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Battlerite Closed Beta Review: When Skill IS The Deciding Factor.

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Bloodline Champions
. Ever heard of it? If you haven't, then you missed one of the best mechanical team arena brawler I've ever seen. If you have, then you must know something: Battlerite is the spirit successor of BC, created by the same studios and centering around the player reaction time and skill, without any random element.
 

Until September 16 all information about the game was to be kept to those who had a key to enter the beta. So there I was, playing it like crazy, without being able to share any of my plays... I felt like Goku trying to go Super Saiyan for the first time, but with someone beside him saying nonstop: "Not yet bro".
So, in the meantime, I've been polishing my skills, getting useful information... to bring them to you:

Battlerite is a team arena Brawler... but what does that mean?

Ok, imagine a MOBA like League of Legends... then get rid of the jungle, the minions, the tower, the dragon, and leave only the champions. No sudden body block, no bushes...
 

Just pure and heavy violence.

3v3 or 2v2, whatever you may prefer. There are enough champions so that no battle is the same, and the maps offer just the right diversity. And the winner is decided at the best of five, so you have plenty of time to adapt to the circumstances.

In Battlerite, the only important thing is to be the last left standing.
 

No minions? no Objetives? Wouldn't that make it boring?

It certainly would... if it weren't for the champions complexity. Every character is unique, with their own mechanics, fortes and weaknesses. For example, the two champions I've been playing the most are Jade and Freya.

Jade is a gunslinger equipped with two revolvers and a powerful sniper rifle, and as such, she is able to quickly deal damage with her dual-pistols, or charge a shot and burst her enemies from afar with her rifle.
 

Freya, on the other hand, is a tribal melee fighter who fights with dual hammers and the power to call lightning to her aid. Her skill set has different effects depending if she has applied the "Static" debuff in her enemies first, which would allow her to gain a shield, deal more damage or incapacitate them in exchange of consuming that debuff.
 

Normally you'd think that a ranged would have the advantage, yet Freya can counter any kind on normal attack, attracting her enemies to her. However, Jade is able to become invisible, or jump far away thanks to a powerful point blank shot. And even then, Freya can also jump to close the gap...
 

I bet you understand already what I mean.

"Then easy, just focus one down and GG". Well, is not that simple.

Why?

For starters and as a pro tip. In Battlerite is incredible hard to rush. Almost nothing is decided in just one trade, as every hero has a way to keep themselves safe. Some can move around, others can heal, block ranged attacks or even turn back time.

And rushing usually ends bad. Really bad. Troya kind of bad.
 

Strategy has a great if not decisive influence in the outcome of the battle. And even then, a good player can make a comeback out of a 1v3. Trust me, I've seen it.

I even achieved it once... although it was a 1v2.
 

How?
 

well, there are some crucial factors that should be considered. At all levels of gameplay.
 
And here comes what could be called the "Useful" part of my review.

For starters, every hero has an energy bar (0-100%) and four kinds of abilities:

Normal abilities: they have cooldown, different effects, and generate Energy.

R ability: they also have cooldown, yet use 25% of energy.

Ex abilities: every champion has two. They modify a couple of normal abilities, sometimes drastically, in exchange of 25% of energy. To be used you must hold shift while pulsing the respective key. For example, Freya has an Ex ability in Space, and in her E.

Ultimate: The tide changer. They require 100% energy, but believe me, they are worthy.
 

 
 

Now, as you may have guessed, being able to generate energy is the way to have the upper hand in the round. Yet your normal abilities are not the only way to fill that delicious bar.

Orbs. As the 2:00 round progresses, around the center of the arena will spawn green and light brown colored orbs. The first heals you... but the second grants you energy, so is in your interest to collect them when not trading blows.
 

Central Orb. The important one, situated in the center of the arena. You have to destroy it, or to be more accurate, Last hit it. It gives your team 25% of energy and heals you a certain amount, and as you may guess, is an asset you shouldn't lose.
 

Yet, they are not the only thing you should watch out for. Here I'll explain the new mechanics that weren't in Bloodline Champions.

Battlerites. They are talents given at the start of each round, and are the second most important thing to know about your champion, as every talent modifies your gameplay. There are various kinds: offensive, survival, control, utility...

You can choose one of three Per round, until you get to the final one, in which case there will be just two that are most likely to modify your ultimate.
 

Bullet time. I'm pretty sure it wasn't in bloodline, but I may be wrong. Basically, every time someone scores a takedown, there is a slow motion moment where you are able to rethink your next move. It helps a lot, trust me.
 

Mount. Self explanatory. At the start of the round you ride, and at any time you can mount again after a brief cast... yet using an ability or taking damage, dismounts you.
 

Finally, I don't know what are their plans for the future but...

When I played the closed beta, at least, all champions were free to choose, and as you progressed, you would eventually get cosmetic loot, from outfits to mounts. Any duplicated loot would give you tokens instead that you could use to buy other cosmetics. It was pretty much like Overwatch method.

September 20, early access will be released. I don't know what kind of changes or updates they will add, but I can tell you that the current Battlerite is more than worth as a game alone. At least for me. Every battle is intense, and as you gain knowledge of your champion and others, you start to see that line called strategy. And then you react, you dodge that fire ball and strike true with your interrupting shot, silencing that annoying Ashka. Then you go invisible, charge a snipe...

I could go all night, but I'm sure you want to try it already. And if you don't, your miss.

Anyway, this is all, if you enjoyed the article, please don't doubt in pressing the like button down here. And if you want to add anything, don't hesitate to leave a comment.

PEACE.

Clash Royale: Best F2P Hog Cycle Deck for New Tournament Challenge Mode

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Hey folks, YaBroo here to share my f2p tournament deck. I just played a non legendary tourney and had to come up with a hog cycle of course as the hog is my one and only love.
 
This is 100% F2P with no legendaries in it.
 
My Deck

Poison 3
Hog Rider 7
Valkurie 7
Inferno 6 / cannon 9
Minions 9
Ice spirit 9
Skeletons 8
Zap 9
 
I currently played 3 tourneys and won all 3 with this deck. Due to the lack of ranged attackers I wouldn't recommend this deck on ladder if you constantly face higher leveled cards by 2 levels.

Battle Strategy 

This deck is really aggressive and very good for early punishes against elixier collector.
A Hog ice spirit poison push on the collector lane is really devastating in the early game.
 
The real star of this deck is really the ice spirit as he allows your hog to always sneak in a couple of hits in offense. But also he enables devasting double lane pushes that are especially effective against all those big giant poison decks. If you defend a small push with minions just pack an ice spirit in front and attack the other lane with a hog. On tourney cap the ice spirit will freeze the tower and the minions alone will bring down a full health tower to 900 hp. It is great for cycling and its freeze ability makes it possible to defend hogs and miner attacks without a tower.
 
The valk is the second star of this deck as she is the only good ground defense in this deck. It counters every ranged attacker and kills backlines like no other. She also synergizes very well with the hog in offense.
 
The ideal push

This would be the hog + valk + ice spirit + poison push. This is so hard to defend and forces a lot of micro out if your opponent as it sets up for many defensive options your opponent has. Barbs and minions get destroyed and even mini pekka can't get the job done. But the main advantage of this strategy is tht it kills your opponents troops in his half enabling the next step.
 
The Skeletons Ice spirit cycle

This deck has an average cost of 3.0 elixier. However it has the cheapest possible cycle in the game with both 1 elixier cards and one of them even being the key component to your push. In double elixier this enables just constant hog attacks without an end and you will find it so easy to outcycle your opponents defense. In that scenario only cheap control decks like the legendary Tryfecta are able to stop your pushes but even those have a hard time doing so.
 
The ideal cycle would be
 
Valk -> ice spirit -> hog -> poison -> zap -> skeletons -> ice spirit -> hog... and so on.
 
