#Player Guide
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Hey, ant warriors! 🐜✨ Ready to conquer the ‘Stealing’ mission in the Empire of the Ants game? Check out our latest blog post for all the essential tips and strategies you need to succeed! Don't miss out on expert advice to strengthen your colony! 🎮🌍
#Empire Of The Ants#Stealing Mission#Gaming Tips#Ant Game Strategy#Mission Guide#Resource Collection#Ant Colony#Game Walkthrough#Stealth Gameplay#Ants In Games#Game Mechanics#Gaming Community#Game攻略#Strategy Gaming#Video Game Tips#Ant Warfare#Player Guide#Infiltration Tactics#Gaming Tutorials#Adventure Gaming#Battle Strategies#Mission Success#Gamer Lifestyle#Gaming Videos#Skill Building#Learn To Play#Game Challenge#Mastering Games#Tactical Gameplay#Survival Tips
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It seems there's a new lawyer in town!!!
#I think she's one of the most underutilized characters ever I will DIE on this hill#she can hear people's feelings that is the COOLEST concept ever#you get people who can hear thoughts a lot and that's cool but hearing FEELINGS is such a sick and unique concept#AND SHES A LAWYER#THATS THE COOLEST CAREER YOU COULD GIVE SOMEONE WHO CAN HEAR FEELINGS THAT OPENS DOORS FOR SO MANY GOOD STORIES#I'D LOVE IN AA TO PLAY CASES AS HER WHERE YOU HAVE TO WORK BACKWARDS FROM PEOPLE'S EMOTIONS TO FIGURE OUT MYSTERIES#IT'S A WHOLE NEW SIDE TO THE EVIDENCE#AND SUBTLE HIDDEN FEELINGS KEEP GUIDING HER AND PPL JUST CANT KEEP UP WITH HOW SHE WORKS... STUFF LIKE THAT WOULD BE INTERESTING#WHY ISN'T IT UTILIZED WHY DO WE JUST HAVE PSUEDOSCIENCE MINIGAME#ATHENA IS SO LIKEABLE AND CHARMING AND FULL OF LIFE TOO#PLEASE CAPCOM#I LOV E HER PLEASE#GIVE US A CRAZY MOMENT WHERE SHE TAKES PHOENIX ASIDE HALFWAY THROUGH A CASEAND TELLS HIM HIS CLIENT WAS JUST ELATED AT THE SIGHT OF A CORPS#OR DO IT IN THE GAMEPLAY WHERE THE PLAYER SPOTS IT IN THE MOOD MATRIX#omg yeah actually that'd make me shit my pants that'd be so cool#proper ghost trick moment#THERE'S SO MUCH COOL STUFF YOu can do fuck okay sorry there are so many tags now#can you tell I got feelings abt this character I LOVE HER so much Im in love w her tbh and she's also so me#ace attorney#athena cykes#my art#have a good day thanks for looking at my art haha
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vampire consorts doodle + bonus volenta doodle from a while back
#so my players just met anastrasya and ludmilla yesterday#or should i say. just two out of five of my players did bc they accidentally were transported into castle ravenloft and met the whole gang#the party has met volenta and escher before though#that went about as well as anyone who meets volenta and escher would. aka volenta chased them down thru the forest slasher style#love her. my cos babygirl#but also escher was guiding bolted to death by the party cleric who nat 20'd him three times in a ROW#it's ok they are all true vampires in my campaign so that wasn't the end of escher (he holds such a grudge against taldia now tho)#can't wait for the party to interact with strahd's nightmare polycule more#my art#dnd#dungeons and dragons#cos#curse of strahd#anastrasya#anastrasya karelova#ludmilla#ludmilla vilisevic#escher#escher belasco#volenta#volenta popofsky
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People who don’t straight up read the sourcebooks are missing out on some banger lines. “A goddammit of Tremere” is fucking hilarious
#vampire the masquerade#vtm#vtm player’s guide#also a big fan of ‘there’s no ethical consumption under vampirism’ from the wta v5 core book#world of darkness
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lmao gottem
#fanart#my art#doodle#dbd#dbd fanart#dead by daylight#the clown#sable ward#for context theres a clown guide thats 200+ pages#its called arinad's comprehensive guide to extremely advanced-level clown strategies#im not a clown player but i did read it cause of a bet. very informational! helps with going against him too.#also if you havent read the guide thats ok! this is just a silly doodle.
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The Legend of Zelda: Ocarina of Time Official Nintendo Player's Guide Nintendo Power 1998
#the legend of zelda: ocarina of time#nintendo#nintendo 64#legend of zelda#ocarina of time#loz oot#nintendo power#official player's guide#90s#retro gaming#nostalgia#gaming magazines#north america#N64
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No you don't understand how important it is to me that Caleb and Essek have this soft, deep, profound love for each other. These two people who were so broken and saw themselves as so damaged and irredeemable and utterly damned, having the chance to heal together and cultivate this sweet, gentle relationship with each other. The fact that they can now carve out moments of joy together, that they proved you can change and better yourself, with time and effort and love.
Matt taking the time to show that even in just a few little ways, to let Essek express his love so casually and with so much reverence and care is just AUGH. That's how you do redemption arcs. He understood the assignment. That's not only respecting the players for the time they put in to creating these characters and their pathways for growth, but also saying to your players (and viewers), "it's possible. Everyone deserves a second chance at happiness."
They redeemed themselves, together.
#I can't stop thinking about it#I'm also thinking about all the gentle moments Essek had with BH too#him taking on this guiding mentorship role and seeing them for what they are and choosing to trust them and support them#THAT'S also a huge reward to your players too#that's saying “look at this character you cared so much for! look at how far they've come now! this was because of you all!”#I love love love that about ttrpgs/actual plays#critical role spoilers#critical role#cr2#cr3#shadowgast#essek thelyss#caleb widogast#dnd#(my quarterly shipping on main is a bit early sorry)#(monthly shipping on main?)
