Showing posts with label info. Show all posts
Showing posts with label info. Show all posts

Thursday, July 13, 2017

Friday, September 16, 2016

Dark Souls 3 - 15 Late Game Secrets by VaatiVidya

►Previous "10 Discoveries" video - https://youtu.be/WpPc08jHAjM

First EP of Prepare to Cry next week! I actually have it done and ready in advance, for once.

▼ Links & Stuff ▼

►Follow @LoremasterNojah https://twitter.com/loremasternojah

►Thanks to patron "superc37" for reminding me of Anri's hidden appearance to the right - it was a better fact than was previously included. 

►Credit to @CleircHaider for correcting the Fextra wiki regarding the timing of Ludleth's second piece of death-dialogue http://bit.ly/2b4nodY

►More sound findings by Sentuh - http://bit.ly/2bsuOID

►Armour sets on corpses
-http://darksouls3.wiki.fextralife.com...
-http://darksouls3.wiki.fextralife.com...
-http://darksouls3.wiki.fextralife.com...
-http://darksouls3.wiki.fextralife.com...
-http://darksouls3.wiki.fextralife.com...

►You can visceral attack Yhorm: http://bit.ly/2bDGrcn


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PLAYLISTS
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►Bloodborne Lore: http://bit.ly/1X9doOQ
►Demon's Souls Lore: http://bit.ly/16mIF86
►Dark Souls Lore: http://bit.ly/13x6nNs
►Dark Souls 2 Lore: http://bit.ly/1dedWjI
►Souls-like: http://bit.ly/1xCPDnu


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Friday, July 8, 2016

The Division - Patch 1.3 tips for PS4 players by WoWAltoholic

Patch 1.3 tips for PS4 players
  • Infographic for patch 1.3 posted during SOTG : https://i.imgur.com/vIuVZhH.jpg
  • Priority #1 is to obtain a G36 assault rifle while it still has the “higher than intended” base damage. It is a huge boon for getting back some of the damage you lose from the sentry/striker nerfs if you were running those sets or an AUG/Vector SMG. (The base damage is scheduled to be fixed in the next client patch, planned for end of the week so enjoy it now!)
  • Best way to try for a weapon upgrade early is the highest weekly HVT (58 intel) That drops 268 GS sets and 229 GS HE weapons/gear. (Edit: Level of enemies was patched bring friends don't solo)
  • Try shotguns as a close range option with accuracy mods (especially an SASG-12) With the new stagger and how small (accurate) you can get the reticle, they are a great option for PVE encounters.
  • Don’t forget you can Convert HE Division Tech to whatever HE material you need.
  • DON’T spend all your PxC on new blueprints, you want to save some for weapon re-calibrations.
  • DON’T craft weapon kits. The bottleneck will be PxC not the weapon kits that can drop from many enemies. (Edit: Some players are having trouble finding these. They appear as "grey" bags on the ground but are marked as "yellow" loot on your mini-map like Div Tech so check your map.)
  • Remember all new chest pieces drop with 2 mod slots, Kneepads with 1 mod slot. If you have a great pair of knee pads with armor and EDR hold on to them.
  • If you have a bugged map, remember you can use the social menu to fast travel to a squadmate.
  • If your skills get bugged, getting downed or hitting a loading screen with “fix” it. (/u/ikamony) gives the tip that flashbanging yourself will also fix it.
  • If your squadmates are with you in The Terminal you can see which HVTs they have completed before you buy a new mission.
  • You can now fast travel to squadmates within the "No respawn" zones.
  • Heroic missions drop the new named shotgun “The Showstopper” (229 GS) and a chance for 240 GS set items/ 204 weapons.
  • Named weapons cannot currently (bug to be fixed) be re-calibrated (/u/drinnii)
  • Re-calibrating "Expert" on pistols does not result in a "Free" talent (with no stat requirements).
  • The new Blueprints vendor at The Terminal (below the BoO) sells ilevel 32 weapon/mod/gear blueprints and weapon kit blueprints. (/u/a_ford_broncus)
  • Ubisoft 30th Anniversary outfits are now available https://i.imgur.com/Z05tzSw.jpg - Relog if it is still locked in the Ubisoft club page. (/u/personalitypi)
  • Positional audio is currently bugged. Especially noticeable for headphone users.
  • The gloves from the new AlphaBridge set can be bugged to have 2, 1 or no main stats. This is a bug that is scheduled to be fixed in the next client update.

