I wonder what the balance changes a few days back were supposed to do. We're all thinking that. Here are
my balance changes, if I were to make the decisions.
DISCLAIMER: this is a
brainstorm, not all of these would be implemented at the same time. I'm just exploring the possibilities.
If you just want the interesting ones I recommend Mortis, Poco, Bibi, Emz and Bo.
Honourable mentions listed first, then everything else is sorted by rarity.
Part 2 link:
https://www.reddit.com/BrawlStarsCompetitive/comments/fdlq1h/march_balance_change_brainstorm_part_2/ Mortis
By the way, I don't think anyone agrees with the devs that Mortis doesn't need a buff. I get it, Mortis is very high skill, but there is simply no way you can play well with only three viable modes, and taking a lot more effort to kill any brawler than they'll take the other way round. And let's not forget getting stuck on that wall, we want a fix to that.
- Damage increased from 900 to 1000 (1260 1400)
Screw it all. Mortis is completely unplayable without Star Power, and can't approach properly, defend, or even assassinate right anymore,. He dies to Spike and Colt, let's be honest with ourselves. He's basically just not allowed to play Heist, Solo SD, any ticketed event, and Brawl Ball and Siege to some degree (if you aren't Rey/Yde. Fear those Morti.) He's basically just confined to Bounty, Gem Grab and SD because he dashes.
Right now his attack just isn't paying off very much at all, and the recent spam of health buffs just suddenly made his already tough time even harder. A low-trophy player isn't going to be able to do anything if they take three more hits to kill a random enemy than the other way round, and a high rank player is putting a lot of skill and effort in, without enough reward.
This buff gives him a 'less worse' time against tanks, since he'd take one less hit to kill Darryl, Pam, El Primo and Frank. Other honourable mentions include Colt, Dynamike, Brock, that pesky-ass Jessie turret, Sandy, Poco and Nita.
I originally wanted it to be 960, but the heaps of health buffs, especially Poco and Pam, didn't leave me much of a choice.
I'm using this to try and make him a bit more viable in Solo SD, since right now it takes impossible skill, combat maths and admittedly,
cojones to just attack someone.
- Super damage increased from 900 to 960 (1260 1344)
His Super works differently to everyone else's. Usually they have a powerful ability, and admittedly that does apply to Mortis, since he can stack Supers, and in a way, do better against three enemies than against one or two and keep spamming bats until the whole enemy team dies, but as an attack it doesn't do much, nor does it heal enough. Overall it just doesn't do very much at all for the amount of effort and time invested into charging it up. It shouldn't actually do as much as his main attack, so now that his attack is increased there's some freedom for Super damage values. I decided on 960, a number relatively easy to calculate, and because you can use it like a Screeching Solo, except now there's more choices on what to pick off. It also makes crippling an enemy, running back, then Supering a viable tactic.
I think this will make him actually do better in
Siege. Siege, despite the similar goals, is not similar to Heist. It has a lot of parts control (Gem Grab), assassination (Bounty), and control (power cube tyrant). These are things that he's at the very least decent at, and now he can kill enemies better, even picks not seen in Bounty, some brawlers like Max, Bibi and even Rosa. I've pushed Mortis to 900
solely in Siege because my classmates dared me to, and I reached a point where randoms consistently wanted to play again with that comp, and I was getting Star Player roughly half the time. This is Mortis
without a buff, in January. He's really not bad there, and given this Super buff in particular I think we'd see a lot more bats in the factory. With good reason, someone has to get rid of those Ticks. With pleasure.
- Health increased from 3800 to 4200 (5320 5880)
Yep. Come on, if Poco, Nita, and even
Emz get a health buff, why doesn't he? It looks drastic on paper (or on glass), but it's really not that big. Notice how people are really questioning Poco/Emz's HP buffs, since they're basically negligible, and if a brawler could kill you before they still will. Adding 400HP is when it really starts to make a difference, where you could survive as Mortis on one bullet's worth of health, and stop getting melted by everyone. He's a close range brawler, who unlike Leon or Max can't do ANYTHING at long range. Not that he doesn't do much damage, it's because he's physically unable to attack from that far. I think it's only fair that he receives such a health count to give him a slight edge over most brawlers, sort of like Carl without SP, big and strong but still mortal.