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Silly thought: What if the Traveller accidentally kidnaps Dottore's lover?
This will happen way before they meet them. The Traveller somehow, is able to sneak into the main lab of the Doctor and finds his test-subjects. Of course being the hero that they are, releases them and offers them refuge in the Teapot (I'm still pissed that the Teapot is hardly mentioned in main story quests it could be a Trojan horse but nooo)
They come across this 'test-subject' who has heavy security for some reason. Determined to not leave anyone behind, they break through the defences to get to the hapless 'civilian.'
The Traveller gets there and takes away the 'test-subject', the Traveller hopes that they wake up once they are in the Teapot.
[Dottore's spouse wakes up from their refreshing nap and finds themself in a completely different place with a lot of strangers. Why are Dottore's test-subjects out? Actually - where even are they?!
And Dottore returns to an empty lab 😋 rip to the Traveller. Dottore is going to rip Teyvat from the ground up and he wouldn't find his spouse until the Traveller makes the connection.]
The Traveler thought that they had prepared to the fullest, heading into Dottore's lab. Carefully scoping it out, even managing to get their hands on the mapped layout somehow, observing the patterns and schedules of the guards and agents who seemed to be placed everywhere... general sneaky stuff, that wasn't nearly as easy as it sounded as this had to do with the Doctor after all. Nothing was ever simple when it came to the Harbinger, but despite all odds, they got lucky, only because the segments were no more and they chose a day Dottore himself was not there (that was also painstakingly planned). Of course, once the Traveler successfully completed their mission and freed all those poor souls, they felt rather good about themselves. Any plan of the Doctor's thwarted was always a good thing.
When the Traveler comes across such someone so highly tucked away, they automatically assume the worst! You must be an invaluable test subject who provides him great research but through immeasurable pain (just look how tired you were)... one that he can't keep his eye off! What a terrible fate you've been subjected to, one at the hands of the mad Doctor! Worry not, the Traveler will save you (not)!
...However, the blond failed to obtain information on a very, very important factor - the little-known soft spot of Dottore.
Now poor you, expecting to wake up to a familiar ceiling and maybe even your husband's embrace, but instead the sky above is more blinding than anything you've witnessed in years. And there's a strange bird floating spirit thing. AND the infamous Traveler and Paimon are worrying over your well-being... even more so when you start getting overwhelmed knowing you're far, far away from Dottore.
Now of course, test subjects are just test subjects and although losing them was a waste, he could always procure some more. You, however, was a completely different story. Needless to say, the agents are quite scared to go near the Harbinger as they've rarely seen him in his state - absolutely silently seething. The only way to salvage the situation is that the Traveler just needs to hope a hair hasn't been touched on your pretty head.
(Cue the freak out between Paimon and them once they realize the truth. Even still, the Traveler is semi-convinced you might be brainwashed or something - the whole Akasha terminal thing in Sumeru was enough proof. They're a bit reluctant to hand you over but seeing the way you bolt toward the Doctor was enough to convince them...)
#smooches talks#dottore love notes <3#fragile reader <3#i love when traveler is inserted into scenarios its so funny#as my friend said - traveler's abt to be a stain on the pavement#also real for the teapot lol they just placed that for players who wanna decorate#speaking of#i actually wanted to build reader and dottore's mini home in my teapot!#i made their akademiya dorm room . using a guide i found! they have a kitty <3
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"Think we'll be okay?" "Yeah. I think we will." With Missing-Link being cancelled, I'm obviously as torn up as everyone else. So, I decided to make this art of Vash, Player, and Brain as a memorial of sorts. I haven't done much 2D/3D hybrid art, but I felt like with this, using the trailer screenshot as a background was the only way to do it justice.
Vash and Player's story won't end. I won't let it. Kingdom Hearts Missing-Link will live on in our hearts. Our creations—our wonderful creations—will carry its spirit into the future. The story is ours to decide now.
May our hearts be our guiding key.
#vigen art#khux vash#khux player#khux brain#kh brain#khml brain#keykid#kingdom hearts#kingdom hearts missing link#khml#khml cancelled#khux#kh#may our hearts be our guiding key
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M's Updated New Player Guide for Elder Scrolls Online
I have to simplify a great deal of this information since the intended audience is people brand new to ESO looking to get into it for questing (not pve or pvp), so if anyone thinks bits of this are a little wrong or lacking nuance, please understand it is likely intended. Credentials: trust me.
Top 3 Important things to know before you get started
Character creation: You pick your class during character creation and this can never be changed. Trust me, people miss this. Your race, appearance, and name can all be changed but for a cost (crowns, the in-game micro transaction currency), and little bits of your appearance can be changed with cosmetics that may or may not be free. Any class can quest just fine, some will be better at solo content than others, but don't sweat this. Some classes are also DLC (warden, necromancer, and arcanist). All classes are capable of all roles for the purposes you, a new player wanting to quest, care about. Make the character you want and can stick with, as you will need a Main for purposes of crafting, and crafting knowledge can't transfer to other characters you may make. Also, plan for them to deal damage primarily. Supports are not needed in questing and you'll often be alone anyway - save yourself the pain of killing enemies at a snails pace and invest in damage with a smidge of survival.
Alliances and the Main Quest: The start of the game for new players should always be the base game main quest and your respective alliance's main quest. Unless you started with the expansion that unlocks any race any alliance, your alliance will be tied to your race. Bretons, Orsimer, and Redguards: Daggerfall Covenant. Dunmer, Argonians, Nords: Ebonheart Pact. Altmer, Bosmer, and Khajiit: Aldmeri Dominion. Imperials are DLC but any alliance. This can be changed later for crowns, but only affects what alliance you fight for/against in PvP zones, minor dialogue interactions, certain cosmetics, and which version of certain quests you get during the main quest. The starting city/zone for each alliance is as follows: DC: Daggerfall, Glenumbra. EP: Davon's Watch, Stonefalls. AD: Vulkhel Guard, Auridon. When you leave character creation, you'll be sent through the Coldharbour tutorial and spat out on your starter island (DC: Stros M'Kai. EP: Bleakrock Isle. AD: Khenarthi's Roost). Finish those storylines until you hit your starter city, and the main quest will progress again with meeting the Prophet at the Harborage.
