Quantcast
Channel: 2P.com Articles
Viewing all 7489 articles
Browse latest View live

Deck Guide - *TGT* Wrynn Warrior by RegisKillbin

0
0


The Control Warrior deck has been around in Hearthstone forever, and each new adventure or expansion seems to give it a few new weapons to make it even stronger. That's never been more true than with The Grand Tournament and the new legendary Varian Wrynn, which has enabled Control Warrior to transform into Wrynn Warrior. There's a reason the name rhymes with "win" after all. 
 
If you were lucky enough to unwrap a shiny new Varian Wrynn when opening your TGT card packs, then you need to take this deck for a spin. It's got all the classic power of Control Warrior, along with a few crazy new cards that make it better at crushing opponents in the late-game. 
  
General Strategy

Wrynn Warrior is designed to keep your opponent's board in check through the early- and mid-game, until you can unleash a constant flow of gigantic legendary threats in the late-game. The goal is to stay alive long enough to get to that point, while gathering resources. That will require cards, armor, and a clear board. You should mulligan for Fiery War Axe, Bash, and Armorsmith to make sure you aren't totally run over in the first few turns by aggressive decks. Those cards will allow you to hang on just long enough to recover in the next few turns. Don't stress if you have to hero power early due to a lack of plays, you can still survive and win.

As you enter the mid game, you'll be stabilizing with cards like Brawl, Sludge Belcher, and Death's Bite. They'll help you mitigate mid-game threats and start to swing the board back into your favor. You should keep a mind for drawing cards with Acolyte of Pain and Shield Block to make sure you don't run out of gas after turn 6 or so. If you're able to generate extra value on future turns with Nexus-Champion Saraad or Emperor Thaurissan, that's a huge bonus. 
 
From there, it's all about dropping big threat after big threat while using your excess mana for cheap removal with Shield Slam and Execute. Big draws from Chromaggus, an un-answered Ysera, or a monster Varian Wrynn drop can all win you the game on their own. When you're able to keep the pressure up with one after the other, most opponents will simply run out of answers and be overwhelmed. 

What Stands Out

Varian Wrynn is the card this deck is named after, and most definitely its most standout card. Varian packs more value into a single turn than any other card in the game. At the very worst it's a 7/7 body that draws you three cards, and at the very best it's a 10-mana drop that summons a 7/7 alongside Ragnaros, Ysera, and Chromaggus. If that happens and your opponent doesn't have a board wipe, you will absolutely win the game. Any card that wins you the game 50% of the time its played is a big deal and deserves some love. 
But Varian Wrynn isn't the only interesting addition to this deck. Bash is another new card from The Grand Tournament that gives you another way to remove small-health minion and load up on armor. It can also be used as a direct damage spell for the face, so you can stretch for that last little bit of damage behind a taunt if needed. Nexus-Champion Saraad is also a fun addition because it's a a card that can give you infinite value if it sticks to the board. There will be instances where it draws you game-winning spells, and still serves as a reasonable mid-game body when it whiffs. 

How Do You Win? 

It might sound funny, but this deck usually wins with an opponent conceding. After you've worn them down and loaded up the board with legendary minions, they'll usually just give up. Often you'll have a few big minions on the board and be able to simply push them over with a weapon. You can also win with big burst damage from Grommash Hellscream and a Death's Bite or Cruel Taskmaster. 

Tips and Tricks

Remember that you won't always have armor for Shield Slam, so use it while you think you'll be able to productively. Revenge will usually be a 1-damage area of effect spell, but it can destroy people by surprise if you let yourself get below 12 health. Don't forget that Bash can be used on the face too! You almost never want to throw Acolyte of Pain onto an empty board, because you will need to guarantee some card draw value with a whirlwind effect or Cruel Taskmaster. Nexus-Champion Saraad is almost never a turn-5 play unless you're absolutely desperate for a body. It's much better at turn-7 or later where you can assure it'll get extra value.  

Matchups
  • Control: This deck is incredibly good against other control-style decks, because it has so many ways to answer threats, and so many monster minions of its own. Be sure to focus on card draw and use your removal options wisely. Just be careful if you anticipate fatigue, because Varian Wrynn can really hurt you by pulling three cards, if they don't quickly win you the game. Big Brawl turns and extra value from Chromaggus or Nexus-Champion Saraad will help you expand your deck size and win the long game. 
  • Midrange: With midrange decks, you just have to be careful that you aren't overwhelmed with mid-sized minions. If you can't clean up, your passive larger minions will often just sit there while they finish you off. Don't save your removal for anticipated giant threats, as it's more important to keep things in check and answer the board every turn. 
  • Aggro: You have to mulligan aggressively for Fiery War Axe, Armorsmith, Cruel Taskmaster, and Bash if you want to survive their initial rush. From there you should be able to set up behind Sludge Belchers, Shield Block, and Revenge to swing the board back and recover health. Don't by shy with your removal spells, because using Shield Slam on a Knife Juggler is a viable play that could be the difference between winning and losing.
  • Combo: If you're facing off against a combo deck, there are a few different routes to success. Having a high health total is usually your safest bet, so keeping their board in check and aggressively hero powering will certainly help. You should also save your Armorsmiths to make sure they generate tons of armor. Against Druids, you can save a Sludge Belcher for any expected lethals. Revenge and Brawl can work wonders against Patron Warriors. 
What to Replace

As with most control-style Warrior decks, you have a lot of options when it comes to legendary minions. The minions chosen for this deck are those which don't lose value when pulled from Varian Wrynn. Cards with battlecry effects can be wasted if they're summoned, so passively valuable cards like Ragnaros, Sylvanas, and Ysera were chosen. Kel'Thuzad is another that fits that mold very nicely. You could also try Deathwing thanks to his huge body and sometimes-terrible battlecry. He's also an interesting fatigue answer that can give you one last chance to win.
If you find yourself needing more health and armor to recover in the mid-game, adding a Shieldmaiden back into the deck will definitely help. It was sacrificed to fit Varian Wrynn synergy into the deck, but it's still going to do work as a 5/5 body if the battlecry is lost on a summon, and could save you from time to time with that extra 5 armor.  