I know I haven't talked much about minions even though those are amazing in defense and great on offense against a typical giant beatdown deck as they can kill the defensive mini pekka with a zap before he can kill your hog. Hog minions is just a very well known push and I don't see the need to further explain it. As always, add in an ice spirit for better flavour. Arrows and princess however are the natural enemy for this push so don't overcomit to it if you know your opponent has those cards in hand.
 
The other lane pushes


When you see a slow build up starting in the back like a giant/pekka/golem always! Push the other lane even though their other tower is very low on hp. Your deck can finish full health towers in an instant so don't be too shy. Once you see it drop hog + minions (+ice spirit) on the other lane. People will ussually zap this attack or throw arrows. In that case your other lane should be fine with a single inferno tower and skeletons as distraction. People don't play zap and arrows togehther, so your Inferno +ice spirit should melt any push against someone with arrows.
The great thing is that your push can't be ignored since it can kill a full health tower in under 4 secs if uncontested.
 
I hope I covered the most part. As for the final words I can only say that this deck is finally quite capable of countering the current giant meta. Therefore it is a great tournament deck as those are the most common decks.
 
Let me know if you have questions
 
Thanks YaBroo for sharing such an informative deck guide with us, this deck first appeared on Clash Royale Community.

More Related
Clash Royale Guides for Arena 7-8 
Clash Royale Guides for Legendary Arena
>>> Like Our Clash Royale Facebook Page for latest guides and updates. 

TGS 2016: Shinki Project, The Children of Doomsday and Akashic Records Debuts

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3 Japanese style anime mobile games were announced at TGS 2016 yesterday. They were Shinki Project, The Children of Doomsday, and Akashic Records. Read on to learn the details.



Shinki Project

DMM Games has announced at TGS that they are bringing the popular PC RPG "Shinki project" to mobile platform.

Release time is scheduled in spring 2017 and pre-registration starts this winter. The game will also be available at the DMM store.




In addition, "Koihime Musou" was announced. It's an event features various Koihime characters and original scenes. It will come in this November in Japan.

 
The Children of Doomsday

The Children of Doomsday (iOS/Android) is a Taiwanese franchise but it looks like it's coming to Japan first.





Akashic Records


Akashic Records is an upcoming smartphone title from Square Enix, in partner with Kadokawa Games. The game is scheduled to launch in Japan in 2016 for Android and iOS.



Characters:

"Lady Dracula" Amirika


"White of the Musketeers" Darutanian


Exclusive ArcheAge Begins Interview with Gamevil

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Can you give us a brief introduction to the team developing the mobile version of ArcheAge?
It's the same core development team that created ArcheAge Online. You can expect ArcheAge Begins to reflect a deep understanding of the ArcheAge world – but deliver a fresh take via mobile.

Is ArcheAge Begins an MMO?
No. It's an RPG. We've taken ArcheAge content and optimized it for mobile devices so that it's easily accessible for all players. Of course, we have some fun MMORPG-like content in the works for future release.


The PC online version stands out for its sprawling maps, open world freedom, and innovative trading system. What's unique about ArcheAge Begins?
ArcheAge Begins was designed to bring the strengths of the online game to the mobile platform. Players can engage in production activities like fishing/raising livestock and economic activities like manufacturing goods and trading. Or they can battle in territory wars.
 
What's the story of ArcheAge Begins? Is it the same or a continuation of the ArcheAge Online? 
The world of ArcheAge is vast and elaborate. ArcheAge Online doesn't give a feel for the story at the heart of this world. ArcheAge Begins tells the story of the ancient heroes who shaped the world. (A prequel to the online version) Players will be able to follow the story line and play the heroes of old. Those new to ArcheAge can immerse themselves in the epic narrative. Existing players can discover the stories behind the heroes previously shrouded in mystery.
 

How big is the world of ArcheAge Begins? Are there sections of the world map that will feel familiar to ArcheAge online players?
ArcheAge Begins is set in the ruins and legendary sites of the online version.
 
Unlike the online game, ArcheAge Begins was developed using Unreal Engine 4. Does that mean its graphic visual style will be different?
All the characters and monsters have been redesigned specifically for mobile. While the online game designs are more realistic, ArcheAge Begins graphics are more vibrant.
 
What role will XLGames play in the development of ArcheAge Begins. How do you communicate?
To successfully target the global market, GAMEVIL will provide overall guidance and service the game. XL GAMES' in-house mobile studio will develop the game.

Oz: Broken Kingdom - Unique Mobile RPG for Fans of Wizard of Oz

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Developed by This Game Studio and Published by Nexon, the Wizard of Oz-themed mobile RPG Oz: Broken Kingdom has finally launched on App Store and Google Play for free. It follows the character Ophelia Shen, who undertakes the journey in a world of Oz that will be unfamiliar to most, because the darkness has overtaken it.
 

With advanced graphics, players will be engrossed into the magical world. There is also a compelling story throughout the game that helps move things forward by having the player travel through Oz to places like the Munchkin countryside and Glinda's Castle, all while trying to figure out what is happening in Oz.
 
As a strategic turn-based mobile games, Oz: Broken Kingdom boasts its unique character customization, evolution system that allow players to collect and upgrade over 100 unique abilities. What’s more, Arena mode will be available for players to play with friends. Players can also battle in PvP rounds for further earn rewards to advance in the leader boards.

Wargaming's Top-Down Shooter Hybrid Wars Is Launching in September

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Wargaming is going sci-fi recently with the release of Master of Orion and the upcoming Hybrid Wars. Launching on September 29, Hybrid Wars is an arcade style top-down mech shooter puts you to future warzone to destroy waves of enemies. You will choose one of the three playable heroes, battling over 50 types of enemies as you progress in 8 huge and open world locations.

 
Each hero wields a main weapon and a tactical weapon. What's more, they all have their own air-dropped mechs, some of which are melee type while some are heavily armed. The game includes several game modes such as single-player campaign and co-op.
 

Generally, the game features include:
  • Discover multiple game modes 
  • Dive into up to 15 hours of gameplay 
  • Explore and conquer 8 huge, open-worlds 
  • Overcome 150 challenging objectives 
  • Earn 40+ rewards 
  • Wield 2 diverse heroes 
  • Command 4 dynamic types of vehicles: tanks, robots, helicopters, titans 
  • Defeat 50+ types of enemies 
  • Vanquish 8 powerful bosses 
  • Lock and load with 20 types of weapon 
  • Harness 28 additional abilities for each hero and vehicle type

The game's Standard Edition will be available for $17.99, and the Deluxe Edition will be priced at $19.99. If you are interested, check out the official site or the Steam page.
 


Exava: The Avabel Online Spin-off Now Available on iOS and Android Platform

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Asobimo Mobile's new game Exava is a spin-off game of the mobile RPG AVABEL Onlineand it's just launched on iOS and Android. The game is an action game focuses on PvP. Players make a teams of 5 characters and get into a 3-minute battle against other players.


You can see EXAVA the PVP mode of the 3D MMORPG AVABEL Online. Your need to choose your characters wisely since they have unique skills. You will unlock new characters and upgrade them by playing the game. Now the game has 21 characters.

You can download the game to your Android/iOS Device.
Google Play
AppStore

Screenshots






How to Find and Catch more Pokemon in Pokemon Go

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As all Pokemon Go fans known, now Pokemon Go is very very popular in the whole world, who has taken the world by storm. People everywhere are seemingly running around at random, looking at their phones for one express purpose: try to locate and catch more pokemons.

In the game, you use a mobile device's GPS capability to locate, capture, battle, and train virtual Pokemon, who appears on the screen as if you are in the same real-world location. Pokemon Go allows you to locate and catch more than a hundred species of Pokemons in your surroundings. Below tips are shared by Mmogah.