DLC, Chapters, and ESO+: Depending on the version of game you got, you may be pushed or tempted to play the newest DLC (chapter or smaller zone DLC). This is a trap. ZOS advertises the game as play how you want and in any order you want, and any longtime player hates this marketing strat. Functionally, any DLC can be played at any time in ESO, but you will miss certain bits of dialogue and story by playing out of release order. Characters will remember previously meeting you if you play in order, but not out of order. They may drastically change their appearance to the point of the story making no sense if it happened in that wrong order, or even die and reappear with no acknowledgement of their death. If this is your first time playing ESO, I Highly recommend playing everything in the intended release order at least once, and then decide for yourself what stories you think work as independent stories for other characters you wish to play. Don't listen to the devil telling you to play some random dlc because you like dunmer or vampires. Listen to me, some guy on the internet instead.
The intended order is (without listing every single dlc) the Coldharbour main quest and your alliance's main quest at the same time ➡️ Cadwell's Silver and Gold (the other two alliances' main quests) ➡️ Imperial City (PvP zone with a solo storyline, but can be skipped/played at any point) ➡️ Craglorn ➡️ all dlc in release order (including dungeons, zone dlc, and chapters). Dungeons can be done in any order (base game I and II dungeons should be done in the numeric order) up to Wrathstone, which is when year-long story arcs began and included dungeons in the plot, and more returning NPCs appear in dungeons.
The Infamous "ESO DLC flowchart" can advise you the order of when you should play certain storylines (base game and dlc), but it's just the release order and natural flow of the storylines. It updates too often for me to post the image here, but you can easily find it by searching those terms. Another good ESO starter guide I like is this one, that explains which story points to hit and when.
The base game alone is good and contains hundreds of hours of content. Get through the base game's main quests and decide for yourself if you like the game enough to continue on. And if you do want to continue, then the best way to play DLC is to buy the subscription ESO+. Among many other things, the main use for the sub is access to every single DLC in the game* while the sub is active. If you play consistently, you can play through the dlcs faster than it would cost to buy them individually, and you can end your sub whenever you want/need. The sub also gives free crowns each month which can be used to purchase permanent access to specific DLC for if/when you end your sub. Or spend them on a cute outfit. Up to you. You might get addicted to the craft bag in the meantime and keep the sub forever.
*ESO+ does not give access to the newest chapter, until the next one comes out usually a year later.
ALRIGHT big stuff out of the way. More advanced stuff for once you're already in the game and playing now. And some M brand yapping.
Start researching item traits at crafting stations ASAP. The timers for research grow exponentially with each trait, so an early start is good. This is necessary for crafting later on, and everyone should have A crafter (ideally their main for resource reasons)
First I wanna address the final barrier a lot of people have with starting an MMO: the other people. To which I'm going to quote something I have found incredibly therapeutic: I think you guys might be thinking about yourselves too much. There are absolutely ways to avoid interactions with other players - playing in offline mode so people cannot whisper you, and hiding zone/say chat to avoid seeing other players talking - but generally speaking, other players do not care about you or others enough to bother you. The overland is not PvP enabled outside of both players choosing to duel, you're not going to get made fun of for being low level or whatever, and you're not going to get harassing messages just for existing. Others have their own lives and things to do in game. Just play the game and embrace the goofiness of someone's name or how wild their costume looks. Be brave and just Do It. Have fun! Okay? Okay back to the actual advice.
Avoid any quest that goes into your journal as a Prologue - delete it right away. Prologues are like introduction/teaser quests for zone DLC and chapters. Doing prologues out of order should also be avoided. Once you're onto playing DLC, there is a prologue for each starting with the Morrowind chapter.
Find the stable master early on and begin "training your horse" each day for 250 gold. Also buy a mount there. It takes 180 real life days to fully complete on each character, but you'll notice the difference with your mounts speed and stamina, and to clarify, inventory means YOUR inventory. That's 60 more inventory slots! And mount training affects all mounts on that character!
Speaking of mount speed - once you reach level 10 on a character, you should do the Cyrodiil tutorial quest (I promise there's no PvP required for this). Use the alliance war tab to queue into a campaign (any works but go for one that isn't all that busy. Under 50 ideally), and complete the tutorial IN FULL. Do not accept the option to skip parts of it because you know what you're doing. You'll reach rank 3 in the assault and support skill lines and gain a few skill points, all while never having to do any actual PvP. Take the first passive in the Assault skill line to gain access to Major Gallop for faster horse speed. You want this on all your characters. Finally, leave Cyrodiil using the wayshrine.
Find the bag merchant in town and spend your gold on maxing out your inventory space when you can afford it. Bankers can also be found in each town and you can store a lot of items in your bank with them FOR FREE. No other player has access to your bank. Your bank space is shared across all of Tamriel and all of your characters as well, to allow for easier item transfer to alts
Back on crafting, don't worry about materials or crafting your own gear for a long time. You pretty much need ESO+ to be a crafter due to the craft bag. Just put on random gear you loot off enemies or get as a reward, and replace it as you level up and outlevel your old gear.
As a quester, you can use any gear and any skills you want - with a few suggestions. Don't use heavy armor as your primary armor type (a few pieces are okay), ice staves, 1 hand and shield, or restoration staves. Those are primarily support armor types and weapons. Also, read your tooltips and skill descriptions, and don't use skills that state they will taunt the enemy. ESO's aggro system works differently than you may expect from other MMOs. Anything else is free game. Though I will advise this isn't Skyrim, and using skills will deal far more damage than spamming "basic attacks", or light and heavy attacks. Stealth archer isn't a thing here, sorry.
