Dying Light Money Cheat on PC, PS4 & Xbox One [Guide]

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Dying Light Money Cheat

Here’s an easy way to get a lot of money very fast in Dying Light. Using this money cheat you’ll be able to get unlimited cash, as explained below…

Money Cheat Location: How to get an unlimited cash? It can be done near any wall in the game.

Money Cheat Method: How to make 100,000’s of dollars in Dying Light easily.

•Step 1: Buy the “Melee Throw” Skill from the Power level section that lets you throw any weapon in your backpack.

•Step 2: Buy the “Master Backpack” Skill (upgrade it twice) that allows you to carry up to 18 weapons. — Not required, but very handy.

•Step 3: Equip your most valuable melee weapon like the Cricket Bat/Crude Pick/EXPCalibur* (or buy one from a merchant/trader). The more valuable your weapon, the more money you will make! — Some weapons (at Epic level) CANNOT be duplicated.

•Step 4: Throw your weapon (press the right control stick twice) and when the weapon is in the air (before it hits the ground) you open up your inventory immediately. In your inventory you will see that the weapon is still there. You must drop the first/top weapon from the inventory list for it to work. So basically it will throw & drop the weapon at the same time and that’s how the weapon duplication glitch works.

•Step 5: Sell all your weapon duplicates, but also keep one for yourself. That way you can keep duplicating it for unlimited money. – Or in the case of super strong yet low durability weapons like the EXPCalibur*, you can make 10 of them to kill enemies later in the game much faster.

Here’s the full exploit video:
Tip: If you want to farm for money you should stay in a quiet area near a safe zone as the noise may attract enemies.

Note: Always keep a repaired version of your favorite weapon in the inventory. Use the duplicates to kill Zombies and when the weapon is about to break you can make a new duplicate. That way you will never run out of weapons!

*Go find the EXPCalibur weapon for duplication, because it’s worth $1,445! Watch this video guide to see where it is:
Credits: Maka.

Dying Light Cheats on PC, PS4 & Xbox One

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Dying Light Cheats

Weapon Duplication & Unlimited Money Cheat
This weapon/money cheat lets you duplicate any melee weapon, which you can either keep multiples of or sell them to a merchant for money. Some weapons (at Epic level) CANNOT be duplicated.
Here are the steps to take to duplicate weapons:

•Step 1: Buy the “Melee Throw” Skill that lets you throw any weapon in your backpack.

•Step 2: Buy the “Master Backpack” Skill (upgrade it twice) that allows you to carry up to 18 weapons. Not required, but very handy.

•Step 3: Equip your most valuable weapon like the Cricket Bat/Crude Pick/EXPCalibur* (or buy one from a merchant/trader). The more valuable your weapon, the more money you will make!

•Step 4: Throw your weapon (press the right control stick twice) and when the weapon is in the air (before it hits the ground) you open up your inventory immediately. In your inventory you will see that the weapon is still there. You must drop the first/top weapon from the inventory list for it to work. So basically it will throw & drop the weapon at the same time and that’s how the weapon duplication glitch works.

•Step 5: Sell all your weapon duplicates, but also keep one for yourself. That way you can keep duplicating it for unlimited money. – Or in the case of super strong yet low durability weapons like the EXPCalibur*, you can make 10 of them to kill enemies later in the game much faster.

Tip: If you want to farm for money you should stay in a quiet area near a safe zone as the noise may attract enemies.

Note: Always keep a repaired version of your favorite weapon in the inventory. Use the duplicates to kill Zombies and when the weapon is about to break you can make a new duplicate. That way you will never run out of weapons!

*Protip: Go find the EXPCalibur weapon for duplication, because it’s worth $1,445! Watch the video guide to see its location:
Fast Travel Shortcut
This is a faster travel trick that gets unlocked as part of “new game+” after beating it for the first time. Ideal for finishing all side quests.

After completing the story to the end of the game, you can use fast travel to go back to all the main areas in the game (Slums, Old Town, Antenna) instantly.

This is very important for searching collectibles and completing all side quests! The game doesn’t actually tell you that you can go back to the other maps or that there is a fast travel option. To fast travel between the Slums and Old Town you need to head to your bedroom in the tower. There’s a poster on the wall that lets you travel to the other map immediately. To get to the Antenna area you need to use the door in the north of the Slums or the sewer entrance in the north of Old Town (there are only some flags and zombie statues there). You can also go back to the sewers if you wish, the access points are marked on the map and are the same that you took during the story missions.

In this video guide, shows how to fast travel:

credits: guide based on the creation of Maka & PowerPyx

The Witcher Battle Arena Now Out on Android & iOs

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The Witcher Battle Arena is a fast, fun and accessible Multiplayer Online Battle Arena (MOBA) game designed exclusively for smartphones and tablets! This will hopefully help tide you over until The Witcher 3 hits shelves on May 19th, 2015!

In Battle Arena, two three-hero teams fight against each other, trying to capture and hold conquest points in short, intense and action-packed battles. Designed with mobile devices in mind, Battle Arena combines intuitive controls with skill-based strategies and fast-paced action. Dive into a rich fantasy universe as you rain fire from afar as a sorceress or cleave your enemies’ knees as a dwarf—all with the flick of a finger.

Featuring elements known from role-playing games and a fair, player-friendly monetization system of Microtransactions, the game features no pay to win elements and allows every item and functionality to be unlocked entirely via gameplay.

The Witcher Battle Arena ships with two maps—the Nilfgaardian Arena and the Korath Desert (both available in conquest mode)—and 9 playable heroes taken straight from the Witcher universe.

Play as the witcher Geralt of Rivia, the elven rebel Iorveth or the powerful sorceress Philippa Eilhart; earn experience points to develop your player profile; win rare and valuable pieces of equipment; and customize your favorite characters using our deep upgrade system. Modify any hero to cater to your playstyle and be the first to dominate the arena!

With The Witcher Battle Arena’s launch, the development team will now focus on providing ongoing support for the game, which will include making it even richer with new heroes, maps and gameplay modes on a regular basis.

Check out this Witcher: Battle Arena Tutorial Video to learn how the game plays.

How to Play Hearthstone on Your Android Phone

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Last December we've got excited here on Web Junkies as we've heard the news that Hearthstone will be going to android but.......when Blizzard announced that it will also be tablet exclusive... our excitement just turn into disappointment.