 
How to locate more pokemon go pokemons?
Get on your feet and step outside to find and catch wild Pokemons. Explore cities, towns and parks around where you live and even around the globe. You can also look for your interesting places, such as public art installations, historical markers, and monuments, where you can collect more Pokemons. As you move around, your smartphone will vibrate to let you know you're near a Pokemon.
 
Use your radar ring to discover Pokemons
As you wander the world, your avatar has a small pulsing ring that glows around it. This ring is your personal radar in the game. Once a Pokemon appears in your screen, it should be within 700-1000 feet of your location. If you walk around sidewalk or street in your area, your radar ring should bring pokemon out of hiding, so you don't have to jump your neighbor's fence or run through graveyards to find wandering Pokemons, your radar can reveal them without any extra work on your part.
 
Incense and Lures are important for you to find more Pokemons
Incense is one of the most vital and valuable trainer tools for catching more Pokemons and rare Pokemons. It is a valuable freebie or purchased commodity but a limited resource in Pokemon Go, so you need to make sure to get the most out of it.

Incense will spawn 1 Pokemon every 5 minutes while you’re standing still, but Pokemon will spawn every 1 minute or 200 meters when you’re moving.

Lures are purchasable items that work like more powerful Incense, and they are attached to a specific location - a PokeStop of your choosing. Lures will attract a great number of pokemons to the attached PokeStop.

You can find quite a few Pokemons by attaching Lures to your local coffee shop or bar, just sitting back and waiting. You'll usually get a new Pokemon spawn inside the Lure every 3-5 minutes, there is a chance of a rare Pokemon appears.

 
Hatching eggs is a good way to get more Pokemons
There are three types of eggs in the game: 2km, 5km and 10km, which translates to the amount of kilometers, you must walk in real life in order to hatch the eggs. Once you have walked the given distance, the egg will hatch and give you a Pokemon.

In general, the lower kilometer eggs typically give players relatively common Pokemon like as Bulbasaur, Pidgey and Zubat. Once you get into the 5km and 10km area, rare Pokemons may be your rewards, such as Dratini, Lapras, and Chansey, maybe you will never come across them in the wild, but it is possible to hatch them, so try to walk a long distance.



When you are ready to catch Pokemon, you should turn off AR (augmented reality)
It's pretty awesome to see that Pikachu spawn on your coffee machine, but AR can make it more difficult to catch your creatures, and drain your battery, too. To keep your device steady and ready for anything, flip AR off, and you can always turn it on when you find a Pokemon in a particularly hilarious location.
 
Once you find a Pokemon, it's time to use your Poke Balls
Once you've encountered a Pokemon, take aim on your smartphone's touch screen and throw a Poke Ball to catch it. You'll need a supply of Poke Balls to claim the Pokemon as your own. The Professor gives you a fair amount initially, but if your space is running low, you can stock up at a PokeStop. You'll also get better quality Poke Balls as you level up. Great Balls and Ultra Balls have a greater chance of success than average Poke Balls. You may have to throw several Poke Balls until you catch the Pokemon. Be careful when you try to catch it, or it might run away! After catching a Pokemon, you’ll see a red light in the center of the Poke Ball. If this light fades, congratulations! You have captured a Pokemon. 
 
All in all, you should master several methods to prevent you from missing Pokemons when you see them. 

TGS 2016: Torchlight Mobile Allows You To Set Up Your Own Stall

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A month ago, we reported that Torchlight Mobile will be available in Taiwan, Hong Kong and Macao by the end of 2016. Apart from the 3 playable classes, we didn’t get much information about the upcoming ARPG. Luckily, this time Perfect World brought us a playable version of Torchlight Mobile at TGS 2016. Let’s have a look at the video.
 

Torchlight Mobile won’t be straying too far from its PC brethren and hardcore hack and slash lovers won’t be disappointed since the game boasts Diablo-like drop system, cartoony art style as well as the complicated skill system. Also in this playable version, players can set up their own stalls to sell items which is quite impressive for mobile games. Compared with the 36 skill combination released last year, 64 new combinations are added.
 
Just like its PC version, Torchlight Mobile focuses on various dungeons. Each Boss has its unique skills, making the challenge more unpredictable. Team up with different classes, players will be able to figure out various ways to complete the dungeon.

Hope this game will be released in the West soon! Stay tuned for more updates.

Check next page for more pictures.
 






Age of Wushu 2: See the Beautiful Graphics in the First Ever Screenshots

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Snail Games finally releases the first batch of screenshots for Age of Wushu 2, the sandbox MMO the studio is currently working on. See below the beautiful graphics created with Unreal Engine 4.
 
The top-notch technologies such as PBS (Physically-Based Shading), HDR and Substance are used in Age of Wushu 2. The PBS technology can process lights effectively, making rocks, terrains realistic. The Substance technology, on the other hand, makes the light that comes through trees natural and realistic. The goal, according to the developer, is to let you see the wind and dewdrops on the plants in the morning or in the moist environment.

If you don't know, Age of Wushu 2 features destructible environment. The game will launch worldwide in 2017.

Click tho enlarge the image to see every details of the rocks


Gamevil's Strategy Mobile RPG War of Crown Opens Closed Beta Sign-up

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Gamevil's strategy mobile RPG War of Crown is moving towards the final release, as the publisher has launched the closed beta sign up. The beta will run from September 28 to October 2. You can register here if you are interested but be noted that the beta is for Android platform only



War of Crown is developed by Korean studio Asone Games. It's a top-down mobile game sets in the medieval time. In the game you make strategic moves for your characters and use their unique ability. In addition to good team configuration, you have to make use of the terrains to obtain tactical advantage.

The game has chess game element while features beautiful characters and animations.


Paragon Beginner's Guide, Decks and Cards

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Paragon
is a game that demands an excellent grasp of its mechanics in order to understand it and enjoy it better. While it is based on a MOBA style of gameplay, it would be wrong to try to compare it to other games in this genre since it also has - among others - a card game component. Before being able to make the most out of your characters, you have to build and rebuild your decks over and over and find the one that works best for you. This guide will help you understand the basics of this card mechanic. If you are already familiar with these, you can just skip over to a deck building guide.


In Paragon, you do not have a "merchant" in the proper sense of the term. While there is something that we can probably call an item store, you are the one to determine its stock. Thus, when a game starts, you get three points you can spend on your first cards. To do this press the designated key, which should appear at the bottom of your screen. It lets you choose between several decks, allowing you to take one of yours, that you have created, or opt for one of two predefined decks that developers have been kind enough to incorporate. Once done, select the deck of cards with which you want to start the match - Tip: mana and health potions, harvester key / ward.

To summarize: your deck is your "equipment" dealer. You choose one early in the game, and the cards will be the only items you can buy. Choose carefully, because you can not change the chosen deck until the game ends.

What is a card exactly and above what information can you find? Here is a visual created by TEAMBRG:
 

You will find that most cards are upgradeable via other cards. Be aware that it is essential to do this because this is the only way to reveal the full potential of your decks. Here, for example, once you have completed the three improvement slots, your Physical Damage is increased by 15.2. Of course, the bonus varies depending on the cards.

Paragon Decks
 

To create a new deck, go to the Profile tab, select the Decks sub-tab and click on "New Deck". Next, select the hero for which you want to create this deck, it will only be usable for them. Rest assured, as your level increase, you will unlock new decks slots, allowing you more freedom with deck builds. You can take a basic deck as a model and edit it to your taste, or start one from scratch.


On the left of the screen, under the hero's portrait, are the cards you've selected. Normally, in this case, there should be nothing. On the right, all the cards that you can choose to expand your deck. Click on a card that you would see well in your hero deck.
 