Why You Should Care

The Hearthstone meta game already seems to be slowing down a little with the recent release of The Grand Tournament. And when it comes to slow decks, there's nothing better than control-style Warriors. Wrynn Warrior is the ultimate version of that deck, and gives you a great vehicle to show off your shiny new legendary card. 




More >>> Hearthstone Hub Forum

TGT Deck Guide: Strifecro's Midrange Totem Shaman

0
0


The Grand Tournament is finally here and professional hearthstone players are already producing quality, meta-changing decks. Strifecro has come up with a ladder viable, midrange totem deck, which has experienced success at the high legend ranks. In this article, I break down Strifecro’s deck by highlighting some of its key aspects while also providing some feedback on possible replacements.



How to Play:

Obviously, the deck’s core characteristics revolve around the use of totems. Totem synergy is where it’s at, either to play off of them with a Draenei Totemcarver or to intrinsically strengthen them with cards like the Thunder Bluff Valiant. If you keep your totems alive, they can turn into an omnipotent, killing machine, taking down anything in its way at the cost of just a few pings of the hero power. You’ll live by the totem and die by the totem and how you use them is crucial to your success.

Early Game: Traditionally, all you’ll want to be doing is generating totems for the first few turns; sometimes the opponent will be wise to this and do everything in their power to consistently remove them. This is fine, let them remove your totems, wasting removal cards or potential damage on totems will only strengthen you position later in the game. Playing the Totem Golem can be tricky due to its overload, so be sure to either use it on turn-2 or to coalesce it with your hero power on turn-4. Playing the Totem Golem on turn-3 is a weak move because it inhibits your ability to effectively play a Draenei Totemcarver on turn-4. The only viable time to play the Totem Golem on turn-3 is if you have the Tuskarr Totemic; the Tuskarr allows you to continue to push tempo on turn-4 by continuing to solidify your board position.

Mid-Late Game: If played right, most of the opponent’s removal should be exhausted by turn-5-6 on both totems and an extremely buffed up Draenei Totem Carver. This is where the game starts getting fun, as you will be able to pull off large combinations and plays fearlessly, knowing that the opponent has wasted most, if not all, of their removal. The Thunder Bluff Valiant almost works like a late game token card; its value comes in with its ability to unremittingly strengthen the board while adding a minion in itself that is not easy to remove. Dr. Boom, Al’Akir The Windlord, and Fire Elemental provide additional tools to finish off the opponent, especially if you are beginning to stall out. The opponent’s removal should all be depleted by the time one of these three minions hits the board and by that time your opponent should be close to defeat.

Mulligan Phase:
Against Aggro/Midrange: Mulligan hard for a Zombie Chow, Haunted Creeper, Rockbiter Weapon, Flametongue Totem, Totem Golem, and Lightning Storm. The Early game minions should be able to control or stymie the board while cards like the Rockbiter Weapon and Lighting Storm can remove other pesky threats you can’t readily get to.

Against Control: You should primarily be looking for Draenei Totemcarver and Tuskarr Totemic to play off of cards like the Totem Golem and Flametongue Totem. Getting a big Totemcarver play off around turn 4-5 is a huge tempo swing and just getting off a Tuskarr Totemic on turn-3 will set the opponent back.

New Cards:

Ancestral Knowledge: Shamans desperately needed a card draw mechanic that synergizes well with their playstyle, and I think Ancestral Knowledge is just that card. Yes, it overloads you for 2-mana, but in most cases I found myself using it later in the game when the overload mechanic is not as detrimental to the mana curve.

Totem Golem: This card just might surpass the Shielded Minibot for the best class specific 2-drop in the game. Playing it on turn-2 is fine, dropping another totem or 2-mana costed minion on turn-3 doesn’t usually affect the overall tempo of the deck and getting 3-4 worth of stats for 2-mana is just too damn good!

Tuskarr Totemic: Just another card that Team-5 sanctioned that will help ameliorate the overall quality of the Shaman class. It’s another high value card but in this case it doesn’t penalize you with overload. 5-6 worth of mana for 3 is too good to pass up and I can see this card being a staple of Shaman decks for a long time. Oh yeah, did I mention it is a common card, helping boost Shamans in Arena too!

Draenei Totem Carver: I’ve found that it’s really hard not to get good value from this card. Specifically, it synergizes well in this deck, playing off the totem cards, Tuskarr, and the Shaman hero power.

Thunder Bluff Valiant: This is a really fun card to play, but in my opinion, is too slow of a card to be consistently effectual. Yes, it will repeatedly buff your totems, but for 5-mana it slows down the deck too much.

Hearthstone Hub / Forum Possible Replacements:

Gadgetzan Jouster/Lowly Squire > Zombie Chow:

I’ve never been a fan of Zombie Chow, getting this piece of shit after turn-3 makes me angrily shake my fist in a vaudevillian fashion. I hate it and if you don’t get it really early, it’s practically useless. That is why I was really excited to see the release of the Jouster and Lowly Squire, both effectual 1-drops that don’t have the lurid drawback of the chow chow.

Fencing Coach > Vitality Totem:

The upside of the Fencing Coach far outweighs the positives of the Vitality Totem. It still synergizes with the totem theme, making a turn-4 Draenei Totem Carver or turn-5 Thunder Bluff Valiant combo much more effectual. Yes it lacks heal but it substitutes that health for a faster and more consistent deck that synergizes more successfully with its inclusion.

