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Bungie Said They Knew That "Three of Coins" Will Be Exploited But They Release it Anyway...Really???

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Bungie's Creative Director Luke Smith revealed that the studio knew that three of coins would be abused by players in the game but, they have released it anyway for the spirit of being generous.. Well, all I can say is, LOL.

Well all knew how useful Three of Coins is. Just remember the time when it is really hard to hunt for exotic loot which is really frustrating. Then three of coins arrived which basically gives you the quickest way to gather exotic loot drops. It became the center of attention for Guardians everywhere and, then it had been exploited by many. Well, I really can't deny that it has been exploited because I myself has done it many times.

However, Bungie has nerfed the chance-based Three Of Coins and patched some of the exploits that came along with it, a member of the studio has confirmed that Bungie was aware gamers would abuse the Three Of Coins in Destiny before they had included it, but decided to release it anyway. The studio was relatively quick to push out a hotfix to stop the exploits, but plenty of gamers had already gotten away with an irregular amount of exotic engram drops. Bungie evidently isn’t too upset about the development, though, considering that they knew the Three Of Coins consumable would lead to over-generosity in regards to the exostic drops – although perhaps not to the extent which happened via the exploits.

Creative Director Luke Smith, who just confirmed a challenge mode for the King’s Fall Raid earlier this week, was the one who admitted that Bungie knew that they were being a little uneconomical ahead of the inclusion of Three Of Coins, but did it anyway:
“We understood when it went out the door that it was going to lead to some over-generosity in the exotic game, and I take responsibility for that, but the spirit of the Three Of Coins is really awesome. We wanted the game to be, and feel, more generous – and the ideal application of how these things should be used post-hotfix is yet to be discovered”
Luke Smith also stated he was happy that, at the very least, a story came out about Destiny being overly-rewarding instead of a grind, and mentioned that people should look at where Destiny is now compared to where it was a year ago. The studio has reportedly been trying to shy away from an anti-casual gamer reputation, and evidently one of the best ways to do this is to make exotic drops less of a grind to gather.

So, what do you think about the statement of Luke about Three of Coins guys?

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Comprehensive Sunsinger Guide in Destiny: The Taken King

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Testing Methods

All PvE damage testing was done in the level 36 vanguard strike playlist. Now, before comments arise saying that the numbers are wrong, two main points stem from this.
  1. All PvE damage numbers that I'm about to write scale with eachother. If you're seeing your numbers differently, you may just be in a differently leveled activity. Please keep that in mind. Also..
  2. Oftentimes, different enemies of the same level would take slightly different damages from the same attack. These differences amounted to roughly 30 damage most of the time, and none made any noticeable difference whatsoever. Majors, non-majors, and ultras also experienced the same thing with the same results. Menial differences that amount to basically nothing.
PvP testing was done in various environments, but this guide made sure to have clear numbers whenever it took something down. Hopefully nothing is too majorly wrong and if anything is, feel free to yell at me. On to actual guide things.

Radiance

As a Sunsinger, your super is Radiance. While not as flashy as most other supers, it carries far more potency and utility in most scenarios. That is, only if you're actually using it. Pocketing your super for a self-res, unless you seriously need it, is a horrible way to go the majority of the time. You have massive damage output with your grenades, and it is extremely easy to make seven orbs with your super, seeing as every kill you get in Radiance creates orbs. Why play support, tank, or DPS when you can be all three?

Duration and Grenades

Your Radiance will last for about 14 seconds without using Radiant Will, and 17 seconds when you are using it. With maximum Discipline, Heart of the Praxic Fire, and Gift of the Sun, this puts your maximum grenade output at a whopping 11 grenades. Your absolute number one priority when using Sunsinger should be having rank 5 Discipline at all times and at all costs. Having anything lower than that kills your recharge rate while in Radiance and severely hurts your damage. Without Praxic Fire, you'll be hovering at around 7-9 grenades, depending on whether or not you have Radiant Will on. This assumes maximum Discipline.

Radiance Modifiers

Radiance has three modifiers that change the way you play around your super.

Radiant Skin

Radiant Skin gives you additional damage resistance on top of what you already get in Radiance. It isn't really that much but it does it's job, turning you into even more of a tank than you already are in Radiance. Stacked with Flame Shield, you become nearly indestructible.

Song of Flame

Song of Flame gives allies near you a taste of the flame-fueled bliss you're feeling while in Radiance by increasing the speed that their abilities cool down as well. This turns you into an amazing support class, boosting your allies up to near your level of grenade-spewing goodness.

Fireborn

Whenever you die and you have Radiance, you can pull yourself back from the dead by using your super. Now, this sounds all fine and everything, and it really is, but unless you absolutely positively need to stay alive at all costs, DON'T pocket your super and save it for when you die. Pocketing it when you don't have to creates a habit of keeping it as a safety net when you may not need it, and you're much better off using it freely.

Grenades

These are your main outputs of DPS for a Sunsinger, barring weapon choices. These are the core of your class, and completely change the playstyle you take when approaching a situation. Learning how and when to use these is the key to success with the subclass.

Fusion Grenades

These are single-explosion sticky grenades that do bonus damage if stuck to a target. Using these, you can achieve the single highest single-target damage per super of any class in the game.

  • In PvE, these do 5881 damage as an explosion, and an additional 2731 damage to whichever enemy you stick, totaling 8,612 damage to a single target per grenade. (Multiply that by 11 maximum grenades and that totals 94,732 damage per super. Hence, highest in the game.) As is probably obvious, these are best used in an aggressive way to pick off single targets or to pour damage onto a strike boss or large enemy. If you see a shielded enemy, use one of these to strip it's shields and pick it off after. Enemies will respond to it heavily, too. If you stick a smaller enemy, others around it scatter. If a larger enemy is charging you, stick them and they stop dead in their tracks, usually. This will be your best option by far for a PvE grenade. The other two just don't have the damage to stack up to it.
  • In PvP, these deal 180 damage as an explosion, and 79 bonus damage for sticking the target. This will kill any unshielded, non-supered enemy outright. It's a very simple grenade to use in PvP, but may require some skill to get consistent sticks. While it lacks the utility and ease of use of a Firebolt grenade, it makes up for it with killing power. If you miss, you just wasted your grenade. And it's very easy to miss. It can be very good though.

Firebolt Grenade

Less powerful than the Fusion grenade, the Firebolt grenade is a kind of "tag" grenade, sending out a scan in an area, and sending out up to three bolts of fire (get it?) to strike enemies. Good for multi-target damage or safe damage in PvP.

  • In PvE, these grenades deal 2941 damage to three targets. Good for mopping up a lot of trash enemies at once and spreading damage out over a very large space with Radiance. While they lack the killing power of Fusions, they still hold their own somewhat. Also, for some unknown reason these can "crit" against enemies with specific crit spots such as Harpies for 5881 damage. It's weird.
  • PvP is where these grenades become absolute monsters. They deal 85 damage and can't "crit." While not much damage, weakening enemies from cover is an extremely powerful tool to have. Often enemies will turn tail and run for safety, giving up their positions. If they don't, they're easily picked off due to reduced health. Paired with Touch of Flame and Viking Funeral, this keeps enemies very weak for a very long time. Easily the best grenade the Sunsinger has for PvP.

Solar Grenade

There always has to be one left out, right? The Solar grenade is that one. Being an area of effect grenade, it carries the inherent issue of it's effectiveness being severely limited due to enemy AI. It lasts for four seconds after impact. It was also a severe pain to test the damage for due to enemy movement and the fact that the Taken King made the damage really weird on it.

  • In PvE, this grenade does 1681 damage on impact, and then 757 damage per tick with an occasional 253 damage thrown in. That's why it's weird, there's no rhyme or reason behind the damage numbers, it's just random to me. Anyway, enemies move out of the damage radius and it can't do much of anything. It's best used thrown into tight groups of enemies or with larger enemies. It's really the worst of the three grenades. If you can make it work, more power to you but if not, you really aren't losing anything noteworthy.
  • Same story for PvP. It deals 49 damage on impact, and 19 damage per tick with some 7's thrown in. Due to people moving out of the radius and just not touching it at all, it's mediocre. However, sometimes people are dumb or just not paying attention and it works. It gains some usefulness when using a burn build, but not much.

Grenade Summary

In PvE, for the majority of cases and with general use, the grenades could be ranked:

  1. Fusion Grenade
  2. Firebolt Grenade
  3. Solar Grenade

In PvP, in terms of effectiveness in most combat situations, they could be ranked:

  1. Firebolt Grenade
  2. Fusion Grenade
  3. Solar Grenade

Melee

This section will be short, and it honestly makes me sad that it has to be short. Why? Flame Shield is by infinite leaps and bounds the best melee ability for Sunsingers. Solar Wind has no practical use, and can't even be used to push your friends around anymore, and Brimstone is just laughable. Flame Shield is practically the only melee ability for Sunsingers.

Your melee in PvE will be enough to kill tier one enemies, and can "crit" like the Hunter's knife to kill some tier 2 enemies. Scorch applies a damage over time that I'll get into in the next section, and becomes more powerful when in Radiance. In PvP, a Scorch melee while in Radiance will kill anyone without an overshield or super.

Sunburst, an ability connected to Scorch, has a one in two (APPROXIMATELY) chance to spawn two orbs of light whenever you kill an enemy with scorch.

That's the melee section. Not much, because everything besides Flame Shield sucks.

Touch of Flame, Viking Funeral, Radiant Will, and Gift of the Sun

Before getting into these skills together, how they work together, and the comparisons between them, it's best to describe each skill on it's own first.

Radiant Will

As described at the beginning of the guide, Radiant Will increases your Radiance's duration from 14 seconds to 17 seconds. This, depending on your Discipline and whether or not you have Heart of the Praxic Fire, can add between 1 and 3 grenades to your super. It's a major component of a build.

Gift of the Sun

Literally just gives you another grenade. That's it. Your second grenade will charge at half the rate of the first. While simple, the utility and convenience of having two Fusion or Firebolt grenades is amazing, and it's what allows access to that 11th possible grenade in Radiance.

Touch of Flame

This makes any grenade apply the Scorch damage over time effect, which by default ticks 5 times for 127 (PvE) or 7 (PvP) damage. Best paired with Firebolt grenades in PvP, this skill is extremely powerful for tagging enemies to finish off, or keeping enemy shields down.

Viking Funeral

Extends the duration of your burn DoT from 5 ticks to 11 ticks in both PvE and PvP. Should only be used with Touch of Flame, and should ALWAYS be used with Touch of Flame.

Builds

As said before, Touch of Flame (ToF) and Viking Funeral (VF) should always be used together. In the situations in which you want to use a burn build, having a longer duration on the burn is undeniably the best way to go, as it increases the amount of time before your enemies' shields can regenerate and increases damage output with the burn.

Radiant Will and Gift of the Sun should also always be used together. Radiant Will gives you a lot more grenades due to the duration, and while your second grenade charges half as fast as your first, that doesn't matter. While in Radiance, you should be spewing out grenades as fast as you can. That second grenade shouldn't be charging if you can help it, and only serves as another "cup" to catch whatever grenade energy runs over the first.

Tip: Use a burn build whenever you need to keep an enemy suppressed for an extended period of time, such as when using Firebolts in PvP. Use the other build when you want to do as much damage as possible with your super.

Codexes (Armor, Recovery, Agility)

If a situation calls for anything else, such as using maxed agility to do a jump puzzle, then obviously use what you like. However, two setups use seem to be the most effective for me in most situations.

PvE: Arcane Wisdom and Ancestral Order, maxes Recovery with some emphasis on Agility. Supercharges your recovery, allowing you to dip in and out of fights nearly at will. Very versatile.

PvP: Arcane Spirit and Divine Order, maxes out both Armor and Recovery. Makes you resilient enough to withstand a slight bit more punishment while at the same time giving you that ungodly recovery the first build had.

Exotic Synergy

Here I'll be going through any and all relevant exotics and giving them a rating from S (the literal best) to C (don't). (Obsidian Mind, Impossible Machines, etc) This includes weapons as well, because some do synergize well.

Apotheosis Veil: A

While it has no year 2 version yet, the version we see in the Bungie armory says that when you activate your super, your grenade and melee energies are recharged in addition to kickstarting your health and shield regeneration. When in a pinch, you'll find it more useful to use Radiance and get a Flame Shield off of someone than to just run away. This keeps you in the fight, and allows you to make orbs for your teammates and clear out any immediate danger.

Light Beyond Nemesis: B

Really if you have anything else, use it. This exotic only gets a B because the faster revives are crucial in areas such as Trials of Osiris and Raid encounters. It has no other use besides that, seeing as the singular additional orb you can make really won't do much.