Things are not nearly as complicated as they seem them. We find the card and, on the right, all the upgrades you can add to it. When you play a match, you'll buy the basic equipment during the game. Then you can click on the card again to buy improvements (up to three), improvements that you are free to choose when building your deck.

You can choose to make up to six improvements available for a card, but will only be able to use three of them during your match. This allows you to prepare various strategies and change your playstyle according to the situation. Simply put, you can easily adapt your strategy to the twists and turns of matches. Need to reduce your cooldowns a bit? Get an improvement that helps with that. Want to surprise opponents with a higher attack speed? This can be done with improvements as well.

Caution: Avoid still systematically preparing six improvements for your cards, you can only have forty cards in your deck and to have a viable, it is imperative that you fill the last six slots with useful items, not including potions.


Affinities

As you probably know, the MOBA heroes usually have a specialty. This is reflected in the end in one of three categories: carry, tank and support. Paragon is no exception to the rule, but the difference here is that in most cases, heroes have two affinities. These correspond to their specialty and the kind of cards they can use in a deck.

To take an example, Steel is a hero based on Intellect and Order affinities, and can therefore choose cards displaying either of these two affinities.


Universal

As its name implies, the Universal affinity cards are usable to all heroes, regardless of their assigned affinities. Taking the above example, Steel can use Intellect and Order cards. While he is unable to use cards from other affinities, the Universal one is the only exception. These cards will generally included bonuses and abilities found in other affinities, but at a reduced capacity of sorts. This basically makes Universal a jack of all trades and master of none affinity.


Tanking

Growth

Defense and health are the keywords of this affinity. It allows you to build solid tanks while providing a damage output that remains quite honorable and maybe more.

Heroes with the Growth affinity: Dekker, Muriel, Rampage, Sevarog, Sparrow

Utility

Order

You will notice that most heroes who use Order are also those who have the Growth affinity in their sleeve. Nothing more natural because this affinity, if I classified in utility, also offers excellent tanking cards. The Growth / Order combination is overwhelmingly practical for tank and support oriented builds.

Heroes with the Order affinity: Dekker, Muriel, Mao Feng, Steel, Sparrow

Damage

Corruption

The affinity of choice for piercing damage, life draining and critical hits, Corruption will allow you to inflict heavy damage to opponents and ignore their armor, no less.

Heroes with the Corruption affinity: Gideon, GRIM.exe, Grux, Iggy and Scorch, Kallari, Sevarog

Intellect

Intellect is intended primarily for magic and mana users, as its blue color seems to indicate. Energy outbursts, mana, and other damage, these cards will be essential for any self-respecting mage.

Heroes with the Intellect affinity: Gadget, Gideon, GRIM.exe, Howitzer, Murdock, Steel

Fury

Fury affinity users will want to focus on attack speed and physical damage cards. This is basically the affinity of brutish power.

Heroes with the Fury affinity: Twinblast, Mao Feng, Grux, Howitzer, Iggy and Scorch, Murdock, Rampage

I remind you that the description of each affinity present primarily a dominant and is by no means exhaustive. There are indeed many cards with different effects in each of these famous affinities that are not necessarily focused on those dominant characteristics.

RELATED ARTICLES
Paragon Deck Building Guide

World of Warcraft: Legion - A Perfect Time to Dive into Azeroth

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What is Warcraft, and What Does Legion Bring to the Table?


World of Warcraft is the most popular subscription based MMORPG on the market, and it has held that position for well over a decade. Fans of video games worldwide have witnessed Warcraft turn into a global phenomenon and a cultural icon. Millions have played, millions still do, but many millions have yet to jump into the world of Azeroth and they may be wondering if it isn’t too late to jump into the World of Warcraft with the recent release of the Legion expansion. Even if it isn’t too late, they may wonder what the experience is like these days. To try and answer these questions, I have split the expansion into three main categories - leveling, endgame PvE, and endgame PvP and I’ll try and show what Legion brings to the table in each of these major categories.

Before delving specifically into World of Warcraft’s latest expansion, I want to provide a small overview on what World of Warcraft is for those who know of the game but not the specifics. World of Warcraft is a subscription based fantasy MMORPG set in Blizzard’s world of Azeroth as well as a few other lands for players to explore. The game is a very pure example of what is known as a ‘themepark’ MMO. Themepark MMOs tend to provide structured content for players who then consume it at their desired pace. Players in themeparks don’t make big, world-changing decisions. Instead, the world progresses with the developer’s vision in mind and players are taken along for the ride. With good developers at the helm, players can experience great storytelling and memorable encounters much like a classic Dungeons & Dragons experience with a quality Dungeon Master. Luckily for fans of World of Warcraft, Blizzard is among the best in the business when it comes to this form of MMORPG and they have a ton of experience under their belt.

World of Warcraft has always had new players in mind as the game has aged, and the relatively recent introduction of character boost tokens has made the game extremely accessible to new players by providing them with a character of the previous expansion’s maximum level, starter gear, and a tutorial to bring them up to speed. Since Blizzard is designing the new player experience to begin with Legion content, I am going to focus on what Blizzard provides in Legion and how new players might feel about this content. 
 
Stormheim, one of the new Legion Zones, absolutely oozes atmosphere and character
 
 
The Legion Leveling Experience

The leveling experience in World of Warcraft has always been based around following a breadcrumb-like trail of quests through the in-game world, and Legion follows that formula while giving players more freedom to chose how they will work through the new Broken Isles. In Legion, Blizzard has implemented content that scales to the level of the player. Effectively players can explore all of the leveling zones in the order of their choice and the game will accommodate those choices. 

The Legion story itself, which is based around gathering the Four Pillars of Creation, also adjusts to match the order that the player chooses. By the end of the leveling story, the threads all come together and players transition into endgame activities like dungeons, world quests, raids, and PvP.

Blizzard’s changes to the leveling formula of World of Warcraft allow new players to level up with more freedom than ever before, which should appeal to fans of more freeform games like Guild Wars 2, or Elder Scrolls Online who may have felt that the older questing system was a bit too rigid and structured.

The actual quality of the questing in Legion is as good as ever, and new players -especially those coming from more graphically modern games-  will appreciate the effort Blizzard went through to include more voice acting, cutscenes, and phasing to progress stories. The stories themselves tend to follow Blizzard’s tried and true model that features large, epic, overarching questlines across the whole Broken Isles setting,  supported by smaller arcs in individual zones, and spruced up with more self contained questlines. While the larger arcs deliver the usual quality fantasy content that would be expected from Blizzard, it is the smaller questlines that have impressed me the most in Legion. These shorter stories will make you feel sad, charmed, foolish, excited, and (especially in the case of a certain tribe of Owlkin) vengeful. Nobody knows for sure how the Legion storyline will turn out, so the jury is still out on the big picture story, but the quality of the shorter questlines is apparent.

Leveling up in World of Warcraft has not been challenging in years, but the improvements to the questing system have resulted in one of the most enjoyable leveling experiences in the genre. New players who are fans of the MMORPG as a story telling medium will enjoy the layers of storytelling as they progress while those who are focused more on the gameplay itself can appreciate a higher level of freedom than what players have seen before as they take on the content that they enjoy the most.

Endgame PvE

The most important factor for many players that determines whether or not a World of Warcraft expansion is successful is the sheer volume of content over the course of the life of the expansion. Warlords of Draenor was criticized very harshly for the extremely long (over a year) content draught and Blizzard has been very forward in expressing their desire to make sure that is not the case in Legion. How this plays out is yet to be seen, but I do have some optimistic hope that Blizzard is serious about producing content based on how much they have publicly brought the subject up.
    
