S22 COMMENTARY AND THOUGHTS
Greetings,
/Diablo!
The foreboding Season 22 announces the arrival of shadows - spectres of the past that grow ever thicker, clawing through the shrine and pylon beacons for another chance at fighting the demonic hordes. The Shades of Nephalem past stand by our side in the unrelenting fight against the minions of Hell, eager to spill the blood of our sworn enemies...
...Or level us up really quickly, at least. They're
really good at that.
Season 22 is a curious crossbreed of past Seasonal endeavors, as it features both an "environmental" effect (the Shadow summons) and a "mechanical" effect (the 4th Kanai's Cube slot). While the latter ends up being more of a uniform buff than a truly build-shattering concoction, it introduces
just enough of a theorycrafting tinge to the Season to make both ends of the spectrum - fans of the theory and fans of the spectacle - to
maybe make us all happy for once. At very least, we won't be chasing snowballs.
As a personal takeaway, I think this Season prompted me to think about starting on more classes and builds than many previous Seasons have managed to. Maybe it's the need to consider the 4th Kanai's Cube slot that gave me pause at each and every concept? Regardless, I think we should all be glad for the confidence on display when it comes to Seasonal changes - this is the first time we see a dual theme, and on top of that both its aspects end up being important and impactful. Add a decent number of mechanical changes to items and sets, and even a paragon category change (who expected that to happen in 2020?), and this is one of the best Seasons we've had in a long, long while.
Have a great Season 22, and as always - happy hunting!
-Deadset
(No, really!) WHAT'S STRONG, FUN AND MAYBE EVEN NEW IN SEASON 22
BARBARIANS
Haedrig's Gift Beginner Build: Horde of the Ninety Savages Wrath of the Wastes - Rend Built from the ashes of a very old Rend/IK mixture, the Rend Wastes Barbarian truly shows the potential and terror of this DoT build. An unstoppable machine that whirls, cleaves and guts demons like Barbarians were always meant to do. With the newfound powers of Ambo's Pride, this build bleeds his enemies dry in an instant, turning what was once an unassuming bleed into a fearsome nuke that gets applied every second. Couple that with the savage elegance of Whirlwinding, and it's no wonder people will return to this build time and again when it comes to Barb progression.
Might of the Earth - Earthquake Never the build at the forefront, Earthquake is nevertheless steady, extremely satisfying and a feast for the eyes. Couple its wholesome rotation with the newfound buffs and you really have a contender for Barb seasonal playtime. If you prefer to devastate a large area over precise shots, like to control the battlefield and gravitate toward rotations that
just feel good to execute, Earthquake is your jam.
Might of the Earth - Seismic Slam Always underappreciated, but always ready to pounce from the shadows and deliver, the Earthquake set has been quietly sitting very close to the leaderboard's top through a select few, but very devout Barbarian players. Ever since Season 19, we have Seismic Slam the way it should always have been - a thunderous mid-range devastator, the perfected counterpart of its older, pure Earthquake cousin. With the reworked Fjord Cutter, this build is quite the underrated powerhouse.
CRUSADERS
Haedrig's Gift Beginner Build: Aegis of Valor Akkhan/Invoker - Thorns Bombardment Say
what now? The Thorn Bombsader is back with a vengeance, and is a force to be reckoned with in Season 22. Dropping barrels of pristine, unadulterated devastation from the skies, this will be one of the best soloing builds for the entire Season. Thorns Bombardment is a calculating, bursty, cooldown centric build that dishes out punishment in spectacular dollops that will take it all the way to GR150. Note that the build survived a hefty PTR nerf and emerged strong - a testament to its pure numbers.
Aegis of Valor - Heaven's Fury Shotgun One of the two new sets from Season 20 ascended Crusaders to a whole new level, and evoked the times when the Holy Shotgun was considered OP, because it was the only Reaper of Souls build that demolished T6. Hundreds of millions of damage and health spikes later, this (un)holy amalgamation of items delivers a mixture of Fist of the Heavens and Heaven's Fury Shotgun shots with righteous ferocity that have earned this build the one rigthful nickname: the God Crusader.
Aegis of Valor - Fist of the Heavens Not as strong as its counterpart, but just as satisfying - the Fist of the Heavens visuals are undeniable - and one of the best Crusader farming builds out there, again courtesy of the new Aegis of Valor Crusader. Mount up, descend into battle and demolish screens full of demons with violent, electrified arcs covering the entire battlefield? What more could you ask for? This build is stronger in Season 22, making it one of the top tier farmers in the entire game, and a pure pleasure to spread destruction with.
DEMON HUNTERS
Haedrig's Gift Beginner Build: Gears of Dreadlands Gears of Dreadlands - Hungering Arrow (and Bolas!) Using the powers of the Gears of Dreadlands set, this Demon Hunter build combines the deadly precision of Hungering Arrow with the elegance of movement and battlefield maneuverability of Strafe. The end result is one of the most versatile, agile and honestly - just
visually appealing playstyles in the game. Valla's Bequest lives on yet another Season, ensuring this will remain the top tier Demon Hunter build for yet another round of 150 clears.
Legacy of Dreams - Rapid Fire The emergence of the Rapid Fire build finally brought the close range, Tommy gun-like fantasy of the Demon Hunter class to life - all in a destructive, methodical playstyle that isn't afraid to get into the thick of fights and chaingun-and-grenade its way out. If the strafing evasion of GoD is not for you, and the top of the leaderboard is not your primary concern, this remains one of the most fun ways to play Demon Hunter: right in the demons' faces, melting them off.
Gears of Dreadlands/Marauder - Support Using the combined might of the Gears of Dreadlands and Marauder sets, this support Demon Hunter build combines the strong damage buffs and pulling utility from the Entangling Shot and Bolas barrage with the myriad utility and toughness buffs coming from the Companion synergy. I never thought I would include a support build as something to be excited about, but it has been
so long since Demon Hunters were this desirable and this versatile in the meta, that I can't help but highlight it.
MONKS
Haedrig's Gift Beginner Build: Patterns of Justice Patterns of Justice - Tempest Rush Rooting its powers firmly in the TR-dedicated Patterns of Justice set, this alternate take on Tempest Rushing gives its Sunwuko brother a run for his money. The set empowers Sweeping Wind to astronomical proportions, stacking all the runes and swelling the vortex of destruction to a veritable cyclone. The opportunity to include the Shenlong fists in the setup in Season 22 elevates it even further!
Inna - Wave of Light Although not particularly exciting, this is a purposeful highlight; the ease of starting an Inna Wave of Light build can take you
very far into the Season with relatively minor time investment. Inna WoL is a tried and tested build that combines the inherent screen-clearing AoE of Explosive Blasts with the forgiving, easy-to-play Inna set. If you're looking for something to breeze the Season with, this is a strong contender.
Raiment Shenlong - Generator The Monk bread and butter. There is nothing wrong with liking this spec, and if you haven't hopped onto Monk in a while, it's still a great choice. If you like to punch things hard and fast and don't fear managing survivability in the closest of melee combat, this build will still deliver.
NECROMANCERS
Haedrig's Gift Beginner Build: Masquerade of the Burning Carnival Masquerade - Bone Spear Testing the full capabilities of the dedicated Masquerade of the Burning Carnival set, this Necromancer build focuses on a unique amalgamation of Simulacrums and Bone Spear to produce a crafty sniping playstyle that can take its time setting up fights due to its impressive endurance. Incredibly capable - likely one of the strongest builds this Season - and most importantly, Land of the Dead-independent (hurrah!), this is a build for all the CDR-weary Necromancers out there!
Legacy of Dreams - Corpse Explosion Basing itself on the versatile and adaptable Legacy of Dreams power and stacking a bunch of empowering and synergistic legendary items, the Corpse Explosion Necromancer provides another supremely powerful and visually striking playstyle this Season - and this one relishes on exploding cadavers, which is about the coolest and most Necromance-y thing you could say. High contender for my second build this Season, I've wanted a top tier Corpse Explosion Necromancer ever since this class came into existence.
Legacy of Dreams - Poison Scythe Emerging from a combination of the Season 21 changes to the build-defining Haunted Visions amulet, the adaptability of the Legacy of Dreams bonus, and the plethora of Poison-themed skills at the Necromancer's disposal, this Necromancer build offers a simple-yet-deadly playstyle that reaps enemies without a thought for cooldowns. Will this build tickle your fancy for mechanical mastery? Nah. Will it cause theorycrafters to break down build minutae in endless excel tables? Nah. Is it the strongest and laziest Necromancer thing since Bone Storm from ages ago? You betcha.
