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No, that’s not an April Fool’s joke on the front page of the Mario Kart 8 website. In addition to the free Mercedes DLC being released tomorrow, Nintendo fans will be able to pre-order two upcoming DLC packs that grant them 16 new courses, 6 new drivers, 8 new vehicles, and 8 new colors for Yoshi and Shy Guy for about $12. The course count alone increases the total courses by 50% and will be the first new cups Mario Kart has received since Mario Kart DS. More information from the official press release after the cut.

Massive Mario Kart 8 DLC Packs Add 16 New Courses, Plus New Drivers and Karts

Link, Isabelle and Animal Crossing Villager All Get Ready to Race

REDMOND, Wash.–(BUSINESS WIRE)– Two new downloadable content packs will take the world of Mario Kart 8in directions the franchise has never seen before, while significantly expanding game-play options. The packs, which launch this fall and in spring of 2015, and are available for advance purchase starting Aug. 27 at $7.99 each (or $11.99 for both), deliver a ton of new content, including first-time crossover characters like Link from The Legend of Zelda franchise and both Isabelle and the Villager from the Animal Crossing series.

Two new downloadble packs, which launch this fall and in spring of 2015, and are available for advance purchase now at $7.99 each (or $11.99 for both), deliver a ton of new content, including first-time crossover characters like Link from The Legend of Zelda franchise. (Photo: Business Wire)

In addition to these two new downloadable content packs, a previously announced game update goes live Aug. 27 that adds a variety of new features, including three free Mercedes-Benz cars that players can race: the modern Mercedes-Benz GLA, the 300 SL Roadster from the 1950s and the legendary Silver Arrow of the 1930s. Go to http://ninten.do/6181WR6Bto view a video of the in-game karts in action.

“More than 1 million Wii U owners in the United States alone are already enjoying the fun of Mario Kart 8,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “Mario Kart 8 already includes the largest number of characters, karts and options of any Mario Kart game to date, and these amazing expansion packs give players even more choices.”

Each pack will contain two new cups, each with four courses, which, in total, increases the number of currently available courses by 50 percent. The DLC packs include classic courses like Wario’s Gold Mine from Mario Kart Wii, as well as new courses, some taking place in the worlds of The Legend of Zelda and Animal Crossing. New vehicles will also arrive with each pack, including the Blue Falcon kart representing the F-Zero franchise in the first DLC pack.

Mario Kart 8 owners who purchase both packs starting Aug. 27 will get access to eight new colors of Yoshi and eight new colors of Shy Guy to race with immediately. To purchase the packs in advance, users with a broadband Internet connection can click the new “Shop” icon in the game or visit the Nintendo eShop on Wii U.

The DLC packs are scheduled to include the following:

Pack 1: The Legend of Zelda Mario Kart 8 (Release Date: November 2014) – $7.99

  • 3 Characters: Tanooki Mario, Cat Peach, Link
  • 4 Vehicles
  • 8 Courses

Pack 2: Animal Crossing Mario Kart 8 (Release Date: May 2015) – $7.99

  • 3 Characters: Villager, Isabelle, Dry Bowser
  • 4 Vehicles
  • 8 Courses

Pack 1 + Pack 2 Bundle – $11.99

  • 6 Characters: Tanooki Mario, Cat Peach, Link, Villager, Isabelle and Dry Bowser
  • 8 Vehicles
  • 16 Courses
  • As a bonus for purchasing both packs bundled or individually, buyers receive eight new colors for Yoshi and Shy Guy. Those who advance purchase both packs can begin using the Yoshi and Shy Guy characters immediately.

The post Link and Villager Join… Mario Kart 8!? appeared first on JunkiesNation.




Yo, Junkies, Vitality here. In this article we’re taking a look at the Elf starting zone and how to blast through it in an hour and keep our pockets stuffed full of gold at the same time. With all the closed Beta action going on, knowing how to get out of the newbie zone as fast as possible is critical. If you aren’t leveling an Elf, you can also check out my speed leveling guides for the Firran starting zone and the Nui starting zone.

Let’s jump in with the setup, shall we?

