Thursday, December 8, 2011

Eredar (DOTA)





Eredar, The Shadow Demon is the Intelligence new hero that was added in DotA 6.68. It has a very nice skillset and synergy and supportive abilities which can surely help bringing success to a team. You must read Eredar, The Shadow Demon Guide & Strategy.

Eredar, The Shadow Demon Stats:




Hero Class:
 Shadow Demon
Hero Name: Eredar
Team: Scourge
Type: Intelligence

Range: 500
Movement Speed: 295
Hero Type: Intelligence
Starting Armor: 3
Starting Damage: 53-57

Agility: 18
Agility Per Level: + 2.2
Strength: 17
Strength Per Level: + 1.9
Intelligence: 26
Intelligence Per Level: + 2.7

Magic Damage Reduction: 25%
Damage Reduction: 17%

Eredar, Shadow Demon Spells, Skills & abilities:
1. Disruption (hotkey: D)
Eredar banishes the target to a dimensional pocket for 2.5 seconds, removing it from play for the duration. Upon return two images of the target are created under Eredar's control which last for 6 seconds.

Displacement duration: 2.5 seconds
Illusion Outgoing Damage: 30/40/50/60%
Illusion Incoming Damage: 150%
Illusion Duration: 6 seconds

Cast Range: 700
Manacost: 75
Cooldown: 16

Note: Can target enemy, ally or self.
2. Soul Catcher (hotkey: C)
Ererdar lays a curse on an area; one random enemy unit in the area is afflicted with the curse, causing it to take increased damage for 12 seconds.

Damage Amplification: 20/30/40/50%

AOE: 500
Cast Range: 600
Manacost: 50
Cooldown: 13

Ability Code: A1SB
3. Shadow Poison (Hotkey: W)
Eredar casts forth a shadow poison which deals 50 damage and afflicts all it touches for 10 seconds. If a unit is affected again in this duration, the toxin will be renewed and amplified exponentially. At the end of the duration, the shadow poison deals extra damage for each time it affected the victim. You have small vision over affected heroes.


Each stack increases the damage it would deal exponentially, up to 4 stacks.

Examples:
Level 1 Per stack: 20/40/80/160 + 50 each further stacks
Level 2 Per stack: 35/70/140/280 + 50 each further stacks
Level 3 Per stack: 50/100/200/400 + 50 each further stacks
Level 4 Per stack: 65/130/260/520 + 50 each further stacks

AOE: 150
Travel Distance: 1500
Cooldown: 3
Manacost: 50

Note: This has a sub ability to let you release the poison at any time.

4
. Ultimate: Demonic Purge (Hotkey: g)
Eredar casts a powerful demonic purge on a target enemy, removing all positive buffs. The purged target slowly regains its movement speed over 4 seconds. At the end of the purge the target takes damage.

Damage: 200/300/400

Cooldown: 50
Manacost: 200

Tuskarr (DOTA)

Ymir, Tuskarr is the Christmas present from IceFrog to all Dota community along with Dota 6.70map. Ymir, Tuskarr is basically a strength based hero which is also added in sentinel like Icarus Pheonix. The detailed guide of Ymir Tuskarr is given below. So check out the full Dota Tuskar Guide | Ymir, Tuskarr Strategy, Gameplay & Item build.

Tuskarr Introduction:

Hailing from Borean Tundra. Ymir is one of the wisest Tuskarr warriors. Acquainted with years of warfare experience against raiding Ice Trolls and Nerubian Spiders that beset his village during younger years. Ymir eagerly volunteered himself into ranks of the Sentinel to help halt the notorious rise of the Lich King. A specialist in controlling the element of ice, Ymir's prowess lies in surprising enemies with frost magics. His arsenal not only cosists of propelling Snowballs and hurling shards of solidifying ice, but also conjuring massive snowstorms that greatly impede his enemies' battle efficiency.

Tuskarr Stats:

Main Attribute: Strength
Alliance: Sentinel

Agility: 23 + 2.1
Intelligence: 18 + 1.7
Strength: 23 + 2.3

Starting Armor: 3
Movement Speed: 305
Attack Range: Melee

Tuskarr Abilities/Spells:

1. Ice Shards (Hotkey: E)
Tuskarr compresses 5 shards of ice into a ball of frozen energy that damages all enemies in comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds.

Travel AOE: 200
Cast Range: 1500

Damage: 70/140/210/280
Shards Duration: 5

Manacost: 120
Cooldown: 18/16/14/12

Note: Shards block path

2. Snowball (Hotkey: W)
Tuskarr and any nearby allied heroes roll in a quickly growing snowball towards thetarget enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes 40 extra damage and 0.25 extra stun duration.
The snowball moves at the combined move speed of the heroes within.