WITCH DOCTORS
Haedrig's Gift Beginner Build: Mundunugu's Regalia Mundunugu Spirit Barrage The Mundunugu set empowers one of the most visually satisfying builds of Witch Doctors, Spirit Barrage, to a ridiculously powerful level that will (barring any unexpected changes) seal the WD's spot in group play for a long, long time. To top it all off, this build is very versatile across all game activities, and can be adapted to everything from bounties, through keyfarm and speeds, to high end solo and group pushing as the Trash Killer. Truly top tier value of a Headrig's Gift for Witch Doctors this time around!
Zunimassa - Carnevil DoD The Carnevil Witch Doctor summons an army of swarming minions at his side, whose adorable mimicking of his blowdart attack - and positively horrifying attack speed - are a sight to behold. This has been a long time coming; Zunimassa has been building up in power over the course of a few patches, with set and item changes that slowly inched it up in viability. It has been overcome by Mundunugu Spirit Barrage for some time now, but remains one of the strongest - and most evocative - builds in the WD arsenal.
Helltooth - Zombie Bears Honestly, if this didn't make you check the year of this post, I don't know what could. But yeah, ZOMBIEBAAHS have been buffed now; still nowhere near a contender build, but strong enough to raise an eyebrow and make you chuckle. Seriously, if you choose to run this for GR pushing and Arachyr Chicken for farming, you might be my favorite person on the Internet right now.
WIZARDS
Haedrig's Gift Beginner Build: Typhon's Veil Legacy of Dreams - Mammoth Hydra The Mammoth Hydra playstyle brings the tankier - and more potent - version of the Hydra playstyle, and holds the reigning title of the top Wizard build in S22. If you are looking for a straightforward, durable and classic-feeling Wizard build, I would look no further than this one.
Legacy of Dreams - Frozen Orb Leave it to Legacy of Dreams to put Frozen Orb back in the spotlight. Combine the Frozen Orb nostalgia of sorceresses past with the slew of synergistic buffs to items like Wizardspike (holy nostalgia indeed), and you have an awesome new playstyle that leaves enemies debilitated and helpless, watching their frozen death creep ever closer.
LoD Energy Twister Alright, well, if the Zombie Bears didn't make you check the year of the post, then maybe this did. Yes, Twisters are back and no, you don't have to stack them in a corner. You can play a honest-to-Diablo spellslinger that drops down Tornados left and right and simply enjoys the obliterating vortex. And isn't that a nice thing indeed?
GETTING STARTED THIS SEASON, OR HOW TO GET TO THE COOL STUFF
We can clearly see an influx of new and returning players - people looking for guidance and advice on early crafting, gambling, and character building foundations. This is my attempt to convey as much information as I can in a single thread.
At the very start of the Season, your first job is, naturally, to create a new seasonal hero. While this first choice does not lock you down too terribly, note that the
Seasonal Journey rewards you once per Season - only for the character that completes the chapters first. Bearing that in mind, pick your character and go in game.
While in town, approach one of the followers that most closely matches your class (Templar for Barbarians, Monks and Crusaders, Scoundrel for Demon Hunters, and Enchantress for Witch Doctors, Necromancers and Wizards), select the "Inventory & Skills" option,
take their weapon and equip it yourself - it is a significant upgrade over the base weapon that you start with.
Note that once you reach level 7, vendors in all towns - the ones with the nickname
"the Fence" in their names - will start selling rings. Each of them has a chance to sell rings that increase your Average Damage (i.e. 2-4 Damage), which is a massive DPS boost early on.
THE IMPORTANT BIT FOR S22 ONLY: LEVELING WITH SHADOW CLONES
This tactic is only available in Season 22, and relates to the Shadow Clones that you get after clicking any shrine or pylon. The clones are AI controlled, high damaging allies that persist for 1 minute before disappearing, but are able to comfortably carry you on difficulties up to Torment VI for extremely fast leveling (~40-50 minutes with some luck and a good route).
To execute this leveling strategy, all you need to do is check for shrines at specific waypoints in Adventure Mode — ones that are relatively safe and will not risk your character's life. Once you find the clone, simply run around the zone and let him wreak havoc, leveling you up with a tremendous speed in the process. Note that the Shadow Clones scale with your equipment, so you can check vendors to supplement their damage with some very basic equipment.
The following is a list of relevant waypoints (note that they are not fixed spawns, so move down the list if you do not find one):
- Act I - Southern Highlands (down from WP and to the left before the bridge);
- Act I - Leoric's Manor Courtyard (several spawn points, explore the area a bit);
- Act II - Howling Plateau (run up from the waypoint, along the upper rim of the map);
- Act II - Road to Alcarnus (run through the area; spawn point near Maghda entrance);
- Act III - Bridge of Korsikk (at the waypoint itself; other spawns in the Fields of Slaughter optional);
- Act III - Rakkis Crossing (right at the waypoint; optionally run up the bridge);
- Act III - Tower of the Cursed Level 1 (along the upper and lower rim of the first section of the map, near WP);
- Act III - Tower of the Damned lvl 1 (along the upper and lower rim of the first section of the map, near WP);
- Act IV - Realm of Fractured Fate (explore the area near the waypoint, multiple spawn chances);
- Act IV - Lower Realm of Infernal Fate (explore the area near the waypoint, multiple spawn chances);
- Act IV - Gardens of Hope lvl 1 (near Rakanoth; check right above and right below the waypoint);
- Act IV - Gardens of Hope lvl 3 (explore area near waypoint; wells do not work like shrines for shadow clones!)
Challenge Rift Completion and Kanai's Cube
After your character is created, head to the Game Settings menu, go into the Challenge Rifts and start the current weekly run. Note that you have to have completed at least one Greater Rift on your account (either in non-seasonal or previous seasons) to have Challenge Rifts unlocked. Challenge Rifts are a weekly challenge that provides a fixed character and a build (usually using quirky skills and/or heavily unoptimized stats and items), and challenges you to beat the Greater Rift completion time of its original owner.
The completion of the Challenge Rift is usually trivial and can be completed either solo or in a group, and will net you a Challenge Rift Reward cache. Open it up in-game with your brand new seasonal character and claim its contents: Death's Breaths, a couple hundred of each of the base crafting materials, Blood Shard, a couple million gold, and 15 each of the Act-specific bounty cache materials. With your newfound riches, upgrade both your Blacksmith and your Mystic craftsmen in town to their maximum rank.
Your next important step is to acquire Kanai's Cube. Kanai's Cube is found in The Ruins of Sescheron - the waypoint in the top right corner of the Act III map. From that waypoint, run left towards the city and make your way around the ruins; one of its far corners (typically upper right, lower right, or lower left) will have the entrance to the next zone, the Elder Sanctum. Once in the Elder Sanctum, make your way through the zone, practically to its other end. When you find the Cube and click it, it automatically transports itself back to town.
While you are at it, take a look at the
Kanai's Cube guide for additional details on its use - it is an incredibly important part of your character progression at any point of the game, so make sure to acquaint yourself thoroughly with its properties.
Which Item to Craft and Extract in the Cube?
One of the strongest early game boosts that you can obtain while leveling is to craft a yellow (rare) level 70 item at the blacksmith, then try to upgrade it into a valuable legendary at Kanai's Cube, and finally extract its property for one of the Kanai's Cube legendary power slots. Note that this strategy is stronger for some classes over others, particularly favoring Demon Hunters, Necromancers, and somewhat Barbarians. The remaining classes can skip this step and directly go to gambling, sparing themselves some disappointment and saving some materials for level 70, since you can do this recipe exactly once at the Season's start (you only have so many Death's Breaths).
When choosing which rare item to craft, keep in mind that you are looking to upgrade them into a legendary that provides some form of skill damage multiplier that will skyrocket your leveling efficiency. Every class has a different set of valuable items to attempt for:
Barbarian:
- Craft a rare level 70 Two-Handed Mighty Weapon, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fury of the Vanished Peak, The Gavel of Judgment, Bastion's Revered or Blade of the Tribes.
Crusader:
- Craft a rare level 70 One-Handed Flail, and use the Upgrade Rare recipe in the Cube to try to obtain either a Darklight, Gyrfalcon's Foote or Johanna's Argument.
Demon Hunter:
- Craft a rare level 70 Dagger, and use the Upgrade Rare recipe in the Cube to obtain either a Karlei's Point or a Lord Greenstone's Fan. Demon Hunters are excellent at this strategy since they only have 2 daggers, and they are both great for leveling.
Monk:
- Craft a rare level 70 Daibo, and use the Upgrade Rare recipe in the Cube to try to obtain either an Incense Torch of the Grand Temple, Balance or The Flow of Eternity.