  • Load previously saved character customization data file.
  • Choose Battlerage for its intrinsic area of effect (AoE) attack built into its starting ability Triple Slash.
  • Re-bind UI assets most notably to have the bow attack hotkeyed, and optionally set your strafe keys up if you’re used to them being A and D (Pro Tip: Set Shift+A and Shift+D up too if you use a shift modifier for other things like attacks and stuff like I do. If you don’t your character will not respond to your movement commands while shift is held down).

 

Levels 1 – 7: Dry Wood Elementals and Deer

Dry Wood Elementals and Small Deer are located very closely to the initial zone in. These were chosen for their ease of area of effect setup and relatively quick spawn rates. With an added bonus, the Dry Wood Elementals are essentially risk-free kills due to them chasing bunny rabbits around and not fighting back while doing so.

  • As a Battlerage you can do max pulls of up to 8 elementals at a time
  • Their respawn timers are dynamically triggered based on density
  • They drop Farmers Coin Purses like crazy
  • Fast TTK (Time to kill) and minimal downtime
  • Elementals stop giving XP at level 7 (but remain the best effective XP/min until level 7)

Right off the bat, rush on down the road and pick up your story quest (marked by the green “ Levels 7 – 10: Story Quests, Buying a Weapon, and Treeleaf Nymphs?v=14841" align="absmiddle" class="wiki-markup image-absmiddle" border="0" />

Story quests are most easily recognizable by their green exclamation point as opposed to the yellow ones scattered everywhere. The importance here is that they reward you with Gilda Stars. You’re going to need as many Gilda Stars as you can get your hands on come day one. They’re the base currency for purchasing property and other such amenities (among many other uses).

We’d be crazy to pass up early opportunities at easy Gilda Stars, especially considering the story quests in this area are just straight up pathetic fast and easy.

Pro Tip: Blaze it down the road but don’t skip the movement speed boosting Travel Stones! Activating dash will cancel the speed buff. Keep that in mind.

Since you simply need to pick up the green quests and talk to the next person down the road, I won’t bother going into too much detail.

Once you get far enough down the road you’ll see a bounty board with a yellow axe icon over it. Pick this quest up. You’ll notice it’s for Treeleaf Nymphs, our next grinding target.

Make your way to the weaponsmith in town, which is fairly close to the last story quest turn in. Pick up a level 7 two-handed weapon. This will cut the TTK of the Nymphs in half.

 

Now, make your way west of town to the field of Nymphs. Take note though, these guys aren’t as easy as the elementals. You’ll have to take your time here getting into a rotation and you won’t really be able to AoE farm these.

Typically these will go down in two auto attacks and two triple slashes. Don’t bother using Charge or anything else. We set up this rotation to conserve mana and decrease our downtime.

Kill Nymphs all the way to level 10.

Estimated total completion time of 55 – 70 minutes total (20-25 for elementals 30-45 for Nymphs).

 

Small Farm Quest Time!

Bust your butt east to Lilyut Hills: Windshade. Hit the book in town and bind yourself there. The run should take about 6 minutes. West of the fork in the road at Windshade you’ll see a public farm.

There’s a Farmer NPC there with a green plant icon over his head. This is the start of the Small Farm quest chain. You’ll have to gather water at the well nearby, water some corn, buy a potato eye from the seed vendor, and then plant it. You’ll have to run to the Auction House vendor to the west and back. Presto! Small farm designs, wood, tax certificates.

After you get your small farm, the guy will send you up north to talk to another NPC to show you how to plant your farm down on the land. Don’t bother with that just yet. Instead, let’s go grab some choice land!

My choice land is on the northern coast of Two Crowns at Moonswept Homes. This location has ideal boat access and a great crafting town with easy trade pack setups. The run takes about 20 minutes from the small farm quest if you aren’t lucky enough to catch any trams.

Cut south through Dewstone plains, down the eastern coast, and cut across the southern water channel. Make sure to stick to the right hand side cliff because there are some pretty aggro mobs out in the water. The mermaids off to the right are neutral.

Head east across the beach until you get to Moonswept Homes. Make sure you dip into the town to get the teleport waypoint logged into your book. Then head north to the beach and find a nice spot for your farm. Day one, you should be one of the first people there.

Before you head out!