Doomhammer > Al’Akir the Windlord:

This is essentially just a budget replacement. The Doomhammer synergizes well, but the Windlord is better:  providing a minion to take damage over the hero and placing a wall on the board that opponent has to deal with.

Additional Notes:
I’ve been having a blast playing TGT and it has been worth the prolonged “hype train” to get here. I think decks like these are just the begging, and hopefully classes like the Shaman and Priest will see resurgence in the near future. As always, if you have any questions, comments, or suggestions, make sure to leave them below!




More >>> Hearthstone Hub Forum

Aui_2000 new team: Digital Chaos

0
0

Digital Chaos are the new Dota 2 team created by the famous community member, caster and Co-Owner of Dota Cinema, Shannon "SUNSfan" Scotten. The TI5 champion Kurtis "Aui_2000" Ling has finally found a new home in which to work and prepare for the incoming Major.

In the roster we can find also Evil Geniuses TI5 coach Kanishka 'Sam' "BuLba" Sosale and the veteran player Tyler "TC" Cook, that already played for different teams including CompLexity Gaming and Team Liquid. Finally there are also two talented players: Dat Quoc "Biryu" Ha and Yawar "YawaR" Hassan, the latter is EG’s Syed Sumail "Suma1L" Hassan older brother.
 

 Digital Chaos Roster:
  • Tyler "TC" Cook
  • Yawar "YawaR" Hassan
  • Kanishka 'Sam' "BuLba" Sosale
  • Kurtis "Aui_2000" Ling
  • Dat Quoc "Biryu" Ha
SourceDigital Chaos

Team Empire announces new roster, saying goodbye to ALWAYSWANNAFLY and yoky

0
0


Team Empire has just announced their new DOTA 2 roster via their Twitter. They have bid farewell to Andrey 'ALWAYSWANNAFLY' Bondarenko and Maxim 'yoky' Kim, the latter being rumoured to move to Na'Vi although this is far from confirmed. The new line up is now as follows with one player still yet to be announced:
Airat 'Silent' Gaziev
Roman 'Resolut1on' Fominok (c)
Ivan 'ubah' Kapustin
Ilya 'ALOHADANCE' Korobkin
TBA
 
The lineup welcomes a new player to the professional DOTA 2 scene, ubah joins the squad. He is a relatively unknown player, but the CIS DOTA scene is always great at finding new talent. For the rest of the squad, it looks as though Resolut1on will be playing the carry role while Silent will be going mid, which is a slight change to the dynamic, but is not too drastic.

According to the Empire team manager, StrangeR, said that yoky wasn't entirely comfortable in the role he played for Team Empire and so decided to move in a different direction: "we gave him a chance to try a new team in the role he prefers".

He goes on to say regarding ubah that he is "a player who has long deserved a place in the top-level team, now he has a great chance to show himself".

The final spot on the team is set to be announced towards the end of August, which will be eagerly anticipated by CIS DOTA 2 fans.
 
 

Boom Beach: Aug.25-26, 2015 Dr.Terror Warriors Video Guide by CC

0
0
Here is my setup:
Team:Predator(50)
Game ID:cclol^_^(my frieds list is full)
Headquarters: lv20
Gunboat Energy: 104(boosted by an energy+17%+17%+40%+17%+17% statue)
Warriors Amount: 64
Warriors Level: 18
Warriors HP: 1350(boosted by a HP+28% statue)
Warriors DPS: 650(boosted by a attack+31%+12+13%statue)
Artillery Damage: 5084
Flare: 30 seconds
Medkit: 925/7.5s
Barrage Damage:11940
Shock Wave: 10 seconds
Robot:12

stage.1



stage.2

stage.3

stage.4

stage.5

stage.6

stage.7

 

Final Fantasy XIV's Chinese Collector's Edition Includes a Chocobo Figure

0
0


Final Fantasy XIV
is celebrating its first anniversary in China and the game's publisher Shanda Games will release an anniversary Collector's Edition, which includes a chocobo figure, emblems of the 3 Grand Companies, a FF14 style lanyard, FF14 OST, an art book of FF14, a DVD for FF14 client, and exclusive in-game items.







The Chinese Collector's Edition is priced at ¥498, roughly $80 but the release date has not yet announced. There will be firework to celebrate the 1st birthday, and all players can purchase limited edition of virtual items from NPCs in the game. There is a new celebration emotion as well.
 






Currently the Chinese version is behind the international version in terms of update. Square Enix is still working on localize the Heavensward expansion for Chinese market.

Action RPG ASKER(KR) Unveiled An Opening Video

0
0

Action RPG ASKER(KR) unveiled an opening video today. This video will meet players before the in-game tutorial starts, helping players to learn more about ASKER's worldview.

ASKER set background at the darkest days in Middle Ages and unfold the story about Black Sheep group and its members. From the opening video, we could not only see the 4th new class, but also some boss monsters.

ASKER

ASKER

 

ASKER

ASKER

ASKER

 

ASKER

ASKER

Heroes of the Storm Heroes: Kharazim, Veradani Monk, Guide

0
0


Description

A versatile support that can be either a healer or a fighter depending where the need is greatest.

Lore

Kharazim, the Veradani Monk, is a melee support hero from the Blizzard Entertainment Diablo franchise. To the monks of Ivgorod, the gods are in all things, and their divine will is proclaimed by the Patriarchs. With unshakable faith, Kharazim carries forth the decrees of the thousand and one gods to the ends of Sanctuary and the realms beyond.