Necromancer:
- Craft a rare level 70 Two-Handed Scythe, and use the Upgrade Rare recipe in the Cube to obtain either a Bloodtide Blade, Maltorius' Petrified Spike, Nayr's Black Death or Reilena's Shadowhook. Necromancers are excellent at this strategy since they only have 4 legendary Two-Handed Scythes, and they are all great for leveling.
Witch Doctor:
- Craft a rare level 70 Staff, and use the Upgrade Rare recipe in the Cube to try to obtain either a Staff of Chiroptera or Wormwood.
Wizard:
- Craft a rare level 70 Wand, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fragment of Destiny, Serpent's Sparker, Unstable Scepter or Wand of Woh.
Note that this part of the leveling strategy requires
some amount of luck for non-DH and non-Necromancer players. Leveling in a group minimizes the risk of RNG screwing everyone over, but sometimes you will be unlucky; this is nothing to be bothered by, as leveling in Diablo is still a fairly easy and straightforward process.
If you are lucky, however, and obtain one of the items outlined above, you will have just about enough Death's Breaths to use the Extract Legendary Power recipe in Kanai's Cube. Do that, and then slot the (now maximized) legendary power of the item in the Cube, netting yourself a considerable leveling bonus. Needless to say, adjust your build accordingly to the legendary power, i.e. if you get Guard of Johanna as a Crusader, make Blessed Hammer your main damage dealing skill throughout leveling.
Spending the Challenge Rift Blood Shards
Your next step is to try and gamble for valuable items from Kadala at level 1. Since not every legendary is available right from the start, the legendary item pools for some classes are restricted in a beneficial way to obtain another strong damage multiplier right from the start. If you do not consider the legendaries listed for your class particularly attractive, you can always gamble for Helms for a considerable chance at obtaining
Leoric's Crown; extracting its power and socketing rubies in your helmets throughout leveling will net you a hefty amount of extra experience.
Barbarian:
- Gamble for Bracers, trying to obtain either Bracers of Destruction or Bracers of the First Men. Spend any remaining Blood Shards on Boots for a chance at Lut Socks.
Crusader:
- Gamble for Bracers, trying to obtain Gabriel's Vambraces. If you are lucky to get them quick, you can also spend some (or all, if you are feeling lucky) on shields for Guard of Johanna or Denial. At level 31, if you have any Blood Shards saved over, or new ones you are willing to spend, you can try your luck at Pants for Hammer Jammers.
Demon Hunter:
- Not many great options; you can gamble for Belts, trying to obtain the Hellcat Waistguard, although Grenade comes a little later in the leveling process. Otherwise, either go for Leorics Crown (helm) or the damage proc of Pox Faulds (pants). Another gambling strategy you can attempt is saving shards for level 30, when you can gamble on Quivers for a chance at Sin Seekers, or level 31 - for the additional chance at Holy Point Shot and Spines of Seething Hatred.
Monk:
- Gamble for either Boots (hoping to obtain Rivera Dancers or The Crudest Boots) or Bracers (hoping to obtain either Pinto's Pride, Cesars Memento or Gungdo Gear). Adjust your gambling strategy for Monk depending on the item you obtained (if any) on the previous step, where you upgraded a rare item (i.e. gambling for bracers if you got an Incense Torch of the Grand Temple, hoping to get Pinto's Pride).
Necromancer:
- Gamble for Gloves, trying to obtain Grasp of Essence, or Rings for Circle of Nailuj's Evol if you upgraded your scythe (see above) into Reilena's Shadowhook.
Witch Doctor:
- Not many great options; you can gamble for Mojos, trying to obtain a Gazing Demise, but its usefulness is rather limited in early character progression. Otherwise, either go for Leoric's Crown (helm) or the damage proc of Pox Faulds (pants).
Wizard:
- Gamble for Sources at level 1, trying to obtain Winter Flurry, or save them for level 31, when you can gamble on Rings for a chance at Manald Heal, or level 33 - for Source gambling for Etched Sigil.
Crafting a High Level Rare and Reducing Level Requirement
Pick a two-handed weapon category of your choice (2h Axes, Maces, Swords...) and craft a level 70 weapon of the chosen type. Avoid class-specific weapons, since they add a class-specific roll to the secondary stat pool (i.e. Max Fury), making this strat harder. You are looking for a roll with:
- At least a Crowd Control secondary stat - Chance to Stun, Slow, Fear,.. etc. On Hit;
- Ideally, also a Life per Hit primary stat;
If both these stats are present, you have eliminated a large part of the possible Secondary stats on the weapon. Thus, you can easily reroll the other Secondary stat (the one that is
NOT the crowd control stat) into
Reduced Level Requirement - making the item wearable up to
30 levels prior to level 70. This is a tremendous damage increase for a large chunk of your leveling process.
Of course, if you are very lucky, the Reduced Level Requirement can roll onto your crafted item outright.
Complete a Boss Bounty
An easy early boost to your character in Seasons is to check your bounties for any easily completed act boss killing bounties - the most famous examples being Zoltun Kulle (at the Archives of Zoltun Kulle waypoint) and Maghda (down from the Road to Alcarnus waypoint) in Act II. Another option is Azmodan at the very end of Act III. Simply run past the mobs and go straight for the boss kill.
The boss bounties reward you with a Diabolic Hoard chest that is guaranteed to drop you a couple of rare items; they will boost your overall character power nicely right at the beginning.
OTHER, NON SHADOW METHODS OF LEVELING UP
Torment VI Traps Method
Turn the difficulty up to Torment VI and go to the Halls of Agony Level 1. Run and dodge past monsters that come in your way until you reach the falling blades traps; there,
lure the monsters towards these traps and watch as they get slaughtered, netting you tremendous experience.
This method, while extremely efficient time-wise, is also (arguably) quite unfun and counter-intuitive, not to mention prone to mishaps. Needless to say, this strategy is
not Hardcore-friendly and will result in the (frequent) death of your character.
Via Massacre Bonus
You can also consider leveling via Massacre bonuses — a very potent strategy in solo play. The Massacre bonus XP system was revised in Patch 2.4.1 into a multiplicative experience bonus that rewards you for chaining kills of monsters. The caveat is this bonus only works in bounties - and not during Rifts.
To successfully pull of long chains of monster kills, pick highly populated zones - the Cathedral (Act I), Halls of Agony Level 3 (Act I), and, most notably, Fields of Misery (Act I). The tactic is to always be on the move, leading monsters into one another, abusing Cursed Chests for monster spawns, and generally using skills with DoTs or high AoE (Rend for Barbarian, Blessed Hammer for Crusader, Multishot for Demon Hunter, Wave of Light for Monk, Locust Swarm for Witch Doctors, Blizzard for Wizards).
While Massacre leveling will require frequent restarts of the game (every 5-10 minutes), it will result in some of the fastest leveling in Diablo 3, clocking under the 2 hour mark when you get the hang of it. Due to its individual nature and the level of coordination required to pull it off in a multiplayer game, leveling by Massacre bonuses can only be recommended for 2+ players if they are experienced and have voice communication; this is predominantly a solo leveling technique. It also has the considerable downside of losing the increased legendary drop rate and blood shards of rifting.
Via Cursed Chests
This is one of the faster methods, clocking in under the 1 hour mark with experienced groups that have a Necromancer with them. The reason for the inclusion of the Necromancer is the supremely strong class-specific legendaries that are able to be gambled from the get-go — namely, Grasp of Essence to amplify the damage of Corpse Explosion, and Bloodtide Blade to amplify the damage of Death Nova. Either of those lucky finds can carry an entire group on up to Torment VI difficulty. Ideally, the remaining teammates will support the DPS carry with buffs and as much crowd control as they can muster.
The preferred way to level through Cursed Chests is to have individual party members make their own games, and invite the rest of the group when they stumble upon one of the Cursed Chests from the list below. Note that Act IV has no suitable spots.
- Act I - The Cursed Cellar - The Old Ruins (dangerous for Hardcore characters due to lack of space!)
- Act I - The Cursed Court - Cathedral Level 2
- Act I - The Cursed Bellows - Halls of Agony Level 3 (dangerous for Hardcore characters due to fire traps!)
- Act II - The Cursed Spire - Archives of Zoltun Kulle
- Act II - The Cursed Pit - Archives of Zoltun Kulle
- Act II - The Cursed Moors - Shrouded Moors
- Act II - The Cursed Temple - Temple of the Firstborn
- Act III - The Cursed Garrison - The Battlefields
- Act III - The Cursed Bailey - The Ruins of Sescheron
- Act V - The Cursed Peat - Paths of the Drowned (dangerous for Hardcore characters due to high damage monsters!)