Pop some geese, beans, and strawberries down on your completed small farm. You’ll need these for the large farm quest. Geese straight up take 6 hours to mature, so get them down early and be sure to only pluck the feathers and not butcher them instead!

Be sure to click this and check out the VOD I put up on my Twitch.tv channel demonstrating this guide!

If you liked this guide or have any questions or suggestions for an article you’d like to see in the future, please leave a comment below!

The post ArcheAge: Leveling Guide Levels 1-10 West Elf Battlerage appeared first on JunkiesNation.




Greetings, Junkies, Vitality here. In this article we’re taking a look at the Firran starting zone, focusing on rushing through to level 10 and obtaining our small farm with enough gold to plant stuff all in under an hour and a half.

 
Let’s jump in with the setup:

  •  Load previously saved character customization data file
  •  Choose Battlerage for its intrinsic area of effect (AoE) attack built into its starting ability Triple Slash
  •  Re-bind UI assets most notably to have your bow attack hotkeyed, and optionally set your strafe keys up if you’re used to them being A and D. (Pro Tip: Set Shift+A and Shift+D up too if you use a shift modifier for other things like attacks and stuff like I do. If you don’t your character will not respond to your movement commands while shift is held down)

Levels 1 – 8: Plateau Foxes

Plateau Foxes are located very closely to the initial zone in. These were chosen for their ease of area of effect setup and relatively quick spawn rates. Be careful with pulling more than 3 of these foxes at level one as they are level two and you’ll likely die.

  •  As a Battlerage you can do max pulls of up to 8 Foxes at a time
  •  Their respawn timers are dynamically triggered based on density
  •  They drop Farmers Coin Purses like crazy
  •  Fast TTK (Time to kill) and minimal downtime
  •  Foxes stop giving XP at level 8 (but remain the best effective XP/min until level 8)

As a Battlerage you will have a huge advantage here, being able to administer a frontal cone AE on the third swing of your Triple Slash. The cone finisher takes a bit of getting used to positioning-wise as its damage is allocated locally in relation to your target.

Tab/click target through all the foes and launch an arrow, up to 8. Be sure not to go over the 8 monster maximum or they’ll trigger a Gathering buff which will reduce the damage they take by 80%.

Bunch them up and spam that Triple Slash. You can hold the hotkey down and the game will repeat the action so you don’t mess your hand up right out of the gate. Take advantage of the game’s auto-target nearest feature too with this function.

What the heck are dynamically localized spawn timers?

Kill a certain amount in a particular area and they’ll repopulate quicker, so we focus our efforts on one particular spot of eight Foxes in sets of four to set up a cyclical pulling structure.

Do back to back pulls until your mana runs low then loot all the coin purses. Typically, non-XP gaining functions like looting or UI adjustments etc. should be done during this low-mana downtime period. This includes opening coin purses too as you’ll need at least 85 silver by the time you’re done.

Estimated time to get from levels 1-8 and average 75 coin purses (~1.5 gold): 30 – 35 minutes depending on local player density.

Levels 8 – 10: Story Quests, Buying a weapon, and Plateau Earth Elementals!

Story quests are most easily recognizable by their green exclamation points as opposed to the yellow ones scattered everywhere. The importance here is that they reward you with Gilda Stars. You’re going to need as many Gilda Stars as you can get your hands on come day one. They’re the base currency for purchasing property and other similar amenities (among many other uses).

We’d be crazy to pass up early opportunities at easy Gilda Stars, especially considering the story quests in this area are just straight up pathetic fast and easy.

 Pro Tip: Blaze it down the road but don’t skip the movement speed boosting Windstones! Activating dash will cancel the speed buff. Keep that in mind.

Since you simply need to pick up the green quests and talk to the next person down the road, I won’t bother going into too much detail.

Make your way to the weaponsmith in town, which is fairly close to the next story quest turn-in. Pick up a level 8 two-handed weapon with the money you earned from the coin purses. This will cut the TTK of the Elementals in half.

Once you get far enough down the road you’ll see a bounty board with a yellow axe symbol over it. Pick this quest up. You’ll notice it’s for Plateau Elementals, our next grinding target.