Realistically it'll only ever help against Crow, Bull, Primo, Bibi, and most of all Nita. (I do NOT like Nita when playing Mortis.)
If brawlers like Rosa and Shelly beat him up before he's still gonna die nonetheless. Any brawler that was able to be killed previously like Penny or Rico is still gonna die all the same.
Again, viability. I think this one will definitely help in Brawl Ball, where that sudden rush is easier to pull off without being melted into purple goop. He'll also survive better given all those previous buffs, and provide good pressure against your average squishy, and do more than just stand there against tanks.
So at the moment, Creepy Harvest is kinda useless. It's outshined by CS, and only really works if you're winning already. It's hard for Mortis himself to secure a kill, and if you can kill one enemy out of three, the other two are screwed anyway.
Here's my fix to it: '
Creepy Harvest - Mortis heals 400 health for every attack that he hits something. If he is on full health that health is converted into damage for the next attack.' Maybe it sounds too strong, but just hold on. The healing per attack is better, since the extra health can be applied in the fight, not after it, and he'd definitely do good as a mid-tank himself. It's just roughly the same health (assuming 4-shot) given, but it's within the battle and much more useful. It also means if you don't hit anything, you won't heal. You'll heal if you hit bots, boxes, safes and IKE's, as well as brawlers.
As for the damage, it says 'when you are on full health.' What kind of Mortis player, for a millisecond of the battle, can sustain full health against someone at a range where they simply cannot miss hitting you? See? The 1800 damage can't really be used against brawlers, so he won't be OP in Gem Grab or Bounty. So why's it a thing? Now he can break an SD box much faster given he's not damaged, or make him slightly less useless in Heist, giving him a hefty 40% DPS increase in a base race.
Now the largest incentive for not using CS has been used, and it's either 'ease of access' or ' a stat buff to health/damage.'
Mortis - Overall For me, he doesn't actually feel
that weak and unplayable, since I
did push him in off-meta places. Other people feel differently, so those buffs were definitely for the community. These changes mostly addressed his viability, and gives him two-and-a-half more modes he can play. It'll also stop the backwards circlejerk within F2P/noobs, where they're all telling each other Mortis is bad. Or if they believe he's good in Brawl Ball, let's fulfil their wish.
No reload buff or range buff, since that would give him wayyyy to much mobility. He's meant to be fast but not that fast.
A Super charge buff would mean he could throw his bats, attack three times and use them again. That gives him a total burst of 6300, enough to kill Bibi, 8-Bit and Carl without stopping to reload. Yeah... not gonna happen.
Do you want a Mortis Super range/width nerf? Let me know in the comments.
I don't want Coiled Snake to be part of the base kit either. Shoutout to
u/Kasai_worx and
u/Fix_matchmaking for talking some sense into me over this one, I realise now how horrific CS + CH would be, or the power we're giving to smol brain randoms.
Poco
Poco - Overall Perhaps Poco changes aren't necessarily the most urgent, but I just wanted to share my insight on Poco.
I get it, Da Capo is OP, once his best bud Rosa is on his team you are either guaranteed a win or very, very screwed. But the main ingredient to that nightmare is the Rosa. Poco is nothing without Da Capo or the tanks on his team.
Behind the golden coat of Da Capo is a dead, rotting brawler that has the LEAST balance activity of any beta brawler (almost half the changes of everyone else), and since all the other low damage brawlers have been buffed his damage is just completely negligible and useless. Supercell has just slapped an OP Star Power twice on him to stop his fall, and he's just always sucked when that didn't happen. He's just a shit Sandy when using Screeching Solo, where I can't name a single case where he'd be more useful than Sandy, and without SP he's unplayable, and his existence independently just doesn't do much at all. It's only a matter of time before Da Capo is nerfed without any other buffs to mitigate the drop, and Poco becomes useless. He needs a buff, desperately. Currently he can only be played well in two modes, which I imagine is the same viability as a purple punch bot from Robo Rumble.
- Da Capo heal decreased from 700 to 600
I want to see an end to this tank madness. This is the first step, making healing with SP less rewarding and not so endless. A good Poco can make just about anyone immortal.
But of course, why 600 in particular? Because 700 is still going to give off the same effect, still sustaining teammates faster than natural regen can. It'll still be okay.