Stats
 
RoleAttack TypeHPHP RegenManaMana RegenAttack DamageAttack Speed
SupportMelee 850 (+180 per level)1.77(+0.457per level)500 (+10 per level)3 (+0.098 per level)25 (+6 per level)2


Abilities
 
SlotIconNameTooltip
QRadiant Dash30 Mana Cooldown: 12 seconds
Jump to an ally or enemy. Enemies are immediately hit with a Basic Attack.
WBreath of Heaven60 Mana Cooldown: 8 seconds
Heal nearby Heroes for 548 (130 + 22 per level) and give them 10% Movement Speed for 3 seconds.
EDeadly Reach50 Mana Cooldown: 10 seconds
Your next Basic Attack increases your Attack Speed and Attack Range by 100% for 2 seconds.
RSeven-Sided Strike

77 Mana Cooldown: 50 seconds Heroic
Become Invulnerable and strike 7 times over 1.81 seconds. Each strike hits the highest Health nearby Hero for 7% of their maximum Health.

RDivine Palm50 Mana Cooldown: 60 seconds Heroic
Separate from your body, becoming Unstoppable and gaining Movement Speed accelerating up to 50% over 2.5 seconds. When Wraith Walk ends or is canceled, your body jumps to your wraith.
TraitIron FistsTrait
Every 3rd Basic Attack deals 100% bonus damage.


Talent
LevelIconNameTooltip
1InsightEvery 3rd Basic Attack restores 16.2 (12.21 + 0.21 per level) Mana.
Iron FistsEvery 3rd Basic Attack deals 100% bonus damage.
TranscendenceEvery 3rd Basic Attack heals the lowest nearby allied Hero for 160 (46 + 6 per level).
4Protective ShieldActivate to shield an allied Hero for 15% of their max Health for 5 seconds.
Healing WardActivate to place a ward on the ground that heals allies in an area for 1.95% of their max Health every second for 10 seconds.
ForesightRadiant Dash reveals the area around the target for 3 seconds. Only one area can be revealed at a time.
OvertakeBasic Attacks while Deadly Reach is active increase your Movement Speed by 30% for 2 seconds.
7ClairvoyanceActivate to reveal an area for 10 seconds. Enemies in the area are revealed for 4 seconds.
CleanseActivate to remove all stuns, roots, silences, and slows from the target and reduce the duration of their reapplication by 50% for 2 seconds.
Echo of HeavenBreath of Heaven heals a second time 2 seconds later for 50%.
Way of the Hundred FistsRadiant Dashing to an enemy causes you to launch of volley of blows dealing 540 (198 + 18 per level) total damage instead of a Basic Attack.

10

Divine PalmProtect an allied Hero from death, causing them to be healed for 2500 (600 + 100 per level) if they take fatal damage in the next 3 seconds.
Seven-Sided StrikeBecome Invulnerable and strike 7 times over 1.81 seconds. Each strike hits the highest Health nearby Hero for 7% of their maximum Health.
13RelentlessReduces the duration of silences, stuns, slows, and roots against your Hero by 50%.
Spell ShieldUpon taking Ability Damage, reduce that damage and further Ability Damage by 50% for 2 seconds. Can only trigger once every 30 seconds.
Fists of FuryIncreases Deadly Reach's duration by 50%.
QuicksilverRadiant Dashing to an ally gives you and the target 30% bonus Movement Speed for 3 seconds.
16Blazing FistsEvery 3rd Basic Attack reduces the cooldown of Deadly Reach by 1 second.
Blinding SpeedDecreases Radiant Dash's cooldown by 2 seconds and increases the maximum number of charges by 1.
Circle of LifeIncreases Breath of Heaven's healing by 10% for each other Hero in the cast range.
Soothing BreezeBreath of Heaven removes silences, blinds, slows and roots.
20Storm ShieldActivate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.
TransgressionSeven-Sided Strike hits 4 additional times.
EpiphanyActivate to restore 32.81% of your maximum Mana and refill 2 charges of Radiant Dash.
Peaceful ReposeDivine Palm's cooldown is set to 5 seconds if the Hero does not die.
 

BLESS Unveiled the First Music Video for Its OST

0
0

Today, Neowiz Games' new MMORPG BLESS unveiled a music video for its OST. This music video is for BLESS' main theme which is composed by movie music's veteran Hans Zimmer. The impressive main theme performed by violin and BLESS' worldview describing 2 factions' tragic fate bring out the best in each other.

In addition, as of October 11th, Bless will start a collection activities taking main theme as subject. Participants could make new video for BLESS' main theme to interpret again.

BLESS

BLESS

BLESS

 

BLESS

BLESS

BLESS

 

BLESS

BLESS

 

BLESS

BLESS

Hearthstone: More Grand Tournament Pro Decks (Amaz, Kolento and Trump)

0
0


The Grand Tournament expansion brings a large amount of new decks, and we posted some brand-new deck lists from legend player Kolento. Today we will recap some of the most popular decks created by legend players such as Amaz, Kolento and Trump. Please note that all decks listed here are experimental and will likely be changed in the next few days.

Trump’s Grand Tournament Midrange Shaman 



Shaman receives some strong cards like Totem Golem, Tuskarr Totemic, and Thunder Bluff Valiant. Here is a Trump’s Midrange Shaman deck which takes full advantage of these new cards.


 
 

Kolento’s Grand Tournament Lock and Load Hunter



These are lots of interesting combos based Kolento’s Lock and Load Hunter that is aimed around drawing Lock and Load and other low mana cost spells.


 
 


Amaz’s Grand Tournament Tempo Mage



The Grand Tournament offers some interesting new possibilities for both the aggressive and midrange versions of Tempo Mage. Amaz’s Tempo Mage provides an efficient start that curves into high value threats, as well as a significant amount of burn to either close out games or maintain board control.