Via Rifting
For groups and players that do not stress losing an hour in the 1-70 race, the general recommendation is to stick to rifts for the 1-70 journey. Rifts grant you increased legendary drop rate, blood shards for gambling, and a hefty "hand-in" bonus at the end. While rifting has a higher degree of randomness than bounties (map layout, monster density and composition are all RNG), the removal of Rift Keystones as a requirement to open them allows you to simply remake if you get a bad (difficult or slow) rift.
And this is it! Thank you so much for reading this megathread and my guides! Good luck and have a great Season 22!
submitted by Forbidden Lore: Cogmind the ARG It's a special event for Halloween, and more!
Starting today and for the entire next month, playing Cogmind automatically enters a new mode built as part of a Cogmind/roguelike/tech-themed ARG. Unlike previous special modes, this one
doesn't actually make sweeping gameplay changes, but instead challenges you to hunt for clues with help from
forbiddenlore.gridsagegames.com, scouring the game and internet for passwords to special lore. More on that later...
As you'll see in the changelog, this release is clearly much bigger than just the event, scoping larger than planned as I started early on work to make some of the balance adjustments scheduled for Beta 11. There is still
a lot more to come on that front, but a few items were either more urgent, or just things I felt like prioritizing a bit to see how they pan out as considerations regarding the bigger areas of the upcoming rebalance continue to get hashed out on Discord and the GSG forums.
Beta 10.2 also includes a bit of new content, but I'll be leaving that for players to discover.
Cogmind Beta 10.2 "Forbidden Lore: Cogmind the ARG" (201030) changelog:
- NEW: Unique Halloween mode for 2020, automatically activates on 10/29 for anyone who has played at least 10 runs (lasts through November)
- NEW: Command line argument "-forceMode:Halloween2020" (or "-forceMode:ForbiddenLore") to enable the Halloween mode from 2020, regardless of system date
- NEW: [Forbidden Lore mode] Hunt for clues with help from forbiddenlore.gridsagegames.com to scour the game and internet for passwords to special lore
- NEW: 1 new prototype robot
- NEW: 1 new weapon
- NEW: Most door-access terminals in 0b10 converted to new Door Terminal prop
- NEW: Hostile 0b10 bots that lose track of Cogmind raise alert
- NEW: Relay Coupler [NC] combined with Signal Jamming RIF ability also blocks busy Engineer calls for reinforcements
- NEW: Escape key recenters view on Cogmind if currently following drone
- NEW: Advanced Commands help for message log includes Shift-Alt-z for note-taking
- NEW: Version check now includes build number, allowing for in-game notifications about smaller unannounced updates
- NEW: Screenshots of difficulty selection, title screen, and intro sequence have unique filenames
- MOD: Special-purpose 0b10 terminal functionality limited to locally listed hacks, and special manual hacks where applicable
- MOD: W base defenses changed
- MOD: Data Cores can no longer be stolen by Master Tearclaws
- MOD: Programmers require an active Remote Datajack to hack targets
- MOD: Programmers no longer hack targets once disarmed
- MOD: Sensor layout as learned from a certain NPC's data core behaves differently
- MOD: Field Lobotomy Kit no longer works on unpowered, unconnected, or broken bots
- MOD: Movement due to ramming and knockback makes all the same checks regular movement entails, ensuring the same results in terms of environmental factors
- MOD: Ramming an adjacent target is no longer a valid way to immediately escape stasis
- MOD: Ramming drones without destroying them no longer produces matter
- MOD: Base chance for all Recall() hacks reduced by 10%
- MOD: Master Thief encounters occur under different circumstances
- MOD: Only Master Thieves capable of stealing from inventory and prioritizing target parts
- MOD: Base steal chance of all Tearclaws reduced
- MOD: Thieves have innate bonus to using Tearclaws
- MOD: Nerfed CR-A16's weapon
- MOD: Terrabomb reduced to 1 slot
- MOD: locate_prototypes effect limited to a range of 15
- MOD: Threat Obfuscation RIF ability level progression effect reduced from 25,50,75 to 25,40,50
- MOD: Armor Integrity Analyzer effect description clarified to specify no impact on any area of effect attacks, rather than singling out launchers
- MOD: Transmission Jammer toggle animation highlighting of jammed bots changed from red to yellow
- MOD: Core Cannon critical hit chance reduced to 0%
- MOD: Satisfying the conditions for a Warlord response from cave seals overrides the effect of core reset
- MOD: Launcher-using bots take ally resistances into account when deciding whether to fire on targets in close proximity
- MOD: Extended game C prefab added in Beta 10 reduced in size, composition adjusted
- MOD: Map export images prefix filename with current world seed
- MOD: Font config file format updated to maintain compatibility with engine changes
- FIX: Murdering more than one Exile did not count any beyond the first in the scoresheet for the Uniques/NPCs Destroyed tally [zxc]
- FIX: Hostiles would not attack unconnected drones [zxc]
- FIX: Unconnected drones could follow through map exits [zxc]
- FIX: Using a Reconstructor while standing on a Slip Node moved to the side instead of remaining at the same position [zxc]
- FIX: Dormant bots ignored enemy cloaking effect when checking for wakeup [zxc]
- FIX: C-40 Crushers might get stuck and fail to pathfind to otherwise reachable target [Valguris]
- FIX: Was possible to simultaneously activate two Remote Datajacks by removing a launcher while autoUnreadyLauncher option active [Valguris]
- FIX: Robots disabled while transitioning into/out of siege mode would allow the process to finish even while still disabled [Vectis]
- FIX: Ally with PICKUP or COLLECT order could overflow inventory capacity if final acquired item is multislot [Vectis]
- FIX: Recalled squads, coupler squads, and fabrication retrieval Haulers could be blocked by a Sentry standing on their intended exit [MTF, JackNine, Tone]
- FIX: Beta 10 caused Transmission Jammers to no longer block non-combat robot calls for reinforcements in certain situations [MTF, JackNine, Terminus]
- FIX: Core reset interactions with Beta 10's new extended endings was broken, fixed in earlier silent hotfix [GJ, Terminus]
- FIX: Beta 10 part drop destruction warning system caused Go Naked command to leave one part attached if insufficient space to drop everything [GJ]
- FIX: Self-destructing before depth -9 reused total score from previous full run in same session on game over screen [Hippasus]
- FIX: Log messages for ramming terrain and machines did not match up with the type of method used [MTF]
- FIX: Siege mode did not prevent ramming terrain or robots [NikolayAg]
- FIX: Matter decay due to overheating was deducting energy instead [aoemica]
- FIX: Beta 10 new endings broke game over screenshot tags for w8 and several types of losses [CaptainWinky]
- FIX: [Player 2 mode] Player 2 situational dialogue typo [sterv]
- FIX: Ally with a PICKUP order would move to nearby Scrap and Derelict Logs even though unable to acquire them
(I didn't highlight "more important" entries in the changelog like I normally do, since the vast majority were being highlighted anyway when I went to do that :P)
Saves from earlier versions are incompatible with Beta 10.2, but even if you're on Steam and Cogmind automatically updates, Beta 10/10.1 is still available via its own legacy branch and you can roll back to finish a run in progress first if you like. As with any other release, I might do quick unannounced hotfixes in the coming hours or days if players discovereport something new and urgent (the chance is somewhat higher with 10.2 because this release went without the usual prerelease playtesting by Patrons to keep it a surprise for everyone). We now have an
even more specific version check system based on build number, so if you're playing and have the News feature active, it'll remind when you're playing without the most recent hotfix.
Let the ARG Begin!
Cogmind is pretty big on lore, creating a deeper world with its various factions, NPCs, and the stories they share. And there's so much more room out there! In the lore you can already find references to pieces of the world which don't currently exist, some of them likely to happen one day (some of them
guaranteed :P), but reliable information is spotty. This Halloween event will fill a few gaps and also give glimpses of other locations and inhabitants of Tau Ceti IV.
Starting from
the event's home page, at the bottom you'll see your first hint. Hints suggest where in the game world you'll find either a password or another clue as to how to obtain the password, and with that password you can follow the link on the event page to the next level, which will also reward you with FORBIDDEN LORE (and usually a bit of art to go with it). For simplicity the username at every level is always simply "cogmind", it's the password that will be unique each time and that's what you'll have to figure out. In-game clues can take a variety of forms, but are always presented as some sort of text, be it NPC dialogue, a special announcement, etc.