The Ram: B

Now that the whole Thorn debacle is over and chestpieces can roll with Solar Armor, The Ram loses a lot of it's luster. Much more suited to Voidwalkers, but it can still have some effect with the other subclasses.

THE STAG: C

Truly a trash exotic. It literally has no redeeming factors that I can name. If anyone knows anything to the contrary, please let uss know.

Alchemist's Raiment: A-

This is not in the A tier of exotics because what it does, the Claws of Ahamkara do a bit better. While clearly meant to keep your melee and grenade up while pocketing your Fireborn, the Claws do better for reasons. This synergizes very well with Tlaloc, if you feel like using that as well. Also woo, glimmer.

Heart of the Praxic Fire: S+

This is what you want. This chestpiece causes your cooldowns to skyrocket in Radiance, can come with Solar Armor, boosts your Agility a sizable amount while in Radiance, and even applies the further increased cooldown rate to allies while you have Song of Flame active. This chestpiece is literally the pinnacle of Sunsinger exotics. Get one.

Purifier Robes: B-

The huge, obvious drawback is that these require you to die to make use of their exotic ability. While useful in the extremely particular niche in was made for, the issue is that that niche will hardly ever come up, if ever. S+ on looks though.

Starfire Protocol:

This exotic just makes me mad. It's ability is that it lets you have two fusion grenades. This seems good, right? The thing is, the situation in which you would want dual grenades with burn damage is with FIREBOLT. grenades. Fusion grenades kill whatever you need to use them on, rendering the burn damage largely useless except in a few niche cases. Changing this to be "Grants Gift of the Sun" would easily make it A-tier due to it's PvP effectiveness alone. I'm still salty about this ever since The Dark Below even released.

Voidfang Vestments: B+

In Trials of Osiris, getting your grenades back at the start of every round is very, very nice. Sometimes gamechanging, depending on your build and such. It's also nice to have full grenades every time you respawn anywhere.

Claws of Ahamkara: A+

Doubling up your melee charge does two godlike things. 1. You get two flame shields, allowing you to make your way out of very tight situations. And 2. In PvP, two Scorch melees in Radiance will allow you to very quickly dispatch two opponents and walk away stronger than you came in. Simple effects, godlike results. Synergizes extremely well with Monte Carlo due to heavy melee recharges. Looks sick too.

Sunbreakers (No, not Titans on your arms.): B

These make Solar grenades pretty viable, allowing you to blanket an area with fire and lava. At the same time, not having to take Gift of the Sun is favorable as well, giving your grenades the added boost of burn damage. They're okay.

Any weapons with Grenadier or Army of One will be of use to you, as they'll recharge your grenade and melee even faster.

The Bad Part of Sunsinger

While the subclass is amazing as a whole, there are some parts that stick out like huge sores, and it's very apparent.

Angel of Light

It makes you a hanging target with glowing wings that says "Hey! Shoot me!"

Sunburst

The ability in itself isn't bad, it just has to compete with Radiant Will and Viking Funeral. Not happening.

Solar Wind and Brimstone

Laughably useless, especially when set up against the likes of Flame Shield.

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Credits: An In-Depth Sunsinger Guide - Now Updated for The Taken King by ChaoticallyNatural

Official Call of Duty: Black Ops III Live Action Trailer - “Seize Glory” is a Total Badass!

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The official Call of Duty®: Black Ops III live action trailer, directed by Wayne McClammy and featuring Michael B. Jordan, Cara Delevingne, and Marshawn Lynch, follows Kevin as he wall-runs, thrust jumps, and power slides through enemies and zombies on his way to glory.


No matter who you are, there’s a soldier in all of us. Call of Duty: Black Ops III arrives globally on November 6th, 2015.

Destiny Tip: A New Way to Shoulder Charge!

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Okay. I dont know if you guys know this yet but I saw a guy on youtube performing what seems to be a new way to shoulder charge. Well, it's kinda new for me so I thought I will share it to you guys... In case you don't know it yet..


Essentially, you want to build up your shoulder charge. While it is charged up, if you see someone, you want to slide towards them. Then, you want to activate the charge before the slide ends.

What makes this more fun is when you start doing shotgun sliding. Before you're slide finishes, if you shoot your shotgun and activate your charge immediately after your shot, you will still charge.

The Pros of this is the charge still maintains some target homing and if your shotgun shot doesn't kill the opponent, it also has a bit of range to finish the opponent so you don't have to rely on T-Rex arms

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Credits: Special thanks to youtuber ashkash13 _ for discovering this and sharing it.

Lots of Fallout 4 Gameplay Details Has Been Leaked!

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There are lots of Fallout 4 Gameplay details that has been spreading around the web and, these are unofficial! Yes, it's all leaked!

Here’s some footage from the start of the game, for example. You can see your character walking around a 1950’s house, reacting to a bunch of objects around him. Environmental storytelling is a tad more in-your-face in this game than earlier ones:


As you can see, the game is pretty vibrant and colorful! And while it doesn’t look as modern, graphically speaking, as recent games, it still looks pretty damn good for Fallout. Note the dialogue system, too. It’s more Mass Effect than Fallout, now, a fact that saddens me. That said, it does allow for the protagonist to have more personality. It’s a trade-off. It kind of looks like once you make a dialogue option, you’re locked into it, too? As in, you can’t go back to explore other options, as you could in older games? Note also that the entire reason you can go into a vault is because of your ‘service’—does that mean you’re a part of the Enclave, technically speaking?

Another video from the start of the game:


Unfortunately, other humans in Fallout still have that kind of terrifying, uncanny look. Cripes. At least your house looks nice.

There’s wasteland footage too, of course. Here’s a video where you can see the vault dweller walking around the Boston Public Library:


Fallout 4’s gear looks pretty damn cool, eh? VATs looks slick as well. I’m wary of how easily super mutants go down, though. Makes them feel, well, not very super at all. Well, at least the super mutant banter continues to be excellent.

A continuation of that footage can be viewed here:


Some doors are open, others are not. Makeshift pathways form out of junk and debris. You have to do your best to make your way through all of it, which really lends itself to a feeling of exploration and density.

Some returning enemies have new tricks, too. Here’s a Radscorpion, burrowing into the ground mid-attack—and then jumping out!


And some first-person mini-gun footage—notice how, during VATS, the game doesn’t actually completely freeze. Interesting change! You’ll need to make choices quicker, now.


But the juiciest thing to come out of all these leaks so far is definitely the Perk chart. While Bethesda released the Perk chart image already, it was missing the specifics of what you could unlock and when. Thanks to these leaked gameplay videos floating around, however, Reddit users have been able to fill out about 95% of the chart. If you’d like to take a gander and perhaps start plotting your own build, I’d right click and open this image in a new page—it’s the only way to read the text.


Some of these are returning perks, others are new. I’m particularly fond of the Charisma rank. Notice the one where you can “pacify” enemies? Sounds like it could be fun!

Naturally, there’s video floating around of the map, too. Not great video, mind you, but it should still give you a sense of the scale at play here:


Source: kotaku.com

Fallout 4 Full Perks List

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Here's a complete perks list for your character in the upcoming Fallout 4. This will help you plan ahead, on how to build your character. There’s a total of 70 perks with 275 ranks, spread over 7 SPECIAL stats (10 perks in each category), and you can choose 1 perk every level as you progress in this action-RPG game.

The perks list below is also shown in this complete Fallout 4 perks chart.
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This perks chart was also available as a physical Vault-Tec Perk Poster in the sold-out Fallout 4 Pip-Boy Edition.
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The original poster allows you to “Keep track of your perks with your very own physical Vault-Tec perk poster, fully-colorized retro fun for the quintessential Wasteland survivor.” But in the digital chart — that you can click on the left-side of this paragraph to zoom in on.

STRENGTH is a measure of your raw physical power. It affects how much you can carry, and the damage of all melee attacks.
  • Iron Fist – Channel your chi to unleash devastating fury! Punching attacks do 20% more damage to your opponent. (5 Ranks)
  • Big Leagues – Swing for the fences! Do 20% more melee weapon damage. (5 Ranks)
  • Armorer – Protect yourself from the dangers of the Wasteland with access to base level and Rank 1 armor mods. (4 Ranks)
  • Blacksmith – Fire up the forge and gain access to base level and Rank 1 melee weapon mods. (3 Ranks)
  • Heavy Gunner – Thanks to practice and conditioning, heavy guns do 20% more damage. (5 Ranks)
  • Strong Back – What are you, part pack mule? Gain +25 to carry weight. (4 Ranks)
  • Steady Aim – Stay on target! Hip-fire accuracy is improved when firing any gun. (2 Ranks)
  • Basher – Get up close and personal! Gun bashing does 25% more damage. (4 Ranks)
  • Rooted – You’re part tree! While standing still, you gain +25 Damage Resistance and your melee and unarmed attacks deal 25% more damage (3 Ranks)
  • Pain Train – Choo choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them. (Robots and oversized enemies are immune to stagger.) (3 Ranks)
PERCEPTION is your environmental awareness and “sixth sense,” and affects weapon accuracy in V.A.T.S.
  • Pickpocket – Your quick hands and sticky fingers make picking pockets 25% easier. (4 Ranks)
  • Rifleman – Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage. (5 Ranks)
  • Awareness – To defeat your enemies, you know their weaknesses! You can view a targets specific damage resistances in V.A.T.S. (1 Rank)
  • Locksmith – Your nimble fingers allow you to pick Advanced locks. (4 Ranks)
  • Demolition Expert – The bigger the boom, the better! Your explosives do 25% more damage, and you can craft explosives at any Chemistry Station. (4 Ranks)
  • Night Person – You are a creature of the night! Gain +2 to Intelligence and Perception between the hours of 6:00 p.m. and 6:00 a.m. (2 Ranks)
  • Refractor – You must be part mirror! Instantly gain +10 Energy Resistance. (5 Ranks)
  • Sniper – It’s all about focus. You have improved control and can hold your breath longer when aiming with scopes. (3 Ranks)
  • Penetrator – There’s no place to hide! In V.A.T.S. you can target an enemy’s body parts that are blocked by cover, with a decrease in accuracy. (2 Ranks)
  • Concentrated Fire – Stay focused! In V.A.T.S. every attack on the same body part gains +10% accuracy. (3 Ranks)
ENDURANCE is a measure of your overall physical fitness. It affects your total Health and the Action Point drain from sprinting.
  • Toughness – You now have +20 Damage Resistance (5 Ranks)
  • Lead Belly – Your digestive tract has adjusted to the weirdness of the Wasteland! Take less radiation from eating or drinking. (3 Ranks)
  • Life Giver – You instantly gain another +20 maximum Health. (3 ranks)
  • Chem Resistant – All the rush without the hassle! You’re 50% less likely to get addicted when consuming chems. (2 Ranks)
  • Aquaboy – Water is your ally. You no longer take radiation damage from swimming, and can breath underwater (2 Ranks)
  • Rad Resistant – Exposure to the Wasteland has made you more resilient, instantly granting +10 Radiation Resistance. (3 Ranks)
  • Adamantium Skeleton – Your skeleton has been infused with indestructible metal, reducing limb damage by 30% (3 Ranks)
  • Cannibal – Feast on mortal flesh to heal your wounds! Eating human corpses restores Health. (3 Ranks)
  • Ghoulish – Sure, you’re still human – on the outside! Radiation now regenerates your lost Health. (3 Ranks)
  • Solar Powered – Catch some rays! Gain +2 to Strength and Endurance between the hours of 6:00 a.m. and 6:00 p.m. (3 Ranks)
CHARISMA is your ability to charm and convince others. It affects your success to persuade in dialogue and prices when you barter.
  • Cap Collector – Buying and selling prices at vendors are now much better. (3 Ranks)
  • Lady Killer – You’re charming… and dangerous. Women suffer +5% damage in combat, and are easier to persuade in dialogue. (3 Ranks)
  • Lone Wanderer – Who needs friends, anyway? When adventuring without a companion, you take 15% less damage and carry weight increases by 50. (3 Ranks)
  • Attack Dog – Your faithful canine companion can hold an enemy, giving you a greater chance to hit them in V.A.T.S. (3 Ranks)
  • Animal Friend – Commune with beasts! With your gun, aim at any animal below your level and gain a chance to pacify it. (3 Ranks)
  • Local Leader – As the ruler everyone turns to, you are able to establish supply lines between your workshop settlements. (2 Ranks)
  • Party Boy – Nobody has a good time like you! There’s no chance you’ll get addicted to alcohol. (3 Ranks)
  • Inspirational – Because you lead by example, your companion does more damage in combat, and cannot hurt you. (3 Ranks)
  • Wasteland Whisperer – Master the post-apocalypse! With your gain, aim at any Wasteland creature below your level and gain a chance to pacify it. (3 Ranks)
  • Intimidation – Time to show everyone who’s boss! With your gun, aim at any human opponent below your level and gain a chance to pacify them. (3 Ranks)
INTELLIGENCE is a measure of your overall mental acuity, and affects the number of Experience Points earned.
  • V.A.N.S. – Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S. (1 Ranks)
  • Medic – Stimpaks now restore 60% of lost Health, and RadAway removes 60% of radiation. (4 Ranks)
  • Gun Nut – Shoot first, kill first, with access to base level and Rank 1 gun mods. (4 Ranks)
  • Hacker – Knowledge of cutting-edge computer encryption allows you to hack Advanced terminals. (4 Ranks)
  • Scrapper – Waste not, want not! You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor. (2 Ranks)
  • Science! – Take full advantage of advanced technology with access to base level and Rank 1 high-tech mods. (4 Ranks)
  • Chemist – Any chems you take last 50% longer. Far out. (4 Ranks)
  • Robotics Expert – Machines will always serve humans, if you have anything to say about it. Hack a robot, and gain a chance to power it on or off, or initiate a self-destruct. (3 Ranks)
  • Nuclear Physicist – You’ve learned to split the atom… and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer. (3 Ranks)
  • Nerd Rage! – Genius. Is. ANGRY! When your Health drops below 20%, time slows and you gain +20 Damage Resistance and do 20% more damage while the effect lasts. (3 Ranks)
AGILITY is a measure of your overall finesse and reflexes. It affects the number of Action Points in V.A.T.S and your ability to sneak.
  • Gunslinger – Channel the spirit of the Old West! Non-automatic pistols do 20% more damage. (5 Ranks)
  • Commando – Your automatic weapons now do 40% more damage, and improved hip fire accuracy. (5 Ranks)
  • Sneak – Become whisper, become shadow. You are 20% harder to detect while sneaking. (5 Ranks)
  • Mister Sandman – As an agent of death itself, you can instantly kill a sleeping person. Your silenced weapons do an additional 15% sneak damage. (3 Ranks)
  • Action Boy – There’s no time to waste! Your Action Points regenerate 25% faster. (2 Ranks)
  • Moving Target – They can’t hurt what they can’t hit! Get +25 Damage Resistance and +25 Energy Resistance when you’re sprinting. (3 Ranks)
  • Ninja – Trained as a shadow warrior, your ranged sneak attacks do 2.5x normal damage and your melee sneak attacks do 4x normal damage. (3 Ranks)
  • Quick Hands – In combat, there’s no time to hesitate. You can reload all guns faster. (2 Ranks)
  • Blitz – Find the gap and make the tackle! V.A.T.S. melee distance is increased significantly. (2 Ranks)
  • Gun-Fu – You’ve learned to apply ancient martial arts to gunplay! Do 25% more damage to your second V.A.T.S. target and beyond. (3 Ranks)
LUCK is a measure of your general good fortune, and affects the recharge rate of Critical Hits.
  • Fortune Finder – You find even more bottle caps in containers (3 Ranks)
  • Scrounger – You find even more ammunition in containers. (4 Ranks)
  • Bloody Mess – You now inflict +10% damage in combat. (4 Ranks)
  • Mysterious Stranger – Who is he? Why does he help? Who cares! The Mysterious Stranger will appear occasionally in V.A.T.S. to lend a hand, with deadly efficiency. (3 Ranks)
  • Idiot Savant – You’re not stupid! Just… different. Randomly receive 3x XP from any action, and the lower your intelligence, the greater the chance. (3 Ranks)
  • Better Criticals – Advanced training for enhanced combat effectiveness! Criticals do 50% more damage. (3 Ranks)
  • Critical Banker – You’re a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it most. (3 Ranks)
  • Grim Reaper’s Sprint – Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points. (2 Ranks)
  • Four Leaf Clover – Feeling lucky? You should! Each hit in V.A.T.S. has a chance of filling your Critical meter. (5 Ranks)
  • Ricochet – What goes around comes around! An enemy’s ranged attack will sometimes ricochet back and instantly kill them. The closer you are to death, the higher the chance. (3 Ranks)
Spending your 21 perk points on your character at the start of the game is shown at 8 minutes into this official video:


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Destiny Tip: Easiest Way to Get Your Black Spindle Today

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This is going to be pretty self-explanatory to some and it might even be repetitive to others, but with the Spindle coming around again, there are a plethora of tips and guides for how to clear this event. 

Bonus Tip: Focus on the Blights.

At every stage, the Blights are your real enemies. This is easy enough to see until you reach that final room. Once you reach Driviks, you're going to see that giant, blind-spamming target sitting in the middle of the room just asking to be destroyed by a hail of headshots and slashes. Don't! Don't do it. You are conditioned to burn down bosses, but it's a trap - punishment for our bursty meta. If you focus Driviks, you will have to swim through an ocean of Psions who will multiply faster than you can kill them while also dealing with Centurions, Knights, and Captains all at once. Unless you hate yourself, you don't want this. The real goal here is the same as it was in previous rooms: kill the Blights first.

Kill the Blights, kill all the adds, and then focus on the boss in a room devoid of any threats. More Blights won't spawn until you reach certain health "checkpoints" much like the Omnigul fight, but if you don't clear them as you go, more adds will continue to spawn even after the boss has died. This makes bursting the boss down both ineffective and detrimental when the mission is to clear all the enemies. Once you've hit that point in his health where more Blights spawn, stop attacking the boss and repeat the cycle of Blights, adds, and boss. Do this two more times and you're golden.

You don't need special weapons like the Raze Lighter or Sleeper (though, if you bought the Zhalo from Xûr, you've got yourself a viable Psionclast). You don't need to hurry and put yourself in a bad position. As long as you kill the Blights and adds first, that final room becomes a lot less lethal because - let's face it - Driviks himself is a pushover. By clearing the adds as they spawn and then focusing the boss only after the room is cleared, you can beat that mission on our you first try with a minute to spare despite "wiping" twice and my friend having never even attempted this mission before (the lucky bastard will never know the struggle of trying for hours only to watch the mission leave before you have the chance to complete it...), so this method is extremely user-friendly.

Good luck to everyone out there trying to clear this, and remember: Blights are priority #1 regardless of how big the enemies in the room are.

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

Credits: Guide by Lucky_Number_Sleven

Destiny Tip: A Perfectly Timed Shadestep Can Dodge Auto-Track Targeting System From Certain Grenades

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Here's a tip you should not missed out!

Well, for those who doesn't know yet, a perfectly timed shadestep can dodge auto-track targeting system from certain grenades (lol, I just copied the title). When you perfectly timed your shadestep, the targeting system which is embedded into certain grenades in the Crucible will be nulled. The result is that with good reaction/timing, you can perfectly evade to take 0 damage from these grenades, even if you are within attacking range of the grenade. If you don't know what I'm talking about, then check out the video by the youtuber named Fallout Plays which basically explains how this is done:


To make it clearer the youtuber did a demonstration by using a Firebolt Grenade. As you all know, Firebolt Grenade is programmed to hit the ground, quickly scan the immediate area for potential targets, and then it shoots any target nearby with pretty perfect accuracy.


During that brief moment when the Firebolt grenade hits the ground and it's scanning the area to find a target to auto-hit, this is your time to evade. Basically this moment. Using shadestep right then bypasses the auto-target, and you end up taking 0 damage.


From the above screenshot, here's how that situation unfolded. No damage taken.


Since this works with any grenade that features some kind of auto-targeting/tracking system, this works with multiple grenades, including the Firebolt, Arcbolt, Axion Bolt, Skip, and Swarm grenades.

In addition, someone also said that it is also applicable to blink where if you're blinking, you can dodge an Arcbolt and a Firebolt.

Probably, this discovery made by this guy is one helpful stuff especially to those Crucible fanatics. It's a great addition to the other discoveries like tanking hammer of sol and other great ways to dodge damage in PvP matches. 

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

Credits: Special thanks to SHITBEARDTHEPIRATE for sharing his discovery to the Destiny universe.

Destiny's Sleeper Simulant in Real Life Made in Lego Bricks

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Sleeper Simulant is one of Destiny’s coolest—and most elusive—weapons. If you missed out on getting one last time they were available, building your own (out of LEGO, not in the game) might be an easier way to get hold of it.

LEGO gunsmith ZaziNombies—who we’ve featured here before—has done a great job, not just copying the overall shape of the gun, but its weird metallic sheen as well.


Source:Brothers Bricks

Destiny Weekly Reset for November 3 – Court of Oryx, Nightfall, Prison of Elders Changes Detailed

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This is the final weekly reset during which the Halloween event will be active. Here’s everything new:

Weekly Nightfall: Cerberus Vae III (Valus Ta’aurc) with Fresh Troops, Specialists, Airborne, and Trickle modifiers. Fresh Troops means some squads will have more enemies, Specialist favours special weapon damage, while Airborne makes it so you get more damage while in the air.

Trickle significantly reduces the recharge rate of your abilities.


This week’s Tier 3 boss is Thalnok, Fanatic of Crota – otherwise known as mini-Crota. You defeat him with ease using this guide.

Prison of Elders:

-Level 32: Cult of the Worm


-Level 34: Broken Legion


DN KR 20151014 Patch Reveals Extra Chapter 5 (Siblings of the Tragedy), New Ice Weapon, New Holy Class & More

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insidedn.tumblr.com has some valuable information regarding on the future of Dragon Nest. The information was taken from the patch note 20151014 of DN KR and, it reveals that at 90 update, we might also see a new chapter named "Siblings of Tragedy", new ice weapons and other 90 and a new Nest called the Ice Dragon Nest (still a rumor though).

In addition, the data on the patch revealed that the upcoming Silver Hunter class will be a holy class and lastly, my favorite, we will be having tons of new costumes/skins at 90 cap.

You can check out the full details of the info below:

- Extra Chapter 5 (Siblings of the Tragedy)
<message mid=“1250058”><![CDATA[챕터 외전5. 비극의 남매]]></message>


- Ice Weapons (icons) (recolor of dark2/fire weapons)


Included Rubinart weapon icons as bonus


- Ice Dragon Nest (confirming for skeptical people)
<message mid=“1000099786”><![CDATA[아이스드래곤 네스트]]></message>


- (Confirming too) Silver Hunter is a Holy class
<message mid=“1000099218”><![CDATA[[신성] 델루즈 볼트]]></message> 
<message mid=“1000099219”><![CDATA[[신성] 에리얼 와일드 샷]]></message> 
<message mid=“1000099220”><![CDATA[[신성] 애로우 스톰]]></message> 
<message mid=“1000099221”><![CDATA[[신성] 스파이럴 볼트]]></message> 
<message mid=“1000099222”><![CDATA[[신성] 레이징 윈드]]></message> 
<message mid=“1000099223”><![CDATA[[신성] 디스트럭션 에리아]]></message>

[Divine] Deluge Bolt 
[Divine] Aerial Wild Shot 
[Divine] Arrow Storm 
[Divine] Spiral Bolt 
[Divine] Raging Wind 
[Divine] Destruction Area

- Some Icons for upcoming costumes


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Very Detailed Guide on How to Play/Build Your Voidwalker in Destiny: The Taken King

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Here's a guide for those Guardians who are playing as the Warlock using the Subclass, Voidwalker.

You Should Know:

  • AoE - Area of Effect
  • DoT - Damage over Time
  • PvE - Player versus Environment
  • PvP - Player versus Player
  • Trash mobs - Basically the weakest enemies you would find. Thrall, Dreg, Goblins, Vandals, etc.

Grenade
The Voidwalker's Grenades, while not being the primary damage source for them, they do give a decent amount of damage on top of the rest of their skills. Most of them are for killing mobs rather than taking out Ultras.

  • Vortex- A grenade that creates a vortex which continually damages enemies inside the sphere.

PvE - The Vortex grenade by itself is generally bad. The damage it does is reasonable, but the enemy AI knows to run the hell away as soon as it's thrown, so you barely get any damage. While not very good on its own, some perks can make this grenade pretty decent.

PvP - The same problem with this grenade in PvE comes right into PvP; They run away. Although there's also a few times where people don't realise that they're standing right on top of it and end up dying, which is always nice.

Important Note: Good grenade in theory, AI and Real Players actually being smart make it pretty bad.

  • Scatter- A grenade that splits into many submunitions and covers a large area with explosions.

