First Look at Dragon Quest XI has Flying Dragon Mounts, Camping and more

NHK General TV premiered its Dragon Quest 30th anniversary special program, featuring an inside look at the series and development of Dragon Quest XI: In Search of Departed Time. Highlights from the broadcast include a look at camping, crafting systems and dragon riding.

In Dragon Quest XI, players have the opportunity to camp. Here, players can rest to heal their HP and MP, craft items, pray to the statue of the goddess and patrol the area. One of the menus shows off a variety of weapons – specifically swords you can create. Smithing requires certain materials to make the right weapons along with difficulty levels.

Fans were also shown the game’s flying dragon mount and a short segment of battle footage. We’ve included a video of the footage below.

The Best New Pokemon to Have in Competitive Battling

okémon Sun and Moon brings lots of changes to the familiar Pokémon formula, and the competitive metagame is no exception. New additions like Z-Moves and new terrain effects could change competitive strategy in 2017. The biggest change, though, is in the Pokémon themselves. There are a number of new Pokémon that are viable choices in what’s commonly referred to as the Over-Used (OU) tier — the Pokémon you will probably see most commonly in major tournaments. Let’s take a look at some of the top contenders.

1. Alolan Ninetales

With its new Ice-typing, Alolan Ninetales is a great choice for setting up in the metagame. It has an impressive Speed stat, and its Special Defense means it can take a punch or two while it drops Aurora Veil, a move that halves attack damage. Its small but diverse move set allows it to cover a lot of its weaknesses, but do keep an eye out for Steel-type Pokémon if you’re looking to start a match with Ninetales in the lead.

2. Alolan Exeggutor

Alolan Exeggutor is pretty slow (I mean, look at it), but it turns that in its favor with the ability to learn Trick Room, which flips turn priority, favoring slow Pokémon rather than speedier models. Its new Grass/Dragon typing means that it has a lot more resistances too. Alolan Exeggutor can even stand up fairly well to Fire-type Pokémon if it really has to. However, its severe weakness to Ice could put you in a tough spot.

3. Kommo-o

Another great offensive choice, Kommo-o’s excellent Attack and Special Attack gives it a lot of versatility when it comes to planning out high-damage movesets. It’s got sturdy defenses, and learns good coverage moves like Earthquake and Flamethrower to help take out any threats. Get rid of any Fairy or Psychic types that might cause Kommo-o trouble and you’ve got a great mid- to late-game sweeper that will clean up whatever’s left.

4. Mimikyu

Pokémon’s endearing yet mildly unsettling trickster creature has the power to wreak some havoc in competitive tournaments. Its Ghost/Fairy typing means Mimikyu can resist a wide array of attacks, but few Pokémon can dodge its own volley of special moves. Its inherent Ability, Disguise, means it can block damage from the opponent’s first attack, allowing it to set up Swords Dance and really get the ball rolling. It’s an excellent late-game cleaner that can end things very quickly once the opposing team’s powerful Pokémon have been weakened.

5. Alolan Marowak

These new Alolan forms with their unique typings are going to prove very useful in the meta-game. Alolan Marowak is a fun choice if you’re looking for a strong attacker to add to your team. Marowak may be a bit squishy, but it has the potential to set up Stealth Rock to target switch-ins or Will-O-Wisp to annoy people with nasty status effects. Pairing it with Tapu Bulu can also negate Marowak’s weakness to Ground types.

6. Pheromosa

You do not want to face off against this Ulra-Beast in battle, but it’s a great choice if you need a reliable sweeper on your team. Pheromosa has deadly speed clocking in at 151 at its base and packs quite a punch to boot. It’s squishy, though, so if you don’t KO your opponent in one go, you could be in some serious trouble. Luckily U-Turn lets Pheromosa spot counters and switch out accordingly, keeping it safe until the time is right.

7. Toxapex

If you really want to tick off your opponents, make sure you save room for Toxapex. Toxapex specializes in setting hazards for your opponents, and it can last quite a while with its reasonably high defense. It learns nasty moves like Scald, which causes burns and can take chunks out of Water-type Pokémon. Meanwhile, using Toxic or Toxic Spikes can help you stall. Use Recover while you’re at it to regain HP while your opponent slowly dies of poisoning. What’s more, Toxapex learns Haze, which is great if you switch-in and are hit with a setup that deals out status effects.

What makes a good Pokémon in-game is quite different from many of the Pokémon you’ll see in competition. While these are all viable suggestions, the 2017 season has yet to really get started, and we could be seeing some surprises down the line. And if your favorite new Pokémon don’t make the cut, you can still compete with them in other tiers — and who knows? Maybe something surprising will be in vogue. When it comes down to it, build the party that you enjoy the most!

The Best Way to Breed in Pokemon Sun & Moon

If you’ve been spending copious amounts of time in the world of Pokémon Sun or Moon, odds are you’ve cleared the main game and are completing all the end-game activities of strong Pokémon too. But unless you dive into the world of Pokémon breeding, your team will never be able to reach their true potential.

Why You Should Breed

See, every Pokémon you catch, find, trade, or hatch, even if they are of the same species, has a different set of attributes referred to as Individual Values. These IVs are essentially a specific Pokémon’s genetic code and thus determine how effective they are in battle relative to the six base stats: HP, Attack, Defense, Special Attack, Special Defense, and Speed.

Each of the six base stats provide a permanent and valuable boost to your Pokémon in battle. Here’s the breakdown:
  • Hit Points (or HP): Determines how much damage a Pokémon can take. It’s your Pokémon’s effective health bar.
  • Attack: Determines how much damage a Pokémon deals when using a physical move.
  • Defense: Determines how much damage a Pokémon receives when hit with a physical move.
  • Special Attack: Determines how much damage a Pokémon deals when using a special move.
  • Special Defense: Determines how much damage a Pokémon receives when hit with a special move.
  • Speed: Determines how quickly a Pokémon can act in battle. Pokémon with a higher Speed will almost always make a move before the one with lower Speed, and if both are tied in value, one will randomly be chosen to go first.
IVs range from zero to 31 in each of the stats for a Pokémon, adding one point to the corresponding stat when a Pokémon reaches level 100. This means that you can tack on up to 31 points per stat (HP, Attack, Defense, Special Attack, Defense, and Speed) for an individual Pokémon. Because stats scale with level though, you’ll get less of an effect at lower levels. For example, at level 50, it takes two IVs to make one stat point, thus cutting the bonus in half.

Your end goal is to raise a Pokémon team with perfect IVs across the board, meaning you have a genetically perfect Pokémon which can further be trained with EVs (more on that later) for competitive battling. Thankfully, you don’t have to run around in the wild catching hundreds of a specific Pokémon in hopes of getting one with perfect IVs and a desired Nature because Pokémon breeding is the best way to get a genetically perfect Pokémon in Pokémon Sun and Moon.

The Importance of Pokémon Natures

Every single Pokémon you catch, breed, trade, or find will have a specific Nature located on its summary screen. A Pokémon’s Nature will increase one of its non-HP stats while decreasing another stat, allowing you to boost one slightly to make it more powerful for the role you’re breeding it for.

Nearly every Pokémon has advantages and disadvantages in a more competitive setting, but no matter what you breed them to accomplish, you’ll have a Nature to compliment it. There’s a ridiculous amount of Pokémon Natures to learn, but most of them are relatively straightforward. Here’s an entire breakdown:

  • Hardy, Docile, Serious, Bashful, and Quirky: Neutral (no increased or decreased stat).
  • Lonely: Increased Attack, decreased Defense.
  • Brave: Increased Attack, decreased Defense.
  • Adamant: Increased Attack, decreased Special Attack.
  • Naughty: Increased Attack, decreased Special Defense.
  • Bold: Increased Defense, decreased Attack.
  • Relaxed: Increased Defense, decreased Speed.
  • Impish: Increased Defense, decreased Special Attack.
  • Lax: Increased Defense, decreased Special Defense.
  • Timid: Increased Speed, decreased Attack.
  • Hasty: Increased Speed, decreased Defense.
  • Jolly: Increased Speed, decreased Special Attack.
  • Naive: Increased Speed, decreased Special Defense.
  • Modest: Increased Special Attack, decreased Attack.
  • Mild: Increased Special Attack, decreased Defense.
  • Quiet: Increased Special Attack, decreased Speed.
  • Rash: Increased Special Attack, decreased Special Defense.
  • Calm: Increased Special Defense, decreased Attack.
  • Gentle: Increased Special Defense, decreased Defense.
  • Sassy: Increased Special Defense, decreased Speed.
  • Careful: Increased Special Defense, decreased Special Attack.
When breeding Pokémon, make sure you have the parent with the desired Nature holding the Everstone item which guarantees it will be passed down to its offspring. This is the easiest way to keep your Pokémon breeding on track when attempting to breed a perfect Pokémon for a specific role on your team.

How the Breeding Process Functions

In Pokémon Sun and Moon, you’ll be dropping your Pokémon off at the Pokémon Nursery located on the north end of Paniola Ranch. Speak to the woman at the counter and leave two Pokémon with her, usually a male and a female, to have them make an egg. Be sure to check if they’re from the same egg group first otherwise you won’t find any eggs upon your return.

Egg groups determine which Pokémon are capable of producing eggs together, which can easily be found on Pokémon databases such as Serebii or Bulbapedia. Often, you’ll find some odd combinations, like Magikarp and Charizard, but what you’ll want to aim for is breeding with a Ditto, who can breed with almost every Pokémon regardless of their egg group resulting in a much faster IV transition.