Luckily, we've learned something neat! And just like the title suggest, yes! We've learned how to play Hearthstone on android!

Since, Blizzard has no plan on releasing it on android phones yet, then let's modify the app and make it playable on your device. Follow the simple steps below and you can then play Hearthstone on your android phone.

Simple steps on how to play Hearthstone in any android phones:

First thing you need to do is download the modified APK+OBB of Hearthstone here>>https://mega.co.nz/#F!GokwWaqS!5OY_9iBY1arnw_NlAyGO8g

Once, your download is finished, follow the simple steps below on how to make the APK+OBB file work properly.

1: Uninstall Hearthstone from your phone if you already have it installed

2: Make sure your Android has it's security settings enabled to allow for app install from unknown sources, should be in the Security submenu in Settings

3: Connect your phone to your computer and drag the apk into a folder on the phone

4: Using the native file manager or a 3rd party file manager app, install the apk, but don't launch hearthstone yet.


5: Drag the OBB files (main and patch) into the folder \Android\obb\com.blizzard.wtcg.hearthstone\ (if you have an SD card, this folder may be located there depending on how the apk installed). The final output should look like the image below:
6: Launch the Hearthstone App,

ArcheAge Mounts & Battle Pets Guide

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ArcheAge is huge world and in this world we can find all kind of pets and they are not only looking different but also different skills. Also there is special equipment for mounts, which you can buy or they just can drop from mobs in dungeons. If your mount will die you can resurrect him with 1 hp and -30 % speed debuff, but you can heal him in Stables.

Mounts

Horse.
Moving speed - 9 m/s (with trading goods 1,8 m/s)

Nuians can get horse with help of the quest in Solzreed Peninsula. Other races can buy it for 10 silver coins.
Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec. Opens at level 5.
- Makes two strikes along the sides of the horse. Each strike is equal to 350 % of melee physical dmg. Instant use Cd 2 sec. Opens at level 10.
- Horse hits enemies behind with hooves. Dmg depends from horse level (82-514) and knock down enemy. Skill using time 0,3 seconds. Cd 18 sec. Opens at level 15.
- Horse and character become immune to stun and ranged attack for 5 sec. Instant use. Cd 16 sec. Opens at level 20.
- Horse increase her moving speed by 50 % on 5 sec and knocking down encountered enemies on your way. You can't control your horse movement speed those 5 sec. Instant use. Cd 30 sec. Opens at level 25.

Deer
Moving speed - 8,5 m/s (with trading goods 1,7 m/s)

Elves can get deer with help of the quest in Gwenoid Forest. Other races can buy it for 10 silver coins.
Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec. Opens at level 5.
- Makes ranged shoot which is equal to 80 % ranged physical dmg. Instant use. Using distance 30 meters. Opens at level 10.
Fire arrow - Makes ranged shoot which is equal to 500 % of ranged physical dmg and periodically hits enemy with 200 % of ranged physical dmg on 5 sec. Gives debuff "Burning". Instant use . Cd 12 sec. Using distance 30 meters. Opens at level 15.
Aimed shot - Makes ranged shoot which is equal to 700 % of ranged physical dmg. Combo: If enemy is burned, damage increases by 50 %. Cd 24 sec. Using distance 35 meters. Opens at level 20.
- Allows you to jump on 25 m ahead. Instant use. Cd 15 sec. Opens at level 25.

Lion

Moving speed - 8,8 m/s (with trading goods 1,8 m/s)

Firrans can get Lion with help of the quest in Falcorth Plains. Other races can buy it for 10 silver coins.
Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec. Opens at level 5.
- Makes ranged shoot which is equal to 80 % ranged physical dmg. Instant use. Using distance 30 meters. Opens at level 10.
- Allows you to jump on enemy and stun him for 2 sec. Instant use. Using distance 15 meters. Cd 24 sec. Opens at level 15.
- All dmg output from Lion and rider is increased by 30 % on 30 sec. If dismount Lion effect disappears. Cd 60 sec. Opens at level 20.
- Increasing movement speed by 100 % and gives immune status on 3 sec. Instant use. Cd 30 sec. Opens at level 25.

Tara

Moving speed - 8,3 m/s (with trading goods 1,7 m/s)

Haranis can get tara with help of the quest in Arcum Iris. Other races can buy it for 10 silver coins.
Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec. Opens at level 5.
- Makes strike which is equal to 300 % melee physical dmg. Can knock down enemy. Instant use. Cd 2 sec. Opens at level 10.
- Allows tara to jump back on 12 m. Cd 18 sec. Opens at level 15.
- Teleport owner on 18 meters ahead. Instant use. Cd 30 sec. Opens at level 20.
- Tara and owner become invisible on 30 sec, but movement speed is reduced by 30 %. Effect disappear after receiving dmg.
Instant use. Cd 180 sec. Opens at level 25.

Yatta

Moving speed - 9,9 m/s (with trading goods 2,5 m/s)

Yatta you can buy in any location from stable merchant for 5 gold.

Skills:
- Yata is making giant jump forward. Cd 2 sec. Opens at level 20.

Bloodstock
Moving speed - 9,9 m/s (with trading goods 2 m/s)

Bloodstock you can buy on Mirage island for 10 g.
Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec. Opens at level 5.
- Makes strike which is equal to 300 % melee physical dmg. Can knock down enemy. Instant use. Cd 2 sec. Opens at level 10.
- Horse hits enemies behind with hooves. Dmg depends from horse level (82-514) and knock down enemy. Skill using time 0,3 seconds. Cd 18 sec. Opens at level 15.
- Increase evasion coefficient by 50 % on 10 sec and gives immunity on stuns. Instant use. Cd 30 sec. Opens at level 20.
- Bloodstock increase her moving speed by 50 % on 5 sec and knocking down encountered enemies on your way. You can't control your horse movement speed those 5 sec. Instant use. Cd 30 sec. Opens at level 25.

Donkey
Moving speed - 7,2 m/s (with trading goods 4 m/s)

Donkey you can get when making quests for Big Scarecrow or buy on Mirage isle for 5 g.
Skills:
- Boost your donkey speed by 30 % on 60 sec. To use this spell you need 1 carrot and carry trading goods. Instant use. Cd 60 sec. Opens at level 20.
- Your donkey charging forward and cant turn to left or right for 6 sec. Cd 60 sec. Opens at level 20.