DON'T fall for the crown store trying to sell you respec scrolls, werewolf and vampire skill lines, etc. You can redo your skills and attributes at any point for gold in a capital city, other players can give you lycanthropy or vampirism for free upon request. Merchants and banker assistants from the crown store I don't consider a scam. Those are good uses of crowns once you're further into the game.
The build advisor for each class/role is painfully out of date as it hasn't been changed since launch, and entire skills/morphs have changed over the years to be entirely different. With no nuance to avoid it getting complicated, stick to either investing in magic or stamina as your primary resource, and most of your skills costing that same resource. Skills scale their damage with your highest offensive stat, so splitting evenly doesn't do anything besides make your pool bigger, but you can use both stam and mag skills and they will deal similar damage. You just might run out of your "off" resource faster. Light armor benefits magicka users better, medium benefits stamina users better, generally speaking.
And if you mess up your build or change your mind about wanting to play mag or stam, you can respec whenever. There are shrines to respec skill points/morphs and attributes in any base game capital city or chapter big city. It costs gold, scaling with how many skill points you have. Additionally, you can use the free armory station (from the crown store) to save builds and revert back to them for free. A good use for this is to save your generic PvE/questing setup and a second different setup for PvP or playing another role like healer. Currently it saves everything except scribing setups.
Join the Mages Guild and Fighters Guild ASAP in your starter town. Regardless of RP, they have storylines you'll want to complete, as well as skills and passive abilities you may want, and it's better to get a head start on this leveling process. Undaunted is related to dungeons and can be skipped early on, but if you start doing dungeons, make sure you join! It has no respective storyline.
Weapon and class skill lines progress by having those skills on your bar upon gaining experience while On that bar, not with each cast of the skill. Individual skills rank up and can morph into other skills by gaining experience with that skill on your bar. Guild skill lines have their own unique progression requirements - read your tooltips!
Main quest marker icons appear slightly fancier than generic quest markers, and I would advise to avoid taking them out of order. Most main quests will guide you to the next quest giver easily, so if you find yourself going far out of your way, you may be getting lost or starting a different storyline. Blue quest markers are for repeatable daily quests.
Delves are public instances and can be done solo. Public dungeons are public instances and may be able to be soloed depending on skill. Dungeons/group dungeons are for 4 people, not public instances, and you should not try to solo them. Trials are raids for 12 people, not public, and you very much should not attempt to solo them.
Depending on what DLC may have come with your version of the game, you may be pushed to try the various DLC features added with each chapter. This includes psijic order, antiquities, companions, tales of tribute, and scribing. All of these individually (except psijic) can be started/done early without spoiling yourself on future DLC. But there's no real need to rush through getting access/completion of them right away either.
There are daily login rewards that reset each month. Most of them are bad, but it's good to keep up on them for the monthly cosmetic or big reward. Sometimes they give AP which can level the PvP skill lines without PvP, sometimes gold, sometimes crafting materials, could be anything. There are also daily tasks to gain "seals of endeavour", currency that allow you to purchase things that otherwise can only be gambled for in crown crates. Keep up on them, and about twice a year, you can buy the most expensive mounts in the game. Golden Pursuits happen every few weeks/months, with multiple themed tasks to unlock a specific reward.
Add-ons (PC only) are allowed in ESO, mods and macros are not. The application Minion is how most of us download and update our add-ons for various UI and QOL features.
Once you reach level 50 on a character, you start gaining levels in Champion Points, which are shared across all of your characters. Once you hit CP 160, you will stop out-leveling your gear and can start making gear you plan to keep. CP goes up to 3600, but you'll hit the cap on effectiveness around 1500 (role dependent) I think.
The fashion system in ESO is either using the outfit station to apply motifs (purely cosmetic) you've learned to that character to your outfit, or costumes you can get with crowns or other means (questing, collectables, etc). Motifs learned on one character allow any character to use that motif in the outfit station, but only that character can Craft an item in that style.
There is no auction house system. There are guild traders instead - storefronts that guilds bid on weekly to gain ownership of and use for their guild to sell items to other players, for a small cut of the profits. Anyone can buy from them, only guild members can sell. Most of the junk you find in questing is worthless to other players, and most players use add-ons to know the marketplace average worth of any item in game.
Speaking of guilds, joining guilds is a good way to get access to free wayshrine porting for easier movement across Tamriel, and more. Porting to another player is free, even if you're not at a wayshrine. Many guilds also have a "guild hall" (player owned house open to all that has many resources depending on the owner). Plenty of social guilds don't even have serious requirements to join - a lot are aimed at newbies.
If you're looking to just make enough money to get by, you can sell all the random gear you loot to merchants. It will despawn from their inventory with enough time or items being sold. Once you get ESO+ and the craft bag, daily crafting writs is the best way to make easy money with little effort. Get certified in all 7 professions and do your daily crafting writs for about 5k gold per character per day. With enough skill point investment in hirelings that send materials in the mail daily, you never have to spend any gold to do writs.
Thieving is mildly good for making gold, but it has a cap on how much you can sell a day. Sell or launder at outlaws refuges in each city. Thieves guild and dark brotherhood are DLC content so don't look for them in the base game.
Before you start doing dungeons, at any level of difficulty, you should understand how ESO dungeon etiquette works. People here aren't as friendly as final fantasy, but hear me out before you say we're all mean. ESO does an extremely poor job of keeping the casual questers from the sweaty endgamers, and forces them to share the same dungeon queue when they're in that queue for entirely different reasons. Endgamers need transmute crystals quickly, questers just want to see the quest, and each person needs the other to achieve their goal, but you can't do both at the same time. Both are valid reasons to do dungeons. Quests can't be repeated on the same character, so they can't even do the quest with you if they already did it years ago. Quests also give a skill point for completing, which is another valuable endgamer resource. In general, if you plan to use the group finder to find a team for a dungeon, do not expect them to sit around and wait for you to sit through dialogue. At best they will wait for you to spam through it for the quest completion, if you warn them in advance. Randos aren't going to be overly social, even a "hi" at the start may be ignored. It's to be expected, but not intended rudely. If you want to see a dungeon's quest in full, this is the time to find a friend to group with you! It's an MMO! Be social! Many ESO dungeons are unable to be soloed unfortunately, for strange mechanical reasons.