Content volume aside, Legion will provide more of the same for fans of the Warcraft raiding scene. There will be raids of varying difficulty for groups of 10+ raiders based around the current story of Legion, and world bosses throughout the new zones to take down as well. Not everything is the same old Warcraft though. Blizzard is expanding the five player endgame PvE content with the creation of customizable, challenging, and highly rewarding Mythic + dungeons and the 7.1 patch will be bringing the first ever five player raid with the return to the fondly remembered Kharazan. 
    
This new Kharazan experience is going to be a five player raid with nine bosses and a weekly lockout common to all of the raids in World of Warcraft. The difficulty will be above the mythic dungeon content, and the rewards will be properly tuned for the difficulty. The concept of a five player raid has been very well received amongst my friends in the game as they have always wanted an experience that can be intimate and shared with their in-game buddies while being properly challenging and rewarding. If the return to Kharazan is successful, then the five player raid could become a staple of the endgame PvE scene.
    
Outside of the raiding experience, endgame PvE players may be pleased to know that the questing zones also scale to level 110 so players who are interested in the stories of individual zones can clear the content while actually progressing their characters. Couple this with the endgame story-driven zone Suramar and the result is that PvE players have a wider variety of things to do than ever before.
    
These changes should appeal to new players who will be able to experience whatever appeals most to them without having to worry about whether or not they are advancing their characters or doing the wrong thing. New players will also no longer have to follow as strict of a progression path since Legion allows players to progress their gear effectively in a number of ways. If a raid doesn't appeal to someone, then they can go over to a Mythic+ dungeon instead and have fun while being confident that they are not missing out on advancing their character.
 
Endgame PvP 

With PvP, Blizzard has made a number of large changes to their formula along with some traditional additions. PvP in World of Warcraft has typically been reserved to special PvP zones, PvP arenas, and PvP battlegrounds. With Legion, that paradigm hasn’t changed outside of the addition of two new arena maps. 
  
What has changed significantly, however, is how PvP stats are determined and how PvP progression works. Previously, players would gather special currencies through PvP that would allow them to purchase special PvP armor. Blizzard has done away with this system and instead player stats are standardized in PvP scenarios. The standardization isn’t absolute, however, instead the statistical differences among gear are made smaller so that gear gives only a slight advantage rather than a game-winning advantage like before. In fact, as far as PvP is concerned, there are no special PvP stats at all. The gear rewards from PvP can be used for PvE, and PvE gear can be used for PvP with no issues.
    
The effective result of this PvP overhaul is that players are on an even playing field when  participating in PvP content and the rewards they get from PvP content are now useful for every facet of the game. New players don’t have to worry about being at a massive disadvantage statistically if they want to participate in PvP later in the expansion or at a more casual level while veteran players can enjoy more consistency in combat.
    
The lack of PvP gear, and the minimization of gear difference in PvP in general, have resulted in a change to how PvP progression works for players who want to participate in it at the endgame level. One form of progression is the existence of honor levels and honor talents. These special PvP-only talents provide PvP-only benefits that offer significant sub-specialization opportunities to players. The talents can really change up how specs function, and I appreciate the depth they add to the PvP scene. Once these PvP talents are maxed out, a player can turn them in to gain a prestige level and the associated artifact appearance,pet, title, mount rewards that come with each level.
    
In addition to special PvP talents, PvPers can earn seasonal rewards including special rewards given to the top performing percentage of each faction. Skilled arena PvPers are also further rewarded with higher item level gear that is directly based on arena rating. For those who are interested in a less structured form of PvP, the sewers of Dalaran (also known as the Underbelly) provides a more open world PvP experience where players can fight each other as well as NPCs for special currency that can be exchanged for all sorts of fun and novelty based rewards along with a special gigantic rat mount known as the Ratstallion for the dedicated.
    
When I first read about the changes I was worried that the PvP experience would feel generic and unimportant because the gear is standardized and the rewards are general. In practice, I find that I am participating in PvP more and more because the rewards are useful, the experience is skill driven, and the rewards are actually things that I want and can use in many facets of my gameplay rather than just in PvP. The better interaction between the PvP and PvE aspects of Warcraft mean that new players don’t have to juggle two completely different Warcraft experiences anymore. Additionally, the ability of PvP to advance a player’s PvE progression or vice versa means that players no longer have to specialize to be able to fully participate in either PvP or PvE.
 
As much as Warcraft has changed, I appreciate that classic battleground staples like Arathi Basin are still popular and fun

Final Thoughts

After the poor reception of Warlords of Draenor, I was prepared to accept that World of Warcraft, a beloved staple of the MMORPG scene, was truly declining and that it was, perhaps, time for me to go. I met the announcements and updates regarding Legion with low expectations and pessimism but the very positive initial response, plus the constant praise from my still-playing friends piqued my interest enough to take a look around. I am extremely glad I did.
    
Warcraft has changed. The player characters in the game are more prominent in the story than ever, PvE and PvP endgame content is more accessible than ever, and the gameplay has been highly streamlined. The sum of all of these changes is a game that is still what World of Warcraft has always been at it’s core - a top quality fantasy MMO that caters to players with an incredibly wide variety of interests.
    
For anyone who has never experienced Azeroth and the characters who bring it to life, it has never been easier to jump into the game despite the fact that there is more to do than ever before. 

TGS 2016: Perfect World International Mobile Surprise Us

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Many of you may be familiar with Perfect World International(PWI), a free-to-play fantasy MMORPG that based on Chinese mythology and history. We haven’t heard any news about Perfect World International Mobile before. To my surprise, Perfect World Entertainment just showed off a playable mobile version of the 8-year-old game at TGS 2016.


In a short conversation with the developer team, we know that the mobile version of PWI is still under early development stage. The basic frame is completed and a lot of contents need to be improved. Due to the popularity of PWI in Japan, they decided to bring the mobile demo to TGS 2016 first.



Based on the demo, the mobile version is quite similar to its PC version, sharing the same game world as well as the same gameplay while optimizing the performance for mobile devices. There will be various classes, housing system and explorable maps. The art style is a mix of western and eastern culture. What’s more,  the aviation system that allow players fly freely through the skies will be completely imported into the mobile version. Players can except to enjoy new contents.

The game will be released by the end of 2017.

Check next page for more pictures.
 




Clash Royale: Best Lightning + Goblin Barrel Deck and Strategy for Arena 6-8

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Lightning Deck
 
Overview
 
With the announcement of the September Update, users are scrambling to implement the newly buffed cards into their decks. Rage, Mirror, The Log and Lightning are probably the most notable cards changed by the update. Rage will soon be seen in many decks because of its new, lowered elixir cost of 2. Mirror now plays cards one level above its own, which means Level 14 Commons, Level 12 Rares, Level 9 Epics, and Level 6 Legendaries are now a reality. The Log can now push back ALL ground units, creating a whole new strategy pairing with Inferno Tower. And finally, Lighting will pick up the ability to stun enemies and reset their attack timers, similar to Zap.
 
While most of these updates are significant, the one that clearly stands out is Lightning. For a while, Lightning has been stuck in the ruins of card stagnation, right next to some of the other cards being buffed in this update. What made Lightning worse was its high elixir cost, which completely destroyed any possibility of its use. However, soon, Lightning will become much more than a bad alternative to Rocket. It becomes a hybrid instead, a hybrid of Zap AND Rocket.
 
Even before the update, Lightning had tons of uses. It could completely shut down spawner decks, and usually give people with classic Giant Beatdown decks a hard time by destroying all their support with Lightning. However, its uses on offense were quite limited, which was the main problem. Rocket didn't have much to offer on offense either, but its damage had Lightning beat by over 250.
 
The stun has given new life to Lightnings’ uses on offense and defense. Now it is possible to reset Inferno Towers, Sparky, and others, as well as take a considerable chunk of their health.
It's crucial to pair Lightning with the right deck, so I've put together something I hope you'll find as good as I think it is.
 