Cow
Moving speed - 7 m/s (with trading goods 1,4 m/s)

Cow you can buy on Mirage isle for 5 g.
Skills:
- Cow defecate, after that you can pick her "product", in other words feces and make from it ecologically clean fuel which you'll need for Tractor. Cd 30 sec. Opens at level 5.

Roar of the Earth
Moving speed - 10,1 m/s

Roar of the earth you can get in Hasla.
By killing raid boss
There is 3 kinds of them. This one is one of them:

Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec. Opens at level 5.
- Roar of the Earth bite enemy, making dmg which depends on mount level and also imposes debuff bleeding on 15 sec. Cd 18 sec.
Opens at level 10.
- Allows you to jump on enemy and stun him for 2 sec. Instant use. Using distance 15 meters. Casting Cd 24 sec. Opens at level 15.
- Roar of the Earth heals himself, depends on mount level (at level 5 it's 600). Cd 15 sec. Opens at level 20.
- Increasing movement speed by 100 % and gives immune status on 3 sec. Instant use. Cd 30 sec. Opens at level 25.

Roar of the Thunder
Moving speed - 11,44 m/s

Roar of the Thunder you can change on 20 k honor in any location from Seller of good for Honor Points.

Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec. Opens at level 5.
- Roar of the Thunder bite enemy, making dmg which depends on mount level and also imposes debuff bleeding on 15 sec. Cd 18 sec.
Opens at level 10.
- Allows you to jump on enemy and stun him for 2 sec. Instant use. Using distance 15 meters. Casting Cd 24 sec. Opens at level 15.
- Increase basic stats of melee, ranged and magic dmg by 30 % on sec. Cd 60 sec. Opens at level 20.
- Increasing movement speed by 20 % on 15 sec. Instant use. Cd 30 sec. Opens at level 25.

Black Arrow
Moving speed - 10,5 m/s.

Quest for "Black Arrow" you can take on Mirage isle.
Skills:
- Increasing speed by 50 % on 5 sec. Cd 30 sec.
- Horse increase her moving speed by 50 % on 3 sec and knocking down encountered enemies on your way and damage them. Instant use Cd 30 sec. To use this skill you need to craft "Knight lance".
- Heals his hp. Instant use. Cd 18 sec.
- Become immune to stuns on 5 sec. Instant use. Cd 60 sec.
- Horse increase her moving speed by 50 % on 5 sec and knocking down encountered enemies on yor way. You can't control your horse movement speed those 5 sec.Instant use. Cd 30 sec.

THE MAX SPEED WITH "BLACK ARROW" IS 28,2 m/s. To achieve this speed you need to use all 3 skills.

Battle pets

Battle cat

Firrans and Haranis can get battle cat with help of the quest in Villanele. Other races can buy it for 10 silver coins in special trays. Also you need to be level 20 to use them.
Skills:
- Deals 67 dmg (+1 for each level) witch change for stunning enemy on 2 sec. Instant use. Using distance 2 meters. Cd 18 sec.
Opens at level 20.
- Cat heals himself (500 + 70 for each next level). Instant use. Cd 18 sec. Opens at level 25.
- Increase cats critical change and evasion rate by 30 % on 10 sec. Instant use. Cd 30 sec. Opens at level 30.
- Increase cats damage by 40 % on 10 sec. Instant use. Cd 20 sec. Opens at level 35.
- Deals 130 dmg (+1,5 for each level) and additionally deals 701 damage (+1,5 for each level) with chance of 50 % on 14 sec.
Gives debuff Bleeding. Instant use. Using distance 2 meters. Cd 15 sec. Opens at level 40.

Wolf
Nuians and elves can get wolf with help of the quest in Marianople. Other races can buy it for 10 silver coins in special trays. Also you need to be level 20 to use them.
Skills:
- Deals dmg depends from wolf level (180 at level 47). Instant use. Using distance 2 meters. Cd 6 sec. Opens at level 20.
- Cat heals himself (500 + 70 for each next level). Instant use. Cd 18 sec. Opens at level 25.
- Increase wolf attacks speed by 100 % on 7 sec. Instant use. Cd 30 sec. Opens at level 30.
- Wolf jumps on enemy and deals dmg which depends from level (120 at level 47), also knock enemy down on 2 sec. Instant use.
Using distance 15 meters. Cd 18 sec. Opens at level 35.
- Wolf force enemy to attack him. Instant use. Using distance 10 meters. Cd 30 sec. Opens at level 40.

credits: guide created by Legion

The Best Glitches on Call of Duty: Advanced Warfare Havoc

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Here are some of the newly discovered Call of Duty: Advanced Warfare Havoc glitches.

Note that these can of course get patched by Activision at any time. But you might encounter the here-under listed glitches for yourself in the meantime, since sometimes they can reveal handy out-of-bounds invincibility spots.

How To Fix The Exo Zombies Startup Error

Here’s how to fix the Exo Zombies Error when starting Exo Zombies Mode from the main menu in the Call of Duty: Advanced Warfare Havoc DLC.

When you get the following error message “A downloadable content package was removed or all profiles are signed out.”; Here are the steps to take to fix the error…

– Step #1: Sign into an account with no Xbox Live Gold membership like the Xbox account you make for a guest when you play local co-op games with a second controller. The account must not be registered to Xbox Live.
– Step #2: Then start up Exo Zombies Mode.
– Step #3: Press ‘Xbox Live’ and when it says ‘Need Xbox Live’ switch to your actual account (your first account that you always play on). — This will fix the error for 99% of people.
Exo Zombies Mode Glitches

These are found in the Outbreak map of Exo Zombies Mode.

Zombie God Mode: You can get Godmode on a zombies pile-up spot. But doesn’t work on zombie dogs.
Unlimited Rounds: Get to high Rounds with a pile-up glitch.
Jump Spot: This zombie Jump Spot/Godmode glitch is for 10+ people, making it a team and solo glitch that you can get to high/unlimited rounds with and even 50+ if used correctly.
Multiplayer Map Glitches

Location: In the Urban map.

Find out how to execute the Teleport Glitch through the roof on this map:
Location: In the Drift map.

Find out how to execute the Teleport Glitch out of this map:
Location: In the Core map.

Find out how to execute the Teleport Glitch out of this map:
Location: In the Sideshow map.

Find out how to execute the Teleport Glitch out of this map:
credits: Glitches discovered by Woods, FCGlitching & RSPproductions.