Now, make your way east of the quest board to the field of four Elementals. Take note though, these guys aren’t as easy as the Foxes. You’ll have to take your time here getting into a rotation and you won’t really be able to AoE farm these. Typically these will go down in two auto attacks and two Triple Slashes. I use charge here to increase clear speed as these are fairly weak.

Kill Elementals all the way to level 10.

Estimated total completion time of 55 – 70 minutes total. (30-35 for Foxes, 30-35 for Elementals).

 

Small Farm Quest Time!

East Farm Quest - Copy

Bust your butt west to Tigerspine Mountains: Anvilton. Hit the book in town and bind yourself there. The run should take about 6-8 minutes. At the fork in the road near Anvilton you’ll see a public farm.

There’s a Farmer NPC there with a green plant over his head. This is the start of the Small Farm quest chain. You’ll have to gather water at the well nearby and water some corn then buy a potato eye from the seed vendor and plant it. You’ll then have to run to the Auction House vendor to the west and back. Presto! Small farm designs, wood, and tax certificates.

After you get your small farm, the NPC will send you to talk to another NPC to show you how to plant your farm down on the land. Don’t bother with that just yet. Instead, go grab some choice land!

Be sure to check out the VOD I put up on my Twitch.tv channel demonstrating this guide!

If you liked this guide or have any questions or suggestions for an article you’d like to see in the future, please be sure to leave a comment below!

The post ArcheAge: Leveling Guide Levels 1-10 East Firran Battlerage appeared first on JunkiesNation.




If you tried to login to the PlayStation Network yesterday morning, you may have noticed that the network was unusually slow, or may have just been unable to log in completely.  Sony confirmed the issues on the PlayStation blog with the post below:

“Like other major networks around the world, the PlayStation Network and Sony Entertainment Network have been impacted by an attempt to overwhelm our network with artificially high traffic.

Although this has impacted your ability to access our network and enjoy our services, no personal information has been accessed.

We will continue to work towards fixing this issue and hope to have our services up and running as soon as possible.

We regret any inconvenience this may have caused.”

While it’s unclear who is responsible for the attack, some of the snapshots from a digital attack map certainly speak for themselves.

ss+(2014-08-24+at+08.03.23)

The PlayStation Network attack wasn’t John Smedley’s only issue. Shortly after his tweet about the network, the following posts reflect some trouble with his flight, which was diverted to Phoenix, AZ.

 

 

 

 

 

While this certainly isn’t Sony’s first experience with security issues (lest we forget the security breach back in 2011), they’re not the only network having issues. Service alerts have been posted from multiple other sites including, but not limited to, Xbox, Blizzard, and Riot.

A few names have taken credit for the attacks, but the continuous feed over at @LizardSquad and the ongoing insults from @FamedGod show some of the so-called “hackings” over the past 24 hours.

The post DDoS Attack on PlayStation Network appeared first on JunkiesNation.




Remember last week when we interviewed the founder of 4gency, the team behind a little space junk-collecting orbital strategy game called Habitat? Good news, indie fans– we’ve got a bunch of Steam keys to give away that grant Early Access to Habitat Habitat’s Steam page as well as the official forums and Kickstarter page. For the social media savvy, there are also Facebook and Twitter. You can also watch the E3 video below:

Now, contest details?v=14841" align="absmiddle" class="wiki-markup image-absmiddle" border="0" /> The giveaway will run from today, August 23rd and last until Wednesday, September 3rd at 12 AM EST. The handy little widget below will guide you through the entering process. There are 3 ways to enter– by liking Junkies Nation on Facebook, by following us on Twitter (worth 2 entries), or by tweeting about us (worth 2 entries). You can enter up to five times total using these methods.

a Rafflecopter giveaway

That’s all there is to it! Good luck, folks!

The post Habitat Early Access Steam Key Giveaway appeared first on JunkiesNation.




‘Tis the summer season for MMORPG incentive rewards! Zenimax Online and Bethesda announced yesterday that The Elder Scrolls Online will be getting a new loyalty rewards program beginning in September. All subscribers who have been subscribed for at least three months (including the complimentary first month as well as any extra free time) will be getting a High Hrothgar Wraith vanity pet (pictured in the header image). Kind of a cute little fellow. In that creepy, ghost-like way.

