Flawless victory.
  • All buffs must be purchased before the first match.
Flawless Victory Information
  • If you win 9 times without any losses, you get access to The Lighthouse in Mercury.
  • If you get flawless victory multiple times on the same character, the chest on Mercury will not contain any loot.
  • Using the Mercy of Osiris does not prevent you from a flawless victory.
The Lighthouse Information
  • You get access to a chest that gives you sweet loot.
  • Returning to Orbit will allow you to return to The Lighthouse.
Trials of Osiris Loot

A single legendary item is a guarantee upon a Gold Tier Package rewards.
  • 5 Wins - Legendary Boots
  • 7 Wins - The Inward Lamp w/ Full Auto
  • Gold Tier Bounty - Possible reward of Sunlit Ghost Shell
  • Gold Tier Bounty - Possible reward of Exotic Gear
  • Gold Tier Bounty - Possible reward of Legendary Gear
Brother Vances' Inventory (Pardon our dust while we update)

He no longer sells anything. Rewards are via in-game Progress Wins

The Lighthouse Chest Loot

A single legendary weapon is a guarantee upon Lighthouse
  • HIC Jacet Emblem (Guarenteed)
  • Exotic Gear (Possibility)
  • Reflection Sum (Adept) Pulse Rifle (Possibility)
  • The Inward Lamp (Adept) Scout Rifle (Possibility)
  • The Water Star (Adept) Hand Cannon (Possibility)
  • Doctrine of Passing (Adept) Auto Rifle (Possibility)
Possible reward via Gold Tier package
  • The Unseeing Eye Machine Gune
  • The Tamarind Rocket Launcher
  • Binary Dawn Shotgun
  • Glass Promontory Sniper Rifle
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Soloing Destiny TTK's Crota's End (Full Raid) Using Rock Band Kit

Destiny: The Taken King Trials of Osiris Loot/Items Guide

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Since there seems to be some confusion, let's review how trials loot works.

Blindsight Armor Set
This is analogous to the Y1 "Watchers" armor set. It only contains boots, chest, and gloves (no helm) and visually is a restyle of HoW vanguard/crucible gear. It drops between 260 and 290 light, as far as I can tell. Blindsight armor is always an RNG end-of-round drop, and can drop on the winning or losing team.

Passage Coins
Passage coins will RNG drop, but in much higher frequency on the losing team. Usually each player on the losing team will get between 1 and 3 passage coins.

Other RNG drops
These aren't fully known on conditions of, but there are a suite of emblems, class items, and shaders (and a ship or two?) that presumably drop RNG-style from end-of-round. Conditions (win/loss, etc) are unknown for now.

Silver-Tier Package
The silver tier package is awarded after completing the "Valor's Reward" bounty. It guarantees some motes and a rare engram. It also has a chance to drop an exotic, which can be between 290 and 320 light (depending on light level).

Gold-Tier Package
The gold tier package is awarded after completing the "His Eye Upon You" bounty. It will contain a random Trials item - could be a weapon, an armor piece, or a ghost or artifact - and its light level will be between 300 and 310. It also has a chance to drop an exotic, which can be between 290 and 320 light (depending on light level).

Drop at 5 Wins
When you get a passage coin to 5 wins, you will guarantee an armor drop from the "proper" trials set. This week, it is boots for all classes. Its light level will be between 300 and 310. (This is analogous to the armor piece you could buy from Vance at 5 wins in Y1.) It will drop in the end-of-round screen on your 5th win.

Drop at 7 Wins
When you get a passage coin to 7 wins, you will guarantee a weapon drop. This week, is a scout rifle with "full auto" as a set perk. Its light level will be between 300 and 310. (This is analogous to the weapon piece you could buy from Vance at 7 wins in Y1.) It will drop in the end-of-round screen on your 7th win.

Lighthouse Chest
Opening the lighthouse chest will guarantee you an "Adept" primary weapon. Adepts have a different coloration pattern (primarily black with yellow accents). They also come with the perk "Last Resort" built in (akin to the bonus-damage-against-Taken perk on KF raid gear). The specific primary is RNG, and its light level is RNG between 310 and 320. In addition, you will also unlock the "Hic Jacket" emblem. You also get some motes, 4-5. It also has a chance to drop an exotic, which can be between 290 and 320 light (depending on light level).

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Credits: This guide is created by Chippy569

NBA 2K16 MyCareer Attribute Caps for Every Position, Play Style and Height

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Here's a guide which will determine the stat caps of every position, playstyle and height on your NBA 2K16 player in MyCareer mode. With this guide, you can determine the best position that will suit your playing style. But before we proceed with the seeing the attribute caps, let's discuss first various information about your player in MyCareer.