When two Pokémon from the same egg group are placed in the Pokémon Nursery to make an egg, there’s a few important things you need to know about. If the parents aren’t holding any items, the Pokémon you hatch from their eggs will have a random Nature, an ability from one of its parents, and three random stats from its parents. Fortunately, there are ways to shift the odds in your favor. You’ll just have to collect some items and Pokémon first. Here’s what you’ll need to grab:

  • Everstone: When held by a Pokémon, this stone doesn’t allow them to evolve. It also ensures that a Pokémon’s Nature is passed down when breeding, which means you’ll be able to have set Natures instead of random ones. You can get one from battling llima again at his house in Hau’oli City.
  • Destiny Knot: The Destiny Knot ensures that five of a Pokémon’s stats are inherited from its parents. This can be purchased at the Battle Royal Dome.
  • Oval Charm: This little charm causes Pokémon in the Nursery to produce eggs more frequently. You can get one from Heahea City on Akala Island in the Game Freak office building by battling the gentleman standing by the desk.
  • A Pokémon with Flame Body: The flame body ability allows eggs to hatch twice as fast, reducing the time taken per egg and speeding up the breeding process. You can find a Pokémon in the wild and if you have him or her in your party, the ability will work correctly.
  • Power Items: Certain items in-game can ensure that a specific stat is passed down. These items include the Power Weight, Power Anklet, Power Band, Power Belt, Power Bracer, and Power Lens. Don’t worry about these too much at first, but they can help if you’re missing a specific IV. You can purchase them all at the Battle Royal Dome.
Once you’ve obtained the items you need to breed efficiently, grab the pair of Pokémon you wish to breed and head back to the Pokémon Nursery. Give the Everstone to the parent who holds the desired Nature, and pass the Destiny Knot to the parent with the best IVs. Then, wait for your first egg to appear. Grab it from the Nursery, then head down into the small pen filled with hay outside. Mount up on your Tauros with your Ride Pager and have him charge, running in small circles in the pen until your egg hatches.

Ultimately, you’re looking to hatch a Pokémon with better IVs than one of the parents, then you’ll swap it into the breeding rotation at the Nursery to further your chances of getting more perfect IVs in the next Pokémon you hatch. It may take a ton of time and a bit of luck, but eventually? You’ll end up with a Pokémon that has perfect IVs across the board.

The 10 Most Powerful Z-Moves in Pokemon Sun and Moon

One of the biggest new features in both Pokémon Sun and Moon is the introduction of Z-Moves and the Z-Crystals needed to use them in battle. Once you’ve obtained your Z-Ring during the opening few hours of Pokémon Sun or Pokémon Moon, you’ll be able to hand your Pokémon Z-Crystals collected from around the Alola region to activate the Z-Moves they have available to them. And a whole mess of them are way cool.

These moves are extremely powerful — often doubling in power compared to a Pokémon’s base moves — and require the Pokémon in question to be holding a Z-Crystal specific to the type of move being utilized. There’s a different Z-Crystal for each type of Pokémon in the game, with additional Z-Crystals that can only be used by certain individual Pokémon like Pikachu, for example.

Regardless of which moves you end up building into your team though, the results are filled with crazy moves we’ve never really seen in a Pokémon game before. Here’s some of the best from both a power and visual standpoint.

1. Tectonic Rage

If you thought that Earthquake was one of the best moves Ground-type Pokémon had at their disposal, Pokémon Sun and Moon is here to prove you wrong with the first Z-Move in our lineup. Tectonic Rage is the Z-Power evolution of everyone’s favorite Earthquake, bringing the power of the ground beneath your target to a whole new level of scary.

When used, Tectonic Rage lets your Pokémon slam down into the ground below it causing a rupture in the surface which the target falls into before being slammed again by your Pokémon into an eruption, bringing them back to the surface with a lava surrounding them.

2. Stoked Sparksurfer

There are few things in Alola better than the tropical island beaches that surround the region, home to hundreds of fantastic Pokémon to discover and people to meet. Among those you’ll probably end up finding is the new Alolan Raichu who loves to float on his tail life a surfboard, which, with the right Z-Crystal, allows you to use the signature Electric-type Z-Move Stoked Sparksurfer.

Stoked Sparksurfer makes Raichu soar high up into the air and slam down into its opponent like a comet, dealing a hefty amount of damage and leaving it with paralysis.

3. Devastating Drake

If you love Dragon-type Pokémon and everything they stand for, odds are you’ll enjoy the visual effect of their new Z-Move Devastating Drake. You’ll need to have a Pokémon in your party holding the Dragon Z-Crystal (awarded for completing the seventh trial) with access to a Dragon-type move like Outrage to use this move, which allows the user to strike with a dragon avatar.

Devastating Drake charges up and unleashes a massive purple dragon that flies around the battlefield and comes crashing down on your opponent, with damage modified by the base move used to activate it.

4. Black Hole Eclipse

Exclusive to Pokémon capable of learning Dark-type moves, Black Hole Eclipse combines the wonders of deep space and giant explosions into a heavy-hitter. Like many of the other Z-Moves, this one’s power is based off the regular move used to access it and requires your Pokémon to be holding the Dark Z-Crystal obtained by defeating Nanu, the third Kahuna.

Black Hole Eclipse absorbs dark energy from around you and allows the Pokémon that uses it to fly straight up into the air, creating a black hole that sucks your opponent in and detonates for massive damage determined by the base move.

5. Guardian of Alola

As the name of this Z-Move suggests, this is one exclusive to the four guardian deities who protect the Alola region (one per island): Tapu Koko, Tapu Lele, Tapu Bulu, and Tapu Fini. Guardian of Alola is shared between the four with no main difference other than the appearance, but regardless of who uses it, this move is a powerful one because of the secondary effect that removes 75 percent of the target’s hit points.

Guardian of Alola allows the user to summon the energy of Alola and conjure a massive humanoid body which they perch themselves on as the head, slamming down into the target with a gigantic fist for a large amount of damage.

6. Never-Ending Nightmare

Sometimes, Pokémon games just do things perfectly — and the Z-Move Never-Ending Nightmare is one of those rare, beautiful moments whenever you get to use it. This Z-Move is exclusive to Ghost-type Pokémon like Gengar and requires you to have obtained the Ghost Z-Crystal by completing the sixth trial. With the appropriate base move learned by your Pokémon, such as Lick or Night Shade, you’ll then be able to unleash Never-Ending Nightmare.

Never-Ending Nightmare is exactly what you’d imagine a Ghost-type Pokemon doing to terrorize its target. This move gathers grudges and fear to trap the target in a cage of hands that then explodes, dealing damage based on the regular move used to activate it.

7. Catastropika

There’s something endearing about Pikachu in just about every Pokémon title out there. Whether it’s our attachment to this little guy from the Pokémon Anime, or the fact that he’s always been one of the frontrunners of the video game series, Pikachu always take front and center in nearly anything Pokémon this days. In Pokémon Sun and Moon Pikachu has a special Z-Move as well: Catastropika.

Catastropika features a cute little dance that you’ll do along with your Pikachu, before it jumps into your arms and you throw it up into the air like a bright yellow football. Pikachu will speed up into a spin and then slam down into your target with enough force to shatter the ground around it, dealing a massive amount of electric damage as it does.

8. Sinister Arrow Raid

Each of the three starter Pokemon you’ll have the opportunity to train in both Pokémon Sun and Pokémon Moon have an exclusive Z-Move that only they can use. All of them have excellent effects and damage, but there’s just something about Decidueye’s that really makes it stick out compared to the other two.

Sinister Arrow Raid allows Decidueye to catapult itself up into the air, conjuring arrows out of thin air that surround it. Then, the Pokémon dives down into its target for an initial hit, followed by all the arrows it created for a secondary hit that deal a large amount of damage to the target.

9. Oceanic Operetta

While it may not be the best Z-Move available among the three new starters in Pokémon Sun and Moon, Oceanic Operetta easily takes the top spot when it comes to Water-type Z-Moves available in the games. Available exclusively to Primarina, this is one siren’s call you certainly don’t want to hear during a Pokémon Battle.

Oceanic Operetta allows Primarina to sing aloud, summoning a gigantic ball of water that it slowly pushes over the top of its target before singing again to send it slamming down with great force and taking a bow for its signature song.

10. Pulverizing Pancake

For many, many years Snorlax has been the sleeping king of the Pokemon series, turned into gigantic bean bag chairs for us to rest in and far too many sleeping memes to toss around the Internet. In this generation, the sleeping giant has picked up his own special Z-Move: Pulverizing Pancake. This move brings forth the face of fear itself and the unique crystal needed to use it can be obtained through Mystery Gift as a reward for picking up the game at launch.

Pulverizing Pancake wakes Snorlax up from his slumber, powers him up, and allows him to charge across the battlefield before launching himself into the air to slam down on the opponent with a massive explosion. Finally, the power Snorlax deserves is at our fingertips.

The Walking Dead’s Robert Kirkman teases how many seasons the show has left

While there’s been talk about a potential movie based on The Walking Dead, Kirkman has opened up about how long it’ll take for the show to catch up with the comic source material.

Writing in the latest issue of the comic in response to a question about the show’s potential mileage, Kirkman wrote: ‘It took us six seasons to get to 100.