The loyalty rewards program will expand over time, much like the current programs in FFXIV: ARR and WildStar. The next milestone reward will come at six months. For more information, check out the official announcement.

The post The Elder Scrolls Online Adds Subscriber Loyalty Program appeared first on JunkiesNation.




It has been almost a month since the unveiling of Trion World’s next expansion for RIFT. RIFT 3.0: Nightmare Tide was announced and the buzzing of excitement has been going since then. During the week that Bill Fisher, executive producer on RIFT, made the announcement so began the interviews with various websites. And with Trion having a “Community Day”, which gathered some of the most dedicated players in RIFT and gave them a chance to try the new expansion, I decided to compile all the information available in one short summary.

So what do we know about Nightmare Tide so far? Let’s dig in.

 

Zones

  • Nightmare Tide will consist of three new zones: Tarken Glacier, Draum Heim, and Goboro Reff and will have multiple layers.
  • A total of 10% of the core content is underwater.
  • They are going to make environments that make you feel like you’re underwater but you’re actually on dry land.
  • The Song of Dreams mini-saga was a great way for Trion to experiment to see what players actually wanted and what they could get away with for water based content.
  • The zone Tarken Glacier was heavily inspired by H.P. Lovecraft and is seen having tentacles everywhere.
  • There will be a greater variety of world bosses instead of one Volan-like encounter.
  • They have also increased the amount of story quests, as well as having discoverable quests along the way to bring more to the story.

 

Nightmare Rifts

  • These will be essentially Hunt Rifts for 3.0. There will be Nightmare Rifts I to VII.
  • Nightmare Rifts will be very thematic and look highly disturbing with a massive eyeball in the center of the Rift with hands and body parts all over the place.
  • They will scale to how many players are partaking in the Nightmare Rift and will feel like they never end (quick spawns of massive amounts of mobs, basically).
  • Not only are they thinking about making instances like a solo challenge mode but the Nightmare Rifts will be known to spawn in low level areas as well.

rift 3.0 what we know 1

Mentoring System – Mentor Up, Instead of Down

  • This is a new mentoring system being brought in with 3.0 and it will allow players to participate in higher-level dungeons, possibly even raids. It was said that it will not be available through the Looking For Group window but through manually joining a group.
  • There are of course some limitations. You won’t be able to equip gear of a higher level than your real level. You will not be able to pick up quests that require a higher level then your real level. You will get all passives in your soul trees up to the mentored level, but will not get the higher level abilities. Finally, you’ll need to be at least level 10 to mentor up.
  • As for loot, it remains unclear but is assumed that you will receive level-appropriate gear for your real, un-mentored level just as you would when you mentor down.

 

Raid Zone – Instant Adventures

  • This is a feature that will come shortly after 3.0. Trion is looking into turning raid zones like Hammerknell Fortress and possibly Infernal Dawn into an Instant Adventure Zone. This could possibly be a mirror to the Looking for Raid system Blizzard implemented in World of Warcraft.
  • It has not been mentioned or discussed on whether you could actually fight any of the bosses in these adventures.
  • The idea for the Raid Zone IAs and the idea for the mentoring system both came from a Trion developer. Tacitus had been pushing this idea for about two plus years.

 

Minion System

  • Everything you kill in RIFT will give you a chance at a Minion card. You will also be able to obtain these from performing certain tasks or completing certain quest lines.
  • The minions will come with a fixed set of stats but will level up normally like you would. In order to level them, you use the minions to complete tasks in the Minions Interface.
  • Minions will not be character-bound, but account-bound instead.

rift 3.0 what we know 2

Improving PvP

  • Trion is working on fixing the gear gap that currently exists. They want to provide more progression and less normalization but also close the gap that already exists.
  • The gear changes will be universal, so they will apply to open world PvP and possibly even warfronts to bring down the barriers across the board.
  • These changes will also include a major improvement for PvP players to do PvE content in 3.0 much easier and faster.