First, let me just remind your that Weight does not affect the stat of your player. Even if you go max weight, there will be no effect on the stat. Basically, you can take advantage of this info. How? You can increase your Weight to at least 220 lbs to get the Bruiser Badge in any position. This is specially beneficial for those who wants to play PG.

The ones that affect the stat of your player are your height and play style. Height will affect the speed of your my player. The taller you get, the slower you will be. While the play style affects almost all aspect your your attribute stats. Being an outside scorer makers you an easy Steph Curry (if you go with PG). On the other hand, being an Inside Scorer gives you better drive in the basket and inside scoring and the Balance type gives you the benefit of both sides (but not to be both great in inside and outside, just good in both).

I think that's all the info that you need.. Now, go proceed to seeing the attribute caps for every position, playstyle and height in NBA 2K16.

Note: This list is not finish yet. More will be added as soon as I discover the variations.

5'7" Point Guard – Outside
  • 3pter – 94
  • Speed – 94
  • Playmaking – 94
  • Mid – 94
  • Driving layup – 80
 5'7" Point Guard – Inside
  • Moving Shot Close – 94
  • Standing Shot Close – 94
  • Moving Mid range – 78
  • Standing Mid – 78
  • Moving 3 – 75
  • Standing 3 – 75
  • Free throw – 90
  • Standing Dunk – 25
  • Driving Dunk – 90
  • Contact Dunk – 90
  • Speed – 94
  • Standing layup – 90
  • Driving Layup – 94
  • Acceleration – 94
  • Vertical – 94
  • Strength – 75
  • Stamina – 94
  • Hustle – 94
  • Pass Vision – 94
  • Pass IQ – 94
  • Pass Accuracy – 94
  • Post Fade away – 60
  • Post Hooks – 55
  • Post Control – 65
5'7" Point Guard – Balanced
  • Moving Shot Close – 80
  • Standing Shot Close – 80
  • Moving Mid range – 86
  • Standing Mid – 86
  • Moving 3 – 84
  • Standing 3 – 84
  • Free throw – 90
  • Standing Dunk – 25
  • Driving Dunk – 80
  • Contact Dunk – 80
  • Speed – 94
  • Standing layup 85
  • Driving Layup –85
  • Acceleration – 94
  • Vertical – 94
  • Strength – 65
  • Stamina – 94
  • Hustle – 94
  • Post Fade away – 60
  • Post Hooks – 40
  • Post Control – 50
6'0" Point Guard – Outside
  • Moving Shot Close – 75
  • Standing Shot Close – 75
  • Moving Shot Mid – 90
  • Standing Shot Mid – 90
  • Moving Shot Three – 90
  • Standing Shot Three – 90
  • Free Throw – 90
  • Standing Layup – 80
  • Driving Layup – 80
  • Post Fade – 64
  • Post Hook – 39
  • Post Control – 48
  • Standing Dunk – 46
  • Driving Dunk – 70
  • Contact Dunk – 70
  • Speed – 88
  • Acceleration – 88
  • Vertical – 92
  • Strength – 58
  • Stamina – 94
  • Hustle – 94
  • Lateral Quickness – 82
  • Pass Perception – 94
  • Block – 58
  • Shot Contest – 94
  • Steal – 90
  • Defensive Consistency – 94
  • On Ball Defense IQ – 94
  • Pick and Roll Defense IQ – 94
  • Help Defense IQ – 94
  • Low Post Defense – IQ 70
6'5" Point Guard – Balanced
  • Moving Shot Close – 80
  • Standing Shot Close – 80
  • Moving Mid range – 81
  • Standing Mid – 81
  • Moving 3 – 79
  • Standing 3 – 79
  • Free throw – 90
  • Standing Dunk – 67
  • Driving Dunk – 84
  • Contact Dunk – 84
  • Speed – 82
  • Acceleration – 82
  • Vertical – 90
  • Strength – 83
  • Stamina – 94
  • Hustle – 94
  • Pass Vision – 94
  • Pass IQ – 94
  • Pass Accuracy – 94
  • Standing layup – 85
  • Driving layup – 84
  • Post Fade away – 68
  • Post Hooks – 48
  • Post Control – 67
6'5" Point Guard – Outside
  • Moving Shot Close – 74
  • Standing Shot Close – 74
  • Moving Shot Mid – 85
  • Standing Shot Mid – 85
  • Moving Shot Three – 85
  • Standing Shot Three – 85
  • Free Throw – 89
  • Standing Layup – 79
  • Driving Layup – 78
  • Post Fade – 66
  • Post Hook – 42
  • Post Control – 54
  • Standing Dunk – 65
  • Driving Dunk – 63
  • Contact Dunk – 63
  • Speed – 82
  • Acceleration – 82
  • Vertical – 88
  • Strength – 65
  • Stamina – 93
  • Hustle – 93
  • Ball Control – 82
  • Passing Vision – 92
  • Passing IQ – 92
  • Passing Accuracy – 92
  • Boxout – 71
  • Offensive Rebound – 71
  • Defensive Rebound – 71
  • Lateral Quickness – 82
  • Pass Perception – 92
  • Block – 65