ArcheAge Trading Goods (Packs) Guide

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How to make trading goods (Pack).
To make trading pack, first of all you'll need 1 merchant certificate (50 silver coins) and resources (that depends from pack, all available goods (Packs) for craft you can see in craft book(button O in game) and open section Commerce. When you bought 1 merchant certificate and got enough resources you'll need to find workshop of regional goods. (To find them you'll need to open map (button M in game) and put tick on Important Objects -> Workshops in Region
After that go to workshop of regional goods and craft your pack.
Goods (Pack) transporting.

Regional goods you can deliver using any transport. Also you can drop your goods when you want:
1. On ground, but there is a chance that someone will take your goods
2. On protected ground (scarecrows, farms, houses). In this situation only you can pick it or depending on that, who is allowed to use your property. But there is also 6 day limit, If you don't pick them in 6 days, goods will disappear.
3. In boxes, which you can find on merchant schooner (20), galleon(4) and tractor(4). In that case pick them can only party members.

Goods you can't drop:
1. On foreign property, if you don't have permission to use that ground.
2. In or On buildings (Houses, harbors, farms and other).
3. On deck of ship.
4. On sea or its bottom. (Only if someone kill you or destroy your ship, you got 6 days to pick goods)

Delivering goods (Packs).

You can deliver them only to special NPC of two kinds - Gilda stars and Buying goods, which you can find on map, pressing Merchants -> Gilda stars or Buying goods. Same as before with workshops.
On west continent you can deliver them in following locations:
Solzreed Peninsula
Gweonid Forest
Marianople
Two Crowns
Cinderstone Moor
Sanddeep

On east continent you can deliver them in following locations:
Sollis Headlands
Mahadevi
Villanelle
Falcorth Plains
Arcus Iris
Ynystere

And of course you can deliver them in Liberty Island.

There is also a little problem with gold, you recive it only after 22h, but with 5 % gain. Gilda stars right away.

Where is best place to sell / change them on gold, Gilda stars?

There are few answers on this question:
1. Freedom Island (best place to sold them, but we've got few problems and first one is PIRATES AND A BOTTLE OF RUM!!!, Freedom Island is located in non stooping war zone, that means that anyone can kill you with that goods (pack))
2. Deliver it on your continent. (looks like fastest and safest way)
3. Deliver it on foreign continent. (Why we need to do that if we got 2nd option?)

Answer on this question is quite problematic, and it depends on location where you made this pack, route of delivery and war-economic situation in delivery region:
1. Than longest is route from place of making pack to place of delivery, than more profit you'll get.
2. Than more same packs will be delivered in this place, than less profit you'll get.

To understand goods profitable, you need to read sheet below . In this table you can see goods prices for gold on both continents and Liberty Island. Delivering packs for gold instead of Gilda starts can be justified, but not too effective for your team.

West continent goods
East continent goods
Green color - Maximal price on your continent
Orange color - Maximal price on foreign continent
Blue color - price on Freedom island, if price is bigger than in other locations
Goods price in gold is equivalently to goods price in Gilda stars and after delivering few goods you'll easily transfer standard prices for stars with given bonus. For example:
1. You calculated most expensive price for your goods, waited when in this region starts peace and when you got there you see that there already few merchant schooner selling their goods, in result you gain for pack 2-3 Gilda (with base selling for 6)
2. One more example is with Pounded Turmeric. When CBT will start, after 2-3 h price for PT will be 90 silver or 1 Gilda stars(base selling price is 1,8 g and 2 Gilda stars) and will continues few days, bonus for delivering is 50 %, because too many players delivered the same goods.

That means you need to choose location to deliver goods with stable economic and war situation. You need to closely watch map and analyse situation, whats happens in this moment. Also test your option on practice, before sending large convoys of ships. And we don't need to forgot about logistic, choosing right paths on ground and see in long transportation.

If we'll analyse those 2 sheets, we can easily see difference between West and East continents:

- If we'll closely look on geographic configuration of West continent, we'll see that almost all continent is connected to dirigible system and separated with short sea routes. This situation leads to a problem that elves and nuians is forced to deliver their goods on Liberty Island or on Ynystere in peace time, closing path to deliver goods on their continent.
- For East Continent delivering goods on Liberty Island is not so profitable (as West continent). How we can see delivering goods on our East continent is much more profitable(exception is central regions) than West side.
- Easy to observe that important factor is goods making location, it means, that you need farm or scarecrow on goods making place. Since you'll need to secure your trading goods or you'll just lose time to making them and giving to your team mates.

Little secret how to deliver goods on enemy territory.

You'll for sure say that is too dangerous and you can't do that, because sometimes you can't even deliver your Banana wine for Scarecrow Quest and that this plan is SUICIDE and bla bla bla bla. So lets make one little trick:

1. Make 2nd character on opposite continent. Raise your lvl to 20. Complete quests on little scarecrow and donkey, after that just exchange packs.
2. Make with both characters trading goods on West and East continent.
3. With your main character(witch got pack) arrive at exchange place, somewhere where no body will be near.
4. Now bring your 2nd character with trading goods to same place, drop trading goods, now re log fast and pick 2nd character pack and drop yours.
5. Again relog and pick pack with 2nd character. That means that main and 2nd character exchanged packs from different continents.
6. Your main character pack change on Gilda stars, but 2nd character trading pack change on gold and send it on your main character with mail help.

With this little trick in week you can easily collect 50 Gilda stars and 100+ gold, delivering 1 pack in day and loosing smth about 20-30 min.

credits: Special thanks to Legion for making this very informative guide,

Best ArcheAge Primeval Build, Keybinds & UI Guide

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The build. Before you even think about building your class, Primeval or not, you should always have a solid build that you're comfortable with. This build goes as follows:
Don't take Concussive Arrow like most Primevals. It's a gimmick made for 1v1's and nothing else. The cast time will get you killed in open world combat, or if an enemy in the gladiator arena has the means to get rid of a shackle. Every part of the build is made to kite, so taking skills like Concussive Arrow just isn't worth the risk.