‘It won’t take us six years to get to 200 and that will take us to season…. TWELVE. And we’ll still be ahead of the show at that point.’

So does this mean we’re going to be accelerating through events in the comic at a much quicker rate? Or is he simply teasing future plans for the show?

Either way, it’s certainly sounding like good news – considering one of the show’s major criticisms is often its sluggish narrative pace between the tentpole season premieres and finales.

This possible plan also hinges on whether the show can keep viewers hooked, with ratings in the US for season seven being the lowest since some of the worst-rated episodes of season three.

The show’s popularity however has been maintained in the UK – so just ship them this way, yeah?


The second half of season seven is expected to begin on February 13, with an eighth season also confirmed to premiere in late 2017.

Level 50 - 200 Dungeon Item/Loot Drops in Tree of Savior

If you're looking for a specific item/loot but you don't know where to go, then this Tree of Savior guide will help you. It will give you all the info you need regarding on where to acquire specific items/loots in level 50-200 dungeons.

Level 50 Dungeon - Underground Chapel Dungeon

No equipments dropped in this dungeon, except only talts which can be found.

Level 90 Dungeon - Ruined Mausoleum Dungeon

Most Valuable item in this dungeon is Arde Dagger

Level 115 Dungeon - Monument of Desire Dungeon

Ledas Shield and Valia recipe can be found in this dungeon

Level 130 Dungeon - Fallen Legwyn Family Dungeon

If you're looking for Petamion, Here's the right place.

Level 145 Dungeon - Hollow Thorn Forest Dungeon

Only Seimos family gears can be found here, for more information read in the description.

Level 175 - Thorny Vines Forest Dungeon

Ignition? Elements or Aias recipe? if yes, go for it!

Level 190 Dungeon - Archmage Tower Dungeon

Magas family gears here, also max Petamion and Sissel bracelet recipe

Level 200 Dungeon - Catacombs Underground Dungeon

Most valuable items here, read in the description for items list

This 3v3 Mei Wall Glitch in Overwatch is Completely Broken!

Just about any competitive game has glitches that people occasionally take advantage of - some of them are more game breaking than others. 

Take this one in Overwatch. For this glitch, your team has to have a Mei. Using Ice Wall at just the right point on the map, you're able to get your entire team above the spawn points (on both sides of the map), effectively making you invisible.

From the second spawn point, it's also possible to get into the office behind the glass window on the map - while you can't get out unless you kill yourself, it's not necessary because if the other team wants to do more than draw they have to come to you. Even then, it's almost impossible to do damage to a player behind the glass wall, and the players executing the glitch are able to shoot out without an issue. 

You can only do this with certain characters in Overwatch- most tanks (except Zarya) are not able to do this glitch because their hitbox is too big. Most small characters with the exception of Torbjorn are able to do it. 

Blizzard has not yet commented publicly on the glitch, but surely it will be patched out soon - and while we certainly don't condone the usage of glitches and exploits, nothing's keeping you from checking out the video to see how it works.

Best Solo Int Paladin Focus Build in Tree of Savior

Here's a a great solo Int Paladin Focus build in Tree of Savior Online.

Cleric Stage

During this stage I chose to fully focus on being a 3rd circle cleric.
I focus my status point in int (100%) since we as cleric has heals and to compensate with lack of defense, I chose Plate Mastery.

1st Circle Cleric
-Lvl. 5 Heal (Main spell for damage and heal)
-Lvl. 5 Cure (Awesome spell against slow moving boss)
-Lvl. 5 Safety Zone (Your best friend! Believe me!)

Increased Maximum Buff Count
Plate Mastery: Defense
Weapon Swap
Cure: Damage Interval
Cure: Enhance
Heal: Creating Extra
Heal: Enhance
Heal: Remove Damage
Safety Zone: Block Count
Safety Zone: Increased Range

I didn’t put any skill points in Deprotected Zone since our style here is “Hit and Run” like any other long range magic user. 

As you progress and become 2nd Circle Cleric, there will some enemies that are flying and both Heal & Cure can't hit them. To compensate I chose One-handed Sword as my alternative weapon. (Just hit them really hard!). 

2nd Circle Cleric
-Lvl. 10 Heal 
-Lvl. 10 Cure 
-Lvl. 10 Safety Zone 

As you can see I didn't change where I put my skills. I know Fade can help you run from aggressive enemies. I also didn't put any skill points to Divine Might because I don’t find it quite useful as a Solo Player (that’s just my opinion of course).

3rd Circle Cleric
-Lvl. 15 Heal 
-Lvl. 15 Cure 
-Lvl. 15 Safety Zone 

No changes at all since this will be your main arsenal and in my opinion it's much easier to control.

Paladin Stage

As you enter you 4th Cleric Class. We will be focusing on becoming a 3rd Circle Paladin. Here we have two paths to choose from (I did as well): 1) Solo Support Paladin Turn Undead Type and 2) Solo Support Paladin Conversion Type.

Both of the path that I mentioned above will have almost the same skill during their 1st Circle Paladin.

-Lvl. 5 Restoration (Regens hp overtime)
-Lvl. 5 Resist Elements (Very useful buff)
-Lvl. 5 Turn Undead (Main spell against flying monster)

If you wish to stick with Turn Undead as your main spell against flying monster follow this route until 3rd Circle Paladin.

1)Solo Support Paladin Turn Undead Type 

2nd Circle Skills:
-Lvl. 10 Restoration
-Lvl. 10 Resist Elements 
-Lvl. 10 Turn Undead 

3rd Circle Skill:
-Lvl. 10 Restoration
-Lvl. 15 Resist Elements 
-Lvl. 15 Turn Undead 
-Lvl. 5 Barrier (Super shield against magic)

Attributes to focus:
Barrier: Holy Damage
Resist Elements: Enhance
Resist Elements: Resistance
Restoration: Enhance
Restoration: SP Recovery
Turn Undead: Spirit

As you can see I maxed out Resist Elements rather Restoration. Overtime the Restoration can heal you as much as your Lvl. 10 Heal and it’s fine that way. You’ll be needing more defense against elements that can cause you harm.

Once you decided that Turn Undead is not that effective against flying monster well here’s the build for you. If you can’t really beat them make them your allies.

2)Solo Support Paladin Conversion Type

2nd Circle Skills:
-Lvl. 10 Restoration
-Lvl. 10 Resist Elements 
-Lvl. 5 Turn Undead 
-Lvl. 5 Conversion (The level will be the factor on how many monsters you can convert)

3rd Circle Skill:
-Lvl. 10 Restoration
-Lvl. 10 Resist Elements 
-Lvl. 5 Turn Undead 
-Lvl. 10 Conversion 
-Lvl. 5 Barrier

Attributes to focus:
Barrier: Holy Damage
Resist Elements: Enhance
Resist Elements: Resistance
Restoration: Enhance
Restoration: SP Recovery
Turn Undead: Spirit

Nothing really changes if you compare the build from above. The only thing is that you focused in Conversion. In my opinion right now Conversion is really useful but NOT inside an instance dungeon. It will bugged out and you will not be able to proceed to the next stage or boss fight. I’ve tried it a lot of times and resulting to my team hating me... Well lesson learned! :)

Rank 7 - 8 Cleric & End Notes
In this part I would personally pick Krivis Circle 1 & 2 since Krivis has spells that can help you out as a Battle Support Solo Player.

How to Use Ice Wizard Like a Pro in Clash Royale


The Ice Wizard was released in the March update in Spell Valley, also being one of the first Legendaries into the game(correct me if I'm wrong; I THINK it was the first).

23/3/16: Damage increased by 5%

3/5/16: Range decreased to 5.5 from 6

24/8/16: His HP was decreased by 5%. This was one of the most significant nerfs to the Payfecta deck, which used IW, Miner, and Princess. In this update, all 3 got nerfed.

The Ice Wizard has always been a popular card, but recently, in this current meta, he's fallen pretty hard due to the rising popularity of the Ice Golem and the buff to Wizard. So that's why I'm here; to make a guide that makes IW relevant again.

General Info

The Ice Wizard is unlocked in Spell Valley. His description reads,

"This chill caster throws Ice Shards that slow down enemies' movement and attack speed. Despite being freezing cold, he has a handlebar mustache that's too hot for TV."

He's a 3 elixir unit that has 665 HP at level 1, 63 damage, and a hit speed of 1.5/sec. Like his brother, the Wizard, he targets both air and ground and moves via ground. What makes him-or made him-unique, from other cards was his ability to slow as a troop. However, Ice Golem has pretty much replaced the Ice Wiz in terms of that.

TL;DR, a medium-ranged hitpoint troop that slows objects

How to use it defensively

The Ice Wizard shines on defense. Because he has crappy damage, he makes up for it with a slow effect. Combined with Zap, he can take out a small unit push for a positive elixir trade. He also can one shot skeletons provided that the skeletons are only 7 levels higher than him. Note that his purpose is NOT to kill though; it's to stall an attack so you can place down better units. If Ice Wizard is your only air targeting unit, I'm sorry; you're screwed. He synergizes best with Zap; one blast of Ice Shards, and Zap will take them out.

How to use it offensively

I mean, I'm not sure why you'd use him primarily for offense but he does work well on offense.

Left alone, he can deal at least 300 damage to the tower. On offense he'd best synergize with the Hog Rider. He slows down the tower while the Hog tanks and does damage. And then after the opponent kills the Hog, they still have to deal with the Wizard. In a way, it's better than Ice Golem against units that AREN'T skeletons, as the Wizard will most likely take out those units too.