  • Shot Contest – 93
  • Steal – 85
  • Defensive Consistency – 92
  • On Ball Defense IQ – 92
  • Pick and Roll Defense IQ 92
  • Help Defense IQ 92
  • Low Post Defense IQ 68
6'6" Shooting Guard – Outside
  • Moving Shot Close – 75
  • Standing Shot Close – 75
  • Moving Mid range – 87
  • Standing Mid – 87
  • Moving 3 – 87
  • Standing 3 – 87
  • Free throw – 90
  • Standing Dunk – 79
  • Driving Dunk – 84
  • Contact Dunk – 79
  • Speed – 78
  • Acceleration – 78
  • Vertical – 87
  • Strength – 67
  • Stamina – 94
  • Hustle – 94
6'6" Shooting Guard – Inside
  • Moving Shot Close – 94
  • Standing Shot Close – 94
  • Moving Mid range – 76
  • Standing Mid – 76
  • Moving 3 – 73
  • Standing 3 – 73
  • Driving Dunk – 94
  • Contact Dunk – 94
  • Speed – 80
  • Ball Control – 72
6'9" Small Forward – Inside
  • Moving Shot Close – 94
  • Standing Shot Close – 94
  • Moving Mid range – 69
  • Standing Mid – 69
  • Moving 3 – 65
  • Standing 3 – 65
  • Free throw – 90
  • Standing Dunk – 94
  • Driving Dunk – 94
  • Contact Dunk – 94
  • Speed – 70
  • Acceleration – 70
  • Vertical – 78
  • Strength – 93
  • Stamina – 94
  • Hustle – 94
  • Lateral Quickness – 70
  • Pass Perception – 90
  • Block – 94
  • Shot Contest – 94
  • Steal – 81
  • Contest – 94
  • Def. Consistency – 94
  • On–Ball Defense IQ – 94
  • Standing layup – 90
  • Driving layup – 81
  • Post Fadeaway – 90
  • Post Hook – 74
  • Post Control – 89
  • Boxout – 84
  • Off Rebound – 84
  • Def Rebound – 84
6'9" Small Forward – Outside
  • Moving Shot Close – 80
  • Standing Shot Close – 80
  • Moving Mid range – 86
  • Standing Mid – 86
  • Moving 3 – 85
  • Standing 3 – 85
  • Free throw – 90
  • Standing Dunk – 70
  • Driving Dunk – 70
  • Contact Dunk – 70
  • Speed – 70
  • Acceleration – 70
  • Vertical – 78
  • Strength – 93
  • Stamina – 94
  • Hustle – 94
  • Lateral Quickness – 70
  • Pass Perception – 90
  • Block – 94
  • Shot Contest – 94
  • Steal – 81
  • Contest – 94
  • Def. Consistency – 94
  • On–Ball Defense IQ – 94
  • Standing layup – 80
  • Driving layup – 66
  • Post Fadeaway – 80
  • Post Hook – 59
  • Post Control – 74
  • Boxout – 84
  • Off Rebound – 84
  • Def Rebound – 84
6'11" Power Forward – Balanced
  • Moving Shot Close – 85
  • Standing Shot Close – 85
  • Moving Mid range – 73
  • Standing Mid – 76
  • Moving 3 – 68
  • Standing 3 – 68
  • Free throw – 90
  • Standing Dunk – 95
  • Driving Dunk – 85
  • Contact Dunk – 85
  • Speed – 62
  • Acceleration – 62
  • Vertical – 67
  • Strength – 85
  • Stamina – 94
  • Hustle – 94
  • Lateral Quickness – 62
  • Pass Perception – 80
  • Block – 94
  • Shot Contest – 94
  • Steal – 81
  • Def. Consistency – 94
  • On–Ball Defense – IQ
  • Standing layup – 85
  • Driving layup – 71
  • Post Fadeaway – 90
  • Post Hook – 94
  • Post Control – 85
  • Boxout – 94
  • Off Rebound – 94
  • Def Rebound – 94
6'10" Power Forward – Balanced
  • Moving Shot Close – 85
  • Standing Shot Close – 85
  • Moving Mid range – 74
  • Standing Mid – 76
  • Moving 3 – 68
  • Standing 3 – 68
  • Free throw – 90
  • Standing Dunk – 95
  • Driving Dunk – 80
  • Contact Dunk – 80
  • Speed – 68
  • Acceleration – 68
  • Vertical – 75
  • Strength – 85
  • Stamina – 94
  • Hustle – 94
  • Lateral Quickness – 64
  • Pass Perception – 94
  • Block – 94
  • Shot Contest – 94
  • Steal – 81
  • Def. Consistency – 94
  • On–Ball Defense IQ – 94
6'10" Power Forward – Inside
  • Boxout – 94
  • Off Rebound – 94
  • Def Rebound – 94
  • Standing Layup – 90
  • Block – 94
  • Speed – 64
  • Vertical – 64
  • Post hookFade – 90
  • Standing Dunk – 94
  • Driving Dunk – 94
  • Contact Dunk – 94
  • 7'3" Center – Inside
  • Rebounding – 94
  • Standing Layup – 90
  • Block – 94
  • Speed – 55
  • Vertical – 55
  • Post hookFade – 90
  • Standing Dunk – 94
  • Driving Dunk – 94
  • Contact Dunk – 94
  • Strenth – 94
  • Acceleration – 55
  • Stamina – 94
  • Hustle – 94
  • Boxout – 94
  • Off Rebound – 94
  • Def Rebound – 94
  • Lateral Quickness – 55
  • Pass Perception – 94
  • Block – 94
  • Shot Contest – 94
  • Steal – 70
  • Def. Consistency – 94
  • On–Ball Defense IQ – 90
  • Pick n Roll def IQ – 94
  • Help Def IQ – 94
  • Low Post Def IQ – 94

