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Deadset's All Characters Cheat Sheet & Endgame Guide Compendium, Season 22 Edition

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

>>LIST OF DETAILED GUIDES EVERY CLASS AND EVERY ACTIVITY<<

(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 the_deadset to Diablo

Hey kids! Do you Hate Fun?: Yorion, the Sky Nomad Control

So hey. Hey you!
Yeah, yeah, you.
Do like losing friends? Are you a general fun hater all around? Does sweet salty tears give you energy?
Well my name's Smore, and do I have a deck for you.
Enter, [[Yorion, the Sky-Nomad]]
Yes, for just about $100 you too can start losing friends! Are you ready?

1. Evil's Origins

Going through the EDHREC decklist data, I always felt like Yorion didn't get enough love. Yorion is a 3 hybrid White Blue hybrid White Blue for a 4/5 flyer with the text "When Yorion enters the battlefield, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next endstep.
Yorion is pretty similar to [[Brago, king Eternal]], UW flicker, right? Well, Yorion can actually flicker more times in a turn cycle than Brago. Here's what I mean
Take [[Felidar Guardian]] for example. It states " When Felidar Guardian enters the battlefield, you may exile another target permanent you control, then return that card to the battlefield under its owner's control". Let's say that you have Felidar Guardian on the battlefield and you play Yorion. Yorion ETB trigger goes onto the stack, and you flicker out Felidar Guardian until your endstep. You go to your endstep, and Felidar Guardian comes back. You then flicker Yorion out with the cat's ETB and Yorion comes back. You then flicker out the cat and then wait until the next endstep to do it all again.
What the end result of this is you will get to flicker out your board 4 times every turn cycle. The reason why it's so busted is because Yorion can be any amount of nonland targets that you own and control. Let's say you have [[Solemn Simulacrum]] on the battlefield with the cat and Yorion, you will get 4 basics, not even include Solemn's own ETB! The value celling level is insanely high here, and it's my job to show you how easily we can abuse this
As such, we're going to need more than just Felidar Guardian. [[Restoration Angel]] and [[Wispweaver Angel]] are the other instant flicker on ETBs in the deck. However, those effects are far and few between, so we'll have to settle for 2 board flickers every turn cycle. [[Charming Prince]], [[Flicker Wisp]], [[Glimmerpoint Stag]] , and [[Sentinal of the Pearl Trident]] will just do the trick.
Even if we're lacking in any permanents that flicker on ETB, no worries! We still have tons of one time flicker effects, stuff like [[Ghostly Flicker]], [[Essence Flux]], and [[Cloudshift]].

2. You don't Have to be in Green to Ramp like Crazy

So, if we were in bant colors we would just slap in wood elves effects. However, we don't have that luxury, as we only have Blue and White. Now, there are still some good effects. [[Solemn Simulacrum]] (as mentioned above), but also [[Kor Cartographer]], [[Knight of the White Orchard]], [[The Birth of Meletis]], and [[Boreas Charger]] are our ramp pieces that we can flicker repeatedly. [[Basalt Monolith]] also has a neat interaction, where we can flicker it out and it comes back untapped. Other than those, it's your standard ramp packages of sol ring, arcane signet, azorius signet, and friends.
Keep in mind the Yorion loops we can do with this. If we have Kor Cartographer and Solemn out, we could potentially be getting 8 basics a turn cycle. (!) Who needs green anyway?

3. So I Heard you like Drawing Cards?

If I was going to list all the ways to draw cards in the decklist, we would be here all day. So, I'm just going over my favorites. [[Cloudblazer]] gains us 2 life and draws us 2 cards, [[Ephara, God of the Polis]] is a card drawing machine in this deck, and [[Trial of Knowledge]] is just so good. [[Watcher for Tomorrow]] lets us chose which card in the top 4 we would like, [[Sea Gate Oracle]] is a Slight of Hand on a stick, and [[Mulldrifter]] is Mulldrifter.

4. Let the Evil Begin

Ok, where to start with the removal... hmm... How about too good for standard [[Reflector Mage]]? You get to abuse [[Act of Authority]] by repeatably flickering it, just whatever you do, do NOT give it away on your upkeep. [[Reality Acid]] is one of my personal favorites, destroying permanent along the way. [[Elspeth Conquerers Death]] is a powerhouse in standard, and will exile anything with CMC equal to or greater than 3. [[Lavina of the Tenth]] will detain anything else left over. [[Man-o-War]] bounces anything to hand, [[Spine of Ish Sah]] destroys any permanents (included lands), and [[Cavalier of Dawn]] starts to turn anything into 3/3 golems. Finally, [[Nevermaker]] bounces permanents to the top of its owners library, which is so deliciously evil!
Now, one more thing. Probably the best 2 removal spells in the deck are [[Leonin Relic-Warder]] and [[Fiend Hunter]]. These guys are worded weirdly, so let me explain the trick you can do.
Let's take Fiend Hunter, for example. Let's say you have a loop going with Felidar Guardian and Yorion. You just exiled Felidar Guardian and Fiend Hunter with Yorion's ETB, and you move to endstep. These guys come back. Since they entered at the same time, you'll get to order how the enter the battle triggers will go onto the stack. Order with the Fiend Hunter exile on the bottom, and the felidar flicker on top. The flikcer will resolve first, flickering out Yorion. Yorion comes back, then you flicker out the Felidar Guardian and Fiend Hunter. Then Fiend Hunter's exile resolves. Exile a creature. Then, since Fiend Hunter wasn't on the battlefield, that creature is just exiled. Forever. It's a werid ruling and they have now fixed this issue with [[Deputy of Detention]], but trust me this is how it works. You can also do the same trick with [[Leonin Relic-Warder]] as well.