DZ Tips:
  • Take advantage of the more limited drop tables for “teal” caches in the DZ and farm your 268 GS old sets now before you get the Underground DLC.
  • The Cleaner mobs in the higher DZ brackets do a bit less damage with flamers and tear gas now so they no longer one-shot you. You need to be careful but it is much better.
  • DZ chests were buffed! The old “Purples chest” that do not require a key now drop yellow sealed caches and the smaller ones drop purple sealed caches.
  • The DZ06 Vendor now sells 2 blueprints for AlphaBridge holster and kneepads (GS214)
  • If this patch syncs up the vendors with the PC/Xbone version, there is an excellent CQBSS scope with 8% CHC 22% HSD for sale at the DZ05 mods vendor.
  • Remember with the Div Tech conversion, a purple cache (contains 3-5 div tech) is worth more than a HE piece of loot if you plan to dismantle it for crafting materials.
  • Make sure you aren't capped on HE Div Tech before opening up DZ caches; and yes you can get the new AlphaBridge from saved "teal caches." (/u/mrksjs)
  • Reminded by (/u/mentatteg) DZ caches are bugged and sometimes won't show up in your contaminated inventory bag. They are there but cannot be seen and thus cannot be selected to be destroyed if you need to make room in your bag. They are fine once extracted.

Skill/Talent changes (mostly reminders):
  • Predatory has been changed to work off player health and not the NPC killed.
  • Shrapnel talent now works with the 4 pc Predator's Mark bleed.
  • Balanced is now great for LMGs and makes the reticle start with maximum accuracy.
  • Seeker Mine: Gas charge is fixed and will no longer blind/disorient enemies close to the player while it is on cooldown.
  • Special ammo was reduced in effectiveness by about 75% (3 sec burning duration and explosion damage reduced to match bullet damage)
  • Pulse is buggy and does not always detect enemies within range.
  • Shock turret after effect was fixed (/u/drinnii)
  • Striker 4 pc buff (bug?) drops if you switch weapons.
  • "The Showstopper" shotgun currently works with sentry 4pc but not intended will be fixed (next client patch; probably by the end of the week.)
  • "Death by Proxy" talent is not currently working. (Does not proc off sniper mines, medic healing stations or turret kills)
  • Combat medic was "fixed" so the player is not considered an ally and does not receive a 40% healing boost from their own medkits. It also does not destroy smart cover anymore.

    SOURCE

Friday, July 1, 2016

The Division - How to obtain Gear Sets - 1.3 Edition by cmm324

AlphaBridge Gear Set

You won´t be able to stack 2 Brutal talents, but you better find two SMGs/AR/Shotguns etc that complement themselves with their Weapon Talents.

Archetype: Solo

Set Bonuses

  • Set bonus (2): +2 Medkit Capacity
  • Set bonus (3): +100% Health Regen
  • Set bonus (4): Talent: AlphaBridge - If your Primary and Secondary Weapon is of the same category, they both gain all of the unique active talents.

Drops

  • Dark Zone Supply Drops
  • Dark Zone Supply Drop w/Season Pass
  • Dark Zone Named NPCs
  • Dark Zone Sealed Caches
  • Challenge / Heroic Mode Named NPCs
  • Underground Directives
  • BPs available at DZ06 Safehouse
  • GS 191 available DZ06 Safehouse
  • Falcon Lost & Clear Sky Bosses
  • BPs @ Special Blueprints Vendor

B.L.I.N.D. Gear Set

Released with version 1.3, Underground. (Underground DLC Exclusive)