Damage: 40/80/120/160
Stun Duration: 0.25/0.5/0.75/1.0

AOE: 200 + 40 per second

Target Cast Range: 1250
Manacost: 75
Cooldown: 40

Note: Stops traveling after 4 seconds.

3. Frozen Sigil (Hotkey: F)
Tuskarr summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range.
MS Slow: 10/15/20/25%
AS Slow: 30/40/50/60%

Movement Speed: 310 (Flying Unit)
Sigil HP: 300 (same as pugna's ward)
Bounty: 90/100/110/120

Duration: 30
Cooldown: 50
Manacost: 75

Note: Spawns infront of him
4. Ultimate - Warlus Punch (Hotkey: R)Tuskarr prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage.
Critical Strike: 2.5x (4x if the target is below 50% hp)Landing Damage: 100/200/300Landing Slow: 40%Landing Slow Duration: 2/3/4 secondsCooldown: 18/16/14Manacost: 50/75/100

Starcraft 2 Protoss Strategy



Pros:
- Fastest building race.
The Protoss are unique in that they do not build things but rather teleport them in from their home world. When building, a probe only has to start summoning a building and can then move on.
The only limitation is that buildings have to be placed within the realm of a pylon. With that said, a single probe can build dozens of buildings at a time provided there are enough minerals and pylon space is available.
- Strong mid-to-late game
Protoss have a lot of great late game units and are able to put together a formidable army if given a few minutes to prepare. They can also summon a new army very rapidly with Warp Gates.
- Best defensive structure.
The photon cannon is the best automated defensive building in game. It is the only building that is a detector and can attack ground units. It is also the only automated building that can attack air and ground units. At 150 minerals, this structure can single handedly stop many forms of mineral harassment such as dark templar and reapers.
Be careful not to build too many of these though; many players fail at Starcraft 2 Protoss strategy as they rely too much on Cannons and not enough on units!
Cons:
- Slowest starter
This is by far the biggest weakness of the Protoss race. Protoss are very easily rushed. Gateways are slow to build and zealots are slower than other races' ground units such as Zerglings and Reapers.
Even if you have Zealots, a skilled opponent will run circles around them with ranged or fast units. Most players find the best Starcraft 2 Protoss strategy is to grab 1 Gateway and then a Cybernetics Core so they can squeeze out a fast Stalker.
- Easily harassed
This goes hand in hand with the slow start. It is easy for players of other races to wreck havoc on Protoss mineral operations. Zerg players can pump out Zerglings early in the game and attack probes while running circles around Zealots. Note that you may have to use your Probes to fight off a Zergling rush!
Additionally, the Terran unit, the reaper, can cause major damage to probes in a short amount of time.
There are two things the Protoss player can do. He can get a few cannons in his mineral base; the only downside is that this will slow down unit production and tech advancement.
Alternatively, the Protoss player can quickly tech to Stalkers (to "tech" means to quickly build buildings that allow the player to produce late game units). The downside to this strategy is the player will be open to a Zergling rush during the tech period.
The only way to be safe is to scout your opponent. If you see he is rushing to Zerglings or Reapers, you should build cannons or Stalkers as appropriate.
Throughout this Starcraft 2 Protoss Strategy guide, you will find a variety of useful tips that will help you make up for the Protoss disadvantages along with a variety of Starcraft 2 Protoss Strategy tips to help you crush your enemies. 

Monday, December 5, 2011

High Level Terran Versus Protoss Match

Hey guys hopefully your November is going well. Here is a great match from the MLG Dallas tournament between HuK and qxc, two of the worlds best and most well known players. They are playing as Terran and Protoss. The commentator is Matron.
Very fierce combat throughout. Big armies on both sides. Great use of using Stim Pack Marauders to take down Colossus. Incredible use of Medivac drop ships to keep the Protoss on his toes and attack him from multiple points at once. Play hard and keep winning those matches. Remember, if you are not attacking, you are probably losing.







Monday, November 28, 2011

WWE' 12

WWE' 12


WWE'12 is the next game in the long-running WWE wrestling game franchise, which is dropping previously used "SmackDown! vs. Raw" name.
WWE '12 is an upcoming wrestling simulation game from long-time wrestling developer Yuke's Co and is once again being published by THQ. It has been promised by the developer to be a re-invention of the WWE series. It is being released on November 22nd, 2011 in the US (November 25th in Europe) for theXbox 360PlayStation 3 and Wii. Since 2004, the annual WWE wrestling game series have been named under the SmackDown! vs. Raw banner. Starting this year with WWE '12, publisher THQ has decided to drop the SmackDown! vs. Raw name.