Although I know at least a few people who could definitely complete this entire challenge on their own, not everyone will be capable of figuring out every step alone. Don't be afraid to ask the community for tips or additional hints along the way at various levels where you need it. I'm sure there'll be plenty of discussion and help available on
the Discord.
Working together with others to solve the mysteries would also make it easier to rise through the levels more quickly, since multiple runs will be required to follow every hint. I suggest using a new password on the site immediately after discovering it, in case the next hint is somewhere still within reach in your current run, in order to achieve it more quickly.
This being an ARG, most of the passwords are actually found outside the game itself.
Good luck :)
ARG Addendum
Shout out to PlasticHeart for putting together the
CogFont based on fonts developed for the game, which came in quite handy when making the event website :D
Forbidden Lore mode will automatically activate for you on new runs started on or after 10/29 (through November), if you've played at least 10 runs before.
If you want to play beyond the end of the event, or regardless of your run count, you can still force it by adding a command line parameter when running COGMIND.EXE: "-forceMode:ForbiddenLore". Within Steam this is handled by going to Cogmind > Properties > Set Launch Options, like
this example from Player2 mode earlier this year.
(Note that although the event mode will be accessible after the period is over, and likely also in future versions, but I can't 100% guarantee that it will be fully completable forever since, as an ARG, advancing relies on the presence of information found outside the game, elsewhere on the internet.)
If you want to play a
regular run during the event, you can suppress date-based event triggering by
adding the "-noSpecialMode" command line parameter.
If the event mode is active, you'll see a notice in your message log on startup.
*(though again this mode doesn't really affect much in the way of gameplay, even though runs in this mode will technically go to a separate leaderboard)
Rebalancing
Beta 10.2 includes a fair number of nerfs, and the changelog itself isn't nearly as balanced as I like to keep it (an equal helping of both buffs and nerfs/new features is best), but we'll be getting plenty more buffs and fun stuff to play with in Beta 11, and in this release I just took advantage of the opportunity to prioritize responding to areas the community has been cheesing the hardest by moving up planned changes, or just increasing the overall challenge level of various parts of the game.
Also a number of the nerfed bits here were intentionally introduced as OP features with the intention of tweaking them after seeing how they were used.
On that note, against the trend there is a new
potentially OP weapon you might be able to get your hands on ;)
To address some of the biggest changes here...
All those easily-hackable single-tile door terminals that were a major security liability for 0b10 are a thing of the past. They now do nothing more than open their door, as opposed to providing one after another weak backdoor into the mapwide system :P (i.e., no indirect hacks there). All such terminals now also have unique names so they're even more recognizable at a distance, the majority simply being called "Door Terminal," although this change also applies to the other instances of special-purpose terminals that control something nearby.
Prior to now, with assistance from door terminals a good hacker could very easily end up with far more terminal resources than they could reasonably need and exhaust, especially in certain branches with lots of blast doors. Now instead of simply running out of hacking target ideas, these builds may in some cases have to be a little more selective, or in some cases have a (slightly? xD) harder time getting access to a suitable Terminal on short notice.
This change does also negatively impact builds that could only effectively use low-level Terminals to begin with, but those builds have had numerous buffs over previous releases to begin with.
Another change related mostly to flight-hack builds is that alert is now also raised when enemies lose track of you! The primary hostile interaction for gaining alert has traditionally been through destruction, but if you're zipping all over the place frequently attracting attention then slipping away it makes sense that the Complex should respond to that, too.
I'm really interested to see the results of this change, which could add a bit of pressure to flight runs and make stealth approaches that much more enticing rather than simply outrunning everything but then safely remaining on the same map. The amount of alert involved here might be further tweaked, but we'll see how it pans out in the current release first.
Also the current result of high alert accrued via this method will be assault dispatches, as usual, but the response will be different in future versions--I just haven't gotten to that point and added this bit first.
Programmer allies were nerfed by making them unable to hack if disarmed, a sad loss because it was quite fun to have a disarmed hacker friend literally owning everything,
when it happens naturally, but players were starting to intentionally create these OP allies so that behavior had to be removed and put them on par with hostile Programmers.
Master Thieves got a pretty significant overhaul. They've been in the game for a while now but no one was really taking advantage of them until much more recently. Even more changes are probably in order, but the related mechanics are no longer quite so abusable.
A range of individual parts were adjusted as per the changelog, mostly nerfs of various degrees, although you've also got single-slot Terrabombs now, which will make those a lot more enticing (technically that and a few other items on the list were modified as part of silent post-release 10.1 updates, but are included in the changelog this time around since they were otherwise not recorded or announced here).
There's not a ton of QoL like we usually have each release, but I did add
Escape key support for recentering on Cogmind while cycling through multiple drone views with Enter:
News
Cogminder aoemica has built a wonderful tool, dubbed
Cog-Minder, a very convenient site to filter and search through Cogmind's many items.
Notice the Spoiler button there which can be toggled on to include
everything, even uniques and other special parts you'll only find in mid-/late-game branches or the extended game. You can leave that off if you're just starting out and want an unspoiled experience but would like to examine "regular" parts.
Over on my Twitch channel I streamed my first Beta 10 run, a hover run that eventually went on to obtain one of the new endings.
That's the first of five videos, a looooong run because 1) it hit a ton of locations and 2) there was a lot of discussion along the way :P. (More recently on the channel I'm trying out the space roguelike Prospector, which is pretty cool.)
Starting this week over on
Patreon we're also voting for secondary QoL features that patrons want to prioritize for Beta 11, so the results from that should probably be known by the time the next announcement comes around.
We know what happened after a good year or more of players joking about the possibility of "Combat Swarmers" (TRACKERS!). Well, the long-running joke that followed that is "Combat Recyclers." Hmm... submitted by | Squad Commands Revamped Hey Ghosts! Got my new computer running and, after recreating all my old assets and a lot of frustration (I should have gotten this thing pre-built lol), I bring to you my take on Squad Commands! Also look towards the bottom of the post for a sneak peak at the Ghost Recon: Warfighter version of Squad Commands, Ghost Classes, and Dynamic Entry. //THE ORDER WHEEL The very core of Squad Commands Revamped is the Order Wheel. It has been remade and features a host of new options such as Contextual Orders and Individual Orders. Basic Order Wheel Hold RB to open the “ Order Wheel” for orders and commanding individual squadmates. Orders include Move To, Hold Position, Regroup, Formation, Cleared Hot, and Sweep and Clear and are located at the top half of the wheel. Some orders are grouped together and can be cycled with D-Left and D-Right. While using the Order Wheel, use LS to highlight an order, RS to aim, and A to select. There are also combat specific orders. Having a suppressor equipped affects squadmate combat orders when not engaged. - Move To
- Move To - Order squad to relocate to a specific position
- Dig In - Order squad to protect a specified location
- Flank - Order squad to move to a position perpendicular to the designated area and engage targets. [Combat Only]
- Hold Position
- Hold Position - Order squad to cease following Nomad
- Overwatch - Order squad to maintain their position and provide ranged support
- Regroup
- Regroup - Order squad to form up at Nomad’s position
- Formation - Order squad to enter Formation Mode
- Cleared Hot
- Cleared Hot - Order squad to engage targets at will
- Sweep and Clear - Order squad to eliminate threats in a specified area
- Suppress - Order squad to force designated enemies into cover. [Combat Only]
Individual Orders Nomad can command individual squadmates, each having their own tab with the basic commands, class ability, and their two items (cycled with D-Left and D-Right). Individual squadmates are located on the bottom half of the Order Wheel. Selecting a squadmate expands their wheel, showing their available orders. Moving LS towards a different section or tapping B will quickly close the squadmate. Placing a squadmate(s) on Overwatch will make the squadmate hold position and choose targets. They will prioritize targets near the player or at risk of discovering the player. Targets they aim at will be marked with an eye symbol. Targets can be taken out similar to a sync shot, set Behaviors (see Behaviors section) can determine if the squadmate will engage on sight, on command, or at risk of discovery as well as the distance from the player they will prioritize targets at. //FORMATIONS Order your AI teammates to form up behind you with the order wheel. Once formed up, the order wheel can be used to choose a formation or end the formation. Formations include file, diamond, line, vee, wedge, and echelon. AI teammates will automatically cover directions the player is not facing. Co-op players can form up behind a player by holding the X button behind their back. Players will automatically keep pace with the lead player and can change formations via the order wheel. Teammates will automatically grab the player in front of them’s shoulder like real operators when stopped and in the file formation. Co-op players can tap X while on a full mag to alert the player in front of them that they're ready, squeezing their shoulder. This will buzz the player’s controller. //CONTEXTUAL ORDERS \"Stealth Kill\" Contextual Order Holding RB while looking at something like an enemy or door will show “ Contextual Orders” such as Stealth Kills, Breaches, and Hiding Bodies. These specific options will appear at the very top of the wheel. If there are multiple options, they can be cycled with D-Left and D-Right. Certain Contextual Orders will automatically select the best squadmate for the job, taking into account positioning and whether they have a suppressor. If necessary, a squadmate will perform a melee kill. \"Stack\" Contextual Order When looking at a door for example, Nomad can command his squad to stack up on the door (or order them to breach right away by cycling with the D-Pad). \"Breach\" Contextual Order When you're ready to breach, you have three options: - Breach - The squad will enter the room and engage targets
- Flash and Clear - If one of your squadmates is equipped with a flashbang, they will toss one in before executing the Breach order
- Frag and Clear - If one of your squadmates is equipped with a frag, they will toss one in before executing the Breach order
//STATUS The Status, or health and condition, of your squad is symbolized by their icons at the bottom of the Order Wheel. Status - Green - Healthy. Full capability.