PvE - Ah, the Scatter grenade. This is probably the best of the three grenades for PvE. Does the most damage out of all grenades. (unless you can actually manage to get an enemy to stay inside the Vortex AoE) Clears Trash mobs fairly well, and does a load of damage to Majors and Ultras. Good in most situations and it's what I would recommend in most builds.

PvP - An okay grenade for PvP. Not the best, not the worst. Average. Mediocre. Get the gist? Basically can kill if you hit all submunitions on the one target. Your chances of hitting all of them? Low.

Note: PvE Top Tier. PvP Eh Tier.

  • Axion Bolt- A bolt of Void light which forks into smaller bolts on impact which seek toward enemies.

PvE - The Axion Bolt's smaller bolts don't do too much damage, but this is probably the easiest way to clear trash mobs. Generally it's worth using the Scatter grenade over this, but this does have it's own advantages (more range than both Vortex and Scatter, easiest to hit).

PvP - The grenade you definitely want in PvP. Scans an area and hits your target. Throw down your grenade, shoot them and wait for that bolt to ruin their day. Combined with the Voidfang Vestments which give you full grenade energy and gain another seeker. Pretty gosh dang good.

Note: PvE Eh Tier. PvP Top Tier.

So ranking the grenades, in my opinion:

For PvE

  1. Scatter
  2. Vortex
  3. Axion Bolt

For PvP

  1. Axion Bolt
  2. Scatter
  3. Vortex

Glide
The Warlock's Glide is, in my opinion, the best jump in the game right now. The height you get is great, and the fact that you can basically float to the ground without any fall damage (unless you fall a huuuuuge height) is beautiful. And you can reactivate it multiple times (like you can with the Titan).

  • Focused Control- Upgrades Glide for better directional control while in mid-air.

PvE - Focused Control is what you want in PvE. Use this in basically every situation. Outclasses Focused Burst because let's be real, you'd rather be able to control where you go instead of being flung straight forward.

PvP - Control is great for PvP too. Since the Blink nerf, this can probably contest Blink in terms of usefulness. Althought Blink is probably just a step higher.

Note: This is the best upgrade for Glide in PvE. Without a doubt.

  • Focused Burst Upgrades Glide to provide an initial burst of speed.

PvE - Yay you go faster! Yay you can fling forward! Yay I just died from catapulting into an abyss!

PvP - It's a no from me.

Note: Nope.

  • Blink- A short distance teleport that replaces Glide.

PvE - Don't use this in PvE. It's pretty awful. Control is so much better. Hell, even Burst is better than Blink in PvE. It causes more problems than it helps.

PvP - Since it's been nerfed, Control could be chosen over this. Although Blink is still really good, so it's ultimately better for dodging those bullets and rockets.

Note: Sucks in PvE. Even after nerf, still good in PvP.

So ranking for the Glide upgrades:

For PvE:

  1. Control
  2. Burst
  3. Blink Bolt

For PvP:

  1. Blink Bolt
  2. Control
  3. Burst

Nova Bomb
Hurl an explosive bolt of Void light at the enemy, disintegrating those caught within its blast.

Nova Bomb is basically the bread and butter of this subclass. This is what makes the Voidwalker. While not doing too much damage to bosses (compared to Sunsinger), and not clearing as many mobs (compared to Stormcaller), Voidwalkers sit nicely in the middle as a mix and match of massive damage and wave clear.

  • Vortex- Nova Bomb creates a vortex which continually damages enemies trapped inside. Lasts 3.5 seconds.

PvE - Vortex has the exact same problem as the grenade. However, the Nova Bomb variant is a lot better because of the larger radius. This is more useful against Ultras and Majors because of the initial bomb damage, and then the DoT on the bosses (well, at least until they run out of the AoE).

PvP - Probably the best out of the three in PvP. Really good as zoning off areas and is amazing to ward enemies away from control zones. Does a buttload of damage in the process.

Note: Has Enemy AI problem like grenade, is pretty much amazing in control.

  • Shatter- Nova Bomb splits into three projectiles.

PvE - This is the mob clearing god. Splitting the Nova Bomb into three projectiles increases the radius of the bomb by a huge amount. Has superiority over the other two in that aspect, which is usually what you want to use your Nova Bomb for.

PvP - Has its uses (if enemies are spread apart), but generally outclassed by Vortex and Lance.

Note: Absolute machine for PvE, probably the worst of the three for PvP.

  • Lance- Nova Bomb travels farther and faster.

PvE - Lance in PvE isn't very good. It shoots in basically a straight line and goes faster then the other options. While it's a good perk, the other two are much better for clearing and boss dps.

PvP - This is probably a step under Vortex, as you can pinpoint exactly where you want the Nova Bomb to explode, but you don't get the amazing Zone Control benefits that Vortex gives.

Note: Eh in PvE, Relatively good in PvP but just a bit below Vortex.

So ranking for the Nova Bomb perks:

For PvE

  1. Shatter
  2. Vortex
  3. Lance

For PvP

  1. Vortex
  2. Lance
  3. Shatter

Energy Drain
A powerful melee attack which drains energy from enemies and uses it to reduce the cooldown of your grenade.

Energy Drain is the Voidwalker's Melee. While it's not a major part of their kit it still helps to get your grenade back for mob clearing. This is probably the weakest in terms of use when compared to Sunsinger and Stormcaller, but it fits the Voidwalker well and can make for some nice and interesting builds.

  • Surge- Damaging an enemy with Energy Drain increases your weapon and movement speed.

PvE - After proccing Surge, your agility and handing stats get increased to max for 15 seconds. This is extremely helpful in a lot of situations. It lets you dart away in a pinch and the handling is always nice. It's an all round nice perk to use.

PvP - Not bad for PvP, hit someone with a melee, run, and gun. Works nicely in most close encounters. Like I said, just an all round nice perk.

Note: Perk is nice for the 15 seconds of Agility and Handling. Good in both PvE and PvP. Not much else to say about it.

  • Life Steal- Killing an enemy with Energy Drain immediately restores a significant portion of your health.

PvE - Really good in a situation where you're being jumped on by a bunch of Thrall. Problem with that is, you're in a situation where you're being jumped on by a bunch of Thrall. Really good if you're dying but you never really want to be in that situation.

PvP - Seems like it would be super useful right? Kill an enemy and get your health right back! The problem with this is that it only procs when you kill an enemy. That means that if you waste your melee charge on a full health enemy, you don't get the health back and you've just used up your charge. Only really viable if you're running a shotgun and you manage somehow not to instakill them, so you melee them to save yourself.

Note: Not as good as it sounds, you have to be in bad situations to make good use out of it.

  • Soul Rip- Killing an enemy with Energy Drain reduces the cooldown of Nova Bomb.

PvE - This is a beautiful perk. Synergising well with a lot of the other perks and builds that Voidwalkers have to offer, this lets you build up your mob clearing potential to full. You get a huge chunk of super back with a kill and that also gives grenade energy, which means you can clear more mobs. It's amazing in PvE.

PvP - In PvP, this is less useful, as you're probably not going to be killing an enemy with the first charge of your melee. Basically the same as the Life Steal upgrade, but this is probably worse for PvP.

Note: In PvE it has good synergy with most Voidwalker builds and helps with mob clears in the long run. PvP has the same flaw as Life Steal but isn't as good in most situations.

So ranking for the Energy Drain upgrade:

For PvE

  1. Soul Rip
  2. Surge
  3. Life Steal

For PvP

  1. Surge
  2. Life Steal
  3. Soul Rip

Stats
The Voidwalker should be built around Battle Recovery more than Armour, and Armour more than Agility. While Both are important, you're going to want quick and clean encounters with enemies, using grenades and melee, backing up and going back in when your shield regenerates. Of course this is all my personal preference and opinion, so feel free to choose what you like.

  • Arcane Wisdom- Training focused on battle recovery and speed.
  • Arcane Spirit- Training focused on battle recovery and toughness.
  • Arcane Force- Training focused on toughness and speed.

Out of these three perks, Arcane Spirit is the most useful. As stated early, you want Battle Recovery, then Armour, then Agility when playing as a Voidwalker.

  • Ancestral Order- Training focused on all attributes.
  • Chaos Order- Training focused on raw speed.
  • Diving Order- Training focused on toughness at all costs.

Divine Order is the next perk you want. Ancestral Order is also an option, but you want more Armour than Agility so, Divine Order is perfect for that.

Note: Arcane Spirit & Divine Order for Battle Recovery & Armour.

Ability Modifier #1

  • Annihilate- Increases the size of the explosion created by Nova Bomb and grenades.

Annihilate works really well with the Vortex grenade and the Vortex Nova Bomb upgrade for vortex build. Really nice if PvP and also makes the Vortex better in PvE (increased radius, can't escape as easily). Also really great for a huge increased blast radius. Annihilate also gives +1 Agility.

  • Angry Magic- Nova Bomb tracks enemies.

Nova Bomb tracking is pretty nice with the Nova Bomb upgrade Shatter. It gives 3 enemy seeking projectiles which can destroy large groups. Angry Magic also gives +1 Armour. While this perk is nice, other perks usually outclass this once you learn to control the Nova Bomb properly (which isn't very hard, if you don't get it, just practice.)

  • The Hunger- Increases the duration of the Energy Drain effect.

Increases the effect by 3 seconds. Useful for more grenades, which means more mob clears, which is what we're all about here. Combined with the Embrace the Void perk (which we will get into shortly) it can give you a whole bunch of grenades to destroy that pesky trash!

These three are all pretty evenly matched. Your choice here is based around what build you're going for. If it's mob killing mayhem you're going for, then The Hunger or Angry Magic + Shatter is what you want. If you want a crazy Vortex black hole build, then you want Annihilate + Vortex + Vortex Grenade (+Vortex Mastery, which we'll be getting to shortly). If you want an extremely precise explosion to snipe far away targets in PvP, then Lance + Angry Magic is just for you!

Note: Annihilate for vortex, Angry Magic for tracking enemies, and The Hunger for grenaaaaades.

Ability Modifier #2

  • Vortex Mastery- Increases the range of Axion Bolt seekers and the duration of the Vortex Nova Bomb and Vortex Grenade

It goes without saying that this is the key to the Vortex build. Sure, increases the range for Axion Bolts, which is nice but generally you want to play with Vortex grenades with this + Annihilate for some serious AoE DoT.

  • Bloom- Enemies killed with any of your abilities explode.

This is totally amazing! It's just so beautiful to see a fireworks show of exploding Thrall and Acolytes floating through the air. And the damage this does is pretty decent too. (Think around the same as the Firefly perk, maybe more?) Combine this with Annihilate and you can just absolutely destroy groups of enemies.

  • Embrace the Void- Damaging enemies with Nova Bomb or any grenade triggers the Energy Drain effect.

Contrary to popular belief, the Embrace the Void perk only procs the Energy Drain part of the melee (being reduced grenade cooldown) and does not trigger any of the melee upgrades (being Surge, Life Steal and Soul Rip). Goes really well with The Hunger or Skull of Dire Ahamkara for a crapload of grenades.

These perks here are what finish the Voidwalker. They can change the entire playstyle depending on what you choose. There's a lot to work with with these three perks and it's a load of fun to chop and change depending on what you want to run next.

Note: For Vortex, Vortex Mastery (obiously). For EXPLOSIONS, Bloom. And for grenaaaaaades, Embrace the Void.

Exotics
Here we are. The fun part of the guide. What exotics to use, or not use, while playing as a Voidwalker. These can change your playstyle more than the last set of perks, so there's a lot of fun when you can find a great combination to use! This guide will only be listing obtainable Year 2 Exotics in this section. And only listing weapons that work particularly well with the Voidwalker.

Helmet

  • Light Beyond Nemesis

Light Beyond Nemesis is just a generally okay exotic. It's Titan and Hunter equivalents are Crest of Alpha Lupi. Use this if you have nothing else to use.

  • Obsidian Mind

This. This is probably the greatest exotic that you can get on a Voidwalker. The amount of super you can generate from the Insatiable perk is just ridiculous. Combined with Inverse Shadow and Bad Juju you can throw Nova Bombs literally every 10 seconds

  • Skull of Dire Ahamkara

The Skull is a really weird exotic. It gives increased armour when using super, making you like a striker using Fist of Havoc but at a distance. Not much use in PvE. Okay in PvP. But what's really nice about this helmet is that is gives you The Hunger perk for free. Which means you're free to use this, Annihilate and Embrace the Void all together which stacks quite nicely.

Gauntlets

  • Claws of Ahamkara

The Claws give an extra melee charge. At first glance this doesn't seem very good for a Voidwalker. That's where you would be wrong. The claws are amazing with the Soul Rip upgrade for the melee charge. Using The Hunger and Embrace the Void, you can get a whole bunch of grenades. Stack all this with max discipline you're using your grenades every 10 seconds.