Archetype: Hybrid

Set Bonuses

  • Set bonus (2): +20% Pulse Critical Hit Damage
  • Set bonus (3): +100% Blind/Deaf Resistance
  • Set bonus (4): Talent: B.L.I.N.D. System - Killing a target creates a flashbang effect at the targets position.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Underground Container Hard Mode
    • 25% Chance at iLvl 32 / GS 240
    • 10% Chance at iLvl 33 / GS 268
  • Underground Container Challenge Mode
    • 25% Chance at iLvl 32 / GS 240
    • 15% Chance at iLvl 33 / GS 268
  • Underground Container Heroic Mode
    • 100% Chance at iLvl 33 / GS 268
    • 30% Chance at iLvl 33 / GS 268 for 2nd item
  • Underground Directives
  • Underground Cache
    • 40% chance
  • Named NPCs Underground & Dragon's Nest
  • BPs @ Underground Vendor

DeadEYE Gear Set

When you don´t use the scope, you will lose the headshot bonus, but you still have the crit bonus. This set specifically works with Marksmen Rifles. (Underground DLC Exclusive)

Archetype: Sniper

Set Bonuses

  • Set bonus (2): +20% Marksman Rifle Critical Hit Damage
  • Set bonus (3): +40% Initial Bullet Stability
  • Set bonus (4): Talent: DeadEYE - While not scoped critical hit chance on marksman Rifles is increased to 100%, but headshot damage bonus is removed.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Named NPCs Underground & Dragon's Nest
  • Underground Directives
  • Underground Cache
    • 10% chance

Reclaimer Gear Set

Rumored gear set to be released with version 1.3, Underground. The whole group gets Special Ammo and Consumable Bonus. The consumables for the whole team are on cooldown. (Underground DLC Exclusive)

Archetype: Support

Set Bonuses

  • Set bonus (2): +100% Support Stations healing speed
  • Set bonus (3): +50% Consumables duration
  • Set bonus (4): Talent: Reclaimer - Consumables and special ammo use applies to the whole group and no longer consumes inventory.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Named NPCs Underground & Dragon's Nest
  • Underground Directives
  • Underground Cache
    • 10% chance

FireCrest Gear Set

Also procs when you use fire-grenades. Released with version 1.3, Underground. (Underground DLC Exclusive)

Archetype: Offensive

Set Bonuses

  • Set bonus (2): +3 Incendiary Bullets Capacity
  • Set bonus (3): +100% Reload Speed
  • Set bonus (4): Talent: FireCrest - Killing a burning target grants incendiary bullets for 10 seconds.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Underground Container Hard Mode
    • 25% Chance at iLvl 32 / GS 240
    • 10% Chance at iLvl 33 / GS 268
  • Underground Container Challenge Mode
    • 25% Chance at iLvl 32 / GS 240
    • 15% Chance at iLvl 33 / GS 268
  • Underground Container Heroic Mode
    • 100% Chance at iLvl 33 / GS 268
    • 30% Chance at iLvl 33 / GS 268 for 2nd item
  • Underground Directives
  • Underground Cache
    • 40% chance
  • Named NPCs Underground & Dragon's Nest
  • BPs @ Underground Vendor

Dragon's Nest Drops

Mission Reward - Hard Mode

  • HE 204 Weapon
  • GS 214 Reclaimer / DeadEYE piece

Mission Reward - Challenge Mode

  • HE 204 Weapon
  • GS 240 Reclaimer / DeadEYE piece

Mission Reward - Heroic Mode

  • HE 229 Weapon
  • GS 268 Reclaimer / DeadEYE piece
Also, if you any of you can link high quality screenshots (16:9 aspect ratio, 1920x1080 resolution) of the new gear set pieces equipped, I can get DFG updated. You can see examples of the type of shots I am looking for: http://divisionfieldguide.com/gear-sets/sentrys-call/

Questions regarding the DZ Supply Drops w/Season Pass, here is the loot table: http://pastebin.com/PHb63LU4

SOURCE

Friday, June 3, 2016

The Division - Things You NEED To Know about the division character stats ! 1.2 patch by bdragonz