Halo 5: Guardians Easter Eggs Location Guide

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What's up Guardians! Welcome to our guide on how find all easter eggs in Halo 5: Guardians.

Halo 5 Easter Eggs

Banshees Spawn Easter Egg
On Mission 2: Blue Team in the Campaign you can spawn neutral Banshees from the in-construction spaceship.


Here are the locations for the rest of the four Elite alien skulls you can shoot, in the area with lots of Banshees and the Vent Ports. Three of the four skulls emit white fireworks when approached.


Vending Machine Easter Egg
On Mission 3: Glassed in the Campaign during the search for the automated turrets in a room you can get better SAW weapons from the BLU Vending Machine.


Soccer Football Easter Egg
On Mission 4: Meridian Station in the Campaign inside the Meridian Station camp — behind Governor Sloan’s hologram — there’s a yellow vending machine that when repeatedly activated (about 10 times) spawns a soccer football. Aside from activating dialog for Buck about his soccer career, when you push the football to the top of the hill and into a makeshift goal made of traffic cones, Buck goes nuts and fireworks go off!


Title Screen Grunt Easter Egg
Did you know Halo 5 has a secret hiding in plain sight? It’s right there on the game’s title screen, a Grunt floating in space!


Funny Talking Unggoy Easter Egg
On Mission 9: Alliance in the Campaign there’s a very talkative Unggoy near the camp, the little guy talks for up to 15 minutes straight! Just look for a couple of Sangheili fixing a Banshee, it’s just next to them overlooking a valley. You’ll hear the Unggoy’s really squeaky loud voice from afar.


Note: There will be more content added soon in this page as there are other easter eggs that is not discovered yet.

For more Halo 5: Guardians tips, new and guides, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Credits: Special thanks to Maka91Productions, NextGenWalkthroughs, IGNGameplay& Mugiwaras for discovering and sharing this guide.

How to Fix Lag and Crash Issues in NBA 2K16

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Note: This fix in only for Nvidia Users.

NBA 2K16 LAG FIXED FINAL!

STEP1) GO TO YOUR NVIDIA CONTROL PANEL AND CLICK THE MANAGE 3D SETTINGS OPTIONS. FROM HERE CLICK TO ADD AND SELECT THE 2K EXE FILE FROM YOUR PROGRAM FILES

STEP2) CHANGE THE FOLLOWING VALUES (BOLD)





STEP3) GO TO RUN AND TYPE THE FOLLOWING

STEP4) GO TO THE 2K FOLDER (SEE STEP3) AND FIND videosettings.cfg AND CHANGE THE FOLLOWING VALUE SUPERSAMPLE=0


FROM HERE SAVE THE FILE AND ENJOY IT

SLI FIXED
JUST CHAGE THIS OPTION TO FIXED THE SLI LAG.