Where it's seen

Beatdown Decks: Most common deck archetype, and most common where Ice Wizard appears. He's most commonly seen in Giant pushes, although Hog has also been another popular option. Pretty much place him behind a tank, and he acts as the ultimate support unit.

I recommend the above archetype for using the Ice Wizard

Control Decks: He does have a hand in control decks. He can counter Minions, Minion Horde, Skarmy, and other units for a positive elixir trade. However, note that his damage alone won't suffice. Use other units to help him clean up.

Siege Decks: Okay, I barely see him in this archetype. I've never played Siege successfully and I don't use RG(I'LL NEVER TURN TO THE DARK SIDE). But he's a good compliment to RG so for all those people who have no skill and use RG, there you go. I don't recommend the Ice Wizard being put in this deck.

Cards he's great against

Meta Minion, Minions, Minion Horde, Skarmy, Goblins, Spear Goblins, Knight(provided the Ice Wiz is dragging him), Mini PEKKA(same as before), Hog, Baby Dragon, Giant Skeleton, Princess, and Witch

Cards he's weak againt

Musketeer, Wizard, all heavy tanks, Prince, Dark Prince, archers, and the following units if planted on top of him: Knight, Valkyrie, Mini PEKKA, Goblins, Fire Spirits, Skeletons, Skarmy.

Special Note

The Ice Wizard is one of the hardest counters to Elite Barbarians. RN, there's absolutely NO diversity in this meta, and it's nothing but Elite Barbs. But with the Log and Ice Wizard, you can counter Elite Barbs with the help of the Arena Tower for a positive Elixir trade, although Meta Minion and Ice Wizard is the best option.

Be sure to defend him against those troops.


The Ice Wizard slows down troops with low damage but has a decent health pool. He's shifted out of the meta and even fell from the S-List of current cards in the meta, all the way down to B, but I hope he can regain his former glory one day. The Ice Wizard is an awesome card, and although I like using both the Ice Golem and Ice Wizard, I like the latter more. I worked really hard to get him, and I'm glad I did.

Breath of the Wild Set for a March 2017 Release Date

This is pretty exciting news for those worried about Breath of the Wild not being ready for the Nintendo Switch launch in March. GAME UK has already gotten their in store adverts for the Nintendo Switch and decided to put them on display already. One user on reddit went ahead and took a picture of the adverts, one of which clearly states Breath of the Wild is arriving in March. 

I recently wrote an editorial detailing why I believe the game is still releasing with the Switch day one, so this seems to add further support to that idea. It is possible that this is a first run of adverts that will be updated with new ones with updated dates soon - after all, advertising for the Nintendo Switch is going to eventually be publicizing the actual release date of the system.

As a side note, employees at the store are stating that the system is arriving in the UK on March 19th, something that lines up with a report from Laura Kate Dale awhile back. Either way, we're literally 13 days away from knowing everything we need to know, including the release lineup and date.

For now, let's just sit back and watch this really entertaining video by GameXplain which uncovers the secret in the Let's Play for Breath of the Wild shown off at the Game Awards earlier in December. In the Let's Play, Nintendo's Bill Trinen and Nate Bihldorff show off an unseen part of Breath of the Wild, featuring a quest set in a tropical forest location. The quest is given to the player by a minstrel named Kass who appears to be of a bird-like race and sings a verse pointing the player toward "where the dragon's mouth meets the serpent's jaws." The Let's Play then shows Link traversing through the quest and battling multiple enemies until reaching the dragon's mouth and serpent's jaws, where a larger boss enemy is encountered and defeated.

Source: Reddit

This Player Uses a Cosmog to Wreck a Legendary Pokemon Team in Sun & Moon


Much of the storyline in Pokemon Sun and Moon involves Nebby, a precious little Cosmog who refuses to stay in the bag of its protector Lillie. Nebby becomes the target of the Aether Foundation and eventually evolves into either Solgaleo or Lunala to stop the threat of the Ultra Beasts once and for all.

Cosmog itself is one of the weakest Pokemon to ever appear in the Pokemon franchise. With Splash and Teleport as its only moves, Cosmog can only really sit on a trainer's bench and soak up XP from all the hard work of its Pokemon teammates. 

A Pokemon YouTuber named PIMPNITE recently answered a challenge asking to see Cosmog wreck another team. After countless failed attempts, PIMPNITE succeeded and shared the results in a 10 minute video posted on YouTube earlier this week.

So, how does PIMPNITE sweep through a team of Legendary Pokemon and Ultra Beast using the weakest Pokemon in the game? Well, Cosmog's teammates do most of the heavy lifting. PIMPNITE's other Pokemon used a double set of Toxic Spikes to severely poison the other team, while layering up defense buffs and healing moves. Eventually, using Baton Pass, PIMPNITE lets Cosmog out of the bag to blissfully float over the battlefield as its enemies succumb to poison. 

Judging from PIMPNITE's opponent's choice of Pokemon, this was clearly a staged battle, and there's no chance that Cosmog would actually sweep against even a semi-competitive Pokemon team. But it's still amazing to watch Cosmog smile as its opponents fall one by one. Maybe Nebby wasn't put in the bag for its own protection....maybe Lillie was trying to protect everyone else from Nebby. 

Amazing Judgement Set Re-imagining

Shem Dawson, a senior 3d artist at Blizzard took on a little side project and improved upon one of the most popular and iconic Paladin sets, Judgement. This version is heading even more strongly into Warhammer 40k territory, but that's rarely a bad thing. Unfortunately for us it's nothing official, but who knows, it may end up in-game eventually if we beg Blizzard enough!

Here's what the author himself had to say about the piece:


Your darkness will not conceal you,
shadows will not hide you,
I am justice,
I am retribution,
I am judgement...and I am coming.

The Judgement Paladin armor has always been my favorite paladin set in World of Warcraft and I’ve wanted to create my version of it for a while now, so I finally did this one as my latest personal piece (this is not official World of Warcraft art). I also wanted to expand on the original and design a matching hammer for it. Thanks for taking a look!

Original Judgement armor design by Samwise Didier.
Also a big thanks to my team for all the great feedback.

This isn't the first official-ish re-imagining either, as we got a Judgement-based Uther skin for HotS a while back as well:

Final Fantasy XV: Iris, Cor & Aranea To Be Playable In DLC

According to the just released Final Fantasy XV Ultimania guide Cor, Aranea and Iris are confirmed for playable characters in the upcoming Companions and Comrades DLC.

Looking at the season pass for Final Fantasy XV, the Companions and Comarades DLC will be the last DLC on the list.

It is also noted that the development team may include everyones favorite lady Lunafreya as a playable character.

With all of these playable characters it will remain a mystery why Square-Enix did not include them as playable characters from the beginning. Memories of switching out characters in older Final Fantasy titles remain fond.

​If you wish to pick up the Japan exclusive book, you can do so here. Just note it has more pages than your average bible.

How to Catch More Legendaries in 'Pokemon Sun' and 'Moon' [Guide]

So you’ve beaten all of the Island Trials in Pokémon Sun and Moon and have finally become Alola’s first Pokémon Champion. That’s pretty impressive, young padawan, but don’t rest easy just yet. There’s still quite a bit to do. You’d be remiss to neglect your Pokédex, and believe it or not, if you truly want to catch them all, there’s still quite a few legendaries outside of Solgaleo/Lunala and the Ultra Beasts for you to catch.


Lillie’s Cosmog features quite heavily in the story, but you can catch one for your own after you beat the Elite Four. This adorable ethereal Pokémon evolves into Cosmoem at level 43 before transforming into Solgaleo or Lunala (depending on your version of the game) at level 53, so you’ll definitely want to snag one if you’re looking to complete the evolutionary set.

Once you’ve cemented your title as Champion, head back to the Altar of Sunne or Moone and hop through the portal you find there. If you’re playing Pokémon Moon, the portal will only be open during the day, and vice versa in Pokémon Sun. Make your way to the Lake of Sunne or Moone and climb to the top of the platform, where you’ll find a little Cosmog for your very own. A cutscene will play and you’ll then be given the option to add it to your party or Box.


While you can essentially waltz right up to Cosmog and add it to your party, the ominous looking Necrozma puts up more of a fight. This pure Psychic Pokémon appears at level 75, so you had best come prepared for a challenge.

Return to Ten Carat Hill on Melemele Island and make your way to the Farthest Hollow section of the map. Bring a Max Repel to ward off any weaker Pokémon and then roam the wild grass until Necrozma appears. After that, it’s simply a matter of surviving its attacks and wittling down its HP until you can nab it.

The Tapus

You hear about the Tapus throughout your journey across Alola and now at long last you can finally catch them and add them to your team. There are four in all, so stock up on those Pokéballs. These island deities won’t be caught without a fight.

Tapu Koko

This is the first of the Tapus you encounter in the early moments of the game, and it’s also the easiest to find. Once you’re dubbed Champion, you’ll travel with Lillie to Tapu Koko’s shrine on Melemele Island, where the Pokémon will then challenge you.

Tapu Lele

Tapu Lele guards Akala Island and lurks within the Ruins of Life. You’ll need the Machamp PokéRide to get far enough in the ruins to challenge Tapu Lele, but it’s otherwise fairly straightforward.