Hello ladies and gentlemen
here today i want to talk about character stats and what maximum you can get for any stats and from what or where

let's start from the basic stats

  • the base status for level 30 character is 535 for each (firearms , stamina , electronics)
  • If you get 6 pieces of gear score 240 at maximum stats which is (678 X 6 = 4068) For the gear only (no mod yat)
I want to point out the Holster can get 1 or 2 more main Stats (firearms , stamina , electronics) ty for thank you for the people remind me that in comment ;)
  • the max armor native for the gear is 4067 (no additional major attribut and no mods implemented)
    you can have also more armor added on 4 pieces (chest, backpack, kneepads, holster) which is 2033
    so you can have the max armor amount of (native armor + additional attribut) 4067 + 2033 = 6100

max mods you can get is 8
  • 3 on Body Armor
  • 2 on Mask
  • 1 on Backpack
  • 1 on Knee Pads
  • 1 on Holster
  • 0 on Gloves
and max you get for every mod is 161 (somehow i get 162 from DZ06 drop)
so (161 X 8 = 1288) let's add this up (1288 + 4068 = 5356 + the base status 535 = 5891) <=== you can't go higher than that number in one stats
Cool to know ?

ok so what about (firearms , stamina , electronics) stats how it is work ?

for every one (1) stamina = 30 health
an example if you have 1000 stamina you get 30000 health
for firearms is way different it's actually depends on the weapon
is call (Damage scaling)
an example
  • For SMG AUG for each firearms point you get each 1.65 weapon Damage
  • For Shotgun M870 for each firearms point you get each 12.0 weapon Damage ( by the way this is the highest Damage scaling i find is 12 so you guys know )
this is a link for all the weapons (Damage scaling) and more
Link
for electronics 1 electronics point gives 10 extra Skill Power (simple)

let talk now about critical chance

the base critical chance for level 30 character is 0
but from where you can get critical chance ?
Gear major attribute
  • 1- Mask (5% Max)
  • 2- Gloves (6% Max)
Gear Talents
  • Gloves (Savage) (Your Critical hit chance is increased by x% against targets out of cover.) 14% Max
Gear Mods
  • 4- 1.5 % for every mod and you can get 8 so (1.5% X 8 = 12% Max)
Weapon Talents
  • 5- Fierce (Critical hit chance is increased by x% when using this weapon) 8.5% Max
  • 6- Vicious (Critical hit chance is increased by x% while at full health) 13.5% max
Weapons
  • 7- SMG only 25.5% Max
Weapon Mods
  • 8- Muzzle 8% Max
  • 9- Optics 8% Max
  • 10- Magazine 8% Max
in total you can get 95% from all and 108.5% against targets out of cover but I want to point out the critical chance cap is 60%
But pulse can add 40% Max (Mod:Tactical Scanner) so you can get 100% Critical hit chance with pulse
i add more Weapon Talents that give you critical chance but is situational
  • 1- Adept (Using a skill increases your critical hit chance by x% for 5 seconds) 8.5% Max
  • 2- Proficient (The first bullet shot when out of combat has a x% chance to result in a critical hit) 47% Max

lets talk now about critical hit Damage

the base critical hit Damage is 25%
but from where you can get critical hit Damage ?
Gear major attribute
  • 1- Backpack 20% Max
  • 2- Gloves 40% Max
  • 3- Knee Pads 20% Max
Gear Mods ? No
Gear Set Bonuses
  • 4- Striker 3 Set Bonus 50%
  • 5- Hunter Faith 2 Set Bonus (+20% Marksman Rifle Critical Hit Damage) Only Marksman Rifle
Weapon Talents
  • 6- Deadly (Critical hit damage is increased by x%) 27% Max
Weapon Mods
  • 7- Muzzle 38% Max
  • 8- Magazine 38% Max
in total you can get 258% and 278% For Marksman Rifle
and yes you can get 100% more from pulse (Mod:Tactical Scanner)
so the higher you can get is ......... 358% and 378% For Marksman Rifle