Chest

  • Voidfang Vestments

These give Full grenade energy on respawn. Also gives Axion Bolts and additional seeker. Pretty awful for PvE. Decent in PvP. Not much to say about these, they don't do too much IMO.

  • Alchemist's Raiment

Not good for the Voidwalker. Saving your Super is the opposite of what you want to do while using this subclass. I'd avoid this.

Weapons

  • Bad Juju

Bad Juju is what you want when you're a Voidwalker. Combining this with Obsidian Mind and you've got one of the best combos in the game. The amount of super you get from this is absolutely ridiculous. Use this and you'll be happy.

  • Monte Carlo

At first, Monte Carlo doesn't seem very good for Voidwalkers. But combined with Skull of Dire Ahamkara, or better yet the Claws of Ahamkara, you have an amazing setup. Build either max Discipline or Strength and spam your grenades a crapload.

  • Red Death

Red Death is just always a great weapon. Not necesarrily for Voidwalkers but in general it's great. Use it if you dont' have another weapon to make an appropriate build. Obviously it's great in both PvE and PvP.

  • Zhalo Supercell

Zhalo is amazing. Everyone loves it. It gives super and ammo back on double kills. Not as strong as the Bad Juju in that regard, but it still works pretty damn well.

Builds

The Never Stop Nova Bomb build

  • Scatter Grenade
  • Focused Control Glide
  • Shatter Nova Bomb
  • Soul Rip Energy Drain
  • Arcane Spirit
  • Annihilate
  • Divine Order
  • Bloom
  • Obsidian Mind Helmet
  • Bad Juju Pulse Rifle OR Zhalo Supercell Auto Rifle
  • Max INT.

You never stop throwing your super in this build. Bad Juju for the super energy on kill. Obsidian Mind for more super per super kill, Inverse Shadow for even more super on kill. Scatter grenade + Bloom makes a mini Nova Bomb per grenade, and the Annihilate makes for an even bigger explosion. Let's be real, You can throw explosions all the time, and your explosions make explosions!

The Vortex build

  • Vortex Grenade
  • Blink Glide
  • Vortex Nova Bomb
  • Surge Energy Drain
  • Arcane Spirit
  • Annihilate
  • Divine Order
  • Vortex Mastery
  • Obsidian Mind Helmet
  • Bad Juju Pulse Rifle OR Zhalo Supercell Auto Rifle
  • Max DISC. or INT.

You get the most out of your Vortexes using this build. You get a solid amount of DoT in a huge AoE. Pretty average build. It's a lot of fun to use though. Nothing that great about it, but in PvP is has huge zoning potential.

Energy Drain Party build

  • Scatter Grenade
  • Focused Control Glide
  • Shatter Nova Bomb
  • Soul Rip Energy Drain
  • Arcane Spirit
  • The Hunger (Or Annihilate if you choose Skull of Dire Ahamkara)
  • Divine Order
  • Embrace the Void
  • Claws of Ahamkara Gauntlets OR Skull of Dire Ahamkara
  • Monte Carlo Pulse Rifle
  • Max DISC. or STR. (IMO DISC. is better)

Monte Carlo gives you more Melee, which means you get more grenades, etc. Loads of fun for melee + grenade spam. Claws give you two charges which means more grenades, while Skull gives you The Hunger for free. Give it a try if you have the exotics!

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Credits: Guide by SmearSoul

Destiny: The Taken King Armsday Guide (11/4/15)

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Armsday is upon us Guardians! And here's all what you need to know about this week's armsday:


For Sale This Week:


  • Suros Ari-41
  • Häkke Herja-D
  • Häkke Lyudmila-D
  • SUROS JLB-47
  • Omolon Eirene RR4

Test Weapons for this week:

Häkke Test-A - Auto Rifle


Use Against Fallen


Exactly the same weapon as two weeks ago, exactly the same goal as well. Roam the Cosmodrome for this one, shouldn't take you five minutes.


Häkke Test-A - Pulse Rifle


Use in the Crucible


At least this thing as an absolutely massive clip size and is a Häkke for the extra shot per-burst. Use in any team mode, going solo with this likely isn't a good idea.


Häkke Test-A - Pulse Rifle


Make Precision Shots


No, that isn't a typo, we have two of the exact same weapon to try this week. Siege of the Warmind is always great for precision kills, as usual, so go tear through some Thrall.


Suros TSP-10 - Pulse Rifle


Use Against Hive


Again, a run to Warmind should get this one done with super fast.


Suros TSR-10 - Rocket Launcher


Use in the Crucible


...and in what is pretty much the worst draw RNG can give us, Shamu has to be used in the Crucible. Just be patient with this one if you choose to do it, otherwise you'll likely end up furious when your teammate grabs the heavy ammo when you're nowhere around. Well, more furious than usual, that is.


New Orders for this Week:

SUROS DIS-43 (Scout Rifle)
1)
ScopePerk 1Perk 2Perk 3
SLO-12Fitted StockRodeoLightweight
SPO-28Appended MagazineInjection Mold
SRO-37
2)
ScopePerk 1Perk 2Perk 3
SLO-12Fitted StockTake A KneeLightweight
SPO-28Appended MagazineRifled Barrel
SRO-37
3)
ScopePerk 1Perk 2Perk 3
SLO-12Hammer ForgedCounterbalanceLightweight
SPO-26Feather MagInjection Mold
SRO-37

Lyudmila-D (Pulse Rifle)
1)
ScopePerk 1Perk 2Perk 3
GB IronHeadseekerFull AutoSnapshot
SD ThermalHand Loaded
Injection Mold
2)
ScopePerk 1Perk 2Perk 3
GB IronArmy of OneCounterbalanceSingle Point Sling
LD RangedHand Loaded
Reinforced Barrel
3)
ScopePerk 1Perk 2Perk 3
GB PostGlass Half FullFull AutoSnapshot
LB AssaultHand Loaded
Reinforced Barrel

Gaheris-D (Hand Cannon)
1)
ScopePerk 1Perk 2Perk 3
Fastdraw ISRelentless TrackerFeeding FrenzySpeed Reload
Steadyhand ISHigh Caliber Rounds
Smallbore
2)
ScopePerk 1Perk 2Perk 3
Fastdraw ISSurroundedFinal RoundSpeed Reload
Sureshot ISHigh Caliber Rounds
Reinforced Barrel
3)
ScopePerk 1Perk 2Perk 3
ISP1P2P31
ISP32
P33

Suros Ari-45
1)
ScopePerk 1Perk 2Perk 3
SLO-P11P21P3
SPO-P12P22
SPO-
2)
ScopePerk 1Perk 2Perk 3
SLO-P11P21P3
SPO-P12P22
SPO-
3)
ScopePerk 1Perk 2Perk 3
SLO-P11P21P3
SPO-P12P22
SPO-

Strongbow-D (Shotgun)
1)
Barrel ModPerk 1Perk 2Perk 3
BM1P1P2P31
BM2P32
P33
2)
Barrel ModPerk 1Perk 2Perk 3
BM1P1P2P31
BM2P32
P33
3)
Barrel ModPerk 1Perk 2Perk 3
BM1P1P2P31
BM2P32
P33

Old Orders These are the weapons that were ordered in previous weeks and not yet redeemed

Arminius-D (Auto Rifle)
1)
ScopePerk 1Perk 2Perk 3
GB IronDanger CloseRodeoHigh Caliber Rounds
LB AssaultFitted Stock
Smallbore
2)
ScopePerk 1Perk 2Perk 3
SC HoloLast ResortCounterbalanceHigh Caliber Rounds
SD ThermalFitted Stock
Smallbore
3)
ScopePerk 1Perk 2Perk 3
S1P1P2P31
S2P32
P33

Uffern HC4 (Hand Cannon)
1)
ScopePerk 1Perk 2Perk 3
Fastdraw ISMulliganQuickdrawOutlaw
Quickdraw ISOiled FrameDanger Close
Sureshot IS
2)
ScopePerk 1Perk 2Perk 3
Fastdraw ISZen MomentLightweightRescue Mag
Steadyhand ISReinforced BarrelEye of the Storm
Truesight IS
3)
ScopePerk 1Perk 2Perk 3
Fastdraw ISZen MomentLightweightTriple Tap
Quickdraw ISInjection MoldEye of the Storm
Sureshot IS

Destiny Tip: Still Struggling on the First Step on the Chaperone Quest? Then Here's Some Friendly Tips

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If there's a few out there that are still struggling on how to get pass the first step of the Chaperone quest, then below is some friendly tips to help you out.

1) Set up your absolute best and most comfortable loadout. This can even include Y1 gear as level advantages are disabled.

2) Load up the classic crucible Rumble playlist. It's recommended doing it late at night as there seem to be fewer hardcore crucible players on at that time. These are maps many of you will probably know really well from Y1, and again, there seem to be fewer hardcore crucible players compared to the new playlists.

3) Keep TLW equipped the whole time. Play aggressive with it, get in close, and use that full-auto firing to your advantage. If you can get a streak with TLW, it will make progressing so much faster. It might take a little getting used to, but this was so much faster for me than the strategy of using a different weapon then only equipping TLW when you pick up heavy or have your super up. Your mileage may vary.

4) Do your best to get that heavy and then go on a streak. Play defensively when you have heavy and work towards killstreaks. Don't be afraid to run away from supers or other heavy users. You might even hide for a bit with your heavy until the mayhem dies down and then try going on a spree. LMG kills were my bread and butter for kill sprees!

5) Use your super strategically to build kill streaks or to defend and get heavy ammo drops.

6) Try to have fun with it and don't get too stressed out if you lose a bit of progress. Just keep going for those kill streaks and play smart! You'll get there eventually!

7) Once you get to the step where you have to get shotgun kills, equip Universal Remote (if you have it) and use the same playlist/strategy and just crank them out. You can finish this step in about 3 rumble matches.

In conclusion, you can finish the first step of the Chaperone Quest by giving classic rumble a try!

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Destiny Tip: King's Fall Transcept Jumping Puzzle Shortcut (Doable by All 3 Classes)

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What's up guys! Welcome to another Destiny: The Taken King tip.

This time around, I want to share to you a video which I have found on youtube revealing that there's a better way to finish the Transcept Jumping Puzzle in King's Fall Raid.

What I mean by a "better way", is a way faster method to finish it. I am talking about a shortcut! Okay, I will cut the long intro and tell you the tip already.

It looks like you can skip the second half of the Transcept Jumping Puzzle on all 3 classes after you grab the Exotic Chest.


Yes! This is true! And you can watch the video below by youtuber named Shawn Tidwell showing you how this method works:



The best thing about this method is it is do-able by all three classes!

Bonus Tip: You can use Bones of Eaos with a Sword on your Hunter to make it easier.

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Credits: Special thanks to Shawn Tidwell for sharing this tip.

Guild Wars 2 PvE Tempest Guide (Heart of Thorns Update)

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Let us look at some ballpark numbers for Tempest DPS. After the various balance patches, this guide will give you a rough idea of how the different skills perform as a Tempest towards PvE. Real in-game damage is complicated, so we won’t worry about 10% or 20% inaccuracies in the calculation below.
  • Tempest gets a modest boost in damage of roughly 10% when using overloads.
  • Condition builds can in principle approach the damage of direct damage builds.
Let us assume: PvE. Exotic gear. Permanent Fury and 25 stacks of Might. For direct damage builds, a factor 1.5 from traits and other boni. For condition builds, maximal condition duration for a factor 2.0. For simplicity and since there are too many options, no other increases of stats from runes, food, skills, etc. We will focus on average sustained damage, as opposed to burst damage. Under some further reasonable assumptions that may not relate at all to what you see in the game™, we obtain the following numbers for damage per second.

Direct damage builds

Berserker Staff Fire/Air/Tempest
6100 Fire rotation
1600 OLF
7400 Fire rotation with OLF
  • If we run Tempest, then Overload Fire (OLF) boosts our damage by 20%.
  • Choosing Tempest over Water or Arcana looses 5% to 10% damage depending on specs. Overall Tempest gives us a modest damage boost of roughly 10%.
  • The numbers don’t add up trivially because casting OLF takes away time from other skills.
Berserker Fire/Air/Tempest with OLF
7400 Staff Fire rotation
4900 Dagger/Focus Fire rotation
4800 Scepter/Focus Fire rotation
  • Other main-hand options do significantly less DPS for a basic Fire rotation. The main reason is that Lava Font (which we assume to be traited for recharge and duration) is very strong at 3700/s. Of course, there are other reasons and situations where D/F or C/F may be preferred.
  • Warhorn off-hand contributes less than Focus, mainly because the cooldowns are rather high, so we do not consider it here. May still make sense for its utility.
Berserker Fire/Air/Tempest with Fresh Air and OLA
7200 Staff Air-Fire rotation
6600 Dagger/x Air-Fire rotation
  • Overload Air (OLA) becomes strong with Fresh Air because we can cast it roughly every 10 seconds. Channel OLA, swap to Fire, cast a quick fire skill for damage, swap back to Air after the first critical hit. Or wait for OLF to come up, which gives similar damage, but fewer boons and is a little harder to land.
  • Overloads scale with weapon strength, so OLA on staff is 10% stronger than on scepter or dagger.
Condition damage builds

Now that conditions stack well, there no longer is a killer argument against condition builds in groups. The question is what sort of damage we can obtain. We focus on burn damage here.