Tapu Bulu

Hop on over to Ula’ula Island next to capture Tapu Bulu. This Grass/Fairy-type guardian hides in the Ruins of Abundance, but you can only access his lair by traveling through the island’s sweeping desert first. Make your way to Haina Desert and travel Up, Right, Up, Right, Left, Down, Up to find it.

Tapu Fini

The last deity, Tapu Fini, dwells on Poni Island in the Ruins of Hope. The Water/Fairy-type Pokémon, again, can only be approached with the aid of the Machamp PokéRide.

These legendaries make excellent additions to your team, but they also present a fun end-game challenge for completionists. Take your time, be sure to save your game before any encounters, and enjoy exploring Alola as Pokémon Champion.

Fans Leak Pokémon Prism After Nintendo Shuts It Down

Despite Nintendo ordering development to cease and desist last week, a highly anticipated Pokémon fan game has found a second life with players. Pokémon Prism, an original take on the monster hit franchise that had been in the works for eight years before Nintendo shut it down, is finding an audience with fans who were looking forward to the game, thanks to a widely available leaked copy of its last-updated version.

Right after developer Adam “Koolboyman” announced that he would take Prism downloads offline and cease production on it, days before he’d planned to release it in full, a group of Pokémon ROM-loving fans took matters into their own hands.

“[We are a] group of people interested in seeing ROM hacks succeed,” a message from the leakers reads on Pastebin, where they uploaded the Pokémon Prism files after Adam took them down. “This project grew in popularity enough to make us interested in it, and the letter from Nintendo got us in action.”

The Pokémon Prism subreddit has been bustling with activity ever since the download became available online again and spread to a variety of places, as Kotaku reported. Players are swapping secrets, trading tips and working on walkthroughs based on the build, transforming the game into a full community effort. Top posts include simple FAQs and type charts, as Prism throws out much of what players know about Pokémon games in favor of an original storyline, challenging enemies and a new region.

Among the threads about gameplay are the more heartfelt ones, thanking Adam for his hard work on the aborted game.

In a thread called “Thank You Koolboyman,” Reddit user UnhingedDiplomat wrote, “This game is fantastic. I will spend weeks if not months playing through new files.

“Sorry your game had to end like it did, with someone eventually having to leak to get it out.”

The rest of the replies echoed this sentiment, as do other laudatory threads. While most players call the game “fantastic,” despite its unfinished state, there’s still trepidation about sharing playthroughs on YouTube. Part of that is due to the cease-and-desist notice hanging over Pokémon Prism, but it’s also partially because the game features some pretty big bugs that make it tougher than some would like.

That’s led many to rally fellow players into helping to build the game into what Adam hoped it would become. Since the original developer is barred from updating the game any further after Nintendo’s threat of legal action, others are instead sharing patches and bug fixes on Reddit, Discord and other sites. There are also gameplay videos showing off Pokémon Prism floating around, and the people who leaked the file also encourage others to spread it around.

“Please do distribute it!” they wrote on Pastebin. “And as for using part of this game to do something else, while we can't give you permission (since we aren't the ones who made it), it's very unlikely that the original devs would stop you after receiving a C&D themselves.”

We’ve reached out to Adam to see if that’s the case, but in the meantime, the Pokémon Prism community is having a pretty grand time finally checking out the game. It’s a bittersweet end to a year full of Nintendo shutting down ambitious ROM hacks based on its properties, like the popular Pokémon Uranium and other favorites.

New Video Shows How Trading Might Work in Pokemon GO

One of the core aspects of most Pokémon games is the ability to trade Pokémon between players, but that's a feature that remains noticeably absent from Pokémon Go. The CEO of Niantic Labs, the company that makes Pokémon Go, told Business Insider in July that trading will be coming to the game in a future update, and a new YouTube video from PatentYogi speculates exactly how it might work.

Is trading the next Pokémon Go update?

Before diving in, it's important to note that this video is speculative and should not be taken as fact at face value. The section of the video where the trading theory is explained starts at the 3:20 mark.

Based on patents Niantic filed back in 2012, PatentYogi speculates that Pokémon Go might pull data from bus routes and subway schedules, allowing players to trade Pokémon by sending them off on public transportation. In theory, the virtual transit in Pokémon Go would be timed exactly with transit in the real world.

However, as Polygon noted, these patents are relatively old. Therefore, it's possible that they were originally intended to be used with Ingress, the augmented reality game Niantic developed prior to working on Pokémon Go.

Though PatentYogi's theory is conceptually interesting, it also sounds like it could be logistically cumbersome. Would you have to travel to a nearby bus station to pick up a Pokémon? What happens if someone lives in a rural area without an established public transportation system? 

Until Niantic decides to officially roll out its long-promised trading system, all we can do is continue to imagine how it will work. Hopefully, Niantic nails it the first time around and avoids the headache of dealing with a half-baked feature, like Pokémon Go's original ill-fated tracking system. 

A Closer Look at Zurvan, The Final Member of the Warring Triad, in FFXIV’s Patch 3.5

During Letter from the Producer Live XXXIV at the Final Fantasy XIV Fan Festival in Tokyo, producer/director Naoki Yoshida revealed new gameplay footage of an upcoming trial in Patch 3.5: The Far Edge of Fate (Part 1).

This trial will see the Warrior of Light against the last of the Warring Triad, none other than Zurvan, the Demon. Final Fantasy VI alum may remember the Demon as a boss from the final ascent up Kefka’s Tower in the closing hours of the game — they play a pivotal role in the game’s setting.

Zurvan, the Demon concept artwork for Final Fantasy VI by Tetsuya Nomura and an in-game render from Final Fantasy XIV. (Via: FFWiki)

In FFXIV, the Warring Triad are a triumvirate of deities worshiped by ancient peoples living in the era of Allag. Sephirot, the Fiend, was summoned by a tree-like race of beings that inhabited Meracydia, and Sophia, the Goddess, was ushered into existence by ancient Meracydians who desired equilibrium of light and dark when they were invaded by the Allagan Empire.

It was the same Empire that bound the Triad in Azys Lla, for the purpose of using their aetheric energy to construct Dalamud to bind Bahamut. After the Empire’s demise in the Fourth Umbral Era, we fast forward to present day — where the Garlean Empire has taken a renewed interest in the Triad. They also play a key role in the culmination of the Heavensward expansion storyline.

As for the fight itself, you can check it out in the video below, which aired during the Live Letter. Here we can see that the arena, the “Containment Bay Z1T9” is segmented into four parts, each of which can break off over the course of the fight. Yoshida commented that this trial will be more challenging than Sophia. You will need to complete the Warring Triad storyline past “Balance unto All”, to undertake this challenge. The trial will also have item level restrictions that have yet to be revealed.

Final Fantasy XIV’s Patch 3.5: The Far Edge of Fate will release on January 17th, 2017, for Windows, PlayStation 3, PlayStation 4, and Mac. Final Fantasy XIV’s Stormblood expansion has a tentative release date for June 20th, 2017, on Windows PC, PlayStation 4, and Mac.

A Guide to of Destiny: Rise of Iron Auto Rifles [Pros, Cons, Recommended Perks, Etc]

Here's a comprehensive guide on Destiny: Rise of Iron's Auto Rifles which will help you determine the best Auto Rifle suited for your playing style. This guide includes data on each Auto Rifles and their corresponding, the Time-to-Kill, Rate of Fire, Impact, etc. Also, this guide includes the Pros and Cons of each Auto Rifles and an explanation on why you should use the rifle or not.

Auto Rifles

1. High-Impact

Grim Citizen III

Pros - Very high range. High recoil direction.

Neutral - None.

Cons - Very low aim assist. Low stability and mag size. Below average reload speed.

Time-to-Kill: 0.93s (7 crit 1 body), 1.20 (10 body shots)
Rate of Fire: 77
Impact: 28 (26 damage per crit shot, 21 damage per body shot)
Range: 42
Stability: 39
Reload Speed: 65
Mag Size: 26
Aim Assist: 37
Recoil Direction: 73

Recommended Perks:
  • Column 1 - Red Dot-OAS, Red Dot-ORES, Red Dot-ORS1, SureShot IS
  • Column 2 - Rangefinder, Crowd Control, Persistence
  • Column 3 - Perfect Balance, Hand-laid Stock, Fitted Stock, Injection Mold, Smallbore, Rifled Barrel, Hand Loaded
  • Column 4 - Hidden Hand, Life Support, Third Eye, Feeding Frenzy, Eye of the Storm, Grenadier
A member of the currently maligned high-impact archetype, year one players will remember a time when this weapon and its ilk were dominant in the Crucible. As far as perks go, the sight recommendations will be nearly the same as all year one standard weapons. OAS is by far the best, with boosts to both stability and aim assist, but ORES, ORS1, and SureShot are all excellent options as well. In the second column Rangefinder is my first choice, followed by Crowd Control, simply because it gives you the freedom to take a loss of range in the second column in order to boost stability. While Perfect Balance is the optimal choice in this slot, Hand-laid Stock, Injection Mold, and Fitted Stock can all also be beneficial. Smallbore is less preferred, because it hurts the already low mag size, which I'd like to avoid. If you really want to increase range, Rifled Barrel would be the optimal choice, but you probably won't need to do that. In the last slot Hidden Hand is the top pick, because the base aim assist is horrendous on this weapon. If you can't get that then the other listed options are decent, but none come close to being as necessary as Hidden Hand.

Zero-Day Dilemma - Available from the Crucible Quartermaster.

Pros - High range. Above average reload speed and recoil direction.