Now lets talk about Headshot Damage

the base Headshot Damage is depends on the weapon
  • all SMG 50%
  • all Marksman Rifle 171% (Max)
  • all Assault Rifle 75%
  • all LMG 100%
  • all Shotgun 80%
  • all Pistol 100%
but from where you can get Headshot Damage ?
Gear Set Bonuses
  • 1- Sentry Call Gear 2 Set Bonus 30%
Weapon Talents
  • 2- Brutal (Headshot damage is increased by x% when using this weapon) 24.5% Max
Weapon Mods
  • 3- Optics 23.5% Max
Gear Talents
  • 4- Gloves (Decisive:Headshots with the sidearm deal x% more damage) 25% max (onlyPistol)
in total you can get 249% Headshot Damage Max (on Marksman Rifle)

Now let talk about + Damage buffs

from where you can get + Damage buffs ?
Gear Set Bonuses
  • 1-Sentry Call Gear 4 Set Bonus 45% or 51% not sure 100% (For 10 sec)
Gear Talents
  • 2- Reckless (You deal x% more damage and receive 10% more damage.) 13.5%
Weapon Talents
  • 3- Competent (Weapon damage is increased by x% for 10 seconds after using a skill) 13.5% Max
  • 4- Prepared (Damage is increased by x% when more than 40 meters from the target) 13.5% Max
  • 5- Responsive (Damage is increased by x% when closer than 10 meters to the target) 13.5% Max
Skills Buffs
  • 6- First Aid (Mod: Booster Shot) 15% (For 10 sec)
  • 7- Smart Cover (All Mods) 50% Max (For 20 sec) you can increase the duration
Weapon Mods
  • 8- Magazine 14% Max (ty dettbizzle for reminder ;) )
in total you can get 164.5% +Damage for 10 sec ( of you have Prepared or Responsive )
i add more Weapon Talents that give you + Damage buffs but is situational
  • 1- Provident (The last bullet in your magazine deals x% bonus damage) 57% Max (you cant have thes Talent on LMG and Shotgun )
  • 2- Expert (This weapon deals 100% more damage when the target is below 30% health) only Pistol
  • 3- Unforgiving (Missing health segments increases your damage: 1 missing segment +x%; 2 missing segments +y%.) 23.5% Max

you can have some more + Damage vs Elites

Gear Set Bonuses
  • 1- Sentry Call Gear 3 Set Bonus 20%
  • 2- Hunter Faith 3 Set Bonus 20%
Gear major attribute
  • 3- Mask 12% Max
  • 4- Body Armor 9% Max
  • 5- Gloves 12% Max
  • 6- Knee Pads 6% Max
Weapon Talents
  • 7- Ferocious (Damage against elite and named enemies is increased by x%) 13.5% Max
in total you can get 92.5% Damage vs Elites
I don't count Armor destruction vs Elites value yet
Gear Set Bonuses
  • 1- Striker 2 Set Bonus 20%
Weapon Talents
  • 2- Destructive (Armor destruction value is increased by x% when using this weapon) 18% Max
so ( 38% + 92.5% = 130.5% of the Elites have Armor ) I mean by armor to white bar top of Elites health for the people don't know

last and not least

plus weapon damage !!!

do you know every one plus weapon damage equal to one firearms !!
and also do (Damage scaling)
and do you know after the 1.2 patch new way to get plus weapon damage ?
let me show you the best you can get for plus weapon damage for every weapon shall we ?
SMG
Gear major attribute
  • 1- Gloves 508 SMG weapon damage Max
Marksman Rifle
Gear major attribute
  • 1- Gloves 2379 Marksman Rifle weapon damage Max
Assault Rifle
Gear major attribute
  • 1- Gloves 678 Assault Rifle weapon damage Max
Gear Set Bonuses
  • 2- Predator Mark 3 Set Bonus 800 Assault Rifle weapon damage
    in total 1478 Assault Rifle weapon damage
LMG
Gear major attribute
  • 1- Gloves 678 LMG weapon damage Max
Gear Set Bonuses
  • 2- Lone Star 3 Set Bonus 1000 LMG weapon damage
    in total 1678 LMG weapon damage
Shotgun
Gear major attribute
  • 1- Gloves 678 Shotgun weapon damage Max
Gear Set Bonuses
  • 2- Lone Star 3 Set Bonus 1000 Shotgun weapon damage
    in total 1678 Shotgun weapon damage
and of course we don't forget the Pistol ;P
Gear major attribute
  • 1- Gloves 678 Pistol damage Max
  • 2- Holster 339 Pistol damage Max
Gear Set Bonuses
  • 2- Predator Mark 3 Set Bonus 700 Pistol weapon damage
    in total 1717 Pistol weapon damage ***
by the way of i say (Max) is mean the highest number you can get I hope you like my post my name in uplay is (CV_Black_Dragon) feel free to ask me about anything in the game and have a wonderful day everyone peace :D