Also, you need to know your role before queueing, and that includes knowing how to actually deal damage as a damage dealer. You don't need to be amazing, but please don't just spam light attacks. Don't queue as a tank unless you actually understand the basics of ESO tanking, same for healing. Look into resources online for beginner builds. If you don't want to learn your role or how to git gud, then I'm sorry but doing dungeons with strangers is not for you then. It's a team effort, and their time should be respected too.
Related, if you get to the point of wanting to try the trials (which do technically have a repeatable quest), normal difficulty is less scary than you may fear, but still requires coordination and a group. Ideally you come above 160cp in full sets of gear and a basic understanding of your role. Checking Craglorn zone chat or the in-game group finder for normal PUG (pick-up group, just sorta grabbing anyone that wants to come, versus an organized run) trials is the best way to find a group without using discord or joining a guild. But I do recommend finding a social guild that does casual normal runs! Just please read if they're doing normal runs or vet hardmodes runs, or if they want specific classes/roles. And of course respect the raid lead's requests and requirements
Be cautious looking for advice regarding builds. The top result when searching for a solo build is not necessarily the best build - it is the most Search Optimized build. And it's most likely intended for crazy strats like soloing vet dlc hardmodes dungeons for views. You do not need any of that!!! You at most need to learn how to block, roll dodge, interrupt, sneak, and walk out of damaging areas. When you hit cp 160, all you need is gear at your level, start looking to complete set bonuses, and some kind of self heal.
For your purposes of leveling, you should not need to grind out levels. You get various buffs as you level that scale your damage to the enemies around you within the base game. You shouldn't race to level 50 or CP 160 on your first go-around. Enjoy being a baby. You will hate the game if you spend your first hundred hours listening to sweatlords telling you that you need to pay them to level you to 50, and then pay them to make you gear.
I am willing to offer specific advice in dms or asks if people have build questions, but I prefer to not use Tumblr for this. Join my friends discord server in my About Me (pinned) if you want detailed answers!
This isn't meant to be the most strictly followed list of all time, but things that I end up inevitably telling people or wish I had learned sooner. It's meant more as something to refer back to and to gently guide you in the right direction, as well as get you in the right mindset for character creation when planning a character you'll play for Years of quests.
#eso#elder scrolls online#tes#the elder scrolls#m speaks#new player guide#fysh said im allowed to say this: dont be like fysh when making your first character#lovingly said. most of these bits of advice are like. dont do thing my good friend did and still deals with the consequences of akgjakfja#starting with a healer. never finishing the main quest. crafter main and antiquarian different toons. L Ratio
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Vampire: the Masquerade - Player's Guide Cover Art by Clyde Caldwell
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Something something video game guide characters who go through a terrible transformation in order to progress the story for the player character something something.
Also they both get burned in the process of transforming
#the guide#loop#in stars and time#isat#isat loop#terraria#terraria guide#in stars and time spoilers#isat spoilers#terraria spoilers#I guess????#the game has been out for over ten years but I guess if you’re just getting into it (Terraria)#both excellent games that are very fun :)#BUT#the guide gets sacrificed to the wall of flesh so the player can get to hard mode#Loop becomes loop so that the isat player can know what to do…#both burn#one in lava and one from a star
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Mr. Cube I have a question of utmost importance for you as literally the only Magneto main I know of. HOW... DO YOU PLAY HIM. Do you have any tips. I want to look at him.
So You Want To Be Pretty OK As Magneto In Marvel Rivals
(3 March, 2025) a beginner's guide written by your resident magneto main snapperoni because now i get an excuse to talk about marvel rivals magneto extensively and in gross detail
*this guide will be treating you as though you have never used magneto in your life and will go into extreme depths at explaining his abilities as well as what it means to be a tank player. if you feel confident in understanding his abilities, feel free to skip the abilities section and head straight to the bottom for talk on strategy and tips
TABLE OF CONTENTS:
TLDR ROLE INTRODUCTION ABILITIES Melee/Greatsword Primary Fire/Iron Volley Secondary Fire/Mag Cannon Metallic Curtain Metal + Iron Bulwark [TEAM-UP ABILITY] Metallic Fusion [ULTIMATE] Meteor M [PASSIVE] Magnetic Descent TIPS AND STRATEGIES Iron Volley + Mag Cannon Combo Bubble and Shield Usage Two Tanks Are Better Than One Metallic Fusion How to Use Meteor M CLOSING THOUGHTS
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Too Long, Didn't Read:
Magneto is a poke tank meant to be played at medium-to-close range whose priorities should lie in acting as a living wall for his teammates. preserving his abilities mostly for himself yet sharing them when the situation calls for it.
While his priorities should be defense-based, when it comes to going on the offensive you want him to target strategists and duelists and only engage in tanks if the rest of the team is with you. As far as aiming goes, he's very friendly and isn't hitscan reliant, and you should find yourself picking up his aim style easily with time.
He's not a super flashy character like the rest of the cast, but he's far from useless and, at this moment in time, stands as one of Rival's best tank options alongside Doctor Strange and Hulk, whether you're running two tanks or running solo.
Overall, the two-star difficulty he is awarded is very fitting: available to newcomers to pick up and start playing, however offers a little something extra to those with a better understanding of him; he's generally straight forward as far as tanks go, but picking up a few extra tips and tidbits never hurt anyone. Except your enemies, of course.
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Role Introduction: Vanguard/Tank
As a vanguard unit, Magneto's top priority should be taking the brunt of the team's damage on the front line and should give the team either opportunities to push forward, or shoot behind the cover you provide.