Let's break down skills now:

Archery:
Charged Bolt - Fantastic skill. Generally this will be your first big hit, unless you go with a melee initiator to trip a mage and get some range. Hits hard, slows down your opponent, and combos with Endless Arrows.
Piercing Shot - This will generally be your follow-up on a Charged Bolt when more than 15m out. If your opponent is less than 15m away from you, hit them with Charged Bolt, a volley of Endless Arrows, and Piercing Shot to renew the slow effect.
Endless Arrows - Here's your bread and butter for preventing stealth, tracking targets, preventing glider escapes, and building up attacks for Stalker's Mark. It also does quite respectable damage, especially when geared properly. This skill's DPS is greatly increased by Inspire.
Double Recurve - Free damage boost. Why not?
Snare - This skill will save you from being wombo combo'd by melees more than you can say "pancakes" in a lifetime. When in snare, enemies can't use skills like leaps (Charge - Battlerage; Overwhelm - Shadowplay) which either lead into trips or stuns. Preventing these will increase your survivability tenfold, because as a Primeval you're a shark: Stop swimming (moving) and you'll die.
Intensity - Take this for the 15 second fear immunity alone, but the Bloodthirst is a nice bonus. It'll increase your Piercing Shot damage for each stack of Bloodthirst accumulated. Endless Arrows also applies it.
Passives - Self-explanatory for most, but some Primevals may be wondering why I take Archery Expertise over Eagle Eyes, and the answer is simple: In a prolonged fight, shorter cooldowns mean more average DPS. That one second could amount to winning or losing a fight, even in the short term.

Shadowplay:
Overwhelm - Great at shutting down melee, followed up by a dropback or mobility skill to create a gap. Combos with Stalker's Mark to deal more damage and trip. Be sure to use this before Stalker's Mark when fighting opponents who have the Defense tree, as Redoubt grants trip immunity. This is what makes Blighters a pain. Stun them instead of trip, and you'll have a better time.
Dropback - Fantastic gap creator, and negates falling damage.
Stalker's Mark - Marks a target, and after 15 seconds will deal damage based on the number of attacks dealt (up to 20). The damage will reveal a stealthed target, so it's a great opener, especially when used with Overwhelm against mages with no Trip protection.
Stealth - Invisibility, escape, initiator.
Toxic Shot - Poison is a powerful DoT which deals more damage to bleeding targets (hello, Piercing Shot 100% bleed uptime), and will keep damage on an enemy, preventing them from entering stealth. The initial shot also does respectable damage.
Freerunner - Great initiator against other Primevals, Tricksters, and Stone Arrows to keep distance and prevent poison (hidden bow passive as well as Toxic Shot) from applying.
Shadowstep - If you ever need to confuse an enemy or gain the upper hand on a melee who's trying to control the fight, shadowstep in and use Overwhelm. Your attack speed will be faster, making it nearly impossible for them to counter. Follow up with a dropback or Freerunner to gain distance. This combo, if successful, will reset your panic switch and allow breathing room in any fight, especially against burst melee and DPS mages.

Auramancy
Thwart - Grants a stack of Inspired and inflicts Distressed on nearby enemies. Never, ever use this with an enemy close enough to inflict Distressed unless you've just tripped or stunned them.
Teleportation - Your basic blink and gap-creator.
Health Lift - What you'll end up doing for maximum effectiveness before high-stakes fights is reset your Auramancy tree, slot Health Lift, use it on yourself, and reset it once more to the proper build. This at tier 3 will grant you an additional 1600 health. The reason this build don't keep it on my bar is because anyone can give it to you, but in case you're going solo it's something that will save you many, many times.
Shrug It Off - The most important tool in your arsenal. Stuns are a drag, and so is Impale. Basically, this is your anti-melee measure. Keep next to your twitchiest finger at all times.
Leech - Stealing buffs is fun. Putting an enemy to sleep? Even more fun. Use when you need time to recover, play half a song, or get that pesky melee out of the way while you deal with his ranged DPS or mage friend.
Passive: Hearten - In conjunction with Thwart, you'll be able to stack up to 3 Inspired, which increases your attack speed by 3(8s), for an additional 24% attack speed at maximum effectiveness. With your dual wield boost, you'll have 34% and on a dagger proc you'll have a whopping 56% attack speed at your peak. Attack Speed not only decreases your Global Cooldown by the percentage you have stacked, but also increases the attack animations. For example, in 3 seconds without attack speed, you can fire 3 Endless Arrow volleys, however at 34% attack speed, you can fire an additional 5-arrow volley within those 3 seconds, increasing my DPS tremendously.

Keybinds and UI:

1, 2, 3, 4, and 5 are the basic attack functions. Endless Arrows on 3 for easy kiting left or right while firing, and 1-5 with the exception of 3 are my general combo.

Shift 1-3 are the preparatory keybinds, or things that you either don't use while deep in combat or use before combat entirely.

Shadowstep on f2 for easy reach from 3, and it's right next to Overwhelm on f1 for a fluid follow-up combo after a Shadowstep.

Q and E are my twitch, or reactionary keys. Shrug It Off keeps me out of a stun lock, and you can follow it up immediately with Snare to give yourself time to create a gap when enemies are on me.

Z is the basic arrow attack. Use this if your out of mana. Extremely useful for prolonged fights against more than one opponent.

X is not quite as easy to reach as 1-5, but much easier than the Shift keybinds, and Freerunner is a pseudo-preparatory skill.

C and V are spammable, as often in stealth you need to immediately re-stealth after the effect begins to wear, or you'll be in-stealth and need to get the first Leech off in order to assure a victory against a Darkrunner or equivalent enemy. Alternating in a one-on-on between Tab and C allows me to instantly target another stealthed enemy and Leech them.

Finally, Teleportation bound to Mouse Wheel (Up) as you shouldn't be zooming in and out during combat, and makes for a very fast escape when a stun ends, same with Dropback on Mouse Wheel (Down), and really the binds for those two make sense in relation to the orientation and direction your character moves with the skills.

Potions and Food are alt+1-4, for relatively easy use mid-combat or after an escape without wasting time clicking them.


A Keybind that's NOT listed is ` (the Tilde ~ key), which immediately turns my character 180 degrees for a front-flip dropback. More info here:
credits: guide made by Alderez

ArcheAge Dual Wield Dark Runner Build and Strategy Guide

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The Dark Runner
The Dark runner class is a melee-assassin who uses high mobility, high damage and elusiveness to lock down his targets and kill them. This class is traditionally played as a 2H in-your-face burst class however, I have put my own spin on it and mixed things up. This guide will attempt to inform you about playing the Dual-Wield Darkrunner, from both a build and stylistic point of view.