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Best Method to Infuse Items for Max Efficiency in Destiny: The Taken King

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Here's a quick summary of the best method to infuse items for maximum efficiency! Here is what has been found from infusing so far using this site: Destiny Infused

For Legendary:
To infuse a 280 and get the most out of it, you should use only gear at least 6 levels higher. Anything after 6 levels higher, you lose some of the level upon infusion. Here is an example.

Original Light Level = 280
Item to Infuse = 286
New Light Level = 286

Now the next light level item you use to infuse with this item should be a level 292 or higher in order to get the most out of it. BUT THERE IS A SMARTER WAY...pay attention to this example:

Original Light Level = 280
Item to infuse = 288
New Light Level = 286

That's right, you lost 2 light levels. So if you have two guns in your inventory, one is a 286, and another is two light levels higher...DON'T USE THE HIGHER ONE! Its just a waste. Save it for an item within 6 light levels of it so its most efficient. Honestly, two light levels on a single item won't make THAT much of an impact. Better to be patient and wait for an item 6 levels higher and save items that are just within range.

For Exotics:
The same rules apply, but the range is much less now. Light levels would need to be within 4 levels. Here is an example of what to use and what not to use:

Original Light Level = 280
Item to Infuse = 284
New Light Level = 284

Don't do this (if you can help it):
Original Light Level = 280
Item to Infuse = 286
New Light Level = 284

See, again, two levels higher is a waste. This isn't really a guide. It's just a quick thought to keep in mind when infusing things and you don't want to use the calculator. The infusion calculator is certainly the best way to go and also offers an app for itunes and google play. Hope its somewhat helpful!

Bonus Tip: If you can help it, infuse items 6 light levels at a time for legendary's and 4 light levels at a time for exotics for maximum efficiency!

For more Destiny tips and guides, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Credits: Special thanks to Ecksacutioner for this tip.

The Future of Raids in Dragon Nest (After Red Dragon Nest)

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Ahn Seok-Hyun, the team leader in game design team of Dragon Nest revealed some very interesting information about what will happen next, right after the Red Dragon Nest patch. New class? New nest? new beginnings? Well, just see the interview below:


To sum it up, they are changing the formula for raids. 

-Raids after RDN won't be 8 man, still no specified the actual number, but it's less than 8. 

-Normal mode will be made easier so more people can enjoy these dragon nests. 

-Harcore mode will remain hard for those who want the challenge (though the last part of his sentence is confusing)

Skyforge Detailed Witch Guide

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Here's a detailed guide for those who wants to be a Witch in Skyforge.

Stat Priority

Ideally, your stat priority is: STR > Luck > Crushing Blow > Accuracy > Crit > Temper. This provides you with the largest amount of up-front damage through having your Taint, Explosion of Darkness, and Murder of Crows being buffed by Accuracy (which is directly influenced by strength) and having them crit at the same time, as well as proccing Crushing Blow on the target.

Temples


If you have the double chapel items from the Law and Order event, you'll want to ideally use them on the two provinces that give you both Crushing Blow and Critical Chance, however in future patches this may change, in which case your items will be refunded allowing you to use them a second time on any major stat rebalancing. You can also use one of your double chapel items on Dawn Plateau, as not only does that province have both Accuracy and Critical Chance, but it also has a Temper chapel as well.

Equipped Items

You'll want the mainhand with Taint damage.


Your offhand will be the Murder of Crows duration increase.


Note that you can also use the offhand that reduces your damage taken while channeling Dark Ritual, and keeping one in your bags is highly recommended.

Equipped Items

Your rings should be STR/Luck/Accuracy/Crit, or the Deft Assassin's Signet.


And your amulets should all have the increases for Explosion of Darkness and Murder of Crows.


Symbols


The most important symbol slots to have here are Maximum Recoil, Ultimate Strength, Warrior's Creed, Compressive Trauma, Lacerated Wound, Mark of Death, Cold Calculation (Archer), Gravitational Perturbation (Kinetic), Strength Serum (Alchemist), Jinx (Witch), and Divine Intervention (Paladin).

The rest of the symbols that you use can be personal preference. 

The Element of Surprise symbol is extremely good in short fights such as clearing trash or Squad/Group bosses, however it becomes almost obsolete once you get to distortions. In those scenarios, you're much better off using a talent like Rapid Attack.