With 650HP (without shields), while he has average health for a vanguard, his defensive kit allows him to be a formidable wall when his abilities are used tactfully and you work in tandem with your support/s. Unlike dive tanks like Venom and Captain America, Magneto is much more stationary, and his kit rewards playing defensively and close to the team.
A common misconception with FPS games is that your top priority is to get the most eliminations as possible and to exclusively hunt for the next kill (unless that is the objective of the specific map you're playing on, then kill away). There are several errors with this philosophy: for starters, you begin to neglect the objective, which can lead to a game loss.
The amount of kills you have won't matter if you stay off point and the other team takes the objective. No matter what anyone says, don't stress about your eliminations so long as you know you're protecting your team, securing the point, and overall providing value to the game (though it is important to be able to land a shot....).
Moreover, playing under this philosophy is a sure-fire way to not only get you killed and remove your time away from the field (which should truly be your game philosophy: die as little as possible), but specifically as a tank you'll bring your teammates down with you as they lose what should be a reliable line of defense. As a tank, you should be opening up opportunities for your teammates to get the eliminations and protecting your strategist/support units.
All of that said, tank is not for the passive player: as tank, you need to be firm about the playing field being yours and making sure the enemy team knows they're going to have a hard time taking it from you. Fitting for Magneto, really.
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Ability Review
Before dissecting Magneto's abilities, I will preface and say I calculated his damage using Doctor Strange (600HP) and Scarlet Witch (250HP) as damage dummies. The numbers I have here may not be accurate, so to circumvent this potential error I'll describe how many shots it takes to use a specific skill in order to eliminate certain enemies.
Melee/Greatsword
Attack speed: ~1 second
Damage Output: 40 (About seven swings to KO a 250HP enemy)
Utilizing Doom Bot remains, Magneto swings with a grandiose blade. The problem with this sword is it's not only one of- if not the- slowest melees in the game as of right now, but it has very little to compensate for its poor speed. Should very rarely be used in place of a well-aimed primary fire.
Primary Fire/Iron Volley
Reload time: ~1 Second
Damage Output:
Direct Damage: 80 (About four shots to KO a 250HP enemy)
Edge Damage: 40 (About seven shots to KO a 250HP enemy)
Fall-Off Damage: 40 (About seven shots to KO a 250HP enemy)
Magneto's Iron Volley asks that you lead/predict your shots. Moreover, his Iron Volley will explode automatically once reaching 25M(eters), whether it hits a target or not. At 25M, your shot will no longer do 80 damage, but will do half instead. As noted before, Magneto's primary fire will explode when it comes into contact with a wall, floor, or enemy. As such, the explosion has a small hitbox- doing just about half of a regular, direct shot. Because of this, you shouldn't be too stressed if you're not the greatest at aiming: Magneto's primary fire makes up for any minor imperfections and is rather generous so long as you're in the general area of your target.
Secondary Fire/Mag-Cannon
Reload Time (Without Bulwark Aid):
One Ring: ~4 Seconds
Two Rings: ~8 Seconds
Full Power: ~12 Seconds
Damage Output:
One Ring: 40 (About seven shots to KO a 250HP enemy)
Two Rings: 80 (About four shots to KO a 250HP enemy)
Three Rings/Full Power: 100 (About three shots to KO a 250HP enemy)
Edge Damage: N/A
Similar to Iron Volley, you will need to lead your shot when firing off a Mag-Cannon. Unlike his primary fire however, Magneto's secondary fire will keep going until it hits a wall or enemy. Moreover, it doesn't suffer any damage fall-off, nor does it offer any edge damage. How many rings you possess show both on Magneto physically, but they can also be tracked by the purple arrows below your crosshair. As a bonus, the Mag-Cannon momentarily stuns and pushes back any targets it hits which can either cancel an enemy's advancement, or open the floor for a follow-up attack.
Metallic Curtain
Recharge Time: 3 Seconds
Replenish-to-Full Time: 10 Seconds
Duration: 1.5 Seconds
Shield HP: N/A
Putting up an impenetrable wall just shy of two seconds allows Magneto and his allies to pull back safely from oncoming damage or provide just enough cover to make an adequate push forward. Not to mention, this indestructible wall scoffs in the face of any ult coming your way. Once the shield has been spent, a white bar will appear on the right side of your crosshair. This bar indicates how long you can hold your shield up the next time you use it before it's fully charged, where then the bar will fade. Finally, you can put your shield down early. While this means you'll have to wait the full three seconds for it to be available again, this means your shield will have more durability the next time you use it.
Metal Bulwark + Iron Bulwark
Recharge Time: 12 seconds
Duration: ~3 Seconds
Shield HP: To be calculated, but it does exist: be cautious of the damage you and your teammates take.
Magneto can spring a magnetic bubble over either himself or an ally. The bubble not only negates any incoming damage and protects allies from Scarlet Witch's Reality Erasure, but once the bubble has popped or faded Magneto will regain some Mag Cannon rings relative to the damage absorbed.
[TEAM-UP ABILITY] Metallic Fusion/Chaos
Recharge Time: 30 seconds
Duration: 10 seconds
Damage Output:
Direct Damage: 100 (About six shots to KO a 600HP enemy)
Edge Damage: N/A
Being his only team-up ability as of writing this post, this father-daughter duo ability allows Magneto to fire at an impressive 100 damage per second as he finally finds use in his otherwise-inadequate greatsword, adding a truly dangerous ability to his typically defensive kit. It's as though every shot taken was a Mag Cannon with a wider hitbox- however this hitbox varies from being vertical or horizontal and thus can be a little unpredictable if you aren't aiming carefully. Is used best at medium-close range, but don't neglect its potential to snipe enemies from across the map.