edit: added armor value of 6*240 gear set items.
source: The Division Gearing Cheat Sheet

SOURCE

Friday, May 20, 2016

The Division - Gear Sets Detailed For 1.2 Update

Final Measure:
  • 50% Exotic Damage Resilience (2)
  • 15% Protection From Elites (3)
  • When damaging a hostile with a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade (4)
Hunter's Faith:
  • 20% Marksman Rifle Critical Hit Damage (2)
  • 20% Damage to Elites (3)
  • Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor. The armor disappears after one bullet hits you. (4)
Lone Star:
  • 100% Ammo Capacity (2)
  • 1000 LMG Damage & 1000 Shotgun Damage (3)
  • When the weapon is holstered, it regains full ammo. (4)
Predator's Mark:
  • 20% Optimal Range (2)
  • 800 Assault Rifle Damage & 700 Pistol Damage (3)
  • Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets. (4)
In-Game Screenshots: http://imgur.com/a/qPjev
Twitch VOD: https://www.twitch.tv/thedivisiongame/v/67370475?t=01h00m35s

SOURCE

Friday, February 6, 2015

Heroes of the Storm - In Development: New Skins and More Coming Soon

We have a number of exciting new skins in development, and today we’re offering you a sneak peek at Harlequin Nazeebo and his minions, two skins for the Lost Vikings, and more!

Facebook: http://facebook.com/BlizzHeroes
Twitter: http://twitter.com/BlizzHeroes
Twitter - http://twitter.com/blizzheroes

Saturday, November 8, 2014

Hearthstone - Goblins vs Gnomes first expansion confirmed - Blizzcon 2014

Heroes of the Storm - Jaina Skills - Blizzcon 2014

Jaina

Frostbite (Combat Trait) - Ability damage debuffs enemies with the chill debuff, slows movement speed for 4 seconds and grants 50% extra damage on her spells.
Frostbolt, 4 Second Cooldown - Skillshot that damages the first target hit.
Blizzard, 15 Second Cooldown - AoE a little bit larger than Brightwing's Q. Two waves of ice fall from the sky .75-1 second apart.
Cone of cold, 15 Second Cooldown - Short Cone ability that does damage and slows.
Ring of Frost, 100 Second Cooldown
Water Elemental, 80 second Cooldown