Neutral - None.

Cons - Below average stability. Very low mag size and aim assist.

Time-to-Kill: 0.93s (7 crit 1 body), 1.20 (10 body shots)
Rate of Fire: 77
Impact: 28 (26 damage per crit shot, 21 damage per body shot)
Range: 37
Stability: 44
Reload Speed: 71
Mag Size: 24
Aim Assist: 47
Recoil Direction: 71

Recommended Vendor Perks:
  • Column 1 - SteadyHand IS
  • Column 2 - Eye of the Storm
  • Column 3 - Rifled Barrel or Braced Frame
  • Column 4 - Hidden Hand
Recommended Perks:
  • Column 1 - Reflex, SureShot IS, OEG Riflescope
  • Column 2 - Crowd Control, Close and/or Personal, Eye of the Storm, Grenadier, Hip Fire
  • Column 3 - Perfect Balance, Hand-laid Stock
  • Column 4 - Hidden Hand, Third Eye
Let's face it: This gun is bad. The vendor version is lacking, and overall the stats just leave a lot to be desired. If you do waste the marks on the vendor sold one, SteadyHand IS is probably the best sight for the boost to stability, and at least you get Eye of the Storm which is a niche, but useful perk. In the third column though you have to choose between Rifled Barrel, which unnecessarily boosts the already high range, or Braced Frame which decimates the already low mag size. In the last column we have the only perk we actually want, which is Hidden Hand. Please don't buy or use this weapon.
If you are unlucky enough to get a random drop one, then Reflex is our best sight. In the next column it doesn't really matter what you get, but Crowd Control would probably be the best option. In the third slot Perfect Balance helps the low stability without any significant penalty, but HLS is also useful since we have such high base range. In the last column Hidden Hand is king.

Her Memory - Available from the Prison of Elders.

Pros - Above average range and stability.

Neutral - Average reload speed.

Cons - Below average aim assist. Very low recoil direction. Low mag size.

Time-to-Kill: 0.93s (7 crit 1 body), 1.20 (10 body shots)
Rate of Fire: 77
Impact: 28 (26 damage per crit shot, 21 damage per body shot)
Range: 28
Stability: 49
Reload Speed: 66
Mag Size: 26
Aim Assist: 50
Recoil Direction: 53

Recommended Perks:
  • Column 1 - Reflex/SureShot IS, OEG Riflescope
  • Column 2 - Rangefinder, Persistence, Crowd Control, Hot Swap
  • Column 3 - Perfect Balance, Rifled Barrel, Hand Loaded, Fitted Stock
  • Column 4 - Counterbalance, Hidden Hand, Third Eye, Glass Half Full, Life Support, Eye of the Storm, Grenadier
Once the kings of the PvP meta, high-impact ARs have fallen a long way. With the latest damage boost, they've made themselves passable once again, but they still reside outside of the competitive meta. A large portion of this has to do with the fact that, although the TtK isn't bad, you have to maintain a steady line of sight with an opponent to achieve it, which is both easy for them to break, and costly for you to attempt to keep up. Good players will duck in and out of cover to avoid these types of engagements, which are made possible with semi-auto and burst guns, and low-Impact AR users will simply be able to kill you faster. That being said, any one of the three listed sights can help, with the first two boosting AA, and the third helping out with range, and thus pushing back the aggressive damage fall off just a bit. Rangefinder further assists there, and the combo of Perfect Balance and Counterbalance, coupled with the slower RoF, will help to make you as accurate as possible during sustained fire.

SUROS ARI-45 - Available from the Gunsmith.

Pros - Very high range.

Neutral - None.

Cons - Very low reload speed and mag size. Below average stability, aim assist, and recoil direction.

Time-to-Kill: 0.93s (7 crit 1 body), 1.20s (10 body shots)
Rate of Fire: 77
Impact: 28 (26 damage per crit shot, 21 damage per body shot)
Range: 48
Stability: 44
Reload Speed: 52
Mag Size: 25
Aim Assist: 54
Recoil Direction: 60

Recommended Perks:
  • Column 1 - SPO-28
  • Column 2 - Perfect Balance, Hammer Forged, High Caliber Rounds, Fitted Stock
  • Column 3 - Rifled Barrel, Smallbore, Hand-laid Stock, Injection Mold
  • Column 4 - Counterbalance, Glass Half Full, Hidden Hand, unflinching, Rangefinder
I'd stay away from this gun. The high-impact ARs have suffered enough already, and this one isn't even the best of the bunch. You'll want to take advantage of this ARs high base range, since it doesn't really have anything else to hang your hat on. Low base AA and stability mean that it's not the easiest gun to use, but it does have better damage drop off properties than all but the most well rolled of low and mid impact ARs. Unfortunately the recoil pattern makes it difficult to stay on target at longer distances, so Perfect Balance and Counterbalance are very beneficial. If you're okay with that recoil pattern, then Rifled Barrel will the best choice, to improve the already great range. If you want more stability and just a little extra range, Smallbore also works very well, at the cost of a few bullets from the mag size. If you still aren't happy with the recoil, and want to sacrifice the high range to really bring the vertical movement down, you can use Injection Mold or Hand-laid Stock. So it's really your choice in the middle column depending on whether you want to improve the weapon's weak spots or play to its strengths. I, personally, prefer to increase range.

Does Not Bow - Available from the The Shadow Thief strike.

Pros - High range.

Neutral - Average aim assist.

Cons - Low stability, reload speed, and recoil direction. Very low mag size.

Time-to-Kill: 0.93s (7 crit 1 body), 1.20 (10 body shots)
Rate of Fire: 77
Impact: 28 (26 damage per crit shot, 21 damage per body shot)
Range: 33
Stability: 39
Reload Speed: 59
Mag Size: 22
Aim Assist: 65
Recoil Direction: 56

Recommended Perks:
  • Column 1 - Red Dot-OAS, Red Dot-ORES, Red Dot-ORS1, SureShot IS
  • Column 2 - Rangefinder, Crowd Control, Spray and Pray, Persistence
  • Column 3 - Perfect Balance, Rifled Barrel, Injection Mold, Fitted Stock, Hand Loaded
  • Column 4 - Hidden Hand, Third Eye, Life Support, Counterbalance, Glass Half Full, Grenadier, Army of One
Unfortunately, this weapon is in the much maligned high impact auto rifle class, which means it generally isn't competitive in the Crucible. However, if you happen to get a great roll, you can always hold onto it in the hopes that the archetype will be buffed in a future balance patch. As far as sights go, it's mostly user preference, but I think that Red Dot-OAS is the best all round sight for auto rifles, due to the boosts to stability and aim assist. I also like ORES for better stability, ORS1 for the increased zoom magnification factor (which means damage fall off starts at longer distances), or SureShot to provide a boost to AA. Really, as far as optics go, if you have something you like you'll probably be okay. Column two doesn't have a lot of great options, with Rangefinder being the only real tier-one perk. Crowd Control can also be useful in some situations where you're engaging multiple targets simultaneously, and Spray and Pray will actually help a decent amount considering the mag size is only 22. Conversely, with such a small mag size, Persistence probably won't have enough time to really be effective, but it's still generally a better option than most of the other perks in this column. Trying to get either more stability, or maxed range, is the name of the game in the third column. Perfect Balance is probably the best overall perk, but Rifled Barrel can also help a lot. If you can manage it, try to avoid decreasing the range stat by too much, since ARs need as much as possible to prevent the damage drop off from taking a toll. Injection Mold is only above Fitted Stock because its stability boost is a little higher, and it also increases handling speed, which is a nice bonus to have on a primary weapon. In the last column, Hidden Hand, Third Eye, and Life Support are all tier-one perks, if you can handle the sideways sway of the recoil. If you can't then Counterbalance becomes a necessity. If you're not lucky enough to get any of those, Glass Half Full can assist with mitigating the damage fall off by providing 1 extra damage to the bottom half of the mag. Grenadier and Army of one are decent passive bonuses, too.

GENESIS CHAIN~ - Available from the Wrath of the Machine raid.

Pros - Very high range. Above average reload speed. High recoil direction.

Neutral - None.

Cons - Below average stability, mag size, and aim assist.

Time-to-Kill: 0.93s (7 crit 1 body), 1.20s (10 body). 1.00s TtK with Focus Fire.
Rate of Fire: 77
Impact: 28 (26 damage per crit shot, 21 damage per body shot)
Range: 40
Stability: 44
Reload Speed: 73
Mag Size: 30
Aim Assist: 55
Recoil Direction: 75

Recommended Perks:
  • Column 1 - Linear Compensator
  • Column 2 - Focus Fire
  • Column 3 - Hammer Forged or High Caliber Rounds
  • Column 4 - Focused Firefly
Another raid weapon with its perks aimed with laser precision at PvE, the GENESIS CHAIN~ is begging to be used as a minion clean-up machine. Focus Fire can combine perfectly with High Caliber Rounds to keep low level enemies flinching, or Hammer Forged can help you put a little extra space between yourself and your victims. Focused Firefly is actually a hilarious perk, allowing Firefly to activate as long as Focus Fire is running. This weapon joins the very small group of fully automatic guns that have Firefly, so I think it deserves a special, if not necessarily competitive place, in late game PvE. In PvP, I really don't recommend this gun at all, other than for a laugh in casual gametypes.

2. Mid-Impact

Zarinaea-D - Available from the Gunsmith,

Pros - High stability. Above average mag size and recoil direction.