Gearing

Armor

Majority of Dark Runners chose leather. This does not mean to say that it is our only option. As a Dark Runner, you have two choices: Leather and Plate. Each one of these armors has their own advantages and disadvantages.

Using leather will grant you more rounded resists (Magic/Physical) as well as higher crit and evasion chances, you will also gain trip reduction.

Plate on the other hand offers little to no magic resist and makes up for that by giving you a ton of physical defense as well as more Health and Stun reduction.

So how does this pan out. Well, against all physical types, Plate will likely make your life easier as all of your armors damage reduction goes towards mitigating this damage type, it also makes you have more HP, so basically, you will be a lot harder to kill. In the current Meta, the game is over-run with Melee dps and Archers, with casters essentially sprinkled in, and this may/will also change as the game develops).

Does this mean choosing plate is correct? Not necessarily, by going plate you sacrifice evasion and crit rates. So this, in my opinion ultimately boils down to personal preference. Most player feel like leather is “more fitting” to an Assassin type, but there are also aesthetics we need to consider, as this is an MMO and we want to look awesome. Ultimately, they will each have their own pros and cons, so it’s up to you to determine what you like. It is encourage to experiment and provide constructive/supporting feedback in this thread.

Regardless of which Armor-type you opt for, it is strongly recommended going for the Desert Set as this offers Str/Stam stats which are your two most important stats. Strength offers damage, Stamina offers HP (survivability). Now before all of you say “VLARE WHAT ABOUT AGILITY. CRIT CRIT CRIT”. Yes, Agility is a nice added bonus. However, the way that this build play is all about being as consistent as possible and all agility does is add to RNG. If you can take free agility somewhere, you should but never take Agility over Strength or Stamina.

Weapons

This is our bread and butter. A lot of this comes down to personal preference. Since we are a Dual Wield Dark Runner, we will want TWO (2) weapons.

If you are not aware, all of the weapons in ArcheAge Have Hidden abilities, or procs. This is one of the most important things to consider when choosing weapons.

The following link has a summary of the weapons with their procs : http://archeage.gamepedia.com/Weapons

There is a difference between Ideal, and practical as well that we should consider. It will be “ideal” to run the two best stat weapons of type X and Y. But, as we know this game is super RNG, gold is not always easy to come by.

Main hand: Hasla 1H Sword.

The reasoning for this is quite simple; you’re probably not going to get anything better for a very long time. It’s easy to get, it’s good, and above all else, IT’S A SWORD.

Offhand:

This is a bit trickier, but many people opt for Katana, Axe, and even dagger.

Ultimately this is going to boil down to what proc you want, what you have available, and above all else, stats. Each of these weapons has a different effect, Katanas Gives crit chance, Daggers give GCD time, and Axes do bleeds.

This build runs two swords. Now, it has not TESTED if there is a diminishing return on the proc chance, if there is, then it is advised swapping to a Katana to get higher spike damage.

Don't use a dagger as this class do not have a spammable attack that benefits from this. It is not recommended to use an Axe because the bleed is counter-intuitive to us needing to CC targets, it breaks the CCs.

Don't use a spear for armor piercing because we already achieve this through battle-rage passives.

Really it will boil down to Sword/Katana or Double sword. Also please keep in mind that, Aesthetics are always important. If you think double swords are cool, use them. You have to like your character of course.

The Build

Here is the current Dark Runner build.


You are more than welcome to run your own build, this is my version of it.

It is pretty standard except for three things really.

1) Don't run Frenzy.
2) Reckless Charge
3) No Weapon Maneuvers

It was found out that Frenzy was essentially an All-in button against melees. The more damage you do, the more damage you take. If you pop this and don’t kill your opponent, they are likely going to kill you as soon as they get their hands on you.

The Stun after 30-seconds. This can be played around, however this build experience longer fights, and don’t want to have to run away and get stunned. As a dual wielder we do not have as much Burst and spike damage as a 2H player. We play a much more in-and-out style, and because of this, having to play around a stun just adds more obstacles.

Against casters, it maybe a good idea, but you will always be reluctant to use it. Instead of this, spend it on Reckless Charge.

Why? Because this build is all about mobility. Moving faster, being all over the place, being hard to keep track of. Reckless charge allows us to further enhance our play-style by giving us a speed boost essentially every time we attack. This skill also greatly improves our matchup against Archers because it gives us an easier time to keep up with them and stay on top of them.

What about Weapon Maneuvers.

Well, this skill scales with Gear. At the time of making my build and putting everything together, the bonus from this would have been maybe +10-25 Melee power. This did not offered enough for what you could have from another point. With better gear, this passives value increases. It’s entirely possible to take this over Frenzy and reckless if you want it.

The Style

The basic play style for our build and class is quite simple. Get in, do damage, get out. Our class comes equipped with a multitude of gap closers and gap makers. What this allows for us to do is play a kind of hit-and-run style. We should never be fighting (Archers/casters can be an exception) unless we have skills to use that are not Triple Slash. Triple slash is essentially only there for tripping or a bit of consistency/filler against non-melees.

So to reiterate, We will in most cases go in, do our damage, get out, wait to be able to do it again. Rinse-Repeat, kill. There are exceptions, such as casters/Archers/ and when we think we can finish the fight.

We use swords, which give us 100% chance to parry on proc, we also use passives to increase our parry chance as well as reset the cooldowns of our skills. What we are aiming to do here is only go in when we have things off cooldown, parry as much as possible, re-proc our skills, go back in. Keep moving all over the place. Keep your opponent guessing, make it hard to track you.

Against archers, Dual Wielding allows us to parry arrows. This acts as a form of damage mitigation and allows us to take significantly less damage when closing the gap.

Combos

The follows skills will play a huge role in our ability to combo opponents:

Leech (auramancy)
Charge (Battle rage)
Triple Slash (Battle rage)
Overwhelm (Shadowplay)
Stalker’s Mark (Shadowplay)
Precision Strike (battle rage)
Shadow Smite (Shadowplay)

It is imperative that you read these skills over, understand what they do and how they work in conjunction with one another.

Ideal combo:

Stalkers mark > Leech > overwhelm > Shadow smite > Precision Strike > Charge > Triple Slash > Get out or Tiger strike > Get out.

Mini combos:

Charge > Triple Strike > Precision strike
Charge > triple strike > Overwhelm > Shadow smite > Precision strike.