[ULTIMATE] Meteor M
Duration: 4 Seconds
Magnetic Range:
Lowest to the ground: 30M
Nearest to the skybox: 5M
Damage Output (No Charge):
Edge: 150 (About over half of a 250HP enemy's health bar)
Direct: 300 (About half of a 600HP enemy's health bar)
Damage Threshold Before Explosion: To be calculated, however can be tracked by the counter below the crosshair
Automatically floating into the air, Magneto stays true to his name and acts as a magnet for all incoming projectiles; extracting enemy projectiles to build the power of his metal meteor and granting Magneto the ability to float freely, Magneto's ultimate doubles both as an offensive and defensive ability. You're able to see your magnetic field + blast radius by observing the purple ring on the ground. Remember: you can rise and descend freely so long as your ultimate is up, use this wisely. I affectionately refer to the meteor as "rock", however this ultimate has garnered a reputation for not doing as much as some believe it should. Hopefully this guide helps you in ensuring your meteors make the impact they deserve.
[PASSIVE] Magnetic Descent
Manipulating the magnetic field around him, Magneto decreases his fall speed by 50% when holding the jump button. Nuff said. People have a hard time aiming up in FPS's so if you find yourself with the opportunity to float around a bit (especially using Rocket's jump pack) then by all means terrorize from above as you descend.
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Tips and Strategy
Iron Volley + Mag Cannon Combo
A basic tip, but a valuable one nonetheless. To eliminate an enemy with 250HP- assuming you land all your shots directly- it takes about 3 seconds, four shots. Again, this is assuming you hit all your shots and if the enemy doesn't regenerate any health. Alternatively, utilizing the PRIMARY-SECONDARY-PRIMARY combo allows you to not only stun an opponent with your secondary fire, but it should take nearly half of the time spent then if you only used primary fires, so make sure to use your secondary shots responsibly. Remember that your primary fire has, at max, 25M of utility: afterwards, it won't be able to do much. Fine for picking off low-health enemies while they're fleeing, but don't expect to hit any enemies close to the skybox or far away from you without moving in a little bit first- that's what your secondary fire's for. As Magneto, your targets should be squishy characters like support and DPS. Because of his relatively-slow DPS, Magneto doesn't fair well against other tanks and shouldn't engage in 1v1's if possible (they're not unwinnable, but they could be a great distraction and leave your team vulnerable).
While I'm here, I'm just going to stress to not use your melee. Like. At all. You're much better just using your primary fire. At most you can set it up as Hulk's turning into Bruce if you'd like but that should really be it: your primary fire is much more effective than your sword.
Bubble and Shield Usage
As a tank, you want to act as a wall for your teammates, and this can be done effectively by being more conservative and selfish with your shields: you are the wall. Remember. Draw the enemy's fire towards you by being an irritant. While Magneto is healthy in shields, remember you have natural cover from stage obstacles and structures as well. Magneto can be regarded as a 'poke' tank: a tank who is meant to attack sporadically and in short bursts. He is best played at a medium distance from the enemy front line and to not to be wholly damage focused when he is much more defense focused. 'Poking' the enemy from behind structures is not only a great way to conserve your abilities, but it utilizes Magneto's primary and secondary fires well due to their moderately-slow start up and overall DPS, letting him take cover when need be.
While attacking on the front line, once you notice your health start to dip below half or you feel as though the crowd is about to overwhelm you, raise your Metallic Curtain and step back to give yourself some air. Bubble yourself as a last resort if you still need to back up- be sure to fire your Mag Cannon beforehand so you'll immediately have it replenished if your bubble pops during your escape. It's important to remember Magneto has zero movement abilities and it takes 5 seconds for him to traverse 30M: it doesn't sound too bad, but when there's a large crowd in front of you, you'll wish he could move faster. Don't push too far ahead, and be aware of exits around you.
That being said, be conscious of your teammates. This is a TEAM game after all. We've covered Magneto and Scarlet Witch's team-up ability before and how valuable it is. As a result, you'll need to learn to play well with any Scarlet Witches on your team, and this means having your bubble ready to protect her when she decides to ult (this also means making sure to check the scoreboard occasionally for your teammate's ult charge as well as, again, being ability-conscious of those around you). Only when she's in immediate danger do you bubble her, not before: this ensures the bubble lasts long enough for her to get her ult off (or there's a better chance it'll be executed, anyhow). If you feel as though you won't be able to react fast enough, then you can try to bubble her beforehand; don't stress out about timing the bubble perfectly, just make sure she's protected. In general, bubble your duelists when they're deep in a crowd to give them a chance to escape (but don't stress out about protecting them. After all, there's only so much you can do before you put yourself in danger or use a bubble inappropriately when someone else could have better benefited from it). Besides Wanda, it's naturally best to look after your support units and to make sure they're not being overwhelmed. Don't helicopter them and neglect the rest of the team, but just make sure to check on them every now and then. Ultimately, your bubble priority should be Supports -> Yourself -> Others. After all, your support/s can't help you or the team if they're dead.
Two Tanks Are Better Than One
Magneto has the fortitude to be able to tank by himself comfortably, however the rare days you find yourself partnered up with a second tank, know these are the days you can be more generous with your bubbles and shields to your teammates. Your second tank will help cover with you and should make it easier for you to escape the crowd when need be, so bubble-hogging is less of a necessity. Make sure to help your tank too if they're in a bind and they're out of defenses/movement abilities (but again, not at the detriment of yourself or your supports: once more, Magneto can tank by himself if need be so long as you use your abilities carefully).
Metallic Fusion
It's tempting to want to use Magneto and Scarlet Witch's team-up ability the second you have it, however it's best to save it for crowd control. That being said, once it is active, make the absolute most of it: there's no consequence to holding down the primary fire, so just let loose and go crazy (with reason, of course: don't run in and get yourself killed and don't forget your teammates).