Lucky Shot is another talent that is quite good, however once you get full Critical Strike rings, it becomes almost pointless to waste a talent slot on because you'll only be gaining a very minimal amount of crit. 

Painful Spasms and Deep Dissection, the other two on-hit DoT effects, don't scale nearly as well as Lacerated Wound and Compressive Trauma since you'll rarely be using Valor or Spirit for right now, however it's extra damage and there aren't many other symbol slots that you'll actually need.

The same applies to Mobilization and Impulse Intensity, as well as Pain Shock. They're minimal damage increases but damage increases are still nice. 

As for other class symbols, the Berserker symbol is extremely good when you're doing solo play and actually taking damage, however in Groups and Raids, it is relatively useless because proccing the Berserker symbol will mean that your Lightbinder and Slayer symbols, if you have them, are useless. Both the Slayer and Lightbinder symbols are extremely good, but require you to be good at dodging mechanics and taking as little damage as possible, because any damage taken will cancel their effects.

Abilities



Taint is the ability that the entire Witch class revolves around. It is a single target Damage over Time effect that also empowers your other abilities.


Epidemic basically just spreads your Taint in an AoE, and increases the size of your Murder of Crows. This is your main way of doing AoE DPS through spreading your Taint to all targets.


Murder of Crows is an AoE that you place on one target. If that target dies, your Murder of Crows is cancelled, so make sure to put it on a target that probably won't die before it's full duration is over.


Dark Ritual is a channeled ability that restores your mana, which is great to use during your downtime between Explosion of Darkness casts.


Bewitch is a directional taunt. Only use this in rare situations if your tank is having problems with taking damage, and make sure to kite during the taunt.


Envoys of Taint is a single-target damaging spell. You accumulate charges of it passively and can activate it to discharge all of your crows at your target.


Really simple, reduces the damage your target does. It's not useable on bosses though.


Ahh, Volatile Curse. The one spell everyone hates us for having. Basically, all this spell does is puts a massive shield on the target. If your group breaks the entire shield during the duration of Volatile Curse, it does a lot of damage... and by a lot. Also, please note that using Volatile Curse while another is still applied will cancel out the first curse. This means that instead of breaking two curses, you’ll waste the first and only potentially break one (if you can even break it after wasting your burst).


Similar to Bewitch, Racket of Crows is a directional spell. It does damage to all targets in whichever direction you aim it, applying 3 stacks of Taint to them every second in addition to dealing a large amount of damage.


Killer Crows is a single target damaging ability that does more damage depending on how many stacks of Taint you have on your target.


Like Killer Crows, Explosion of Darkness is a single target damaging ability that does more damage depending on how many stacks of Taint you have on your target. However, Explosion of Darkness consumes your stacks of Taint, and is by far your highest damaging spell outside of Volatile Curse.


Extermination is basically identical to Explosion of Darkness, except it's an AoE.


Ring of Fire is a placeable AoE (Similar to Cryomancer's Whiteout) that does a large amount of damage to anyone inside the circle. However, when you use Ring of Fire you'll be put on an extremely long cooldown to use any other spells (except Explosion of Darkness and Extermination) because of how long the casting animation is.

Last but not least, Living Helper. Please never touch this spell. Never.


Talents





Gameplay

Honestly, Witch is a pretty simple class to play. 75% of your time will be spent reapplying taint and waiting for Explosion of Darkness to come off cooldown while spamming Killer Crows. For the most part, there are only five abilities you really need to worry about; Taint, Murder of Crows, Envoys of Taint, Killer Crows, and Explosion of Darkness.

When starting a single target fight as Witch, you'll want to hold your left mouse button and fully channel Taint. This will apply Triple Taint, which applies all three stacks of Taint at once. However, the ONLY time you want to use Triple Taint is at the very start of a fight, because it is faster to apply Taint three times than it is to fully channel it. 

After applying your three stacks of Taint, you'll want to use Murder of Crows. Now, if you're supposed to apply the first Volatile Curse, you'll want to do it now. The reason you delay applying Volatile Curse is to allow the rest of your DPS to set up their buffs. For example, both Kinetic and Berserker have a small amount of time of applying self buffs and starting their combos to apply maximum damage into the Volatile Curse shield.

After you apply Volatile Curse, you'll want to switch to Extermination Stance. At this point, you cast Envoys of Taint and then use Killer Crows once followed by Explosion of Darkness. You ALWAYS want to use Killer Crows before using Explosion of Darkness, because Killer Crows will proc your Impulse charge which will proc Kinetic symbol for 10% more damage on your Explosion of Darkness.