The Deck

 
Replacement
 
*Cards within  () can serve as replacements*
Goblin Barrel (Miner)
Lightning (Nothing)
Fire Spirits (Wizard)
Ice Spirit (Skeletons, Goblins, Guards)
Valkyrie (Bomber, Wizard)
Ice Wizard (Bomber, Guards)
Arrows (Fireball, Zap)
Inferno Tower (Tesla)
 
General Roles
 
Goblin Barrel- Chip Damage, Main Offensive Unit
Lightning- Building Wrecker/Resetter, Preemptive Support Destroyer, Overtime Clutch
Fire Spirits- Cheap AOE
Ice Spirit- Distraction, Cycle Tool
Valkyrie- AOE Tank, Ground Support
Ice Wizard- Isolated Support, Push Clog
Arrows- Medium Damage AOE Spell
Inferno Tower- Tank Shredder
 
General Strategy
 
At a mere 3.4 Average Elixir Cost, this deck is cheaper than most of the decks you'll see in Arena 7 and up. It's quite simple to use and will revolve around two cards offensively- Goblin Barrel and Lightning. Defensively it's the same story, with your ability to stop pushes also revolving around another two cards- Valkyrie and Inferno Tower.
 
On Defense
 
Major Defensive Cards
 
Inferno Tower
Valkyrie
Arrows
Ice Spirit  
Ice Wizard
*Lightning*
 
Defensive Strategy
 
Any push that follows the basic Tank+Support outline can be shut down fairly easily with this deck. First off, consider what's there. Is there support being spawned in the back? Was the Tank spawned first? Keep whatever is there in the back of your mind, but never deal with it head on right at the beginning.
 
For lone Tanks, begin defenses by placing an Inferno Tower. If your opponent’s Tank is already on the field, they'll do 1 of 2 things. One, it will prompt your opponent to bait or quickly get rid of the Inferno Tower. Or two, they'll simply let their Tank die without trying to make the push work. While 2 is much smarter, as it allows the opponent to build more elixir for a different push, you'll find most people opt for 1. The most common Inferno Tower bait can usually be arrowed, however sometimes bigger enemies will have to be dealt with using Valkyrie or Ice Wizard. Preemptively destroying Bait and support allows for an easy Tank kill along with more elixir for support, so keep this strategy in mind when dealing with lone tanks spawned in the back. Royal Giants must be approached uniquely, as they out range the Inferno Tower. Wait until he's on the bridge, then spawn Inferno Tower and Valkyrie close to him. Valkyrie can usually absorb and take out the support while the Inferno Tower finishes off the Royal Giant.
 
For other pre-push scenarios, such as support being spawned first instead of the Tank, you should follow the Lone Tank protocol, with a few modifications. The first step, same as above, is spawning the Inferno Tower. This does 2 things for you. First, it creates the urgency to Bait the Inferno Tower, as mentioned in the first paragraph. Second, it'll get your elixir going up again for the next step, instead of just peaking at 10. This is very important. The next step after Inferno Tower is placing Lightning around all their spawned support, which should more than likely destroy all of it. It may seem odd to think there's that specific of an order to do things, but it’s crucial to do it this way. If you decide to let your elixir peak at 10 while you wait for all of their support to be spawned, you'll more than likely get your Crown Tower destroyed. Lightning is 6 elixir, so after it’s placed you'll be left with 4 elixir for the Inferno Tower and Arrows/Valkyrie. By using Inferno First, you let more elixir build up for the Lightning that kills their support and the Arrows that kill the bait.
 
Hog Rider decks are also easily countered with a single Inferno Tower, which usually can get rid of the Hog Rider itself and whatever support it brings. If the opponent runs a Tank and Hog Rider deck, try to counter him with other things like Valkyrie, Ice Wizard and Ice Spirit so the Inferno Tower can be saved for the Tank.
 
While the above scenarios are ideal, you'll more than likely at some point be caught in situations where not all of the cards are available. Most of the cards in this deck can be used for defense so make do with what you have and you'll usually escape with only a few scratches.
 
On Offense
 
Major Offensive Cards
 
Goblin Barrel
Lightning
*Valkyrie*
 
Offensive Strategy
 
This deck will not be centered around a single, large push that defines the entire win condition of the deck. Instead, a few combinations of mini pushes should chip away damage from your opponent’s towers.
 
Direct offensive action when using this deck should be done extremely sparingly. This deck does not possess very offensive centered cards, so any push you attempt to build will most likely be taken down fairly quickly. The only direct offense I can recommend is the Valkyrie+Goblin Barrel push. It can usually get off a few hits before being shut down, however it leaves you without a key defensive card, so be careful.
 
Most of your offense will be centered around using the leftovers from your counter to tank for the Goblin Barrel as well as do some damage to any defenses. Leftovers will most likely include Valkyrie and Ice Wizard. Backing them up with Fire Spirits or Ice Spirit is the best way to support them, as they'll either be forced to:
 
1. Waste a spell like Zap or Arrows on getting rid of them, leaving your Goblin Barrel untouched.
 
Or 2. Zap or Arrow the Barrel, leaving support and leftovers to do damage.
 
Using these simple and cheap strategies can chip away lots of damage overtime, leading to victories.
 
Lightning is your deadliest weapon on offense. Backing up the leftovers of your counter with Fire Spirits or Ice Spirit and sending over the Goblin Barrel cost a mere 4-5 elixir, leaving you plenty for Lightning. Have it hovering over the tower during every push, ready to crack down on the support and the tower. Not only will this put a huge dent in their next counter push, it chunks about 300 damage (Depending on card level) from their crown tower. It's also very effective at punishing spawner decks, which are usually a huge problem to most people.
 
Weaknesses/Pitfalls
 
Your main Achilles heel when using this deck are heavy defensive decks that use multiple buildings and spells.
 
Video
 
Here's a Link to a short demonstration of gameplay:
Conclusion
 
This deck can easily hold its own in Arena 8, and with enough leveling and skill, the Legendary Arena as well. It's very fun to play with, and usually works even with card substitutes. Have fun, and Happy Clashing!

[size=54.8075px]-K!eran

More Related
Clash Royale Guides for Arena 7-8
Clash Royale Guides for Legendary Arena
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League of Legends: 4 New Star Guardian Skins Revealed

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Riot Games has been released a large promo page for the upcoming Star Guardian skins, includes: Star Guardian Jinx, Star Guardian Janna, Star Guardian Lulu and Star Guardian Poppy.

"In the beginning of all things, the First Star gave its light to create the universe. New worlds were born—and with them, warriors imbued with the light of the First Star. These protectors are supernovas blazing bright, yet destined to collapse as furiously as they burn.

They are the Star Guardians."

Star Guardian Jinx (1820 RP)

Quotes"All this damn light gives me a headache! Just point me toward what needs blowing up."

Profile The newest member of the Star Guardians, Jinx struggles with the inherited cost of her destiny. She is a natural rebel who rages against anyone attempting to control her life. Her power may be the greatest among the Star Guardians, but Jinx will never fully awaken unless she can accept her place on the team."

Abilities 
Wallpapers 
Star Guardian Poppy (1350 RP)

Quotes"I'm a soldier, not a savior. Now get out of my way - I have a job to do."

Profile"There is no cost Poppy is unwilling to pay to fulfill her service. She views the power given to her as a weapon for destroying anything that threatens those she protects. Poppy refuses to accept any Star Guardian who is doubtful about the call and will face any challenge alone if necessary."

Abilities
Wallpapers 
 
Star Guardian Lulu (1350 RP)

Quotes"The light says hi, and that you're safe with us."