- Yellow - Hurt. Received damage in combat. Restores to Green after some time outside of combat.
- Orange - Injured. Received a large amount of damage and has reduced capability. Restores to Green after some time outside of combat.
- Red - Downed. Needs to be revived. Restores to Orange after reviving.
Squadmates will tend to their own injuries outside of combat. //COMBAT When engaged with the enemy, you will gain access to two extra orders on top of the default. These combat specific orders will appear in red. Combat orders You can also use Quick Command (LT + A) to order your squadmates to Focus Fire on specific enemies. When not engaged, the Quick Command will be Sync Shot. The player will no longer be able to Sync Shot in combat, like in Future Soldier. Focus Fire //SQUAD MENU The player can manage the Ghosts from the new Squad Menu. Squad Menu From this menu, the player can customize their squad and set Behaviors which will affect how they act. From the Loadout, the player can can: - Customize Ghost appearance
- Customize Ghost weapons. Squadmates will automatically have a suppressed handgun for sync shots and stealth kills when their primary isn't compatible. This will affect their effective range.
- Select Ghost equipment. Ghosts can run with a Lethal and a Tactical such as Frags and Flashes.
//BEHAVIORS The player can also program individual “ Squadmate Behaviors” in the Squad Menu at any time. Behaviors are an "IF/THEN" system that decides how squadmates act in situations without input from the player, such as following up orders with another order automatically (i.e. clear the next room, hide bodies after a stealth kill, etc.) and their actions in stealth and combat (i.e. kill enemies that spot them or Nomad, watch the player's flank in combat, use of their class ability, deploy smoke or gadgets, etc.). Behaviors can be customized to make squadmates as autonomous or as controlled as the player desires and are overwritten by orders. Behaviors can be saved as presets for quick changes. Thanks for checking out my Mockup! Let me know what you think. And now for a sneak peek at the Ghost Recon: Warfighter version + some extra: Tom Clancy's Ghost Recon: Warfighter //GHOST SQUAD Squadmates can be chosen from the “ Squad Menu” at bases and bivouacs. Players can choose from their available weapon categories and customize them with Gunsmith. Players can also customize their squad’s hair, facial hair, details, and outfits. If a squadmate is critically injured, they will be unavailable for a short amount of time to recover. Squadmates can be captured if they are downed in combat and not revived while in contact with the enemy. The player will receive an Escalation Mission to rescue the squadmate. - Allied militias can rescue the squadmate
- The captors can offer an exchange for resources or POWs
- If the squadmate is not rescued, they can be executed (Ghost Mode only)
Aim and tap A for “ Quick Commands” such as sync shots in stealth and focusing fire in combat. Hold RB to open the “ Order Wheel” for more specific orders and command individual squadmates. Basic orders include Move To, Hold Position, Regroup, Formation, Cleared Hot, and Sweep and Clear and are located at the top half of the wheel. Some orders are grouped together and can be cycled with D-Left and D-Right. While using the Order Wheel, use LS to highlight an order, RS to aim, and A to select. There are also combat specific orders. Having a suppressor equipped affects squadmate combat orders when not engaged. - Move To
- Move To - Order squad to relocate to a specific position
- Dig In - Order squad to protect a specified location
- Flank - Order squad to move to a position perpendicular to the designated area and engage targets. [Combat Only]
- Hold Position
- Hold Position - Order squad to cease following Nomad
- Overwatch - Order squad to maintain their position and provide ranged support
- Regroup
- Regroup - Order squad to form up at Nomad’s position
- Formation - Order squad to enter Formation Mode
- Cleared Hot
- Cleared Hot - Order squad to engage targets at will
- Sweep and Clear - Order squad to eliminate threats in a specified area
- Suppress - Order squad to force designated enemies into cover. [Combat Only]
Holding RB while looking at something like an enemy or door will show “ Contextual Orders” such as Stealth Kills, Breaches, and Hiding Bodies. These specific options will appear at the very top of the wheel. If there are multiple options, they can be cycled with D-Left and D-Right. Nomad can command individual squadmates, each having their own tab with the basic commands, class ability, and their two items (cycled with D-Left and D-Right). Individual squadmates are located on the bottom half of the Order Wheel. Selecting a squadmate expands their wheel, showing their available orders. Moving LS towards a different section or tapping B will quickly close the squadmate. Placing a squadmate(s) on Overwatch will make the squadmate hold position and choose targets. They will prioritize targets near the player or at risk of discovering the player. Targets they aim at will be marked with an eye symbol. Targets can be taken out similar to a sync shot, set Behaviors can determine if the squadmate will engage on sight, on command, or at risk of discovery as well as the distance from the player they will prioritize targets at. The Order Wheel can also be used to access “ Co-Op Actions”, such as boosting over obstacles. These will appear in the Contextual Orders. The player can also program individual “ Squadmate Behaviors” in the Squad Menu at any time. Behaviors are how squadmates act in situations without input from the player, such as following up orders with another order automatically (i.e. clear the next room, hide bodies after a stealth kill, etc.) and their actions in stealth and combat (i.e. kill enemies that spot them or Nomad, watch the player's flank in combat, use of their class ability, deploy smoke or gadgets, etc.). Behaviors can be customized to make squadmates as autonomous or as controlled as the player desires and are overwritten by orders. Behaviors can be saved as presets for quick changes. Squadmates can be split into multiple “ Combat Groups” in the Squad Menu at any time. Up to 4 Combat Groups - A, B, C, and D, with a minimum of two members - can be set and given orders. Members of a Combat Group will stick together. Nomad is always a part of Group Alpha and unassigned squadmates will be assigned to this group automatically. Combined with Behaviors, this can allow Nomad to “order and forget” and strike multiple areas at once without the need for micromanaging. Co-op players can also be added to combat groups and will be able to command AI teammates in their group but only if there are AI teammates available. Combat Groups can be accessed from the bottom half of the wheel in place of the group’s members and have their own Behaviors. Squadmates can also be added to a “ Support Team” in the Squad Menu at any time. Up to 7 members can be a part of the Support Team at any given time. Nomad can call in the Support Team at any time in the Support radio menu from the Order Wheel. They can reinforce Nomad and cause distractions. Calling in the Support Team has no resource cost but risks injury and the capture of squadmates in combat. The Support Team can also be intercepted by militia groups through the Escalation System. After the Al-Majaea attack on the US, three additional Ghost teams were deployed to Afghanistan at the request of Lt. Col. Walker to support his team. Anthony Perryman - Callsign: Nomad
- Class: Any
- Weapons: Any
Second in command of Ghost operations in Afghanistan. Infamous for keeping his cool under intense situations. Formerly of SFOD-D before joining the Ghosts. Can be fully customized at any time. Cole D. Walker - Callsign: Ghost Lead
- Class: Rifleman
- Weapons: ASR, BAR
Second in command of Ghost Recon, Ghost Lead for operations in Afghanistan. Courageous, charismatic, and idealistic. Defers to Nomad’s judgement in the field. Has a custom revolver called Sharp Thunder. AFO Kingslayer Coray Ward - Callsign: Weaver
- Class: Marksman
- Weapons: DMR, SNR
Longtime friend and comrade of Nomad. Served multiple tours as a combat sniper. Formerly of DEVGRU before joining the Ghosts. Served under Nomad during Operation Kingslayer and Fallen Lord. Rubio Delgado - Callsign: Midas
- Class: Breacher
- Weapons: SMG, STG
Former Army Ranger specializing in Military Intelligence. Feels he is being driven by a higher power, regularly gives spiritual counseling to his fellow soldiers. Served under Nomad during Operation Kingslayer and Fallen Lord. Dominic Moretta - Callsign: Holt
- Class: Drone Tech
- Weapons: ASR, SMG