You can mix these ups, but the main focus is to trip or stun your opponent and “backstab” them.

Matchups

Against witchcraft

You can make a safe assumption here. All Witch users have fear, lassitude and sleep immunity.

What this means is, No Leech.

You need to pretty much save bondbreaker just in-case. I would also recommend saving Shrug it off, but this one is on a case-by-case because if you can shrug and counter-combo and win. Saving BB for a lassitude is often-times a safe bet though.

*** Experimental technique***

This is a high risk high reward move you can do against witch users. Don't do it unless you had nothing off cool down and was stuck in melee range. But, some of you guys are risk takers so here is how it works.

It is entirely possible to Leech a Witchcraft users and steal their buffs. What you can do actually is steal the sleep/fear immunity from them. Doing so makes this matchup infinitely easier as you really can play as if there is no sleep/fears to worry about. In the case that they see you do this and purge you, you must go back to playing traditionally, but ideally you will be able to put on so much pressure that you will be in a strong position.

Now, the reason this is a high risk high reward is because. In general, witchcraft users will initiate their stun fear sleep combo as soon as you are in range of them. If you get in melee range and use your GCD on leech and don't get the sleep immunity, there is a high chance that fear > Sleep is going to hit you flat in the face. However, if you're fast enough or they are too slow, you can try to use this technique.

Against Defense users.

REDOUBT. OH MY GOD REDOUBT. This skill pretty much nullifies us for 20-seconds.
We can’t trip, we can’t combo, we can’t hit (block chance). Redoubt is more or less the bane of our existence. What this means is that, when you see this sucker go up, DO NOT ENGAGE. Run Away, hide, reset, do whatever you can to not be there/ fighting.

Playing against pretty much all other trees is quite easy. Be aware of what they can or can’t do, don’t get caught in their combos.

Against Archers

Archers are pretty frustrating for a lot of players to deal with, they have high range, high damage, high mobility. Luckily for us as Dark Runners, we come equip with many tools to deal with them. There are several ways to approach the DR vs Archer matchup , and it will greatly depend on what type of Archer it is.

In general, a safe strategy to use is something along the lines of the following :

Both begin to engage, pop cooldowns, trade stalkers mark. At this point the archers usually do one of two things, try to close the gap for a leech combo/overwhelm/smite - OR they begin to kite.

If they do the more aggressive leech style, it's important to try not get leeched, and if possible, leech them. If you are able to land a Leech+Stalker mark combo on an archer, you are in a VERY good position to just combo and win. If on the other hand you get leeched, the archers have a few nasty combos they can put out which makes our life hard.

Against the archers that opt to kite us, I traditionally open with a backflip > Tiger strike to close the gap. This is often times enough to begin applying pressure or go for a leech. Against primevals, they will likely teleport at this point, so it is imperative that you mirror them and chase them with teleport.

If you can stay glued to the archers while doing all of your combos, you should be able to out dps/cc them and take the win. I will post a video to try to show how the Vs. Archer matchups usually play.

In the case of Stonearrows, it is a lot harder. It is strongly suggested seeing above about redoubt. Against Stone arrows it is usually ideal to try to sleep > reset the redoubt, or try to just burst them through the redoubt but this is a lot riskier.

Closing statements

This class is VERY fun. It’s very fast paced and offers a lot of opportunity to trick and “outplay”. The damage is high, the mobility is high, but we are pretty fragile. I think Dark Runner is one of my favorite classes for this very reason, it does not leave a lot of room for error, so you must play well to win.

A New Capcom-made MMO Called "Dragon's Dogma Online" Coming this 2015

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Dragon’s Dogma Online, a free-to-play MMO of Capcom’s first open-world RPG, Dragon’s Dogma (a Japanese RPG meant to compete with the likes of the West’s Skyrim & Dragon Age), has been announced for PlayStation 4, PlayStation 3 and PC in Japan. No Western date has been revealed, but the game was just announced via Famitsu.

Here’s an IGN News video talking about the Dragon’s Dogma Online Japanese reveal.

Given the popularity of Dragon’s Dogma, a game that has sold over a million copies worldwide and was the fastest-selling new IP of the last console generation in Japan; it is almost assuredly going to be released in the West.

Since Dragon’s Dogma was a big seller on Xbox 360 in the West, I also wouldn’t be surprised if Capcom announces an Xbox One and/or Xbox 360 version to go along with the PlayStation platform releases when it officially announces the English version of the game.

In Dragon’s Dogma Online, players take on the role of an Awakened in the new land of Lestaria.

You’ll be able to adventure with four-player parties (if you prefer to play solo, you can take three AI pawns with you), as well as chat, form parties, and spend free time in town lobbies with up to 100 people. There will also be a “Quick Matching” feature.

Dragon’s Dogma Online is similar to previous entries terms of combat. Clinging attacks remain present. Players will battle against big enemies in dramatic battles, and monsters can become enraged, leading to fiercer attacks.

As for jobs, those currently confirmed in the game include the Fighter, Hunter, Priest, and Shield Sage. Players will be able to change their jobs whenever they like, as well as the jobs of their pawns.

Character creation has seen an upgrade. The number of sections and parts you can edit has been considerably increased. Crafting mechanics are also present. Pawns can make things like consumables, weapons, and armor. Pawns can also work together to shorten crafting time and increase overall build quality.

The game is open-world, and that open-world will be expanded little-by-little via large-scale updates launched seasonally. Bigger missions where up to eight players can participate are implied to be coming in one of these updates. Time-exclusive quests are also planned.

The 2015-due game will be a free-to-play action title with item micro-transactions for PlayStation 4, PlayStation 3, and PC. It’s produced by Minae Matsukawa, directed by Kent Kinoshita, and executive produced by Hiroyuki Kobayashi.

Famitsu also introduces a group of four NPC characters as part of the “White Winged Buddha Corps.” They are: Fighters named Vanessa (voiced by Atsuko Tanaka) and Leo (Koichi Yamadera), a Hunter named Iris (Marina Inoue), and Fabio (Yoshimasa Hosoya).

In an interview with Famitsu, producer Matsukawa and director Kinoshita share the following comments:

* Development started with the basic desire of taking Dragon’s Dogma and making it playable in an online environment.

* The game couldn’t be made in tandem with Dragon’s Dogma: Dark Arisen and was therefore pushed back.