Neutral - Average range and aim assist.

Cons - Below average reload speed.

Time-to-Kill: 0.90s (10 crit shots), 1.20s (13 body shots)
Rate of Fire: 88
Impact: 8 (20 damage per crit shot, 16 per body shot)
Range: 25
Stability: 60
Reload Speed: 65
Mag Size: 40
Aim Assist: 60
Recoil Direction: 70

Recommended Perks:
  • Column 1 - SC Holo
  • Column 2 - Crowd Control, Hot Swap, Army of One
  • Column 3 - Rangefinder, Counterbalance
  • Column 4 - Braced Frame, Smallbore, Rifled Barrel.
Somewhat of a dark horse, the Zarinaea is actually a surprisingly able weapon. SC Holo helps with the average base AA, and I love Crowd Control to work with engaging multiple targets. Because of the high base Recoil Direction, Counterbalance isn't actually a necessity on this weapon (the sideways kick is manageable without it), but I think it always helps. If you're lucky enough to get Rangefinder, paired with Braced Frame, you'll have great Range (negating some of the damage drop off) and minimal vertical recoil. If you can't get Braced Frame, Smallbore is a decent consolation prize, but the it might take a little more to control. If you don't get Rangefinder, but you have Counterbalance, Rifled Barrel can be an excellent perk to pair with it. That way you get both decent range and easily manageable recoil.

SUROS ARI-41 - Available from the Gunsmith.

Pros - Very high stability. High mag size. Above average aim assist.

Neutral - None.

Cons - Very low recoil direction and reload speed. Low range.

Time-to-Kill: 0.90s (10 crit shots), 1.20s (13 body shots)
Rate of Fire: 88
Impact: 8 (20 damage per crit shot, 16 per body shot)
Range: 17
Stability: 68
Reload Speed: 54
Mag Size: 43
Aim Assist: 72
Recoil Direction: 40

Recommended Perks:
  • Column 1 - SPO-28
  • Column 2 - Perfect Balance, Hammer Forged, High Caliber Rounds, Fitted Stock
  • Column 3 - Rifled Barrel, Smallbore
  • Column 4 - Counterbalance, Rangefinder, Hidden Hand, Unflinching
In my opinion a little worse than it's Hakke counterpart, the perks are very much the same as most SUROS primary weapons. SPO-28 for AA, Perfect Balance is the best choice in the second column, Rifled Barrel is the best choice in the third. Your final column is where you get to make some choices. Counterbalance is my first pick here, because the ARI-41 does have a lot of sideways kick, but Rangefinder and Hidden Hand can also make their cases here. Unflinching is a little less useful, but if it's all you got it's not the worst.

Vision Stone - Available from the Trials of Osiris.

Pros - Above average range and mag size. High stability and aim assist. Very high reload speed.

Neutral - None.

Cons - Low recoil direction.

Time-to-Kill: 0.90s (10 crit shots), 1.20s (13 body shots)
Rate of Fire: 88
Impact: 8 (20 damage per crit shot, 16 per body shot)
Range: 31
Stability: 55
Reload Speed: 83
Mag Size: 37
Aim Assist: 74
Recoil Direction: 55

Recommended Perks:
  • Column 1 - Smart Drift Control
  • Column 2 - Send It
  • Column 3 - Hand Loaded (Normal), Fitted Stock (Adept)
  • Column 4 - Crowd Control
Hailing from an underused and overlooked archetype, the Vision Stone is actually a decent dark horse in PvP. Smart Drift Control helps to address the only real negative of poor recoil direction, making it nearly vertical and significantly easier to handle. The penalty to range can be addressed by the next two perks, with Hand Loaded and Send It more than making up for the loss from the barrel perk. If you get the Adept version you could use Fitted Stock to bump up the stability. In the last column I'm a huge fan of Crowd Control on ARs, especially because the high mag size will allow you to engage multiple targets consecutively without needing to reload. While I don't think this weapon is the optimal choice for highly competitive Crucible matches, with the added focus on short range combat brought about with Supremacy, the Vision Stone can play the role of meta-spoiler quite well.

Extremophile 011 - Available from the Dead Orbit Representative.

Pros - Very high reload speed. High stability. Above average aim assist and mag size.

Neutral - Average range.

Cons - Very low recoil direction.

Time-to-Kill: 0.90s (10 crit shots), 1.20s (13 body shots)
Rate of Fire: 88
Impact: 8 (20 damage per crit shot, 16 per body shot)
Range: 27
Stability: 55
Reload Speed: 80
Mag Size: 37
Aim Assist: 71
Recoil Direction: 47

Recommended Vendor Perks:
  • Column 1 - Reflex
  • Column 2 - Hip Fire
  • Column 3 - Perfect Balance
  • Column 4 - Persistence
Recommended Perks:
  • Column 1 - Reflex, SureShot IS, OEG Riflescope
  • Column 2 - High Caliber Rounds, Quickdraw, Hip Fire, Lightweight
  • Column 3 - Perfect Balance, Smallbore, Crowd Control, Third Eye, Hammer Forged,
  • Column 4 - Counterbalance, Hidden Hand, Rangefinder
I know auto rifles aren't really in the meta right now for either PvE or the Crucible, but the first two vednor weapons on my list both deserve some consideration. Boasting very nice stats almost across the board, the Extremophile 011 not only looks good, but plays well too. For the vendor version, Reflex is the recommended sight here for the boost to aim assist, and Hip Fire is there to help you out with those close range panic situations. Perfect Balance and Persistence will combine to make this gun both stable and accurate during the drawn out engagements that auto rifles flourish in. The only drawback to this weapon is a less than optimal recoil pattern with some noticeable sideways movement, but that can be made up for with practice and a controlling thumb.

If you happen to get one from a rank up package with random perks, you'll still want to look for Reflex as the optimal sight. If you don't get that, SureShot IS or OEG Riflescope will be the next two best options, to improve aim assist and range, respectively. As far as perks go, in the second column High Caliber Rounds is really the only tier-one perk, but Lightweight, Hip Fire, Quickdraw, or Extended Mag can all be decent situationally. In the third column I would try to help the stability first, so Perfect Balance and Smallbore will be the primary choices. After that you can go with something less specific like Crowd Control or Third Eye, or even try to boost the range with Hammer Forged. In the last slot Counterbalance is by far the strongest selection, mostly to assist the abysmal recoil direction. Rangefinder and Hidden Hand are both good if you can deal with the bullet spread on your own.

The Continental - Available from the Vanguard Quartermaster.

Pros - Very high reload speed. High stability. Above average aim assist and mag size.

Neutral - Average range.

Cons - Very low recoil direction.

Time-to-Kill: 0.90s (10 crit shots), 1.20s (13 body shots)
Rate of Fire: 88
Impact: 8 (20 damage per crit shot, 16 per body shot)
Range: 26
Stability: 56
Reload Speed: 78
Mag Size: 37
Aim Assist: 74
Recoil Direction: 48

Recommended Vendor Perks:
  • Column 1 - Your choice of sight
  • Column 2 - Eye of the Storm
  • Column 3 - Rifled Barrel or Perfect Balance
  • Column 4 - Hidden Hand
Recommended Perks:
  • Column 1 - Reflex, SureShot IS, OEG Riflescope
  • Column 2 - Crowd Control, Close and/or Personal, Eye of the Storm, Grenadier, Hip Fire
  • Column 3 - Braced Frame, Perfect Balance, Smallbore, Rifled Barrel, Hand-laid Stock
  • Column 4 - Counterbalance, Hidden Hand, Third Eye
Nearly the mirror image of the Extremophile in every way statistically, the Vanguard vendor version of The Continental has a lot more options when it comes to perks. Depending on whether you want more stability or better damage fall off and range, you can choose between the SteadyHand IS, Red Dot-ORA, and OEG sights. OEG and ORA are better options for someone who wants to stretch the optimal engagement distances out to their maximum potential, but SteadyHand offers more benefits for controlling the recoil at close range. Depending on what you pick in the first column, your third column perk can either complement or supplement your original choice. Rifled Barrel can help a SteadyHand weapon out with a range boost, or it can maximize the distance at which an OEG user can attack a target. Similarly, Perfect Balance can make a weapon using the SteadyHand sight into a close range laser, or it can help someone looking through the ORA sight stay on target at longer distances. Hidden Hand and Eye of the Storm round out the perk trees, boosting both the accuracy and aim assist to very comfortable levels.

If you get a random drop from a package, you'll want to look for the same sights we were after on the Extremophile. Reflex first, then SureShot IS and OEG Riflescope. Really though, as far as sights go anything you personally like will be fine. For perks, the slot options are a little different here than on the Dead Orbit weapon. In the second one you'll want Crowd Control as the first option, but you can also go with some lesser-used perks like Close and/or Personal or Eye of the Storm. I also like Hip Fire and Grenadier, especially on a primary, so you have quite a few decent perks to choose from. In the middle column Braced Frame would be my first choice, followed by Perfect Balance, Smallbore, Rifled Barrel, and then Hand-laid Stock. Only reason HLS is so far down is that in penalizes the range, and we want to avoid that on most ARs. In the last slot Counterbalance is again the best option, followed quickly by Hidden Hand and then Third Eye.

3. Low-Impact

Soulstealer's Claw - Available from House of Judgment Reputation Packages.

Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). Very high mag size and aim assist.

Neutral - Average reload speed.

Cons - Below average range. Low stability. Very low recoil direction.