Side-scrolling Action AOS Hyper Universe Starts the 1st Alpha Test Recruitment

0
0

The side-scrolling action AOS Hyper Universe, developed by CWAVESoft and published by NEXON, starts recruiting the first alpha testers today and will end on September 6th.

Hyper Universe

All participants could apply via the Hyper Universe official website: http://hu.nexon.com. As from September 9th, players could experience this new concept side-scrolling AOS game with traditional action elements and 24 HYPERs with diverse ability.

Hyper Universe

Hyper Universe is a side-scrolling action AOS game related to minority psychic "Hyper" who are saving the universe from crisis. It features 24 Hypers with various super power and unleashing unique skills to trigger dazzling action. From the official homepage, we could learn the background worldview of this game, gameplay and other early game info. There are 6 types of Hypers, including Striker, Technician, Stalker, Bruiser, Tanker and Supporter, available to choose.

Hyper Universe

Hyper Universe

Hyper Universe

 

Hyper Universe

Hyper Universe

Hyper Universe

 

Gears of War Developer Revealing New Title Tomorrow

0
0


Gliff Bleszinski, the developer behind Gears of War franchise, has been working on its new tile which code-named project Blue Streak. Though no one has known exactly what that is- that may have changed today, publisher Nexon also has set up a teaser site for something called "The Shattering"



Project BlueStreak has been assumed to be a free-to-play arena shooter currently in development for PC, although this has yet to be fully confirmed. You can check out the teaser video below as you wait for official announcemnt.

MMO Chart Week #33: Wildstar Is Returning to Players' Radar

0
0
August is a month many MMOs start beta test. Tree of Savior has started the first English beta and it seems the game is doing alright. Gigantic will start closed beta in August as well and it has the potential to grab a steady player base with support from Microsoft and Xbox. Wildstar finally kicks off F2P closed beta and from what we see, many players are looking forward to play it.   

The chart aims to present the most popular MMOs/online games that have been available for everyone (released or in open beta). There is a score for each game on the chart, which is calculated through certain fomula.
Top 20 Most Popular MMOs
 Game InformationThis WeekLast Week
  1  World of Warcraft
    Blizzard/RPG/PC
36274↑35829
  2  Dota 2
    Valve/MOBA/PC
35547↓36026
  3   Destiny 
   Bungie/FPS/PS4 PS3 Xbox One Xbox 360
34782↑34780
  4   Hearthstone: Heroes of Warcraft 
   Blizzard/CCG/PC iOS Android
34757↓35102
  5   Heroes of the Storm
    Blizzard/MOBA/PC
34549↓35091
  6  League of Legends
   Riot Games/MOBA/PC
34365↓34896
  7   Smite
   Hi-Rez Studios /MOBA/PC Xbox One
30398↑30394
  8   Star Wars: The Old Republic
    BioWare/RPG/PC
27588↑26295
  9  Guild Wars 2
    ArenaNet/RPG/PC
27556↑27541
 10  EVE Online
    CCP Games/Simulator/PC
25707↑25702
 11  World of Tanks
   Wargaming/Action/PC Xbox One Xbox 360
24821↑24397
 12  Final Fantasy XIV: A Realm Reborn
    Square Enix/RPG/PC PS4 PS3
23938↑23935
 13  The Elder Scrolls Online: Tamriel Unlimited
   Zenimax Online/RPG/PC PS4 Xbox One
22365↓23931
 14  War Thunder
   Gaijin Entertainment/Action RPG/PC
22306↓24879
 15  Elite: Dangerous
    Frontier/Action/PC Xbox One
21760↓21768
 16  Wildstar 
    Carbine Studios/RPG/PC
21573↑17652
 17  Trove
    Trion Worlds/RPG/PC
20166↑16238
 18  World of Warships
    Wargaming/Action/PC
20037↑19695
 19  Planetside 2
    Daybreak Game Company/FPS/PC PS4
19787↓20652
 20  Dirty Bomb
    Splash Damage/Action/PC
15934↓23363




Top 20 Most Anticipated New MMOs chart aims to show what new MMOs are most anticipated by players in the English-speaking world. Only the MMOs that haven't entered closed beta or early access phase in the west are considered new MMOs in this case. On a weekly basis, we investigate various statistics and work out a score using a formula. 
Top 20 Most Anticipated New MMOs
 Game InformationThis WeekLast Week
  1   Star Wars: Battlefront
   DICE/RPG/PC PS4 Xbox One
22181↑22167
  2   Overwatch
   Blizzard/Action TPS/PC
20705↑18925
  3   Star Citizen
   Cloud Imperium Games/Action Simulator/PC
19817↑17348
  4   ARK: Survival Evolved
   Studio Wildcard/RPG/PC PS4
15992↑15922
  5   Tom Clancy's The Division
   Ubisoft Massive/Action RPG/PC PS4 Xbox One
12502↑12165
  6   Blade & Soul
   NCsoft/Action RPG/PC
10144↑4562
  7   Black Desert
   Pearl Abyss/RPG/PC
8776↑7506
  8   Tree of Savior
   IMCGames/RPG/PC
7503↑7185
  9   Everquest Next
   Daybreak Game Company/RPG/PC PS4
6532↑6455
 10   Survarium
   Vostok Games/Shooter/PC
6433↓7919
 11   Armored Warfare
   Obsidian Entertainment/Shooter/PC
5642↑4087
 12   Crowfall
   ArtCraft Entertainment/ RPG/PC
5448↑1186
 13   Warhammer 40000: Eternal Crusade
   Behaviour Interactive/RPG/PC PS4 Xbox One
3653↓3715
 14   SkySaga: Infinite Isles
   Radiant Worlds/RPG/PC
3326↑3246
 15   Gigantic
   Motiga/MOBA/PC Xbox One
2287↑1898
 16   Dragomon Hunter
   X-Legend/RPG/PCNexon/RPG/PC
1399↓2647
 17   Crossout
   Gaijin Entertainment/Shooter/PC
1394  ——
 18   Camelot: Unchained
   City State Entertainment/RPG/PC
1898↓1592
 19   Devilian
   Bluehole Ginno Games/Action/PC
1355↓1775
 20   MapleStory 2
   Nexon/RPG/PC
1147↓2077