5. Staxs.

Hey, don't look at me like that! You knew what you were getting yourself into when you clicked on this post. However, since this is a budget list we can't run that many, and we only run one. This card is SO GOOD in Yorion that I couldn't justify not including it.
[[Stasis]]
Let's read Stasis for those who don't know. Stasis reads "Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay a Blue."
How do we break this card? Say we have another Yorion loop going. Let's say it's your turn, and you just lost the respect of the other players at the table by play Stasis. You move to endstep and Yorion comes back. DO NOT FLICKER OUT STASIS. Stasis stays, and you move around the turn cycle as players skip their untap steps. Again, don't flicker it out. Then, when it's the last player's endstep before your's, flicker out stasis. Then, you UNTAP for turn, AND you don't have to pay the Blue for stasis. Stasis comes back on your endstep, but don't flicker it out this time. You can repeat this process to have stasis say "Your opponents skip their untap steps."
How about [[Dovescape]]? Using the same stasis loop trick, we can shut down our opponents from permanently casting any non creature spell. The flyers might be of some concern, but you should be able to win before then.
These two cards are quite literally one card win cons. Speaking of which...

6. Wincons

We have a couple of these guys in here, so let's go over them.
[[Agent of Treachery]] is a card I'm sure you'll all familar with. The bane of standard players, he can steal up to 4 permanents per turn cycle, then draw you 3 cards on your endstep for doing so! This guy does it all, and nothing is like him
[[Kiora bests the Sea God]] will just start pooping out 8/8 krakens and is very hard to interact with, as it's constantly flickering in and out of the board. Not to mention that on our upkeep it taps down all of our opponents creatures to let the kraken army attack for the win.
The classic flicker combo of [[Deadeye Navigator]] and [[Peregine Drake]] is in here as well, as both of these cards are good on their own. You play Peregine Drake, and then untap all the lands that you used to pay for the drake. Then play Deadeye, and soulbond to the Drake. Then pay 2 and flicker the drake. The drake will come back and you get to untap 5 lands. In response, float 3 mana. Untap 5 lands. You're back to where you started, expect your up 3 mana. Repeat this process for infinite mana. Then, flicker deadeye with it's own ability (yes you can do that) and soulbond it to a creature that draws cards on ETB. Then draw your deck. Finally, play out labatory maniac and flicker the card draw ETBer one final time and win the game!
[[Stonehorn Dignitary]] will just never let our opponents attack. Shut down the aggro decks, and let the hate flow through you!
There is one more topic I would like to cover before moving into the next section. Boardwipes are very good in Yorion, as most of your stuff is in exile. So boardwipes that save only one creature (like [[Time Wipe]], [[Tragic Arrogance]], and [[Single Combat]]) becomes very potent. I'm currently only running those 3, but run however many you feel like.

7. Upgrades

So no deck is ever perfect, and this deck is no exceptions. Stuff I'm looking into currently are:
[[Teferi, Time Raveler]]: a grand abolisher that can bounce something, draw cards, and is super hard to interact with? Sign me up! Also, provides maximum salt for any poor, poor Arena players
[[Grand Arbiter Augustin IV]]: If you're in Azorius, you should be running this guy. Not only does he make most of our spells cost 1 less (maybe even 2), he taxes the rest of our opponents which is why were here. To make everyone else have a bad time.
[[Winter Orb]], [[Static Orb]], other stax pieces: Defenitly looking into these. All of these guys become one sided (see the stasis lock), and are just miserable to play against.
[[Panharmonicon]]: The only reason why this card isn't in the deck is because it's $10. This will be the first upgrade I make to the deck, and I highly recommend you get one when you purchase the deck or as soon as possible.
Experimental Upgrades:
So after digging around I found some very interesting cards. A mechanic back in Ice Age was cumulative upkeep. It's where you had to pay an upkeep cost over time, and that upkeep cost kept increasing and increasing. If you couldn't pay, you had to sacrifice the card. But with Yorion, you don't have to pay the upkeep cost if the card isn't on the battlefield
[[Mystic Remora]]: is a card you might know from cEDH, but I think it should see play in normal EDH as well. In this deck, it's amazing. It becomes a 1 mana rhystic study that makes your opponents pay 4. I'm definitely adding this in as well.
[[Tidal Control]] is a card not as well known. Let's read it "Pay 2 life or 2 generic mana: Counter target red or green spell. Any player may activate this ability." This card is so good! You pay 3 mana initially, and then you just get to pay 2 life and counter all the red and green things! Not to mention that Green and Red are some of the most popular colors in all of EDH. This card looks bad, but I have high hopes for it.
[[Naked Singularity]] and [[Illusionary Terrain]]: These cards just screw with lands because it's funny. Not to mention, do the stasis trick and these also become one sided.
[[Dance of Many]]: makes a token on ETB of any creature on the battlefield. It can be flickered to make another token, or keep Dance around to keep the token. It can be used to start doing Yorion loops, and can also do the stasis trick where you don't have to pay the upkeep cost. OR, just double up on a agent of treachery and start stealing 2 things per flicker cycle! So fun.

8. Wrap Up

I hope you enjoyed this article, deck tech, and deck! It was a lot of fun to make and I hope you can start making people suffer. If you did enjoy, give an upvote and check out some of my other decks!
Anyway, I've been Smore, and see you next time!
Full decklist: https://tappedout.net/mtg-decks/underloved-the-spawn-of-evil/ (updated deck)
submitted by smore18 to EDH