Time-to-Kill: 0.87s (13 crit shots and 1 body shot), 1.07s (17 body shots)
Rate of Fire: 100
Impact: 2 (15 damage per crit shot, 12 per body shot)
Range: 24
Stability: 37
Reload Speed: 66
Mag Size: 60
Aim Assist: 80
Recoil Direction: 50

Recommended Perks:
  • Column 1 - Red Dot-OAS, Red Dot-ORES
  • Column 2 - Perfect Balance, Smallbore, Hand-laid Stock
  • Column 3 - Lightweight, Single Point Sling, Quickdraw, Snapshot
  • Column 4 - Counterbalance, Persistence, Rangefinder, Hidden Hand
Perhaps the most sought after of the HoJ rank-up packages, Soulstealer's Claw is in the same competitive archetype as ARs like DoP and Arminius. Unfortunately, it can't roll with Braced Frame, but the combination of Perfect Balance and Counterbalance is a decent substitute. In return, you're awarded with a higher base range than either of the other two, and a higher aim assist value than DoP. For the sights, the only two options I would choose are Red Dot-OAS or ORES, but those recommendations are more based on preference than anything else. Column three's perk do not matter, so be happy with whatever you get. If you can't get Perfect Balance, Smallbore is a passable replacement, but the vertical recoil when combined with Counterbalance will be something to look out for. Hand-laid Stock can also go into the second column, which will give you the stability of Braced Frame, but it comes at the cost of your extra range. If you don't get Counterbalance, it's not going to be a God Roll, but Persistence can help you stay on target after it activates, and Rangefinder and Hidden Hand are both solid perks as well.

The Unbent Tree - Available from the Iron Banner.

Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). High aim assist, mag size, and reload speed.

Neutral - None.

Cons - Very low range and stability. Below average recoil direction.
Time-to-Kill: 0.87s (13 crit shots and 1 body shot), 1.07s (17 body shots)
Rate of Fire: 100
Impact: 2 (15 damage per crit shot, 12 per body shot)
Range: 16
Stability: 32
Reload Speed: 77
Mag Size: 57
Aim Assist: 75
Recoil Direction: 60

Recommended Perks:
  • Column 1 - Iron Ranged Scope
  • Column 2 - Braced Frame, Perfect Balance, Smallbore, Hammer Forged, Send It
  • Column 3 - Lightweight, Single Point Sling, Quickdraw
  • Column 4 - Counterbalance, Rangefinder, Persistence, Hidden Hand

For those of you who never managed to get a perfectly rolled Doctrine of Passing in year two, The Unbent Tree may be your shot at redemption. Like almost all auto rifles in the high-RoF archetype, it suffers from inherently poor stability, range, and recoil direction, but makes up for it with high aim assist and mag size, as well as one of the fastest body shot times-to-kill in the game. As for perk recommendations, just like with the DoP, if you can handle a higher zoom scope, you're going to want to use it. In this case, the Iron Ranged Scope provides a boost to aim assist, as well as pushing back the start of damage fall off by a noticeable amount. Braced Frame and Counterbalance is the god-roll combo you're going to look for the help make the gun's recoil as manageable as possible, but Perfect Balance and Smallbore can be passable secondary options if you weren't lucky enough to get Braced Frame. Without Counterbalance, you'll probably struggle to handle the weapon well enough to use in PvP, but Rangefinder or Persistence can be passable in the right hands. In the third column, none of the perk choices are make or break, but Lightweight or Single Point Sling are preferred to help increase either agility or movement speed when ADS.

Arminius-D - Available from the Gunsmith.

Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). Very high aim assist and mag size. High reload speed.

Neutral - None.

Cons - Very low range and recoil direction. Below average stability.

Time-to-Kill: 0.87s (13 crits and 1 body shot), 1.07s (17 body shots)
Rate of Fire: 100
Impact: 2 (16 damage per crit shot, 13 per body shot)
Range: 13
Stability: 42
Reload Speed: 76
Mag Size: 72
Aim Assist: 80
Recoil Direction: 50

Recommended Perks:
  • Column 1 - SC Holo, LC Ranged
  • Column 2 - Crowd Control, Hot Swap, Army of One
  • Column 3 - Counterbalance
  • Column 4 - Braced Frame, Smallbore
One of the few ARs that remain usable in the current meta thanks to the amazingly fast body shot TtK, the perfect roll is simple. SC Holo again for aim assist is generally the best sight, though you can go with LC Ranged if you want to push out the damage drop off. Getting the best perk in column two is really only necessary for the absolute perfect roll, and Crowd Control is the number one option to me there. Some people swear by Hot Swap but during my testing I haven't seen it make much of a difference. The next two perks are what you really need to look for on weapons in this archetype. Counterbalance is the only way to go in the middle column, and Braced Frame will combine with that to make the recoil as manageable as possible. If you don't get Braced Frame, you can make do with Smallbore in a pinch, but the vertical kick will be a little more difficult to control.

Hex Caster ARC - Available from Crucible post-game rewards.

Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). Very high mag size. High reload speed. Above average aim assist.

Neutral - None.

Cons - Very low stability. Below average range and recoil direction.

Time-to-Kill: 0.87s (13 crit shots and 1 body shot), 1.07s (17 body shots)
Rate of Fire: 100
Impact: 2 (15 damage per crit shot, 12 per body shot)
Range: 24
Stability: 21
Reload Speed: 76
Mag Size: 60
Aim Assist: 67
Recoil Direction: 60

Recommended Perks:
  • Column 1 - Red Dot-OAS, Red Dot-ORES, Red Dot-ORS1, SureShot IS
  • Column 2 - Persistence, Rangefinder
  • Column 3 - Perfect Balance, Smallbore, Fitted Stock
  • Column 4 - Life Support, Third Eye, Feeding Frenzy
Like most ARs in the 100/2 archetype, this gun is focused more on putting a lot of rounds into targets than it is on pure accuracy. Unlike the other weapons, it can't roll Counterbalance push up the recoil direction, which makes it very difficult to actually control. With that being said, I can't really recommend this gun for any situations, with every other weapon in its class being superior. If you're still looking for perks, go with OAS for the increased aim assist and stability, Persistence for the increased accuracy as you maintain fire, Perfect Balance for more stability, and Life Support. If you think you can control the recoil on your own, ORS1 will give you the best combination of optics and damage fall off, while Rangefinder will increase your zoom by a small amount, and Smallbore will boost range at the cost of a few rounds from the magazine. You might not be able to hit very much, but you'll be doing maximum damage out to pretty decent distances, at least for the archetype. Honestly, if you want to use this type of weapon and you don't want to deal with RNG, you're better off just buying the Assembly from the New Monarchy vendor. It comes with Perfect Balance and Counterbalance, so you'll be good to go right off the bat.

Assembly II - Available from the New Monarchy Representative.

Pros - Very fast TtK with body shots (1.07s, 17 body shots to kill). Very high aim assist. High mag size. Above average reload speed.

Neutral - None.

Cons - Very low range and stability. Below average recoil direction.

Time-to-Kill: 0.87s (13 crit shots and 1 body shot), 1.07s (17 body shots)
Rate of Fire: 100
Impact: 2 (15 damage per crit shot, 12 per body shot)
Range: 15
Stability: 32
Reload Speed: 69
Mag Size: 56
Aim Assist: 83
Recoil Direction: 60

Recommended Vendor Perks:
  • Column 1 - Your choice of sight
  • Column 2 - Quickdraw or Armor Piercing Rounds
  • Column 3 - Perfect Balance
  • Column 4 - Counterbalance
Recommended Perks:
  • Column 1 - Reflex, OEG Riflescope, SureShot IS
  • Column 2 - High Caliber Rounds, Quickdraw, Hip Fire, Extended Mag
  • Column 3 - Perfect Balance, Smallbore, Hammer Forged, Crowd Control, Third Eye
  • Column 4 - Counterbalance, Rangefinder, Hidden Hand
RoI marks the first time a 100/2 archetype auto rifle has ever been sold at a full time vendor with the much coveted Counterbalance+Stability Perk roll. It's not quite as good a Braced Frame or Hand-laid Stock DoP, Arminius, or Soulstealers, but this is still an excellent option for anyone looking to get into using this type of weapon. Just like with the previous ARs, your choice of sight will depend on whether you want to boost stability or push out the range with higher zoom. I recommend stability first and foremost, because all the zoom in the world doesn't help when you can't stay on target. Neither Quickdraw nor APR are going to make or break this roll, so you can choose between them based off of whether you want the small range boost that APR now provides or faster equip and ADS speeds. Perfect Balance will do its best to keep the recoil under control, and that combined with the purely vertical pattern of Counterbalance should be enough for most people to handle it.

If you get one from a package with random perks, just like the other two vendor weapons I mentioned you'll want to look for Reflex, SureShot IS, or OEG Riflescope for the optics. In this case Riflescope might actually be a better option than SureShot, since the increased zoom helps a lot with damage fall off. High Caliber Rounds is by far the best option in the second slot, followed at a distance by Quickdraw, Hip Fire, and Extended Mag. In the last two columns the best set-up is Perfect Balance and Counterbalance, hands down no questions asked. However, if you don't get Perfect Balance then Smallbore is the only other stability perk that well help. Hammer Forged, Crowd Control, and Third Eye trail far behind those first two. In the last column without CB you're probably not going to have a good time, but Hidden Hand and Rangefinder are still possibilities.