TGT Deck Guide: Avant-Garde Mech Mage

0
0


Mech Mage has always been a Hearthstone enigma, with it constantly fluctuating in and out of the meta-game. It established itself in GvG, making it look like it was going to last for the long haul, but instead, it eventually got exposed for its lack of strength without a perfect curve and its inconsistent draw mechanics. Overall though, it was a successful deck; helping hundreds of pros and average Joes climb to legend and in this article, I highlight some of the possibilities of this archetype moving forward.



How to Play:

The Avant-Garde Mech Mage plays very similarly to that of its GvG predecessor. Controlling the board early is crucial to set up the mid-late game plays. Mechwarper is still the crème de la crème of this deck, allowing you to drop better or more minions than the opponent.  Unlike previous iterations, this deck scales bigger and stronger, allowing you to have more win conditions while also supplying plenty of early-midgame minions. Cards like Rhonin and Effigy infuse the Mage class with a new flavor that is both fun and proficient to play with.  

Against Aggro (and most Midrange): Flooding the board and overwhelming the opponent is the key to success. The coalition of the Mage hero power and high valued mech minions allows you to control the board while also keeping minions alive. Mid-tier minions like the Piloted Shredder and Goblin Blastmage are good tempo cards, especially when backed up with an Effigy.

Against Control: Depending on the class, a steady unremitting stream of minions is usually the most tactful way to defeat the opponent.  Try not to waste Effigy on a low costed minion, getting it off on a 4+ costed minion can swing tempo in your favor. Play around AoE, try to draw out Lightning Storm, Flamestrike, and the Auchenai Soulpriest/Circle of Healing combo. Hold onto all your low costed spells as Archmage Antonidas will be one of your main win conditions. If that doesn’t work; Fireball, Piloted Sky Golem, Dr. Boom and Rhonin are great alternatives to apply pressure, and finish the opponent off.

Mulligan:
The mulligan phase is pretty simple for this deck; look for one 1-drops and the Mechwarper. The coin can sometimes be tricky and it’s often a better play to wait until turn-2 to coin-out an Annoy-o-Tron with a Mechwarper, instead of coining out the Mechwarper on turn-1. Unless you have to immediately remove a minion with Frostbolt , hold onto the coin until at least turn2-3, as it synergizes more efficiently with 3-4-drop cards.

New Cards:

Effigy: I’m really enjoying this card, the Recombobulator effect is definitely a blast. The reason I didn’t add a Mad Scientist to this deck is because controlling the Effigy’s effect is very important. Getting this to go off on a minion below 4-mana actually nullifies the usefulness of this card. Using it to set up a turn-4 play is sometimes your best option, using it on a card like the Piloted Shredder provides immense value, essentially giving you 3-minions worth of value!

Clockwork Knight: Overall, this is a pretty solid card, especially if you can activate it on turn-4. I don’t know if this card will last, but right now, it adds an additional beefy minion to help transition to the late game, a missing feature of most mech archetypes.

Rhonin: How can you say anything bad about this card? Its deathrattle provides insane value coalesced with a beefy minion. Yes it can get BGH’d, but that’s only supplying you with an Avenging Wrath that does one more damage and cost three less!

Additional Notes:
In summary, I think Mech Mage is a decent choice to climb the ladder with right now. It’s a consist deck that can defeat a lot of differentiating archetypes; a crucial factor for those trying make that “end of the season push.” As always, if you have any questions, comments, or suggestions, make sure to leave them below! 
 
 


The Grand Tournament is finally here and professional hearthstone players are already producing quality, meta-changing decks. Strifecro has come up with a ladder viable, midrange totem deck, which has experienced success at the high legend ranks. In this article, I break down Strifecro’s deck by highlighting some of its key aspects while also providing some feedback on possible replacements.



How to Play:

Obviously, the deck’s core characteristics revolve around the use of totems. Totem synergy is where it’s at, either to play off of them with a Draenei Totemcarver or to intrinsically strengthen them with cards like the Thunder Bluff Valiant. If you keep your totems alive, they can turn into an omnipotent, killing machine, taking down anything in its way at the cost of just a few pings of the hero power. You’ll live by the totem and die by the totem and how you use them is crucial to your success.

Early Game: Traditionally, all you’ll want to be doing is generating totems for the first few turns; sometimes the opponent will be wise to this and do everything in their power to consistently remove them. This is fine, let them remove your totems, wasting removal cards or potential damage on totems will only strengthen you position later in the game. Playing the Totem Golem can be tricky due to its overload, so be sure to either use it on turn-2 or to coalesce it with your hero power on turn-4. Playing the Totem Golem on turn-3 is a weak move because it inhibits your ability to effectively play a Draenei Totemcarver on turn-4. The only viable time to play the Totem Golem on turn-3 is if you have the Tuskarr Totemic; the Tuskarr allows you to continue to push tempo on turn-4 by continuing to solidify your board position.