After using Explosion of Darkness, you'll want to apply three stacks of Taint again. From now on, your rotation is just a rinse and repeat. After you apply Taint, you'll want to reapply Murder of Crows if it's off cooldown (channel Dark Ritual for the mana to cast Murder of Crows if you do not have enough), and if not you'll want to switch back to Extermination Stance and spam Killer Crows until right before your Impulse charge comes off cooldown. Right before it comes off cooldown, switch back to Curse Stance and reapply Taint once to refresh it to the full duration. Then, swap back to Extermination Stance, cast Killer Crows once for Kinetic symbol, and use Explosion of Darkness.

Your actual rotation during the fight would look something like:

Taint x3 > Murder of Crows > swap to Extermination Stance > Killer Crows > Explosion of Darkness > Taint x3 > swap to Extermination Stance > spam Killer Crows until Impulse Charge is off CD > refresh Taint > Explosion of Darkness, repeat until target is RIP.

For fights with more than one target, you'll do almost the exact same thing except instead of using Explosion of Darkness, you'll use Extermination. Also, after applying three stacks of Taint, use Epidemic to spread the Taint to all nearby enemies. During AoE fights, you'll also want to use Explosion of Darkness on your main target inbetween cooldowns of Extermination.

The actual fight would look something like:

Taint x3 > Murder of Crows > Epidemic > swap to Extermination Stance > Killer Crows > Extermination > Taint x3 > swap to Extermination Stance > Explosion of Darkness, repeat until there is only your main target left and then go back to a single target rotation.

Why There's No Matchmaking in Destiny

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Bungie has done a really great job in Trials of Osiris. The competitive plays get even better because of better securities and, many pvp players are attracted with the new ToO because of it's improve loot system. Not to mention that the latest Nightfall strike has been made more profitable and a new update has improved Legendary drops in the Crucible, but what about those raids. To be exact, is there a possibility that they will add matchmaking in the future?

In the latest issue of Edge, creative director Luke Smith tackles this topic head on.

"I think matchmaking can make other players disposable to you," comments Smith. "The reason that people quit out of strikes is because there’s no consequence to their departure, just a punishment for that disposable person on the other end of the line. It’s pretty hard for me, emotionally, to want to subject groups of players to that. What’s not hard for me to think about is a version of Destiny that makes it easier to look for and find groups to go engage in difficult content with, a version that helps bring people together in a way that the current software doesn’t." 

For Smith, it's all about making a game that benefits the community. "A bunch of the stickiness of Destiny for me is that it’s the bar I can go to when I get home, where I can wear my pajamas and shoot the shit with my friends. It’s a game that’s best played with others, and it’s our responsibility to embrace that further in the game."

I think with that statement, we can safely say by now that we will not be having any matchmaking in Destiny...period.

For more Destiny news, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Call of Duty: Black Ops 3 Nuketown Looks Really Astonishing!

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I don't know about you guys, but I really find the Nuketown of the new and upcoming Call of Duty: Black Ops 3 really amazing!

Nuketown is a historical map in the Call of Duty franchise. It was first featured in Black Ops, then moved into Black Ops II, where it was also a zombie map, it was remade as "Nukehouse" in the ill-fated Declassified, and finally, it's reappearing in Black Ops III under the "l33t" moniker "NUK3TOWN."

While the new name is pretty dumb the solid symmetrical design remains, and I really dig this super bright, digitized ReBoot-esque theme -- especially the working shuffleboard at 0:50.

Call of Duty: Black Ops III launches next week.

How to Unlock All Playable Characters in WWE 2K16 (Guide)

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Here's a guide on how to unlock all playable characters in WWE 2K16.

WWE 2K16 Unlockable Characters


Below we’ve listed the 40 secret characters in alphabetical order. Take the following steps to unlock each one.

How to unlock additional characters?: As you can tell, when you start the game not all characters are available to choose from in the 120+ roster. You can unlock more by taking certain steps, as explained below.

• Unlock Method #1: You must achieve all conditions set in the 2K Showcase mode starring Stone Cold Steve Austin as well as the MyCareer Mode.

• Unlock Method #2: Buy the $25 Season Pass or spend the $2 on the separate DLC pack to obtain the “Accelerator” DLC (which is part of the Season Pass, and gives you instant access to all unlockable characters / content available in the game from the moment you start playing.

How To Activate All “Accelerator” DLC Unlockables: Simply buying & downloading the “Accelerator” DLC does not unlock all characters automatically. You still need to do one more thing to unlock everything…

Step #1: After downloading the Accelerator DLC (never pay for it more than once; note that it’s already included for free in the Season Pass) exit out of the WWE 2K16 Shop — back into the game’s Main Menu — then exit out of there to the Title Screen.