The following features have been shown by publisher THQ so far. Developer Yuke's has promised that this year's game will be a big change; in terms of the gameplay and the future of the franchise. Here are the new features for WWE '12:

Predator Technology

The biggest feature of this year's iteration is new animation system built for this year's game, Predator Technology. All of the animations that have been seen in the previous games have been ripped out and replaced with new ones. Moves can now be stopped mid-animation and moves now supposedly fluidly move from animation to animation. Superstars also no longer warp around the ring when it comes to specific manoeuvres, such as John Cena's patented "5-Knuckle Shuffle". Pace also been changed with this year's game. Reflecting actual wrestling, matches start off very quick at the beginning and then begin to slow down as the match progresses when are slower and more complicated grapples. Along with new animations, Predator Technology affects many other parts of gameplay as well. Opponent AI is supposedly re-vamped. They now attack more aggressively and put up a stronger challenge. According to the developers, the Normal difficulty setting in this year's game is now the equivalent of Legend difficulty in last year's game.

New Controls

Grapple moves have now been moved from the analogue stick back to the face buttons on the controller, a feature seen in WWE games since SmackDown! vs. Raw 2007. The right analogue stick is now just used to positioning your opponents. There is also no longer "strong" or "weak" grapples. Instead, moves are performed depending on how worn down your opponent is. Yuke's say this allows them to make the game easier to pick up for new players while keeping the game playing smooth for veteran's of the series.

Limb Targeting

You can now target specific limbs in WWE '12, a la the limb targeting systems seen in the classic Aki wrestling games. You can target legs, arms or the head for tactical purposes. If you are wrestling a high-flying superstar, for example, you could target their legs to slow them down. Limb targeting also helps the player soften up opponents for submission moves, which has also seen an overhaul with the new Breaking Point submission system.

"Wake Up Taunts" and Dynamic Comebacks

Just like on TV, you can now "build up" to your finishing move, which is being dubbed a "Wake Up Taunt". For example, when Randy Orton prepares his RKO finisher on TV, he lays down and thumps his fist on the mat. Now this can be done in-game, for added bragging rights. Not every Superstar has a wake up taunt but there will be specific ones for a number of wrestlers. Also replacating the WWE on television is the new "dynamic comebacks" that you can perform. Dynamic comebacks are when you have taken a certain amount of damage, you will be able to perform a one-off combo to spark a comeback. If performed successfully, you gain two finishing moves to store. This is re-created the comebacks very often seen in WWE matches and in wrestling in general. Created Superstars can have their own Dynamic Comeback chosen for them.

WWE Universe 2.0

For this year's game, the WWE Universe feature has been given an supposedly big update. The mode originally made it's debut in last year's game, WWE SmackDown! vs. Raw 2011. The mode features the player going through several year's worth of WWE television and building their own feuds, matches and storylines that are created on-the-fly based on your decisions. Changes to WWE Universe for this year's game, supposedly, the mode will "generate new and more impactful elements of unpredictability based on player decisions, while dynamic visual changes to gameplay presentation". Details on the mode are limited at this time but features like being able to defend your WWE title at any time have been confirmed.

Breaking Point

As mentioned earlier, a new submission system has been implemented into WWE '12, named after the now-defunct PPV. It has players battle over submission moves via a button mashing "tug of war" style mini-game. Players are trying to mash buttons so that their side of the "Breaking Point" meter lights up, depending on whether your attacking or trying to break out. Players are also able to crawl around and toward the ring ropes in order to break the holds.

New TV Presentation

Graphics and in-game camera angles are being improved this year as well. All the character models in the game have seen an improved in texture quality and polygons. There also a new depth of field effect added to this year's graphics engine. This creates a slight blur effect to things in the distance and allows for a more realistic look as well as the Superstars popping off the screen a bit better. The main camera angle has also changed, moving a bit to replicate the look on television. Moves also hit harder too with the ring shaking realisticly to slams and bumps.

Create An Arena Mode

After many years of demanding it, Yuke's have finally decided to put a create-an-arena mode into this year's game. Whilst only the ringside area will be editable in it's first year, you can edit everything around the ring. It allows you to edit turn-buckle covers, each individual rope colour, announcers table, and even allows you to add custom paint tools so you can create your own entire federation if you desire.
There are several other smaller new features this year too. Here are some of the more minor improvements:
  • A new pinning system that requires more quick timing.
  • The return of the various creation modes.
  • Championship belts have been rescaled to look more realistic.
  • Improves to entrances include the use of of "tron" screens seen on the WWE HD set.
  • Improved manager AI.