Profile"As the youngest of the Star Guardians, Lulu feels connected to her power and embraces it as a close companion. She is not concerned about trivial feuds or social norms among the team, and instead focuses on the magical world within her. This strange behavior often makes Lulu seem eccentric to the other Guardians. Only Jinx truly understands Lulu’s natural desire to avoid a mundane life."

Abilities
Wallpapers 
 
Star Guardian Janna (1350 RP)

Quotes"A Guardian may die, but their spirit never fades."

Profile"Janna is a veteran Star Guardian who must use her experience to mentor the team. Before joining Lux, Poppy, Lulu, and Jinx, Janna led another team of Star Guardians, although she never speaks of her past. She rigorously fulfills her duty, but secretly wishes to complete her service and pass her power to a new Guardian."

Abilities
Wallpapers Source: Star Guardians | League of Legends

Paragon Deck Building Guide

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If you've been through our beginner's guide explaining the basics of cards and decks in Paragon, then you are ready to build your own first deck. This guide by PsYcHo962 is extremely useful and should without fail help you create a decent deck for your favorite hero.
 

A Beginner's Guide to Deck Building

Before we begin, the deck attached to this guide is my current Sparrow deck, I'll be using it as an example. If you play Sparrow feel free to use it, it's quite a fun deck, but the purpose of this guide is to show you how to built effective decks yourself for any hero and any play style.

This guide also assumes you are familiar with the way decks work in-game, how to buy equipment and apply upgrades etc.

So let's get started!

Contents
  1. Making a New Deck
  2. Theory Crafting
  3. The Basics
  4. Core Items
  5. Flex Items
1. Making a New Deck

I'll be safe and assume you're as new as can be with deck building, so first let's cover the deck UI.

Select the 'Profile' tab on the main menu, then 'Decks'

This is your deck list, it's not much but soon it will be filled with creative and cleverly-named decks!
Now, select 'New Deck' and select the hero you want to create a deck for, then hit 'Save'. Don't worry about importing cards from your starter deck, this guide will show you how to make your deck from absolutely nothing.

Before we get into building the deck, give it a name! You can edit the name in the top left of the deck building UI. As a general rule of thumb, I like to name mine with cheesy puns, but each to their own.

2. Theory Crafting

I'm sure you're eager to throw some cards into your deck, but be patient. First we need to get an idea of what our deck will be about.
  • What role will you take in your team?
  • Does your character scale with Physical or Energy damage? 
  • Does your character rely more on abilities or basic attacks?
  • What core attribute is my deck going to focus on?
For our example Sparrow deck, the answers are as follows:
  • An AR Carry, squishy and weak in the early game but scales damage exponentially in the mid-late game.
  • Physical
  • Basic Attacks, most of Sparrow's abilities are simply buffs for her Basic Attacks
  • Physical Damage, Sparrow relies on being able to deal incredible amounts of damage for long periods of time
Once you've answered these questions, it's time to begin building our deck.

3. The Basics

There are a few items that are present in almost every deck, that's a good place to start building ours.

The Prime Helix
The Prime Helix is the card that activates when your team gets the OP (Orb Prime) buff. It's incredibly powerful and can turn the tide of a game, or secure the victory for your team.
Choosing a Prime Helix is simple, there are only 3 to choose from
  • The Archmagus (Energy Damage) - Choose this if you are focusing on dealing damage and your character scales with Energy Damage.
  • The Warlord (Physical Damage) - Choose this if you are focusing on dealing damage and your character scales with Physical Damage.
  • The Centurion (Health) - Choose this if you are focusing on taking damage, as an initiator or tank.
For our example Sparrow deck, I've chosen The Warlord. Sparrow scales with Physical Damage and I am focusing on dealing damage.

The Basic Items

There are a few items that are present in almost all decks, they are usually the first items you buy at the start of the game.
  • Health Potion
  • Mana Potion
These are in EVERY deck, never forget them, they are a cheap and valuable resource. The next cards are optional.
  • Harvester's Key
  • Scout's Ward
Take either of these depending on which is more useful. If you intend on jungling and building harvesters, even just a single harvester, take the Harvester's Key. Otherwise take the Scout's Ward.

4. Core Items

Now begins the fun stuff. The core items will define your deck, shape the way your build will work and how your character will play. These items will be used more often than any other equipment you put into your deck.

Remember the questions we asked during our Theory Crafting? This is where we put our theory into practise.

Before we choose our equipment, I'll take some time to explain how equipment and upgrades work.
  • Equipment can be bought at any time, they are placed on one of the 6 equipment slots in-game. Slots 1 to 4 are for active items (Items that can be used). Slots 5 and 6 are for passives (Items that have no usable ability). Note that you can place passives in slot 1 to 4, but no vice versa.
  • Each Equipment (To my knowledge) has 3 slots for upgrades.
  • Each Equipment has 1 or more Attribute bonuses. It may also have an Active Ability and a Fully Upgraded Bonus (A bonus that becomes active once 3 upgrades have been applied to it)
  • Upgrades can only be bought when there's equipment to apply it to, upgrades can not be placed on your equipment bar.
  • Upgrades can only be applied to equipment with a mutual Attribute. For example, Windcarver Blade has bonuses to Physical Damage and Attack Speed, you can only apply Strike (Physical Damage) and Kinetic (Attack Speed) Upgrades to Windcarver Blade. You can not, for example, apply Chrono (Cooldown Reducation) Upgrades to it.
Core Equipment

You will need 4 Core Equipment since there will be 4 spare slots after Potions have been bought. You might be asking "What about the Harvester's Key or Scout's Ward you told me to buy?". Towards the end of a game you may want to discard these items for a 4th equipment. You may not, but it's important to have the equipment in your deck anyway.
These equipment will have the Attribute bonuses you think will be most beneficial to your character. These are the perfect scenario, the ideal path to becoming a killing machine, or an unstoppable beast, in the end game. 
Select the 'Filter' button at the top of the UI, here you can filter items by Attribute. Select your core Attribute, the one we decided on in the Theory Crafting section. For our example Sparrow deck, this will be Physical Damage.

Look through the Equipment that the UI has now filtered for you, ignore the cards marked 'Upgrade', those come later. 

Find an Equipment that has a meaningful and relevant secondary Attribute bonus, Active ability or Fully Upgraded Bonus. For our example Sparrow deck, this will be Windcarver Blade (Physical Damage and Attack Speed).

So now we have some Damage and Attack Speed, what next? Well, basic attacks are no good without some Crit Chance, so let's add a Spear of the Rifthunter to our example Sparrow deck.

Keep going in this fashion until you have a complete set of Core Equipment. For our example Sparrow deck I added a second Windcarver Blade and a Blade of Agora (Physical Damage, Crit Bonus on Fully Upgraded).

That's our Core Equipment taken care of!

Core Upgrades
Equipment is no good on it's own, the Attribute bonuses are pretty pathetic! So we need to get some upgrades to make them better.
Each of these Equipment needs 3 Upgrades, each of these Upgrades needs to be compatible with the Equipment (As described at the top of this section of the guide). Fear not, young Padawan, there's a simple trick to this!

Click on your Equipment in the deck list to the left of the deck building UI and select 'Filter By'. The cards will now be filtered to only show upgrades compatible with that equipment. Neat, huh?
Now, select 3 Upgrades per equipment, no more, no less. In our example Sparrow Deck we'll upgrade our Windcarver Blade with a Major Kinetic and 2 Major Strikes, a little bit of Attack Speed and a lot of Physical Damage.

Note: Try to use mostly Advanced/Major versions of the Upgrades for now, add in some higher or lower cost versions if you don't have enough Advanced/Major. We'll discuss the use of different cost Upgrades in theBalancing Item Cost section later in the guide.

That's our Core Build done! But we're not finished yet.