Sinister Fire/Tempest
4900 Dagger/Focus Fire
1800 OLF
900 Signet of Fire
7100 Dagger/Focus with OLF and Signet of Fire
  • Tempest with OLF gives a damage boost of 25%. Signet of Fire is very strong against single targets.
  • We assume that all the ticks from fire fields that do burning actually hit. Damage from burn on crit is not included.
Sinister Fire/Tempest with OLF and SoF
7100 Dagger/Focus Fire rotation
7300 Scepter/Focus Fire rotation
7000 Staff Fire rotation
6200 Staff Earth rotation (bleeds instead of burning)
  • The different weapon sets give similar results, but almost 40% of the damage comes from OLF and SoF.
Dire Fire/Tempest with OLF and SoF
6300 Dagger/Focus Fire rotation
6400 Scepter/Focus Fire rotation
5400 Staff Fire rotation
  • One reason to use a condition build is that we can get Dire gear for a big increase in tankiness for a rather small loss in damage. For D/F, Dire gives 90% of the damage of Sinister while your effective health in Dire is at 260% compared to 100% for Sinister.
  • Soldier gear can play a similar role for direct damage builds, but compared to Berserker you loose significantly more damage. Both comparisons become less favorable when not assuming full might and fury, but Dire or other condition gear is still worth considering.
Comparison of direct damage and condition damage

The ballpark numbers above say that a standard Berserker/Fire build gets about 7000/s, and that a standard Sinister/Fire build also gets about 7000/s.
  • In practice, condition damage works far more slowly than direct damage. For up-front burst direct damage is easily two, three times more effective than condition damage. It used to be bleeds (very slow) compared to fast direct damage. Now it is burns (faster than bleeds) compared to direct damage that includes sources that tick over time (somewhat slower). As a very rough ballpark number, you may easily loose 50% of the longterm condition damage quoted above if the fights are too short for your slowly ticking burns/bleeds to make a difference.
  • However, I think condition builds for Ele cannot be ruled out simply because the base damage is bad. Condition damage can be comparable to Berserker. And damage falls-off more slowly when making a transition from Sinister to Dire than for Berserker to Soldier.
  • The direct damage is calculated for target armor of 2600, which is the tooltip/wiki default. However, does someone know what the average target armor is in PvE? The game seems balanced in the sense that for light armor of, say, 2000, direct damage is favored by 30%, and decreases against foes with higher armor, which favors condition damage. Some new content is designed to favor condition damage by large factors (Mordrem).
Big factors

Don’t take these numbers too seriously. There are several big factors that are much more relevant than a 10% or 20% difference in such estimates. Just a reminder:
  • Your skills have to hit. If you rely on Lava Font, Overload Fire or Flamewall, you only get full damage for mostly stationary targets.
  • Factor 1 to 5 depending on how many targets are involved.
  • Do you have fury and 25 might all the time? 25 vulnerability? Breakbar control? Alacrity etc?
  • Burst can be much more important than sustained damage, which is all we considered here.
  • Ranged, melee, and in between. It is a little strange that Staff is in many situations the best ranged weapon and the best melee weapon. Long-range can be much better than trying to go close-range with overloads.
  • Damage under pressure. If you have to dodge (say out of OLF), or move, or be rezzed, different skills are better at keeping your damage high.
Damage calculation

Most of the needed information can be found on the GW2 wiki.

Direct damage per second for various skills can be computed from the skill-fact damage given on the wiki, which is the tooltip damage at power 1000 without any other modifiers and assumes target armor 2600. Multiply the wiki number by (effective power/1000) and divide by the total casting time plus cooldown. The catch is that there is cast time and some after cast time, which people had to measure carefully.

Average direct damage is proportional to effective power, which includes the average damage from critical hits. For example, exotic Berserker equipment with full might and fury gives power 3039 and effective power 5271.

Example: For effective power 5271, we compute for Staff/Fireball that dps = 343 * 5.271 / 1.4s = 1291/s.

To compute total damage, we should add up the dps from each skill in an optimized skill rotation. Instead, you can use a quick and not too dirty estimate, the skill spammer. Assume that we cast all non-auto skills as often as we can and else we do the auto attack. We compute the total dps by adding up the different non-auto dps numbers, plus the dps from the auto-attack for the time that we are not busy casting the other skills.

Conclusions

These numbers are only rough estimates. They are no substitute for careful meta build crafting, but looking at ballpark numbers can point out interesting things to look into further. What I take away from all this is (for PvE):
  • The classic staff meta can be improved by perhaps 10% with Overload Fire.
  • Overload Air is an interesting alternative.
  • Condition builds do seem to be viable as well. This holds up in game play. From other posts, it would seem that condi Eles are outdamaged by Engis, and it would be nice to have actual numbers.
  • Heart of Thorns adds a lot of variety (and I love it!), but with regard to DPS the Elementalist lost more than was gained if you figure in the cut to Frost Bow 4. Once you get over that, Elementalist is still a fun class to play, with lots of utility and many damage options.
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Credits: [PvE] Tempest DPS mini guide by Abraxax

Destiny Tip: Common Mistakes in the "No-Knight" Strategy in King's Fall Hardmode and How to Correct Them

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There are lot groups now that have done the HM of King's Fall through the no-knight-strat. And, many believed that this is a solid strategy, but it makes Oryx a VERY easy fight, as long as everyone is executing their role. It's likely that several members of the fireteam could get through the entire encounter never taking damage from enemy fire.

But, what makes this fight tricky is that everyone needs to be ON POINT. And more often than not, you catch someone thinking they are doing everything right, but they're making a small mistake somewhere which could quickly lead to a wipe. Here are some of the most common issues most Guardians run into, and how to correct them.

1. People dying while activating blights. Probably the most common issue, and it could have multiple causes, but all of them are very simple to correct. The first thing I want to say is this: It does NOT matter how far away your blight is. If you are doing things correctly you WILL be able to activate it and get back to the relic in time to avoid death. "My blight was far away" is never an excuse. It implies there is a random factor to the fight - and there isn't.

So, how to correct it? Well, there are two things to be aware of. The first is making sure everyone is killing their ogres at almost the exact same time. When you get up to the sister-platform, you should have quite a bit of time before Oryx slams and opens his chest. Even after he slams, you have about 5 more seconds before he becomes vulnerable. During this gap of time, make sure your designated Ogre is as close to death as possible without actually killing it. Sometimes, people calling "kill ogres" and 1 goes down 5 seconds before the last. That's too much of a gap. The 2nd thing to be aware of - the INSTANT your ogre goes down, you need to be jumping to your blight. If you're a warlock DON'T float way too high and create a huge arch that makes you take longer to get there. You are straight-lining it to your blight ASAP. Some people like to do a countdown and that just gives knights more time to get to you. If you're killing ogres at the same time, don't do a count down.

Lastly, while activating blights. Don't draw attention to yourself. The only enemies that should (sometimes) get close to you are thrall. if you ABSOLUTELY need to, every class has a fail-safe ability they can use. Warlocks can get an overshield using their melee if a thrall gets close, Titans can use a bubble (not recommended since there are better times to use it), and hunters can use smoke bombs to stay invisible.

2. Knights are deactivating blights. If you've corrected the issues from number 1, you're going to correct this issue too. It simply means you are either not killing the ogres tight enough (timing wise), or you're taking too long to get to your blight. Easy fix here is to make sure everyone is ready to kill their ogres. Take a few seconds after stagger and ask "are all ogres good" if someone says "no" then that person should yell "Kill" when his ogre is almost down.

3. Relic runner is getting wrecked by ogres. This is due to the floaters not hitting ogres enough. Floaters need to hit each ogre as they spawn. They don't need to get them to a specific amount of health - just hit them until the next one is about to spawn and then move on. It's more important to take agro. Like I mentioned above, everyone will have ample time to slay their own ogre after oryx is staggered. Just communicate if your ogre has too much health for an immediate kill.

4. People are getting hit by the ship. This is either a sign that your relic runner isn't fast enough, or that people aren't getting off their platforms fast enough. Make adjustments as necessary, but the important thing is that the MOMENT relic runner gets the relic, everyone needs to jump straight form their platforms onto the sister-plats.

5. Bombing phase Some people really struggle with this phase. 4 people need to have a designated platform to run around, and they should be hugging it pretty tightly. For the other 2 people, there are a few options. The one I personally like is - 1 person does figure 8s jumping from sister plat to sister plat, and the last runner groups up (close enough to be holding hands) with one of the platform runners and you two frolic like little school girls together.

These are the most common issues and the corrections we've made in order to fix them - if you're running into a different issue regularly.

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Dragon Nest Level 90 Moonlord Details, Skill Changes + Skill Build

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So? How cool Moonlord at level 90 cap you ask? VERY COOL!

Below are the details, changes and a recommended skill build for Moonlords at level 90 cap.

But before anything else, I just want to state that the details you will see below are from a DN player on KR server named Kuryu. Thanks to him, we now have an idea or should I say, a complete picture of Moonlord at 90 cap.

The video below shows you what Flash Stance EX Instant looks like. Moonblade dance remains unchanged.


Stats:


Flash Stance EX Instant:
After tumbling, there is a window to activate Flash Stance EX. It fires multiple waves at a time at high speed for 2-3 seconds. After using the EX, it will begin its own CD (Same CD duration as regular Flash Stance).

Flash Stance EX does not share cooldown with regular Flash Stance. Both can be cast one after the other. The final slash can be cast during Flash Stance EX.

The damage % of each individual wave is identical to normal flash stance, however while using the skill our mdmg stat is passively boosted by 5% for the duration of the skill only.

Revamped Parry (One Active Skill)
Counterslash, parry stance and the passive parry have all been removed entirely from the skill tree, and replaced by a combination of the 3 as shown in the vid.

Damage Values: 1110% at level 1, 2160% level 2.

NOTE: The new Parry requires 10 SP to level to 1, and another 10 SP to level 2.

Skill Tree Changes to Warrior/Swordmaster/LK

Raw Stat/Skill Changes

Every 1 int = 1 magic damage in town. Changed from 1 = 0.5.

As soon as you specialize as a Lunar Knight, all skill damage will be calculated from your current magic damage.

Which means skills like destructive swing, triple slash, etc. will all deal magical damage along with halfmoon slash, etc.

Due to this, Lunar Knights now have an option in investing further SP into what once were Gladiator side skills such as Triple Slash.

The Passive

Lunar Knight 65 passive has been nerfed post T5. Instead of gaining 1.6 magic damage per int, it is now 1.2.

Note; Because all skills are based off magical damage as an LK, they all activate the passive now, even kicks.

Active Skill Changes

In general, the board damage of gladiator skills were increased, while the LK side was nerfed.
These are not comparisons from T4 to T5.

These values are post T5 only, showing the values at levels 1 and max.


Luring Slice is now nerfed to 20% physical/magical debuff. (10sec duration)

Courageous shout no longer debuffs Super Armor.

Removed/Changed Skills

Lifesaver has been replaced with a 10% physical/magical damage buff. 300 second duration, 30 second cooldown. Essentially a permanent buff, however can be wiped.

Skill Build Post T5 (Somewhat Finalised)



Random damage testing in a 90 abyss daily.


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Dragon Nest Level 90 PvE Dark Summoner Guide (Recommended Skill, Stats & Gears)

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Credits: T5 Dark Summoner Skills, Stats, and Recommendations for PVE Guide by Aquamakeesha 

This is gonna be a massive post. This will be using understandable slang and abbreviations frequently, so head's up, its gonna sound ratchet XD. Currently in T4, DS is the hardest class to master for PVE, with all the slows, buffs, debuffs, mp depletion, crit building, more slows, more buffs, yoohoo genie, etc. Thankfully, this set back is removed in T5, and DS loses its support role, to become top tier DPS. DS and pyro are pretty much neck-and-neck for first place ^_^. This is a strictly PVE post.