Tier 1, Level 1 -
  • Conjurer's Pursuit
  • Winter's reach - Increases Frostbolt range by 30%
  • Lingering Chill - Increases chill duration by 2 seconds.
  • Deep Chill - Increases slow amount to 35% on Frostbite
Tier 2, Level 4 -
  • Frost Shards - Frostbolt passes through its first target.
  • Snowstorm - Increases radius of Blizzard by 30% (Ends up being a little bigger than Entangling Roots)
  • Arcane Intellect - Damage to Chilled targets returns mana, basic attacks return 5 mana and Ability damage returns 25 mana.
  • Envenom
Tier 3, Level 7 -
  • Ice Lance - Landing a Frostbolt on a chilled target reduces the cooldown of Frostbolt by 2 seconds.
  • Ice Floes - Double the width of Cone of Cold and each enemy hit reduces cooldown by .5 sec
  • Frostbitten - Increase damage from Frostbite to 65%
  • Frost Armor - Enemy Heroes that attack Jaina are chilled and every 8 seconds Jaina blocks the next basic attack from an enemy hero reducing damage by 75%
Tier 4, Level 10 -
  • Water Elemental - Summons a Water Elemental that does 122 damage and chills on summon, basic attacks splash for 25% damage and chill. (Damage evaluated at level 12)
  • Ring of Frost - Places a Ring on the ground that does 488 damage and roots for 3 seconds if they are standing on the outside of the ring, persists for 3 seconds afterwards and chills. (Evaluated at level 12)
Tier 5, Level 13 -
  • Storm Front, Increase cast range of blizzard by 100%,
  • Improved Ice Block, Activate to go invuln for 3 seconds and nearby enemies are chilled on expire,
  • Icy Veins - Activate to make your basic abilities' cooldowns recharge three times as fast and reduce their mana cost by 50% for 5 seconds
  • Sprint
Tier 6, Level 16 -
  • Snow Crash - 3 waves of Blizzard instead of 2.
  • Numbing Blast - Cone of Cold roots chilled enemies for 1 sec.
  • Northern Exposure - Damage from Cone of Cold debuffs to have targets take an extra 25% dmg for 2 seconds
  • Ice barrier - 25% of the damage you deal to targets with chill is returned as shields lasts 3 seconds.
Tier 7, Level 20 -
  • Bolt -
  • Swift storm -
  • Wintermute - Water Elemental will now mimic your basic abilities for 50% damage, Water Elemental has 50% increased cast range.
  • Cold snap - The center of the ring explodes with frost after the first ring expires.

Thursday, July 24, 2014

World of Tanks - Stronghold mode info dump



Source: http://ftr.wot-news.com

«Strongholds» — is a new mode designed for clan members. It is readily available in the client and has no connection to Global War or any activities on the Global Map. “Strongholds” represents clan property consisting of a virtual military base, directions that it may be approached from, and auxiliary buildings. Clan commanders may create “Strongholds” for free.

Recently (23.7.2014 20:00 MST), there was a stream with some high end Russian clan players and WG employee (clanwars specialist) Dmitryi “Fluke” Grigorov. As usual, Maiorboltach from world-of-ru made a summary. Here it is!

- The difference between Stronkhold and Farmville is that everything in this mode you have to gain through combat, not outside of the mode
- On 10th tier of the Stronkhold, the bonus to credit gain is 50 percent, crew XP bonus is 100 percent and free XP bonus gain is 100 percent
- There will be no tank freezing
- Going out on a raid won’t cost you resources
- The resources will be distributed amongst players directly proportionally to the XP gained in combat during the raid (even in defeat)
- Resources don’t accumulate on “player account”, they go directly to the clan treasury
- The option to attack stronkholds of other clans is scheduled (preliminary, it’s possible it will move) for 9.3 (this option will be available only for tier 5 and higher stronkholds)
- 4th tier of Stronkhold will give you a 8-12 percent bonus for all resources
- All the Stronkhold functions and options are available not only to the clan commander, but also to the deputies. In the future versions, the clan positions will be updated, there will be new functions added for them, some of the new functions will be connected with Stronkhold mode.


- Stronkhold mode is not tied to CW in any way
- The bonuses from Stronkhold mode will apply on every mode in the game (including CW) with the exception of training battles
- There is a concept of “mercenaries” being worked on. Mercenaries will not get any bonuses from Stronkhold, each clan can “hire” up to 5 mercenaries, players that are not in any clan. There will be no need to spend the SH resources to hire them.
- Companies will remain as they are for now, but it depends a lot on how will the Stronkhold mode show behave on live server.
- Reserves (the bonuses to credits, XP and such) will be active for 2 hours