5. Flex Items

Our deck so far is fine, we have enough Equipment and Upgrades to take us all the way to the end of the game. So why are we still talking? Well, our deck has a problem, there's only 1 route we can go, what if we suddenly need a different Attribute bonus because the game has taken a different turn?
Maybe you're dying too fast before you can get the damage in and need some more defense, or maybe that pesky Kallari keeps disappearing after 2 shots and you'd rather have more damage per shot than Attack Speed. This is where Flex Items come in.

Flex Equipment
Flex Equipment can be used to replace your Core Equipment when you require a slightly different set of Attribute Bonuses. These aren't total overhauls of your Core Build, the Core Attribute that you built your deck around will still be the same, but you may need different secondary Attributes, or a certain Active Ability, depending on your opponent's team composition or the state of the current game.
An example? Of course! 

When playing our example Sparrow deck, I came across a problem in some games. If the enemy team are particularly tanky, or are very efficient with their escape, fights can go on longer than I'm prepared for, and I run out of mana!

So, I put a Fountain Spike (Physical Damage, Max Mana) in the deck that I can use the replace one of my Windcarver Blades with. Fountain Spike still has the Physical Damage, but I trade a bit of Attack Speed for some extra Mana. Problem solved! I can now sustain my damage and ability usage during those longer fights.

In another game, our team was losing and the enemy was pushing our core. I didn't have the armour to defend properly and my zoning ability (Rain of Arrows) couldn't be used often enough.

So let's put a Lantern of Spring (Energy Pen, Physical Armour, Cooldown Reduction) in our deck, now we can defend like we were born to do it!

Flex Upgrades

We're going to handle our Upgrades slightly differently this time.

Since our Fountain Spike is going to replace our Windcarver Blade, we already have 2 spare Major Strikes in the deck, so there's no need to add them again! We simply add an Advanced Mana to replace the Major Kinetic and we're all done.

Adding Flex Upgrades in an efficient manner like this will give us more room for even more Flex Equipment. The more Flex Items you can add to a deck, the more situations your build is prepared for.

Lantern of Spring shares no Attributes with any of my Core Items. This item is a last effort to adapt myself to the game and prevent myself falling behind or simply losing the game. Therefore we need to add 3 more upgrades to the deck, I'm going to add an Advanced Chrono and 2 standard Chrono Upgrades.

That's it! Your deck is built, keep playing games and finding situations your deck is not prepared for, then add new Flex Items so you're ready next time!


Source

Beginners Guide to Battlerite

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Battlerite is a new game from the creators of Champions Bloodline and it is hitting its early access phase on September 20th. Now if you haven’t played Champions than you will not be familiar with this game because Battlerite is the spiritual successor to it. But don’t worry that is why I am here. Today I will talk about the basic mechanics of Battlerite and how to improve your skills in the arena.


This will not be by any means an opinion piece on games mechanic and I strongly recommend to read our closed beta review for Battlerite here before you continue with this article. You will learn core mechanics of the game from it and you will understand what I am talking about. If you are already familiar with the game and are ready to improve your skills then we can start with my guide.
 
Pick and focus on one role

Most of the games of this genre have similar roles and if you played any of the older MOBA games then you are familiar with them. Battlerite has three classes or roles range, support, and melee. I strongly recommend for all beginners to pick one role that suits them the best and that they enjoy playing. Of course, in the beginning, fool around and try every champion in matches against AI so you can get a feel for them.


Early on you might jump from champion to champion after one match, but trust me once you find the right one you will play it for ten games in a row without being bored. For me, it was crazy granny Iva (I think she is granny because of her voice). Her whole kit just clicked with me, jumping around with a jetpack, firing rockets and doing all sorts of shenanigans was insanely fun for me and I stayed with her for the rest of my time in Battlerite.


And that is when I saw the true way of playing this game. Trying new champions is fun, but you constantly feel like you are underperforming. That is why I think it is very important for all beginners to try to master one champion. From one match to another you will see your skills grow and you will become more confident with that champion. Learn their talents or as they are called in the game battlerites and you will be ready for all your enemies. After you have gotten familiar with your champion you will be able to do more complicated and skillful plays and that’s what Battlerite is all about.
 
Try to adapt to the enemy team comp

As of now, there is no way to know who you are facing before the match starts, so counter-picking is not an option. As I mentioned before, there is a talent system that allows you to customize your champion in a certain way. If you are familiar with Heroes of the Storm then you will have no problem understanding the importance of it. But for all of you who are seeing this type of system for the first time, here is what you need to know.


Think of the talents as ways to counter certain enemies. For example, if you are playing Freya and you are up against fast and nimble champions than you need to pick a talent that will let you keep up with them and the great choice is Torrent. This talent adds a pull effect on your Thunderclap ability. You can pick one talent after every round, so choose them wisely, there is plenty of time. Coordinate with your teammate and try to make synergies with your abilities and talents.
 
Pay attention to your surroundings

This is a pure arena brawler, there are no minions, objectives or other things to divert your attention from the enemy, which is why it’s very important to be aware of your surroundings. These are small battle arenas, but I can’t tell how many times my teammate wondered off or overextended and got chopped into pieces by the enemy team. Don’t be that guy. If you know your ally is slow don’t go running off jumping on enemies and expect of him to back you up. You will just end your match sooner than you planned.


Also, as mentioned in the review there are health and energy orbs, the first one heals you and the other one charges your ultimate. They are game changers believe me. A lot of people forget them or outright ignore them. And I am there running around picking them up firing my ultimate twice in one round and simply destroying the enemy team. Communicate with your allies see who needs the health orbs and who needs the energy ones.
 
Save your ultimate for the right time

One last tip for beginners is to save ultimate ability for the game-changing situation. This is a simple one, but it is worth noting. Many players fire off their ultimate as soon as they charge it, but I save it for a special situation. When I see that the enemy has used all of his escapes and I am sure I can commit fully and hit my ultimate only then will I use it. There is no point firing it off if your ally can’t follow up or your opponent still has his jump or escape.


And that is all. If you have some useful tips to add, please leave it in the comment section below. These were mine four tips for all Battlerite beginners. I hope that this article has some useful information for you and that you will see the improvements immediately. Just remember to pay attention to your positioning, master one champion and save your ultimate for the best opportunity.

Bless Online (KR) Receives the Biggest Content Update Next Month

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Bless Online is preparing for the biggest content update so far for the Korean servers next month. With this big update, the developer Neowiz Games plans to introduce new classes, new level cap (increased to 50), new areas and new dungeons, etc.


Announced two weeks ago, a new rune system will be introduced as part of the big update. Neowiz mentioned that they will talk about more new features in the following weeks but they don't seem to be ready to talk about new playable races yet.

October 5th is the date when the "Blazing Fire" update will land on Bless Online. The trailer for this big update can be seen below. 



Source: Bless-source
 

RuneScape: Free Expansions & 250 Million Registered Players Milestone

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At the recent RuneFest 2016, Jagex shared with the audience and fans their plans for RuneScape's future development. Jagex heard many players' feedback and prepared some surprises. The most wanted features from the community included weather system. A full weather system will be added to the game, displaying the awesome power of NXT.
 
Starting from 2017, the game's future will be "marked" by expansions. These expansions will be free content updates that will deliver more content than the standard updates. "We're talking about a whole area or region released on a single day, packed with a wide array of quests, combat and skill training. In current terms, it would be like us bundling together several updates, giving them a central theme and releasing them all at once", added Jagex. Players can expect the first expansion in June, the next one in September and the following one in December. The Golden City of Menaphos, a forgotten kingdom that will arise from the sand, is the first expansion  that will be deployed. This first expansion which includes the new Slayer Dungeon, will also increase the Slayer's cap from 99 to 120. A teaser trailer introduces the first RuneScape expansion planned for 2017.

In other news, the game reached the 250 million accounts registered milestone earlier this month.

Source: official-site

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