Enlisted at 18, joined the Army as a Sapper and then an Army Ranger. Uses humor to defuse tense moments. Served under Nomad during Operation Kingslayer and Fallen Lord. AFO Wolfpack Josiah Hill - Class: Support Gunner
- Weapons: BAR, LMG
Enlisted in the US Army out of high school and joined the 82nd Airborne. Transferred to the 3rd Ranger Battalion. Recruited for Delta and was soon selected to join the Ghosts. Serves under Lt. Col. Walker in AFO Wolfpack. Kim Hernandez - Callsign: Fury
- Class: Infiltrator
- Weapons: SMG, STG
Joined the CIA out of college and was recruited to 3E and later 4E. Trained for field operations. Recommended for the Ghosts by Sam Fisher in 2020. Eager to see real combat, has trouble socializing with teams. Serves under Lt. Col. Walker in AFO Wolfpack. Logan Mitchell - Callsign: Raider
- Class: Commando
- Weapons: ASR, DMR
The oldest child of Scott Mitchell. Enlisted in the US Army at 18, joined the Rangers, and was recruited into Delta Force at 21. Was later selected for Ghost Recon and served a short time with Rainbow. He is unsure if his position was earned of his own merit or as a result of his lineage. Serves under Lt. Col. Walker in AFO Wolfpack. AFO Predator Joe Ramirez - Class: Rifleman
- Weapons: ASR, DMR
Formerly of the Airborne Rangers. Performed two tours in Pakistan as a part of a JSOC task force. Worked closely with Scott Mitchell in the Korean conflict and Mexican Civil War. Leads AFO Predator under Lt. Colonel Walker and Nomad. Haynes - Callsign: Irish
- Class: Support Gunner
- Weapons: SMG, LMG
Attached to AFO Predator under Lt. Colonel Walker and Nomad. McGann - Callsign: Bear
- Class: Sapper
- Weapons: BAR, SMG
Former US Army combat engineer. Attached to AFO Predator under Lt. Colonel Walker and Nomad. Richard Allen - Callsign: Castle
- Class: Engineer
- Weapons: ASR, LCH
Demolitions specialist. Attached to AFO Predator under Lt. Colonel Walker and Nomad. AFO Trident Alicia Diaz - Class: Marksman
- Weapons: DMR, SNR
Recruited by the Ghosts for her background as a world-class long distance shooter. Being looked at for potential recruitment into the CIA’s SAD. Leads AFO Trident under Lt. Colonel Walker and Nomad. Rosalyn Baker - Callsign: Rose
- Class: K9 Handler
- Weapons: ASR, SMG
Trained in counter-terror operations in the USMC. Began training dogs for psychological support, now trains dogs for CQB with Ghost squads after being recruited by Cole D. Walker. Her K9 is named Daisy. Serves under Lt. Col. Walker in AFO Trident. Isaac Keegan - Class: Medic
- Weapons: BAR, DMR
Graduated from NYUMC. Enlisted after the 9/11 terrorist attack on New York to serve his country and went career. Served tours in Iraq and Afghanistan as a Green Beret and is well versed in the languages and cultures. Was recruited into the Ghosts after recommendation from Cole D. Walker. Serves under Lt. Col. Walker in AFO Trident. John Kozak - Class: Phantom
- Weapons: ASR, DMR
The youngest Ghost ever. Joined the Army at 18 and got the attention of Scott Mitchell with his engineering prowess at 21. Turned down recruitment by Skell Tech in favor of field work. Serves under Lt. Col. Walker in AFO Trident. All squadmates, except Walker, possess a suppressed Handgun that they will use if they don’t have a suppressor compatible primary. This will affect their effective range for Sync Shots and Stealth Kills. Squadmates will automatically equip/unequip suppressors in time with the player and will try to maintain stealth while suppressors are equipped. This can be modified with Behaviors. Squadmates can be equipped with one lethal and one tactical item. Squadmates will always have a supply of plastic handcuffs and rappel launchers. Nomad can have up to 7 squadmates including the support team and co-op players. //SUPPORT PANEL By opening the Order Wheel (Hold RB) and pressing Y, Nomad can request assistance from Sentinel and nearby allied militias at the cost of resources. Use LB and RB to cycle between Sentinel, Militia, Ghosts, and Radio. - Ghosts - Nomad’s Support Team that can be called for quick reinforcements. Can range from 1 to 7 members. No resource cost.
- Reinforcements - Support Team rendezvous with Nomad to provide fire support
- Diversion - Support Team moves to a point to distract hostile forces
- Sentinel - Sentinel support is more effective and can be manually controlled, but costs more resources and takes longer to arrive. They can also have a negative effect on the Hearts and Minds of the region if overused.
- Precision Airstrike - Manually controlled A-10 gun run
- AC-130 - Manually controlled AC-130
- Cruise Missile - Manually controlled missile strike
- Drone Strike - Designate areas with a laser
- Support Helicopter - Manual/AI controlled Little Bird
- Strike Team - Sentinel squad reinforcements
- Support APC - Sentinel heavy vehicle support
- Transport Chopper - Call a Sentinel chopper for transport. Chopper can be selected and customized in the CIA Annex Garage.
- Militia - Militia support is quicker and costs fewer resources, but isn’t as precise and risks betrayal depending on reputation. Depending on the militia’s reputation, militia support can have positive or negative effects on the Hearts and Minds of the region. Militia support options vary from militia to militia and are not limited to the options shown.
- Mortar Strike - Designate a mortar strike over a broad area
- Reinforcements - Call a squad of militia reinforcements
- RPG Team - Call a squad of militia RPG gunners
- Support Technical - Call a militia technical for fire support
- Support BTR - Call a militia BTR for armored ground support
- Gas Strike - Designate an area for a gas strike
- VBIED - Designate an area for a vehicle suicide bombing
- Transport Truck - Call a militia covered truck for less conspicuous transport
Radio - Nomad can call Ahmed, Walker, Vaughan, and Bowman at any time for intel about enemies, the current mission, his surroundings, or just to chat. Ahmed will also teach Nomad words and phrases in Dari, Afghanistan’s primary language. No resource cost. //GHOST CLASSES There are 3 Class types that each class falls into: Assault, Specialist, and Recon. Some classes act as combinations of two class types. - Assault classes specialize in frontline combat and CQC.
- Specialist classes specialize in support and resupplying teammates.
- Recon classes specialize in intel gathering and stealth.
- Hybrid classes are a mix of two class types.
Classes have special equipment/abilities accessed using Up on the D-Pad. Players are not limited to having certain weapons equipped but AI teammates are. Teammates can be ordered to use their class equipment/abilities with the order wheel. Class items are limited in quantity and can be restocked at Resupply Crates, Bivouacs, and with the Munitions Box. Class Items can be unequipped to save on weight. Class “Weapon Proficiency” means that weapon class will affect Weight Threshold (WT) less. Each class has its own skill tree with upgrades and paths, making each class unique to different players. The player has limited slots for class skills and some skills can take more than one slot. Class skills can be equipped and unequipped at any time. To start, all classes start with a single class quantity of their item. - Assault - Rifleman
- Reduced suppression effect. Proficiency with Assault Rifles. Middle of the road in terms of ability, capable of using adrenaline for precise aiming, shrugging off damage, and infinite use of agility actions at the cost of constant stamina drain. Damage and injuries received will apply in full once the ability runs out unless shot in the head. It is possible to drop dead right after Adrenaline Rush ends. Adrenaline Rush slows time while solo.
- 100% WT, low penalty, low benefit
- Ability - Adrenaline Rush
- Assault - Breacher
- Reduced weight of breaching equipment, proficiency with Shotguns and SMGs, less affected by flashes. Can plant a cluster charge on doors, windows, and hatches and breach reinforced barricades. The cluster is manually detonated to fire four grenades into a room.
- 80% WT, med penalty, low benefit
- Ability - Cluster Charge
- Upgrades - Flash Cluster, Gas Cluster, 6-Cluster Charge
- Assault - Marksman
- Proficiency with DMRs and Sniper Rifles, longer hold breath time, has a sensor launcher that temporarily marks enemy positions. The Sensor Launcher is visible hanging from the back of the Marksman’s belt and can be shot.
- 75% WT, med penalty, med benefit
- Ability - Sensor Launcher
- Upgrades - Controlled Breathing, Increased Sensor Ammo
- Specialist - Support Gunner
- LMG proficiency. Reduced recoil for sustained fire, can drop Munitions Boxes that resupply ammunition and equipment. Each Munitions Box has 3 uses. More effective at suppressing enemies.