How to Use Meteor M
Someone asked me this midmatch once and I scrambled to come up with an answer. Both because the round was about to start in five seconds but also because I truly didn't know the answer at the time. The longer I've played though, I think I finally have the answer- or a better one besides "spray and pray" at least. As noted before, Meteor M is a fickle ultimate and how you use it is dependent on the situation (many such cases about anything, honestly). At times, you'll want to play higher to the skybox to ensure your meteor doesn't explode immediately. Alternatively, a quick throw of the meteor might do the trick in some situations where it's both safe to build meteor charge close to the ground, and the faster you remove a target/s, the better. This is also dependent on how many projectiles are being thrown out onto the field: if you're in a situation with predominantly melee opponents, it's best to use your meteors to single-out troublesome duelists and supports- there's little chance your meteor's going to exceed 30+ charge in those kinds of matches. Generally, you'll want to use it to counter support ults like Cloak + Dagger and Luna Snow (NOTE: a raw meteor will NOT KO an ulting Luna. You need at least 30+ charge before a direct hit can KO her. Cloak + Dagger can be KO'd from the get-go with a direct hit). Don't be afraid to throw out a meteor if you see a cluster of low health/squishy enemies without any defenses, however. Just remember it's ok to hold onto an ult if it means it gets greater value later on, and that you shouldn't hunt exclusively for team wipes. If you find yourself popping ult and the crowd's dispersed, support units should be your default priority (unless there's a duelist/DPS unit using their ultimate: take them out instead if you can). Initiating Meteor against Punisher's Final Judgement can be tricky if you aren't fast enough, as Frank's ammunition will quickly push your meteor to its limit. If you don't throw your meteor fast enough, you could potentially risk your teammates their lives and waste an ultimate in the process. Use your meteor against Punisher with caution. Similar notes to be said about Star-Lord's Galactic Legend, only now your problem is also throwing at a flying enemy. If he's close enough to your 25M range, I personally would shoot him down with a regular primary/secondary as his DPS isn't nearly as grand as Punisher's and a meteor could be superfluous. Otherwise, focus on getting to cover and protecting your vulnerable teammates. You'll especially want to be wary of enemy tanks and their shields as they'll without a doubt cancel out your ult with ease, more specifically enemy Magneto's and Doctor Stranges. Be cautious that Captain America can deflect your ultimate, though I personally have had minimal trouble with Captains. In general, you should track enemy ability usage, but especially the prior two if you hope to pop your rock soon.
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Closing Thoughts
Ultimately, improving at Marvel Rivals in general comes with time and willingness to acknowledge you're bad at the game sometimes but to not let that stop you from playing who you wanna play, whether you're playing as Magneto or not. While you can do your best to improve your aim in Rivals' practice area, things like game sense are something that can only really be accumulated through experience and playing the game.
Sometimes I watch back old games/moments of mine to figure out where I could've gone wrong to improve next time, but you don't HAVE to do that: just play the game, have fun, and love Magneto.
And throw a rock at every support you see for me okbyethankyouforreading
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Bonus: My Credentials so you can determine if i'm reliable or not. or something.
[PS: every hero Not Mags/Wanda/Adam is purely my brother i swear im loyal]
#marvel rivals#magneto#snap chats#idk how valuable my opinion is i'm just a plat player but like Hey Its Something focus on my hours and trust me vJLAERKEAKJ#hours mean nothing if you dont learn from being balls... whatever... moving on...#i'm not checking this over i'm just throwing it into the wind no one's going to read this anyway#i thought of having more gifs to show stuff but i thought thatd be overdoing it <- this whole post is overdoing it#maybe ill pin this to the top of my blog idk. took a long time to type...#NO ONE'S GONNA READ ALL THAT WHY DID I TYPE ALL THAT#i think ive gotten enough inquiries about My Magneto Playing to finally write a semi-professional guide about it vJELKJAEKL#wrote all of this to get my PhD in Magnetism thats right baby#WHATEVER if you read all of that i love you i'm giving you a box of mochi donuts#if you take anything away from this post uhhhh Please Dont Forget Your Teammates THIS IS A TEAM GAME#ok thank you.... i hope you enjoy my. nonsense#yk im so glad my school group hates me cause i got to spend all day doing this jvLKAKJ#NO TELL ME WHY i try contacting my group last week to ask when we can meet and no one says anythign#and now people getting cross with me for us not meeting sooner... i TRIED NONE OF YALL EVER ANSWER ME#WHATEVER. whatever...#for a mfer just talking about teamwork My Team is making me want to eat gravel#anyway!!!! again if you read All That hope you enjoyed my inisght and input#again this is just from my experience playing magneto and some tank experience from overwatch so#take it how you see fit#if you guys care one of my fave rivals/ow youtubers is flats and he's always got great input for tank players#check him out if you like :)
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Hey, @flame-shadow ! Friend of mine showed me this great book with tons of custom DnD bug species and classes. It has so much awesome artwork in there with a bunch of flavor! Might have something to inspire you! ^^
It even has a centipede species! >:3c
#Player's Guide to Insectopia#Initially just wanted to directly send it but more people deserve to know of this! ^^
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Talked about this with Cloud and I'm sobbing over how cute the idea is.
Idea that Time bonds with player over Fleetwood Mac/Stevie Nicks. Stay with me here, alright? They slow dance to Silver Springs. Why? cause it fits them and this scenario, okay.
Slow dancing in the kitchen/living room while the song plays through the speaker/s. Staring into the others eye/s, player's head resting on Time's shoulder/chest.
Both softly singing the words to the other and kissing between the lyrics.
All the while the chain are watching from the doorway/stairwell, cooing, sighing and aw'ing quietly at the sweet sight. Wars is in the back softly sobbing cause "big brother" is so proud of his "little brother".
"And they said they didn't like each other like that," One of the boys piped up.
"Liars," Wars shook his head fondly as he wiped the tears off his cheeks.
Ofc, Legend in the back is like "can I go home now?" 🧍♂️
"You mean bed?" "Shut up, you know what I mean."
#linked universe x reader#link x reader#lu x reader#lu time x reader#lu time#a player's aid#player/guide au
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