 

PvE Gear Changes

  • Tank gear will still exist in 3.0, however, the stat Toughness will be removed. All tanks will simply require Hit instead and will still use Block and Deflect for the foreseeable future.
  • A new tank stat known as Guard is being introduced as well. Guard will affect all party members and allow players standing within a certain perimeter of the tank to receive some form of a positive benefit. While no information was given as to what this ability will do, it was said to be an aura and if there are two Guard stats on a piece of gear, the highest stat will be applied.

On top of these major changes, we will also be seeing some smaller changes happening. We will eventually see account-wide storage, and a couple of the old dungeons will be making their way back into 3.0. Trion is also working on adjusting the performance of the game.

It seems like Trion has learned from their mistakes in Storm Legion by spreading some locations out too thin which caused players to lose interest in leveling. They have also stated they are going to leave quest hubs in to introduce big story characters as well as let players discover new quests on their journey, but we can expect the leveling experience in general to be more compact this time around.

So when can we expect this expansion to release? While no official date has been stated, they have stated numerous times that it will most likely not be December. My personal guess is with Warlords of Draenor coming out in November, to keep the player base strong in RIFT, we will see the release in October. With all of this information on Nightmare Tide, how are you preparing to take on the evils that lurk ahead? Let us know in the comments below!

The post RIFT: What We Know of the “Nightmare Tide” appeared first on JunkiesNation.




We’re on the final wing of Hearthone’s Naxxramas, and unlike the previous wings, this one requires you to purchase the past 4 wings to unlock. While we have your usual help from Hearthhead up and running, I’ll once again add my 2 gold worth of experience and opinions after the cut.

This week’s card breakdown’s probably the easiest and most obvious. I want to get the big guy out of the way and start with Kel’Thuzad. While he’s big and beefy with an awesome power, the problem is that he simply costs too much. It’s a “win more” card, in that you can only really play it when you have an advantage. If you only have 1 card on the field, Kel’s nearly useless, especially with his high cost, allowing you to play very few cards in addition to him (depending on how much mana you have). If you play with a lot of taunt mobs, it might be ok, especially since Kel brings back all your minions from each turn. That gives you license to attack who ever and whatever with near reckless abandon, but also means Kel will be a magnet for removal spells. Good luck making a deck around him!

Echoing Ooze, on the other hand, is a great card all around. Not only does it combo well, but it’s low cost makes combos easy to execute. Bouncing it back to your hand can make things even more difficult for your opponent if you can combo it again later. Just remember that it can’t die during your turn or else it’ll just, well, not clone at all.

Shade of Naxxramas is interesting in that it’s like a small, weaker, but stealthy version of Gruul. It grows at a slower pace, and at the start of your turn, so it can be quite vulnerable, but that’s also a blessing. It’s potential for disaster grows each turn, so opponents may feel pressured to blow important cards to get rid of it sooner than they’d normally prefer. I can imagine it working well with both control decks and zoo, acting as a coup de grace for the slower moving control deck or as a as the muscle needed late game when the zoo deck’s running low on steam.

Paladins finally get their class card, Avenge, which obviously combos well with Noble Sacrifice. The obvious downside to this card needs a target to work, so mass removal cards or only having a single minion out make the card a bit weaker, but overall, +3/+2 for 1 mana is a pretty good deal, especially with the paladin’s hero power and divine shields.

frost_bane

So, after last week’s idea that Naxx is for people who like theme decks and normals are just so… well, everyone else can get free cards, I tried to go in with lower expectations. When I fought Sapphiron, I tried to ignore the idea that the ability was yet another example of a gimmick that really broke a lot of cards but was still pretty easy on normal mode, falling to my fairly standard, no epics hunter beast deck.

The Kel’Thuzad fight was interesting. When you break his armor, his hero power changes into an 8 mana mind control, he immediately ends your turns, and then summons two 3/3 minions with block. My usual priest deck beat him, but I felt like this fight was actually memorable. Unlike past bosses, KT interacts with you more, not just with taunts, but interacting with your message options and even your hero’s entrance lines (yes, I went into the fight with each hero to hear his unique greetings to them). The quips with the voice acting, the mechanics, and the feeling that there was a mid-way point in the battle made this feel more like “boss” rather than a gimmick fight. It took awhile for me to get this feeling, but I applaud Blizzard on this encounter and hope that, should they do more “raids,” they have encounters more like this (and perhaps make them multiplayer).