How will attacking enemy clan Stronkhold work:
- A clan will pick the “time for defense” of its stronkhold (one hour). Clan can pick any time they want, it’s not limited in any way. Clan stronkhold will not be attackeable at any other time
- When the hour you picked for your clan defense comes, your clan will appear in a list of clans which can be attacked (the list will be common to all the servers of the cluster – if the defender is playing on different server than the attacker, the attacker will have to relog to the server of the defender). Another clan sees the defender in the list, presses “attack” and the defenders will see a “special battle” on their UI, in which the defense team is assembled
- All the attack/defense battles will be played in 15vs15 format, without fog of war, standard mode, using company mode rules
- The bigger your stronkhold is, the more fights you need to defend it – every area (“direction”) you unlock (4 maximum) means one defensive battle, so the biggest stronkholds will have to play 4 battles to defend the stronkhold
- If you lose, the enemy clan “looting” will be “delayed”, the structure that the enemy clan attacked will be gradually looted (SS: not sure what this means)
- The defense time for stronkhold mode will appear for the entire week (SS: as in, attackers can attack the stronkhold every day of the week at the set hour) with one day exceptions, there will be a possibility to set one day “off”. The delay between changing the defense (SS: as in, how often can a commander change the defense time) is still under discussion
- Not gathering enough players for defense will automatically result in technical defeat
- When attacking, the enemy clan will see your entire stronkhold and will choose the direction of attack as they will
- The map you will defend on will be randomly picked, BUT it will remain the same for two weeks. You as a defender will know the map and you will also know the map that will come for the next two week period in advance. Basically, you can’t influence map choice, but you can prepare for it
- The stronkhold defense is not connected to alliances, allied clans cannot come to help defend the stronkhold. There are ideas to implement this, but nothing is in plans right now.
- If two clans are trying to attack one stronkhold, there will be no choice between them – the one who presses the “attack” button first attacks


Special Stronkhold Consumables
- There will be special stronkhold consumables, but not with the attacking mode enabled, not even 2 patches after it (SS: fluke – “not even in 9.5″)
- These will be usable only by the team commander
- Every consumable will need a special building in the future, they will “load” the same way as the bonuses (reserves)
- Every consumable will have 10 tiers of development, just like the buildings
- Currently, the consumables are in prototype stage and it’s tested so that you can use every consumable once per battle (but this will really come in distant future)


There are following types of consumables developed:
- Turrets (consisting of tank turrets) controlled by bots, there are currently three variants – a KV-2 turret, a T30 turret and an E-100 turret. Each turret has its own hitpoints, they fire HE shells only. They will be possible to set on pre-determined spots on the map, they will also spot enemy tanks
- Airstrike – a group of bombers attacking a certain area, the bombs will fall vertically down
- Artillery strike – artillery is firing at certain area like the bomb strike, the shells will be HE shells using artillery mechanics in the game with a low trajectory
- Minefield – will cover certain area and will be impossible to detect, running over it will reduce tank hitpoints
- Smokescreen – certain area will be covered by smoke, the enemy team will not be able to spot anything within that area, but it works both ways (you will not be able to see through it)
- Recon plane – for a short time, certain area of the map gets “scouted”


Miscellaneous
- Stronkhold API will come quite soon, it’s possible there will be a slight delay between the API and SH release
- Exclusive tanks as SH rewards are not planned for now
- Resources can be lost in following cases: when the enemy loots your SH and when your “warehouse” (depot) is already full – in the latter case the resources simply disappear
- One way or the other, the team participating in raids will get the resource amount stated in the format, its distribution will happen proportionally to XP of players
- There are plans to start a new event like the World on Fire was soon, its gameplay will be significantly different from CW
- The third campaign will be much larger than the previous ones, will be more elaborate, there will be many more tools for commanders to monitor their clan and the “top X ladder” etc., it’s possible that the players will get to choose which reward they want for it from M60, VK7201, Object 907
- Current properties of Object 907 are final
- Raids will be possible without having a full team (for example you can run a 7v7 raid with 6 people)
- There will be no Clanwars within the client (SS: it will remain browser mode)
- CW 2.0 is in prototype stage, there are already working buttons and some CW players (under NDA) already tested it. The CW rules will remain the same, but the interface will be more convenient. There will be one large map, created with “new architecture”. It will be possible to run various events without having to manually enter them into the code each time.
- It will not be possible to buy or sell the SH resources
- It will not be possible to earn gold in SH mode
- There are plans to increase the amount of players in clans
- WG will participate in the Stronkhold mode and will develop their Stronkhold, including raids
- There are no plans for now to further increase the amount of buildings in SH mode, it depends on feedback
- There will be no protection from one clan attacking you over and over again, “rigged” battles will be detected and severely punished