Thursday, September 8, 2011

Driver: San Francisco review

Shifting a near-dead franchise back to life - awesomely
Words: Richard Grisham

We’re careening at breakneck speed through downtown San Francisco, and things are getting a bit hairy. At the moment, we’re in the driver’s seat of a ZR1 Corvette, in hot pursuit of a criminal on the loose. Traffic is heavy and pedestrians are everywhere, which makes this high-speed chase pretty complicated. Despite our best efforts to weave through oncoming vehicles at 105 mph, we smash headfirst into a fire truck, sending glass and metal flying across the boulevard. Normally, our hopes would be dashed, and we’d simply hit the “reset” button and give it another go. Instead, though, we shift immediately into a Google Earth-style view of the entire Bay Area, spotting our prey moving on the map. The press of a button zips out of our mangled wreck and into an eighteen wheeler about 250 feet in front of our target. Quickly steering hard right, a massive barrier now blocks most of the street in front of our enemy. In another instant, we teleport out of the rig into a sweet Audi S5 Coupe trailing our baffled combatant, and crash into him a moment after he hits the truck head-on. Bad guy vanquished, mission accomplished.

Such wildly entertaining chains of events are common in Driver: San Francisco. It’s one thing to combine the best parts of games like Burnout, Need for Speed, and Grand Theft Auto; it’s another to invent a new way to play a game in the tired driving-action genre. Frankly, we thought it was impossible to come up with something new, but the ability to “Shift” – the term Driver uses for being able to instantly teleport from the vehicle you’re in to any other one anywhere in the city at any time – is the sexiest new game mechanic we’ve seen in forever. It’s the kind of thing that doesn’t sound great on paper but makes perfect sense once you actually try it. It’s also a bit disconcerting, because we’ve been trained for so many years that there’s only one way to play driving games. Once it stuck in our minds, though, we started to wonder if we’d ever want to play a similar game any other way. We’re still not sure.
Driver: San Francisco is like a great summer blockbuster movie (remember those?). It’s got tons of action, an over-the-top story that manages to keep your attention even as you roll your eyes, painfully cheeky banter between characters you learn to like and hate, and, oh yeah, tons of action. If you’re a longtime fan of the franchise, you already know our hero John Tanner and his arch-enemy Jericho; these two dudes were last seen battling it out in Driv3r several years back. If you’re new to the series, though, you can jump right in to the story without missing a beat. Characters are quickly introduced and the plot established, and from the word “go” it’s clear what’s happening.
The story, broken up into eight chapters, takes place in and around a gorgeously realized San Francisco. The city is alive, teeming with traffic and pedestrians, and full of all the landmarks people familiar with the town will recognize. Each chapter charges you with accomplishing several missions, in whichever order you choose, as well as a bevy of side jobs that help earn extra cars and power-ups. The main storyline take place as Tanner and his sidekick piece together a mystery about Jericho. Of course, that many of these moments take place while Tanner is deep in a coma explains how the whole “Shift” concept gets conveniently established. You get to inhabit the bodies of cops, vigilantes, street racers, and other assorted San Francisco characters as they go on dozens of mayhem-producing escapades across the Bay Area. A nice variety of goals and objectives keeps the action fresh, and thanks to Shifting, there are plenty of ways to solve the same problem.

As the story progresses, the real estate expands and the weirdness grows. We were never able to get too comfortable, as the tables got turned on us several times – another brilliant move that kept us guessing all the way to the end. There are a few incongruities, to be sure; Tanner is a good cop who’s bent on protecting the city, yet has no problem inhabiting the body of an innocent driver and ramming their vehicle into an enemy he’s chasing. That’s weird. Also, no matter how badly our Dodge Challenger got busted up, it was always bright, shiny, and in perfect working order at the start of every new mission. These are mere quibbles, though, with an otherwise dynamite single-player effort.
The multiplayer modes are no mere afterthought, either – in fact, they’re arguably the most entertaining online driving we’ve done in ages. There are a dozen or so to choose from, but you have to unlock modes and options by leveling up. Whether we were playing “Tag” (whichever driver that can remain “it” for a pre-determined time wins, and whoever smashes into “it” gets to be “it”) or  “trailblazer” (whichever driver can remain behind the pace car for the longest while driving at insanely high speeds in heavy traffic), we were shocked at how well the Shift mechanic worked in these races. Not only does it allow for an all-new level of strategy, it completely rewrites the rules of racing online – a wreck at an inopportune time no longer automatically relegates you to last place. Yes, there are a few regular racing modes too, but they feel tame compared to the Shift-powered ones. Even better, each mode (online and off) features over 100 real-world cars. While they don’t all exactly perform as they would in Gran Turismo, they’re different enough to get excited about.

Driver: San Francisco blows our minds; it’s 100% more fun than we expected and immediately re-establishes the franchise front and center in the marketplace. It’s not often that a single new mechanic can reinvigorate an entire genre, but this one does. Here’s hoping it doesn’t get lost in the wave of fall releases that’s already upon us – it deserves your attention. You won’t be sorry.