Mid-Late Game: If played right, most of the opponent’s removal should be exhausted by turn-5-6 on both totems and an extremely buffed up Draenei Totem Carver. This is where the game starts getting fun, as you will be able to pull off large combinations and plays fearlessly, knowing that the opponent has wasted most, if not all, of their removal. The Thunder Bluff Valiant almost works like a late game token card; its value comes in with its ability to unremittingly strengthen the board while adding a minion in itself that is not easy to remove. Dr. BoomAl’Akir The Windlord, and Fire Elemental provide additional tools to finish off the opponent, especially if you are beginning to stall out. The opponent’s removal should all be depleted by the time one of these three minions hits the board and by that time your opponent should be close to defeat.

Mulligan Phase:
Against Aggro/Midrange: Mulligan hard for a Zombie ChowHaunted CreeperRockbiter WeaponFlametongue TotemTotem Golem, and Lightning Storm. The Early game minions should be able to control or stymie the board while cards like the Rockbiter Weapon and Lighting Storm can remove other pesky threats you can’t readily get to.

Against Control: You should primarily be looking for Draenei Totemcarver and Tuskarr Totemic to play off of cards like the Totem Golem and Flametongue Totem. Getting a big Totemcarver play off around turn 4-5 is a huge tempo swing and just getting off a Tuskarr Totemic on turn-3 will set the opponent back.

New Cards:

Ancestral Knowledge: Shamans desperately needed a card draw mechanic that synergizes well with their playstyle, and I think Ancestral Knowledge is just that card. Yes, it overloads you for 2-mana, but in most cases I found myself using it later in the game when the overload mechanic is not as detrimental to the mana curve.

Totem Golem: This card just might surpass the Shielded Minibot for the best class specific 2-drop in the game. Playing it on turn-2 is fine, dropping another totem or 2-mana costed minion on turn-3 doesn’t usually affect the overall tempo of the deck and getting 3-4 worth of stats for 2-mana is just too damn good!

Tuskarr Totemic: Just another card that Team-5 sanctioned that will help ameliorate the overall quality of the Shaman class. It’s another high value card but in this case it doesn’t penalize you with overload. 5-6 worth of mana for 3 is too good to pass up and I can see this card being a staple of Shaman decks for a long time. Oh yeah, did I mention it is a common card, helping boost Shamans in Arena too!

Draenei Totem Carver: I’ve found that it’s really hard not to get good value from this card. Specifically, it synergizes well in this deck, playing off the totem cards, Tuskarr, and the Shaman hero power.

Thunder Bluff Valiant: This is a really fun card to play, but in my opinion, is too slow of a card to be consistently effectual. Yes, it will repeatedly buff your totems, but for 5-mana it slows down the deck too much.

Hearthstone Hub / Forum Possible Replacements:

Gadgetzan Jouster/Lowly Squire > Zombie Chow:

I’ve never been a fan of Zombie Chow, getting this piece of shit after turn-3 makes me angrily shake my fist in a vaudevillian fashion. I hate it and if you don’t get it really early, it’s practically useless. That is why I was really excited to see the release of the Jouster and Lowly Squire, both effectual 1-drops that don’t have the lurid drawback of the chow chow.

Fencing Coach > Vitality Totem:

The upside of the Fencing Coach far outweighs the positives of the Vitality Totem. It still synergizes with the totem theme, making a turn-4 Draenei Totem Carver or turn-5 Thunder Bluff Valiant combo much more effectual. Yes it lacks heal but it substitutes that health for a faster and more consistent deck that synergizes more successfully with its inclusion.

Doomhammer > Al’Akir the Windlord:

This is essentially just a budget replacement. The Doomhammer synergizes well, but the Windlord is better:  providing a minion to take damage over the hero and placing a wall on the board that opponent has to deal with.

Additional Notes:
I’ve been having a blast playing TGT and it has been worth the prolonged “hype train” to get here. I think decks like these are just the begging, and hopefully classes like the Shaman and Priest will see resurgence in the near future. As always, if you have any questions, comments, or suggestions, make sure to leave them below!




More >>> Hearthstone Hub Forum

New LGD lineup revealed; xiao8 and Yao to substitutes

0
0


According to Wykrhm Reddy´s Twitter account, LGD Gaming have confirmed their lineup for the upcoming Majors. The newest additions to the team are former EHOME duo Bai 'rOtK' Fan and Liang 'DDC' Faming.


With rOtK´s and DDC´s arrival in LGD, two of their members had to give over their spots in the team. Those two are LGD's captain Zhang 'xiao8' Ning and Yao 'Yao' Zhengzheng who will now be official substitutes for the new LGD. rOtK, an exceptional drafter and proven captain, will probably take over the role of the new team leader and replace xiao8 in drafting and choosing strategy.

New LGD lineup is surely looking strong. They can only improve under rOtK´s leadership and we can be sure that LGD will continue with strong performances after this roster changes.

New LGD lineup:

Liu 'Sylar' Jiajun
Lu 'Maybe' Yao
Bai 'rOtK' Fan
Lei 'MMY!' Zengrong
Liang 'DDC' Faming

Source: Wykrhm Reddy
 

MVP.Phoenix replace NutZ with Heen

0
0


After losing their Singaporean player and support, Wong 'NutZ' Jeng Jih MVP.Phoenix have quickly found his replacement. The player replacing NutZ will be MVP.P´s former member who was at The International with MVP.Hot6, Lee 'Heen' Seung-gon.


One of the biggest surprises of this year´s International, MVP.P is looking to remain Korea's strongest team. By recruiting Heen they have gained a strong support player who will help them even further in reaching the quality of the best Dota 2 teams in the world. The team now consists of four Koreans and one Australian player, so the possible language barriers MVP.P had are now greatly reduced.

The great result MVP.P had at The International made a huge impact on the Korean Dota scene. It is rumored that Koreans are already investing heavily in Dota and it is only a matter of time until we'll be seeing some more strong and competitive Korean teams like MVP.P and MVP.H6.