***** KALI TREE *****

SOUL BREATH: 5s CD, 0 MP, 1 SP per rank, hits 2x. +25% more DMG and pierces through mobs at rank 6+.

rank 1: 108% rank 6: 128% rank 26: 260%

NEEDLES: 10s CD, 0 MP, 3 SP for first rank, then 1 SP after. DMG dealt over 5s

rank 1: 729% rank 6 : 928% rank 21 : 1522% rank 26: 1604%

GHOST KICK: 5s CD, 0 MP, 1 SP for only rank. Mobility skill

rank 1: 143%

TUMBLE: 2.6s CD, 0 MP, no SP, maxed at rank 1. Basic dodge

SKELETON EVADE: 20s CD, 0 MP , 5 SP for only rank. Secondary evade skill. Mostly used for mobility or dropping aggro. Lasts 3s

rank 1: 127%

PHANTOM GUARD: 30s CD, 0 MP, 10 SP for only rank. Used for SA boost. Lasts 29s

rank 1: SA +200%, 26% of HP DMG dealt to you is converted into MP DMG, DMG dealt to MP reduced by 80%.

GENIE: 30s CD, 0 MP, 0 SP for only rank. Slightly increases all stats. Lasts 5mins.

rank 1: Increases your STR, AGI, INT, and VIT by 10%.

AIR EVADE: 18s CD, 0 MP, 5 SP for only rank. Secondary evade skill.

RISING ATTACK: 12s CD, 0 MP, 1 SP for only rank. Used to quickly get up when knocked down, damaging nearby enemies.

rank 1: 143%

HP MASTERY: 1 SP per rank. Passively increases HP based on rank.

rank 1: +15% HP rank 4: +24% HP

MP MASTERY: 1 SP per rank. Passively increases MP based on rank.

rank: +15% MP rank 4: +24% MP

MP REGEN: 1 SP per rank. Regenerate MP every 2s based on rank.

rank 1: 50 MP every 2s, or 1500 MP per min 
rank 4: 200 MP every 2s, or 6000 MP per min.

*****SCREAMER*****

PHANTOM CLAW: 15s CD, 416 MP, 3 SP rank 1, then 1 SP per rank. Left-click to hit mobs up to 4x. 25% board DMG per hit.

rank 1: 936% rank 6: 1148% rank 11: 1361% rank 16: 1626%

CHAIN CLAW: CD depends on rank. 833 MP. 3 SP rank 1, then 1 SP per rank. Can be cast by right-clicking after phantom claw, rage claw, blitz claw, rampage claw.

rank 1: 15s CD, 784% rank 6: 13.5s CD, 993% rank 11: 12s CD, 1202%
rank 16: 10.5s CD, 1411%

HANDS OF VENGEANCE: CD depends on rank. 2000 MP. 3 SP for first rank, then 1 SP per rank. RANK 11 RECOMMENDED> NOT RANK 6> NOT RANK 16> Slight delay after casting.

rank 1: 24s CD, 1248% rank 6: 22s CD, 1805% rank 11: 20s CD, 2361%
rank 15: 20s CD, 2600% rank 16(tech only): 18s CD, 2918%

RAMPAGE CLAW: 30s CD, 3333 MP. 3 SP for first rank, then 1 SP per rank. NOT RECOMMENDED to go past rank 1. This skill lost its mojo in T5. There are much more powerful skills now. 50% chance to stun mobs. Deals additional DMG to stun-resistant mobs depending on rank. This additional DMG uses only your current MGC DMG, and does not increase with +Dark attack %%, -Dark resist %%, or DMG debuffs on mobs.

rank 1: 850%, +290% MGC DMG bonus rank 6: 1056%, +340% MGC DMG bonus.
rank 11: 1262%, 390% MGC DMG bonus.

RAGE CLAW: 17s CD. 0 MP. 3 SP for first rank. DO NOT go past rank 1. Jump higher to use 4 mid-air strikes. Left-click after using blitz claw to auto-cast in air. (There is a better combo with blitz claw/ rage claw that will be covered in the recommendations section of this thread).

rank 1: 88%, can pierce thru mobs.

BLITZ CLAW: CD depends on rank. 0 MP. 3 SP for first rank. DO NOT go past rank 1. This skill has a hit limit, meaning after 2 hits, it deals a lot less DMG. The first 2 hits deal 50% of board DMG each. After 2 hits, each hit deals 10% board dmg each. 5 hits means only 130% board DMG.

rank 1: 19s CD, 377%

SPIRIT THORNS: 13s CD. 0 MP. 1 SP for first rank. DO NOT go past rank 1. Left-click after tumbling to cast. A must have skill that activates new lvl 90 passive.

rank 1: 269%

HUMILIATION: 10s CD. 0 MP. 3 SP for first rank. DO NOT go past rank 1. Causes 'stigma' status on hit mob. Spirit creeps, Ghost gate, and Ghostly web each gain +1 projectile for each mob affected by 'stigma'. Lasts 17s.

rank 1: 197% 

PUPPET: 30s CD. 0 MP. 10 SP for only rank. Can be cast immediately. Upon casting and every 2s afterwards, applies a debuff to nearby mobs which lasts 2s. You must cast right beside a boss to have constant debuff applied. Affected mobs take +20% more DMG. When debuff is refreshed, puppet loses 20% of its own HP. It will stay on the field until its HP reaches ZERO. Puppet only refreshes debuff if mobs are nearby. So if boss moves away, puppet will stay on field until boss re-enters AOE. CURRENTLY IN WAVE 2 OF T5, PUPPET CAN BE HEALED, GREATLY INCREASING ITS DURATION ON THE FIELD!!! 

SPIRIT CREEPS: 13s CD. 370 MP. 3 SP for first rank, then 1 SP per rank. Causes 'curse' status on targets. Curse can be stacked up to 3 times. Cursed mobs take 100% of ur current MGC DMG every 2s per stack, totaling 300% of ur MGC DMG. Cursed mobs also have their resistences lowered by -5% per stack, totaling -15%. If mobs with 'stigma' are near by, gain 1 projectile per mob. Curse duration increases with rank. (currently other server isn't patched. only rank 19 DMG listed)

rank 1: 10s DURA rank 6: 12s DURA rank 11: 14s DURA
rank 16: 16s DURA rank 19: 16s DURA, 420% per projectile

SNAKES: 17s CD. 952 MP. 3 SP for first rank, then 1 SP per rank. NOT RECOMMENDED to go past rank 1. Causes 'slow status' on mobs. Decreases movement/attack SPD of mobs by 30%. Duration increases with rank. This is a must have skill for T4, however its not needed in T5, except to skip bar mechs. Max slow is 30% in T5 for all skills and any sorc can keep almost permanent slow with glacial spike. The 30% isn't really noticeable either. (server currently not patched, only rank 18 DMG listed)

rank 1: 5s DURA rank 6: 6s DURA rank 11: 7s DURA rank 16: 8s DURA 
rank 18: 8s DURA, 492%

GHOSTLY WEB: CD depends on rank. 0 MP. 3 SP for first rank, then 1 SP after. NOT RECOMMENDED to go part rank 1. Similar snakes, this skill lost its mojo. Reduces mobs move/attack SPD by -30%. Easier to cancel bar mechs with this skill tho. Duration increases with rank. +1 projectile for each mob with stigma.

rank 1: 16s CD, 3s DURA, 40% rank 6: 14s CD, 4.5s DURA, 54%
rank 11: 12s CD, 6s DURA, 67% rank 16: 10s CD, 7.5s DURA, 81%

GHOST GATE: 35s CD. 3076 MP. 3 SP for first rank, then 1 SP. Summons a gate that shoots projectiles at mobs and causes 'curse'. Shoots 3 projectiles at a time in 4 bursts, totaling 12 projectiles. Will shoot 4 projectiles at a time in 4 bursts if boss has 'stigma', totaling 16 projectiles. Video in skill description shows 7 bursts, this is WRONG. Even in T4, gate only has 4 bursts. (server not yet patched, rank 16 DMG listed)

rank 16 (only possible with tech or +1 plate): 347% per projectile, totaling 5552% with stigma.

SPIRIT WOLF: 27s CD. 3137 MP. 3 SP for first rank, then 1 SP. Causes 'curse' status. Duration of curse increases with rank. (server not patched, rank 13 DMG listed)

rank 1: 10s DURA rank 6: 12s DURA rank 11: 14s DURA
rank 13: 14s DURA, 4016%



UNHOLY GROUND: 40s CD. 0 MP. 3 SP for first rank. DO NOT go past rank 1. Deals DMG every 2s. Lasts 15s, totaling 8 hits. A must have skill to activate lvl 65 passive.

rank 1: 156% every 2s. rank 6: 192% every 2s.

BEGRUDGE: 45s CD. 0 MP. 3 SP for first rank. DO NOT GO PAST RANK 1!!!!. Lasts 10s on the field. Increases your MGC DMG by +15% as long as you are within AOE. MGC DMG buff DOES NOT increase with rank. Deals very little DMG total. DOES NOT provide infinite SA.

rank 1: 104% total board DMG, or roughly 10.4% per hit.

SACRIFICE: no CD. 0 MP. 10 SP for only rank. Increases MGC DMG by +17% at the cost of 415 HP every 2s. 

PHANTOM AVENGER: 125s CD. 0 MP. 4 SP total to get to rank 2. DO NOT STAY AT RANK 1. RANK 2 IS A MUST FOR ALL PVE DARK SUMMONERS. DO NOT GET DRAGON BITE!!! You can be knocked out of this skill while casting, highly recommended to use Phantom guard before casting.

rank 2: 7723%, increase movement/attack SPD by +30%. Reduce all CD by -30%. Lasts 18s. Invincible while active. Reduce DMG taken by 50% while casting.

*****DARK SUMMONER*****

CHAOS: 30s CD. 4166 MP. 3 SP for rank 1, then 1 sp after. You can't move while casting.

rank 1: 2410% rank 6: 2912% rank 11: 3413%

SHADOW EUPHORIA: no CD. 4000 MP. 10 SP for only rank. Lasts 20s. Self buff that provides HP regen based on DMG you deal, as well as some Dark attack and FD. Can be stacked up to 3 times. Each stack provides 10,000 HP regen, +10% dark attack, +7% FD - totaling 30,000 HP regen, +30% dark attack, +21% FD. You must left-click after casting to get 3 stacks. If you press skill key you will simply refresh and add 1 stack per refresh. Refreshing prevents you from healing. You must let the duration end completely, then restack 3x for constant heals every 20s. OR you can simply cast every 19s to refresh the duration w/o heals.



***EX'S***

PHANTOM CLAW EX: Increases phantom claw DMG by +30%. Doubles MP cost to 832 MP.

CHAIN CLAW EX: Right-click after chain claw for an additional hit. Added hits DMG is 30% of chain claw board DMG. Can cast Chain claw in the air by pressing jump while mid-air. Must land before you can right-click for 2nd hit. Doubles MP cost to 1666 MP.

HANDS OF VENGEANCE EX: Increases HoV DMG by +30%. Applies a -20% crit resist debuff to mobs hit. Lasts 10s. Doubles MP cost to 4000 MP.

RAMPAGE CLAW EX: Left-click after RamClaw for additional hit. Added hits DMG is 30% of RamClaw board DMG, and activate another bonus hit of MGC DMG. Doubles MP cost to 6666 MP.

CHAOS EX: Increases DMG by 50%. Can use another skill right after casting. Slows mobs by 30% for 10s. Slow does not affect bosses. Doubles MP cost to 8332 MP.

***CLASS MASTERY 1 - LVL 65 PASSIVE***

UNHOLY ADVENT/ ADVENT PHANTOM CLAW: Every crit you land with 
chaos, HoV, RamClaw, chain claw, phantom claw, rage claw, or blitz claw, will grant 1 bubble. After 20 bubbles are collected, cast ''UNHOLY ADVENT'' to deal 8 hits of unholy ground immediately, and regen around 10% MP. Unholy advent has no CD. After casting unholy advent, you have 5s to cast ''ADVENT PHANTOM CLAW'' which deals 300% of NON EX phantom claw DMG, and is not increased by phantom claw plate. Advent phantom claw has a CD of 15s, and DOES NOT share a CD with phantom claw.

UNHOLY ADVENT BOARD DMG: 
with unholy ground rank 1: 156% x8, or 1248%

ADVENT PHANTOM CLAW BOARD DMG: 
with phantom claw rank 16: 1573% x3, or 4719%.

It is recommended to treat the Advent combo like a 2nd chaos, and should be used in burst windows if possible. 