* Capcom contemplated a monthly fee, but chose free-to-play in the end in an attempt to get more players to try it out.

* Though paid items are present, the game will still feel like a proper Dragon’s Dogma game.

* The story is completely new and there are no character connections. (Editor’s note: We take it this means no character connections to the previous game.)

* The game world will initially be the size of what players have come to expect from previous games, but will expand over time to be three times larger in scope.

* Parties are formed in the lobby, after which players depart for the field.

* An effort has been made to emphasize the strengths and traits of individual classes, but it’s not balanced so strictly that players need to be super meticulous about party makeup.

Capcom producer Yoshinori Ono also adds that the game’s development is benefiting from the cooperation of Sony Computer Entertainment.

Special thanks to gematsu for the press-release translation into English.

Best Ringo Build and Strategy Guide in Vainglory

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Who is Ringo?

Ringo is often played as the primary damage dealer for his team. He can shoot at blinding speeds and finish off fleeing enemies with an epic fireball that follows foes across the battlefield. Because Ringo is incredibly weak during the early stages of a game, Ringo players should focus on earning as much gold as possible before picking big fights.

He is a ranged, agile carry with extremely high damage potential. He has some of the lowest survivability in the game & must rely on mobility to stay alive. Like all carries, Ringo's drawback is primarily his low sustainability. Ringo is incredibly weak during early game, with his only viable role being in the lane. Thankfully, Ringo is good at last-hitting and can do so safely and alone. Once Ringo gains enough gold in the lane, he can become a formidable foe for his opponents. Overall, though Ringo is an easy character to use, he is no doubt hard to master.

Skills & Abilities


Ability Path
  • Double Down
  • Achilles Shot- Take at Level 2, 3, 4, 7 & 8
  • Twirling Silver- Take at level 1, 5, 10 & 11
  • Hellfire Brew- Take at level 6, 9 & 12
General Strategy

Laning
Ringo's starting position should always the lane; Never in the jungle. You can chose to do so, but I do not recommend it. In the lane, you'll have an easier time to clear up these creeps. As a ranged character, it will be easier to get the last hits to gather the gold and you will be safe from your distance. Moreover, Ringo is quite good at poking the enemy. After killing a troop and gaining the Double Down effect, immediately hit your enemy, followed by your first ability. The sudden spike of damage plays a psychological role on intimidating the enemy. If the enemy decides to run, attack them further before falling back. If they chose to retaliate instead, trade blows if you know you'll win the fight, otherwise return to your previous position.


Kite All Day
For beginners, Kiting refers to attacking an enemy with ranged attacks or abilities while maintaining a safe distance. This term originated from the analogy of flying a kite, where the attacking hero (the person) holds the target (the kite) at a safe distance (the string). This feat is often performed by ranged characters against enemy melee heroes. While kiting, the ranged hero makes use of their superior range, mobility and/or abilities to damage the enemy hero without taking damage themselves.

Preserving Energy
During the early period of the game, Ringo must preserve as much energy as possible to sustain on the lane. His Achilles shot is essential for ganking and should NOT be mistakened or misused as a farming tool. Instead, keep it in your arsenal until you're ready to gank an enemy hero. Wasting the ability on killing creeps on the lane can prove to be dangerous due to the fact that Achilles Shot uses up a high percentage of your total energy, potentially leaving you with none left to use Twirling Silver should you be ambushed.

Baiting
Ringo has a natural tendency to attract enemy heroes due to his low base health. This is particularly annoying because Ringo starts off incredibly weak in the early stages of a game. With the enemy stronger and capable of ganking you, you are less likely to gain gold as you have a poorer chance of getting the minion kills. To make things even worse, Laners Petal and Adagio can recover and self-sustain from your retaliations.

There isn't much you can do about this, but if you can manage to bait the enemy into your turret range, the enemy will at least take as much punishment as you do. But for the sake of stating the obvious, experienced players won't fall for this trick, but even some people can't resist the urge to get overconfident and cocky. On a personal side note, having Glaive on your team is ideal if the enemy is constantly overextending. An Afterburn and Achilles Shot is all it takes to get the victim exposed to the turret long enough to get killed.

Build Breakdown

Hybrid Burst
The Harcore Sniper
Scenario Analysis

Order of Skill Activation

The order of skill deployment is important for any character. As scenarios differ from one another, activating the right skills at the right time and place is essential to stay alive and well ahead of your enemy.

Solo Ambush
When ambushing, initiate with Hellfire Brew in the brush, followed by Achilles Shot and Twirling Silver . By doing so, the enemy can neither cancel your ultimate nor be ready to use a Reflex Block to avoid it's devastating effects. In addition to this, the enemy is unprepared and is likely to begin to panic. Continue to pursue and burst them down while you still hold the upper hand.

Early Game / Exposed Battle
In an exposed battle with very little hiding terrain, avoid using Hellfire Brew unless the enemy has already used their Reflex Block . Being exposed usually means you are likely to get targeted more often. Stay behind your team, minions or turret, and hop in and out of fights when needed.

Teamfight Ambush
During a co-ordinated team ambush, you either chose to:
1) initiate fights with Hellfire Brew and temporarily back away... OR
2) cast Hellfire Brew when another teammate chooses to initiate for you.
Both methods work just as great, but the main goal of a carry never changes: Killing the enemy carry before they kill yours.

Other Tips:

Only upgrade to Journey Boots when you have maxed every other item.
As most players already know, Journey boots Does NOT provide additional speed when upgrading from Travel boots to Journey boots. Because of this, it is not necessary to purchase it during early or mid game. Only upgrade from Travel boots to Journey boots when you have maxed out every other item.

Always tap Twirling Silver before leaving spawn.
The sanctuary's regeneration will tick once on the way out of spawn, so it's completely free and you'll have a bit of a speed boost on your way.

Always engage last in team-fights.
Don't expose yourself so early. If the enemy is smart, their carries or assassins will do the same and will take the opportunity to burst you down while you are distracted attacking someone else.

Keep yourself protected by surrounding your brush with plenty of Scout traps.
You're very prone to ambushes without necessary vision. If you don't have the benefit of having a friend to check bushes for you, buy a stack of scout traps and keep your side's brush well guarded. Scout traps can really mean the difference between potentially being dead or alive. On a side note, keep a few scout traps for unexpected close combat when venturing into the jungle.

credits: guide created by Nshek