Source: Dota2

 

Card-Based Duel BattleCON Online Lands On Kickstarter

0
0


Level 99 Games has returned to Kickstarter for full-featured version of BattleCON to your Web, PC, Mac, Android, and iOS devices. BattleCON, short for “Battle Connection Fighting System”, is a card-based duel between two fighters. BattleCON gives you a wide variety of unique tactics, and you'll combine these with strategic play to take down rivals in fast-paced duels.



BattleCON Online is more than just a digital platform for playing BattleCON. In addition to being able to play anytime, anywhere, with anyone in the world, you can build an exciting roster of characters, special costumes, and new play modes that bring the game and the world to life, including the long sought-after story and solo dungeon modes. There will be 10 playable fighters, as well as multiple costumes for each of these fighters at first beta in December. 



You can check out the Kickstarter page for more information. Backers will get character, costumes and season pass.




Fnatic Roster Update: Chrissy, Black^ and Net joining Mushi and Ohaiyo

0
0


According to Rave´s official Facebook, Djardel Jicko b. ‘Chrissy’ Mampusti will be joining Fnatic. Even though the news hasn't been confirmed yet from Fnatic´s side, Rave claims that Chrissy has confirmed his move to Fnatic. After his time with Rave, Chrissy was a member of MSI EvoGT and moving to Fnatic will be a huge boost to his career. Chrissy will probably take the mid role in Fnatic, while Mushi will revert back to support position.


He is now third confirmed member of new Fnatic squad. There are still speculations and rumors that Dominik 'Black^' Reitmeier and Wai Pern 'Net' Lim will join Fnatic to complete their roster for the upcoming Majors.

UPDATE: Black^ and Net officially join Fnatic. Their roster is now complete.


Source: Rave, Fnatic

 

Interview with ESL Open Qualifier team GOLDEN BOYS: "We can make it to NY"

0
0


Members of the former London Conspiracy squad (minus one player), recently reformed to make the team GOLDEN BOYS after LC didn't renew their contract. They have started off their new season in DOTA 2 well, as they won the ESL One New York Open Qualifier to make it to the Main Qualifier, which will allow them to fight for a spot in New York. Their win saw them best MONKEY FREEDOM FIGHTERS, which had pro players such as Weh 'Sing Sing' Sing, Turtoi 'Arise' Ionut and Sebastian '7ckngmad' Debs, Hellraisers and Yellow Submarine. 

The Greek squad is as follows:
 
Greg 'Keyser Soze' Kallianiotis
Omar 'Madaras' Dabasas
Xaris 'SkyLark' Zafiriou
Verros 'Maybe Next Time' Apostolos
Giannis 'SKANKS224' Theodoridis

We got a chance to speak to the team's carry player Madaras about the team's journey, their chances of getting to New York and how much open qualifiers help newer teams.

2P: So can you firstly just talk a little bit about your time at London Conspiracy and then the new team Golden Boys?

Madara: Well LC was practically our beginning of playing in a higher level of competition, we had some good and some bad results overall it was a good experience to help each one of us grow as players and persons. Golden boys is created with a mindset of a more professional team focusing more in winning and achieving.



2P: How did you find the open qualifiers? Did you feel like you were more professional than some of the other teams?

M: The open qualifiers was more of a test for us to see what we can do with the big changes that we made, it was an okay run but we could have done better. I believe we have figured the patch better than other teams and we had an advantage almost every game draft wise, in-game I believe we were more professional even though we had just came back from vacations.

2P: It must feel quite good to have done better than the Sing Sing/7ckngmad stack? Does that show that teamwork is much more important than big individual players?

M: We felt good for sure but it's not something to get really excited about. In my opinion just a 5-man stack of good individual players doesn't make them a strong team. Indeed that's exactly the case I believe teamwork will be better always than individual skill but individual skill has to be high up there aswell.



2P: How often do you practise with GB roughly? Is there anything in particular you guys do to work on team synergy? Do you think if a team practised together a lot (and were obviously not just all awful at DotA) they could have a chance at open qualifiers in general? E.g. the Majors.

M: We haven't started practising yet because we just came back from vacations. Well if everyone just knows how to win and does his job correctly team synergy comes naturally. I believe every team that practises a lot and have a good unity can always make upsets and even win an open qualifier like Major.

2P: OK just a follow up on the opens: Do you think they are worthwhile? Some would say there's kind of no point because big teams have it all locked up.

M: Opens are really good actually it gives new teams chance to prove themselves and new talent might show up as it was with Kaipi and Potm bottom at TI3.

2P: ​How are you feeling about the main qualifiers? Will we see you in NY?

M: We are feeling confident and we believe we can make it all the way to NY, with hard work and determination anything can happen.

 

Artstyle leaves Natus Vincere

0
0

The roster shuffle is starting also for Natus Vincere and the first player to leave the team is Ivan "Artstyle" Antonov. He joined Na'Vi on April 5th 2015 and as captain he led the team trying to bring them back to past glory achieving the 2nd place at Asus ROG DreamLeague Season 3 and the 13-16th at The International 5.
 
Unfortunately, we failed at The International 2015. Thus, we agreed that the right decision would be for me to leave the team. I wish the guys all the best of luck and many bright victories on their way. As for me, I am not going to stop playing and will come back to professional scene really soon.

Artstyle

Together with Artstyle the team has also released their stand-in Ivan "Vanskor" Skorokhod and hinted to more posts in the following days to announce their complete new roster.

Current Natus Vincere Roster:
  • Danil "Dendi" Ishutin
  • Alexandr "XBOCT" Dashkevich
  • Gleb "Funn1k" Lipatnikov
  • Akbar "SoNNeikO" Butaev
Source:  Natus Vincere
 
Viewing all 7489 articles
Browse latest View live




Latest Images