Step #2: Once you’re on the Title Screen let the game load again until you have to press the Start button and select your harddrive device to go back into the Main Menu.

Step #3: From the Main Menu, scroll down to the “Unlockables” Options menu and select “Unlock Everything” with the X button on Xbox / Square button on PlayStation to “unlock all WWE 2K16 Superstars, Divas, alternate attires, arenas, and championships in the game.” Now you can go back to the Main Menu and select “Play” to go into a game mode and play as all characters from the get-go.

Aside from the extra 1 Pre-Order Bonus DLC character & 36 Season Pass DLC characters listed at the bottom of this page, there are also 18 extra secret characters hidden in the main game’s roster. They are…

1.Billy Gunn
2.Bret Hart
3.Brian Pillman
4.British Bulldog
5.Chris Jericho ’01
6.Col. Robert Parker
7.D’Lo Brown
8.Dude Love
9.Faarooq
10.Haku
11.Honky Tonk Man
12.Jake Roberts
13.Jim Neidhart
14.Kama Mustafa
15.Kane ’01
16.Ken Shamrock
17.Mankind
18.Mark Henry ’98
19.Mikey Whipwreck
20.Mr. McMahon
21.Mr. McMahon ’98
22.Paul Bearer
23.Paul Wight
24.Ricky Steamboat
25.Rikishi
26.Savio Vega
27.Shane McMahon
28.Shawn Michaels
29.Stephanie McMahon
30.Stone Cold ’03
31.Stone Cold ’97
32.Stunning Steve Austin
33.Superstar Steve Austin
34.Ted DiBiase
35.The Rock ’03
36.Triple H ’01
37.Undertaker ’01
38.Undertaker ’99
39.Vader
40.X-Pac

WWE 2K16 Downloadable Characters

How To Get The Terminator (Arnold Schwarzenegger)

How To Get The 2 Terminator / Arnold Schwarzenegger DLC Characters: Both Terminator (Arnold Schwarzenegger) characters were pre-order bonuses. No doubt they will become paid DLC in a future “Arnold Pack”.

At launch it is only available for those who pre-order the game at participating retailers for the PlayStation 4 and PlayStation 3 computer entertainment systems, as well as Xbox One and Xbox 360.

Schwarzenegger, a longtime WWE fan and WWE Hall of Famer, will expand his relationship with WWE through WWE 2K16 with two playable characters – T-800 from The Terminator and Terminator 2: Judgment Day films.

– Arnold T1’s Finishers are: Terminating Spike and Argentine Backbreaker 3.
– Arnold T2’s Finishers are: Claw Hold and Claw Slam.

Watch the DLC-exclusive Terminator trailer:


How To Download: First enter and activate your “Arnold Pack” DLC code in your console’s store. Next, for example from the PSN menu, scroll over to WWE 2K16, press down to go to related items and see the “My Add-ons” tab to click on. Finally, next to the “Arnold Pack” there should be an arrow pointing down, click on that to download it. After that make sure it’s downloaded and installed.

Troubleshooting Tip: If you’re on a PlayStation platform sometimes the Terminator doesn’t show up in the Downloadable characters tab of your roster. If that’s the case for you, the solution to make him appear is to: A) Make sure he’s downloaded and installed on your console; B) You may have to renew your licences on your PlayStation’s download settings.

How To Get 29 More Characters (Season Pass)

These are the DLC characters you get with the DLC Packs in the WWE 2K16 Season Pass:

– The $9 “Legends Pack” DLC includes these playable WWE Legends: Big Boss Man, Dusty Rhodes, Lita, Mr. Perfect, “Rowdy” Roddy Piper, and Trish Stratus.

– The $10 “2015 Hall of Fame Showcase” DLC includes these playable character matches: “Macho Man” Randy Savage vs. Jake “The Snake” Roberts, Rikishi vs. The Rock, Alundra Blayze vs. Paige, Larry Zbyszko vs. Arn Anderson, Tatsumi Fujinami vs. Ric Flair, The Bushwhackers (Butch Miller and Luke Williams) vs. The Natural Disasters (Typhoon and Earthquake), and The Outsiders (Kevin Nash and Scott Hall) vs. Harlem Heat (Booker T and Stevie Ray).

– The $8 “Future Stars Pack” DLC includes these playable NXT Superstars: Samoa Joe, Diego, Fernando, Blake, and Murphy.

This trailer shows everything you get in the WWE 2K16 Season Pass:

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