The class battle was at least decent training in making combos for new players, especially revolving around the Echoing Ooze we talked about before. In that way, this felt like one of the better class battles, but only for learning. I still think the hunter one was the most fun.

When it came to the heroics though… the Sapphiron battle was truly annoying. While before we got a card to protect some of our minions, the heroic version removes it, making you play a largely minion-less deck. More than any other encounter, this one felt not only gimmicky but lacking in any remote usefulness as a teaching tool for players. I was able to make a hunter deck that was able to beat him without any epics or higher though. I suggest trying for a bow and an egg in your opening hand, but from there, you’ll just have to be careful. Play aggressive, but smart. Don’t get overwhelmed by minions, but take advantage of your traps and deathrattles, saving the puppies for the late game when you have the mana for combos.

inner_spirit

Kel’Thuzad on heroic was pretty much the same except beefier: the initial heroic power deals 1 damage more, he has 45 health/20 armor, the minions he summons when the armor breaks are 5/5s, and he has Twisting Nether. Honestly, the fight felt straight forward enough that I just made a few modification to my usual priest deck, which is already very cheap to make, and after a few tries, beat him. By now, you should know my usual combos (Power Word: ShieldInner FireDivine Spirit, and of course, Lightwell), where I buff something to holy hell and just ram the opponent. However, be careful to start the ramming sooner rather than later if possible. The deck stalls well and finishes cleanly if you attack soon enough, but the Twisting Nether and 8 mana mind control ability can really mess you up.

Sorry to say it, but I must admit this I didn’t get a lot of time with the arena this week, but from what I saw, the new cards had a surprisingly smaller impact than expected.  Undertaker and  Dark Cultist were fairly common in my experience, but easily dealt with. I saw a lot more priests this week, and rarely did I or anyone I play against have a chance to benefit from it’s deathrattle. Just the same, they added a sense of urgency to my usual war on minions, which I usually target anyway. Zombie Chow, oddly enough, appeared quite a few times, and rarely worked out for my opponent, who rarely played them at the start of the match. My ability to kill it actually won me enough health to get not one but two wins this week, so let that be a lesson to you: it is far too risky a card to pull in arena. Save it for drafted when you know you can have 2 and can set up your combos.

The End

This is the end of Naxx, but there’s more on the way for Hearthstone. We’ve learned that there won’t be any new classes in the foreseeable future as it’s been deemed too complicated, but there are a few things we know in the works. 2vs2 would be great, but obviously expansions are easier for the team to do, as are achievements. When more develops, you can be sure we’ll let you know, Junkies!

The post Hearthstone’s Naxx Opens Final Quarter: Frostwyrm! appeared first on JunkiesNation.




We’re happy to announce that Junkies Nation is currently looking to add new writers to our awesome, tight-knit writing team. We’re looking for writers passionate, knowledgeable, and enthusiastic about console games, PC games, MMORPGs, MOBAs, and all things geeky. In particular, we’d love to have writers covering these specific areas:

  • MOBAs
  • MMORPG news
  • MMORPG guides/editorials/previews (bonus points if you know one game inside and out really well)
  • Console/PC game news
  • Console/PC game guides/editorials/previews
  • Comics

In addition, we’re always happy to have anyone on board who loves to write an in-depth editorial or two. There are plenty of gaming sites out there that cover the fluffy. We’re not here for fluffy. We’re here to dig deep, share our experiences, and say what needs to be said. Even if your specialty isn’t on the above list, feel free to contact us. We’d be more than happy to accommodate you.

You’d be free to write whenever you want as your schedule allows. Ideally we’re looking for writers who can contribute 2-3 times a week since we’d like to keep our team fairly small, but we’re here to work with you– not the other way around. Article ideas would be totally within your own control regarding specific games/topics, but we’d be here to lend a hand with full editorial support and idea support.

As far as payment is concerned, we will begin by offering an unpaid trial period that will extend into larger opportunities. More information will be disclosed privately.

To apply, tell us a bit about yourself, your areas of interest, and your experience writing. If you have any published writing samples online, share ‘em! Send any applications, questions, or concerns to Laura Hardgrave at laurah@rerollz.com.

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