- 115% WT, low penalty, low benefit
- Ability - Munitions Box
- Upgrades - Explosive Box, Increased Stock
- Specialist - Engineer
- Proficiency with Launchers. Can drop a satchel of SAPI plates for teammates. Each Armor Satchel has 3 uses. SAPI plates will restore damaged body armor and give players without armor equipped a plate.
- 110% WT, low penalty, low benefit
- Ability - Armor Satchel
- Upgrades - Upgraded Plates, Increased Stock
- Specialist - Medic
- Faster revives, able to drop medkits (restores health, not injuries). Can heal injuries more effectively using fewer medical supplies. Each Medkit has 3 uses.
- 75% WT, high penalty, med benefit
- Ability - Deploy Medkit
- Upgrades - Increased Stock
- Recon - Infiltrator
- Proficiency with SMGs and Handguns. Stealth specialist, harder to detect, easier to lose enemies, reduced suppressor penalty. Comes equipped with an OCP Jammer from 4E. The OCP Jammer has a limited range and needs to recharge between uses. It can jam lights, cameras, NVGs, computers, drones, and optical camouflage.
- 50% WT, high penalty, high benefit
- Ability - OCP Jammer
- Recon - Phantom
- Proficiency with Bows and Handguns. Can mark enemies from further away and can see them longer without maintaining LOS. Has an optical camouflage prototype. The Optical Camouflage can’t be used while moving quickly or shooting and runs on a rechargeable power supply. The power drains from movement and is instantly depleted by shooting. The camouflage increases thermal signature. The Optical Camouflage unit is positioned on the player’s back and can be damaged and destroyed, requiring a resupply. If damaged, the camo generator will only camouflage the operator's clothes, gear, and weapon.
- 50% WT, high penalty, high benefit
- Ability - Optical Camouflage
- Upgrades - Phantom Bow, Battery Upgrade, Battery Efficiency
- Recon - Drone Tech
- Able to deploy a recon drone. The Recon Drone can be landed and turned into a UGV with B with a Class Tree upgrade. Will remain in its position unless recalled by holding D-Up. Can be used to maintain LOS on enemies. Runs on a limited battery that recharges when not in use. If the Recon Drone is destroyed, it must be resupplied.
- 60% WT, med penalty, med benefit
- Ability - Recon Drone
- Upgrades - Optical Camo, UGV Mode, Battery Upgrade, Range Upgrade
- Assault/Specialist - Sapper
- Proficiency with SMGs. Has access to the Shock Rifle and can detect and disarm explosives. The Shock Rifle has a single shot capacity and will non-lethally incapacitate enemies from range and disable electronics. Very effective when used on puddles. The Shock Rifle hangs from the back of the player’s belt when not in use and can be shot.
- 80% WT, low penalty, low benefit
- Ability - Shock Rifle
- Specialist/Recon - K9 Handler
- Has a K9 companion that will alert the team to nearby hostiles and explosives, able to control a customizable K9. The K9 can mark nearby enemies and detect explosives and caches. Like a squadmate, the K9 can be injured, revived, and carried.
- 60% WT, med penalty, med benefit
- Ability - Command K9
- Assault/Recon - Commando
- Specialized in sabotage behind enemy lines. Has access to the Striker-RAD, armed with 5.7mm ammunition and synchronized to the player’s weapon for increased overall firepower. The drone can’t be ordered and will only follow the player and engage targets when the player fires. The drone requires reloading, runs on a rechargeable battery, and can be destroyed.
- 75% WT, med penalty, med benefit
- Ability - Striker-RAD
- Upgrades - Secondary Targeting, Armored Striker
Post Launch classes - Specialist - Surgeon
- Proficiency with SMGs and Shotguns. Has a Stim Shot pistol to revive teammates from range. Stim Shot revives are quick but less effective. Can heal injuries more effectively using fewer medical supplies.
- Ability - Stim Shot
- Specialist - Disruptor
- Proficiency with SMGs. Has a High Frequency Disruptor capable of jamming enemy equipment and mobile signals. The High Frequency Disruptor has a larger range than the Signal Jammer item, disables HUD and maps, and runs on a rechargeable battery. The High Frequency Disruptor is located on the operator's back and is destroyed if shot.
- Ability - High Frequency Jammer
- Recon - Stalker
- Proficiency with Handguns. Specializes in covert operations, harder to detect while covert, no suppressor penalty on Handguns and SMGs. Handguns can’t be found when frisked. Can see marked enemies for longer without maintaining LOS.
- 45% WT, high penalty, high benefit
- Ability - Silent Step
- Recon - Echelon
- Proficiency and no suppressor penalty with Handguns and SMGs. Stealth operatives trained by 4E in cross-training exercises. Equipped with advanced Sonar Vision goggles capable of detecting threats through walls in pulses. Sonar Vision Goggles run on a rechargeable battery and have limited range.
- Ability - Sonar Vision
- Recon - Pathfinder
- Forward recon specialist equipped with an Augmented Reality Pulse unit capable of scanning terrain and highlighting motion in a direction. It also highlights detected caches and intel. The AR Pulse needs to recharge between uses. It uses colored icons to show terrain and depth of water. The AR Pulse unit is located on the shoulder and retracts when not in use. It can be shot and destroyed, requiring a resupply.
- Ability - AR Pulse
- Assault/Recon - Scout
- Proficiency with SMGs. Has a Directional Microphone capable of tracking audio signatures from a distance. Comes equipped with a motion tracker screen that tracks movement in pulses at short range. Works through walls. Battery powered, recharges when not in use.
- Ability - Directional Microphone
//WEAPONS Weapons are fully customizable with Gunsmith. The player can equip two primary weapons, a handgun, and a CQC weapon. - Assault Rifles (ASR)
- Selective-fire rifles that use an intermediate cartridge and a detachable magazine
- Battle Rifles (BAR)
- Military service rifles that are fed ammunition via a detachable magazine and fire a full-powered rifle cartridge
- Designated Marksman Rifles (DMR)
- High-precision rifles designed to fill the engagement gap between between infantrymen and snipers
- Sniper Rifles (SNR)
- High-precision, long range rifles
- Submachine Guns (SMG)
- Magazine-fed, automatic carbines designed to shoot handgun cartridges
- Light Machine Guns (LMG)
- Machine gun designed to be employed by an individual soldier
- Launchers (LCH)
- Portable weapons designed to fire large-caliber projectiles, typically unguided with an explosive, smoke, or gas warhead
- Bows (BOW)
- Ranged weapon system consisting of an elastic launching device and long-shafted projectiles
- Handguns (HDG)
- Small caliber cartridge weapons designed to be used in one hand
- Melee (CQC)
- Close combat weapons used in direct hand-to-hand engagements
- Shields (SHD)
- Defensive armor carried on the arm used as protection against blows and projectiles
- Can be used in conjunction with Handguns. Hold LT to lower the shield and aim.
Attachments affect weapon weight. Ammunition has weight and the player can choose how much to bring, meaning the player will also gradually become lighter by shooting. Ammunition is sorted in magazines instead of a pool. Press X to reload and retain ammo. Double tap X to perform a "speedload" at the cost of the remaining ammunition in the magazine. Not all weapons can speedload. //HOTKEYS AND WEAPON FAST TUNING - D-Up - Class Ability
- D-Left - Swap Equipment, hold to open Equipment Wheel
- D-Down - Use binoculars, hold to use the Compass
- D-Right - Toggle NODs, hold to open Utility Wheel and choose vision mode, toggle flashlight, and toggle Gas Mask
- LT + D-Up - Toggle Optic, hold to switch to Canted Sight
- LT + D-Left - Toggle Rate of Fire, hold to toggle Suppressor
- LT + D-Down - Toggle Underbarrel, Toggle Weapon Light, hold to activate Strobe (Weapon Lights are only active while aiming)
- LT + D-Right - Toggle Weapon Light, hold to activate Strobe (Weapon Lights are only active while aiming), activate Side Rail attachment
- LT + X - Tap to reload, double tap to speedload, hold to Check Ammo
- LT + A - Quick Command, hold to execute Sync Shot. Ping in Co-op/PvP.
- LT + LS - Hold to Hold Breath
- LT + RS - Toggle First Person Aiming
Tom Clancy's Ghost Recon: Warfighter Might post some more stuff later or in my next Mockup, including post launch content. Also, fun fact: I had the Pathfinder class in my doc before Ubi announced the BP version. Reading my thoughts, Ubi? submitted by MCBillyin to GhostRecon [link] [comments] |
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