***CLASS MASTERY 2 - LVL 90 PASSIVE***

HANDS OF VENGEANCE EX INSTANT: After using spirit thorns, you have 3s to cast HoV ex instant. HovEi has a CD of 14s, and also applies the -20% crit debuff, that lasts for 10s. It is recommended that you HoVEi and Hov 10s apart, to keep a constant -20% crit res debuff on boss. This means that neither HoV or HoVEi will always be part of your burst rotation. Sometimes they are, but mostly they are not.
This passive also increases your crit by 10%. This is NOT static 10%, meaning if you only have 40% crit in town, it will increase your crit to 44%.

*****UNDERSTANDING STATS*****

There are 3 different types of 'stats' to be worried about as a DS. I will breifly explain what they are, then list recommendations.

TYPE 1 - BASIC: Your basic stats are STR/AGI/INT/VIT. Utilizing gems, plates, and costumes will increase these amount by a base, and a percent. For T5, really only 1m hp is needed, however, 600k is enough for experienced players. Since you can easily reach this amount w/o gems, It is recommended to have at least 7 INT gems.
1000 INT is equal to 800 MGC DMG for DS. With INT plate and 7+ INT gems, you can passively increase your INT by roughly 35%. This means that 1000 INT will become 1350 INT, which becomes 1080 MGC DMG. Keep this 1080 MGC DMG in mind when we look at the other 2 stats.

TYPE 2 - WHAT IS INCREASED BY BASIC STATS: This includes stats like HP/MP/CRIT/MGC DMG. Just like plates, gems, and costumes increasing INT percent, there are ones that increase HP/MP/CRIT/MGC DMG percent. There are buffs exclusive to DS that increase these stats aswell. There are also buffs in T5 like battle howl or weapon skill gems that increase base MGC DMG, that is then further increased by DS %% buffs. With a plate and costume for MGC DMG %%, you should be able to get close to a 17% passive increase. That 1080 DMG from the previous paragraph would become 1264 just from the plate and costume.


TYPE 3 - INVISIBLE STATS: This includes Dark attack %%, and FD %%. After increasing your INT, to increase ur MGC DMG, invisible multipliers increase it further. With gems, costumes, and a title, you can reach roughly 42% dark passively, and roughly 10% FD. Dark attack %% is calculated after MGC %% but before FD %%. This means the 1264 MGC DMG stated earlier would be treated as 1795 MGC DMG with the 42% dark, and then treated as 1975 MGC DMG with 10% FD. So with just a few gems, plates, and costumes, that 800 MGC DMG sure is dealing a lot more than before ^_^. Now on to recommendations.

*****RECOMMENDATIONS*****

First off, skill build!!!! 




Second. Contrary to popular belief, Radiants are your best friend. Ones with INT sparks are your bestest friends. So are DDNL rings with MGC DMG and dark%% sparks.
Also dark gems in weapons, dark resist skill gems in weapons. Dark %% titles, costumes, everything dark dark dark. And MGC DMG %%, lots and lots of MGC DMG %%. You can mix multiple costumes to gets optimal %%. NOW remeber that 1000 INT from before? let see it in a possible scenario with max buffs/debuffs


1000 int x (1.40 from gear) x (1.60 from genie and Kasarana merc) = 2240 INT
2240 INT = 1792 MGC DMG

1792 MGC DMG x (1.30 from gear) x (1.64 from stone/dragon buffs and sacri/begrudge)
= 3821 MGC DMG

3821 MGC DMG x (1.93 dark%% from gear and Euphoria) = 7375 DARK DMG

7375 x (1.31 FD from gear and euphoria) = 9661 DARK DMG

9661 x (1.35 -dark resist from curse/gravity crush) = 13042 DMG DMG

13042 x (1.2 from puppet) = 15650 DMG DMG

15650 x (2.0? idr remember kasarana freeze XD) = 31300 DMG DMG DARK DMG

31300 x (14.11 which is chain claw rank 11 %%) = 441643 WOW DMG

So, in a scenario with full buff/debuff, 1000 INT is roughly 441k more DMG on chain claw alone. Imagine with 25k+ INT.... (I didn't even add dark resist skill gems, imagine that too XD). 



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Detailed Gunslinger Guide in Destiny: The Taken King

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First off, stat priority.
  1. Discipline: Get those tripmines back sooner! With the Exotic changes for Gunslinger in tTK, Discipline became even more important for most builds. Combine with Scavenger for insane cooldowns.
  2. Intellect: Almost an equal priority to Discipline. Golden Gun is your bread and butter for aggressive wave-clearing/Major takedowns. You want this high enough to benefit from Ashes to Asset/Inverse Shadow, but your mileage may vary with maxing out at the cost of another stat.
  3. Strength: Throwing knife is fun, but it should never be prioritized above Disc/Int for a Gunslinger in PvE. Knife Juggler/Gambler’s Dagger/Scavenger can be used in lieu of Strength quite effectively, if you really want those knives up more often.

(Recommended norm is either a 4/4/1 or 4/5/0 tier split)

The Tiers

S, A, B, C, and D. As you might guess, S is the crème de la crème, A is everything but the cherry on top, B is perfectly functional - if outclassed, C is an armor piece?, and D actually makes you worse.

Perks

Grenades:

Incendiary PvE A PvP A

The go-to AoE grenade, really good at clearing trash mobs in PvE, recently buffed to do more damage, and can now kill in PvP making it an excellent choice there as well (especially when you dont want to use spine)

Swarm PvE C PvP C

Outclassed in AoE by Incendiary, and in Single target by Tripmine, really cool looking though

Tripmine PvE A PvP S

Great Single target damage, and even better utility in PvP. Can even function as a sticky grenade. Just don’t kill yourself with it.

Golden Gun:

Deadeye PvE C PvP A

Not that useful in PvE, where mobs move predictably and slowly, but in PvP it helps guarantee that you get all 3-4 kills.

Combustion PvE A PvP B

Helps clear trash in PvE, and can nab an extra kill when people bunch up in PvP

Gunfighter PvE B PvP B

Seems like an excellent perk, until you find out it only reduces the cooldown by 10%. It effectively gives you about 60 Intellect. Not bad, but nothing special.

Throwing Knife:

Circle of Life PvE C PvP C

Why on earth would you throw a knife while Golden Gun is active? The +1 armor is the only thing saving a D, but even that is a small benefit

Incendiary Blade PvE A PvP B

The DoT added is small, and not enough to secure an OHKO in PvP, but it does help keep shields down, finish people off, and does Solar damage for wizards and taken captains.

Knife Juggler PvE B PvP B

Fairly decent perk, especially if you really like throwing knife. Best when combined with Gambler’s Dagger.

Bonus Perk

Scavenger PvE A PvP A

The recharge amount on this is huge. Excellent perk in PvE where ammo is plentiful, especially PoE. PvP nerfed this ability hard with the Special Ammo changes. Excellent for when you have a 2nd tripmine or knife to recharge.

Keyhole PvE B PvP C

Utterly useless in PvP 90% of the time, can help clear trash in PvE, but the other two perks are just too useful.

Gunslingers Trance PvE A PvP B

Great in PvE where targets are common, but in PvP it won’t stack up enough to really be noticeable unless you’re a pvp god, and then why do you need it?

Class Perk

Chain of Woe PvE A PvP A

Unlike Trance that needs 2-3 stacks to be noticeable, reload speed is always apparent and helpful. It’s even better in PvP where reload speed is so important to sustainability (even one stack helps).
Over the Horizon PvE A PvP C

Unfortunately this perk is now useful in PvE (Golden got nerfed with hand cannons again) Often doubles your GG shot damage, which is awful since the perk is so damn boring. Required if using Nighthawk.

Gambler’s Dagger PvE B PvP B

This depends on how much you like throwing knives. Can be used as a fairly good replacement for strength in PvP. Combos well with Scavenger and Gamblers Dagger.

Exotics

Exotic stats changed in Taken King, no longer having certain stats per piece. Now most exotics can roll either split between any two stats, or pure ONLY in their “preferred” stat. Many are also more likely to roll their preferred stat, with a few having a certain stat nearly 100% of the time. Additionally, a small amount of stat comes from a perk, and can only be applied to one stat at a time.

Helm: // Pure: 80 +15 // Split-stat: 45/45 +15

Gauntlets: // Pure: 70 +13 // Split-stat: 40/40 +13

Chest Armor: // Pure: 104 +20 // Split-stat: 68/68 +20

Boots: // Split-stat: 53/53 +18

Exotic Armor (Preferred Stat) PvE rank PvP rank

Helmets

Celestial Nighthawk (INT): PvE A PvP D

Reasoning: Talk about a perfectly designed exotic. Eliminate a pesky major or do some great damage to a boss, these are all about boosting your Golden Gun. They lost their unique Ashes + Inverse Combo, but are still worthwhile in a high-int build, and have great use in the raid (if you aren’t running Nightstalker for some reason).

Knucklehead Radar (-): PvE C? PvP B

Reasoning: Curiously unable to roll a pure stat, and always comes with Inverse Shadow. This helm isn’t sure where it wants to be. Sensor Pack is great in PvP, but Inverse Shadow is useless. Likewise, Inverse shadow is excellent in PvE, but Sensor Pack is lackluster. A Int/Disc roll with Ashes to asset will actually be decent in PvP now!

Skyburners Annex (INT): PvE B PvP C-

Reasoning: Turn your hunter into a Defender Titan! Works great while playing orbs support for your team. However this role is much better suited to Nightstalkers with Light of the Pack. The special ammo portion of the perk is not great, as its only a chance, and shouldn’t be taken into consideration with this helm.

Gauntlets

Young Ahamkara's Spine (DISC): PvE C PvP S

Reasoning: Talk about buffs! These exotics are the new go-to PvP exotic for Gunslingers, especially with Symbiote being benched for the time being. They lost special loader, but gained a SECOND tripmine, and even come with fastball built in (which is actually fairly important for accurate placements). Try and get one with your preferred pvp special on them, and it’s like they lost nothing. Combo with Gamblers and Scavenger for an arsenal!

Don't Touch Me (STR): PvE B+? PvP C

Reasoning: Losing Special Weapon Loader + Inverse Shadow was a huge hit to these gloves, dropping them down quite a bit from Y1. However, many taken enemies have abilities that proc the gloves effect, making it even more worthwhile. They also now always come with strength. Not sure where to rank these, my favorite general PvE exotic at least.

Sealed Ahamkara's Grasps (DISC): PvE C PvP B

Reasoning: If you realllly want both Chain of Woe and two throwing knives, now you can do it! Best used with Incendiary dagger for the reload procs. I personally consider these a Nightstalker exotic, but they do have a niche for the other subclasses.

Chestpieces

Crest of Alpha Lupi (INT): PvE C PvP A (in 3v3 only)

Reasoning: Nothing special in the ammo department. Exotic perk is cookie-cutter and available on all classes, useful only for 3v3 content. Not much else to say here.

Temporarily Missing

Achylophage Symbiote (INT): PvE B PvP A+

ATS/8 Arachnid (INT): PvE C PvP B

Khepris Sting (STR): PvE C PvP B

Radiant Dance Machines (-): PvE C PvP B

Fr0st-EE5 (-): PvE B PvP ? (depends on the CD rate)

Bones of Eao (-): Exploration: A Else ?

Sample Builds

Recommended talents (pvp swaps)

Stat Priority, Perks and Exotic Armor

Weapon types and recommended Exotics

Playstyle

Gunfighter

Incendiary // Deadeye // Incendiary // Armor&Agility // Trance // Chain

Disc = Int > Str

PvE: Dont Touch Me PvP: Dance Machines

High Impact Scout or Hand Cannon, Sniper Rifle, Machine Gun

Gemini, Hawkmoon, Hereafter
Focuses on the Gun Slinging, precision damage from range. Dont Touch Me provides an escape from threats too close for comfort

GoldenEye

Incendiary(Tripmine) // Combustion // Player Choice // Armor&Recovery // Keyhole // Horizon

Int >> Disc > Str | Ashes to Asset, Inverse Shadow

PvE: Nighthawk PvP: Aclophyage

Anything with Army of One

Bad JuJu, Zhalo
Puts everything into your Golden Gun, making it as deadly as possible.

Arsenal

Tripmine // Combustion // Juggler // Agility // Scavenger // Gambler's

Str = Disc > Int | Light the Blade, Invigoration

*PvE: YaS/Don't Touch PvP: Young Ahamkara’s Spine

Grave Robber, Army of One, Close a/o Personal

Monte Carlo, Zhalo

Use the Throwing Knife as your primary weapon and turn into a carnie. Add 'confetti' to your super for more fun times.

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Credits: Special thanks to cyberhawk94 for this guide.
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