- Reload time decreased from 1.6 seconds to 1.5 seconds
This will catch the fall of Da Capo a little, making it still viable but not strong since he'll heal less but more often. Also because for 900 damage, his reload is comically slow, taking longer to reload a
guitar than Crow, Pam, Mr. P, Shelly, Rico, 8-Bit, a lot of brawlers. This will help his 1v1 interactions too.
- Damage increased from 660 to 740 (924 1036)
Hear me out first. This is a big buff, so big that you can now three-shot a Tick (lil mofo gets what he deserves, am I right?) but one that's certainly needed. EVERY SINGLE low-mid damage brawler has been buffed in the past one year (Nita, Jessie, Penny, Crow, Mortis, Max, Tara, Bo, Barley) except Poco. Now he can't keep up with anybody, and his damage is close to nothing given this power creep that everyone but him seems to be riding. He's just been forgotten, basically. Now he can actually start doing stuff and having an individual effect in terms of DPS/burst. This also encourages people to stop using him
entirely as a healer, since he should be able to independently do stuff, because at the moment his attack just doesn't do anything at all.
It's only ever going to help against Shelly (you'll die anyway if up close), Tick, and a Showdown box since he takes one less hit against them. This will help him in SSD and DSD, and at times even Siege if you're looking for a bolt hog. This buff will stop him from being punished to losing access to most of the game modes in Brawl Stars just because he can heal.
- Screeching Solo damage increased from 800 to 1000
It just doesn't do anything anymore. It doesn't do anything, is a great waste of a Super, and takes away a decently sized piece of your average Poco's IQ once he starts being a bushcamper who's targeting the Crow the whole match. It wasn't strong at 1000 damage before anyway, and in this tank meta it wouldn't be used to initiate an attack anyway. Besides, since SS's release, a bunch of tankier brawlers have been released so 1000 damage isn't much to them anyway.
Bibi
Overall what I am trying to achieve with Bibi is fixing her inability to find a way to reach and attack enemies, and make her consistency better since a long attack delay brings instant counters with it.
- Speed increased from 770 (tank) to 820 (assassin)
Currently, a non maxed Bibi has no way to approach enemies given her very short range. And at least the other melee brawlers can do quick, consistent damage. This speed buff will allow her to run considerably faster than normal brawlers, and even tanks, which could also allow her to play as an assassin, shoot the bubble and start running very fast towards targets. It also gives Home Run SP a boost.
- Home Run speed increase decreased from 11% to 10%
This is ultimately still a buff, as before she had 862 speed, and now she has 912.
- Attack delay time decreased from 1250ms to 1000ms
People were beginning to believe Bibi and Frank are similar. They really aren't, and their playstyles are completely unrelated. This also allows her to attack faster, making it harder to juke in front of her nose despite having a 140 degree spread.
- Reload speed increased from 0.8 seconds to 1.1 seconds
She just basically never ran out of ammo. Of course, it took a while to unload the shots, but she could just pass the ball to the enemy over and over again. Also psychologically stops people believing she reloads so fast; it roughly cancels the delay out. Also the sheer fury of watching a Bibi teammate on 900 health try to smack the Mortis for so long that he's got his CS charged up.
- Home Run Bar charge time increased from 2 seconds to 2.2 seconds
It was simply charging too fast. The knockback was being used so often, and her Star Powers kicked in way too fast. I think now people would stop playing Bibi like Primo, just running forward on a suicide mission.
- Health increased from 4200 to 4400 (5880 6160)
Despite Bibi being able to knock enemies back, you don't see her getting kills very much. Against tanks she just gets vaporised, if anything she has a harder time against some tanks than Mortis, and by the time you reached a Colt or something you were as good as dead. Indirect buff to Batting Stance.
Shelly
Everyone has mixed feeling around Shelly. Some say she's game-breakingly OP with insane Super chain potential, that thing where you can't really do anything but die, and then at the same time she can't do anything unless completely point-blank, gets outclassed by Darryl and Rosa in everything, and lacks in all stats from health to damage, to even speed since she's miserably slow compared to the tanks (should be that way though). My plan is to make her better in 3v3, with a separate role and a purpose, but make Super chaining a lot harder in SD.
Note that her winrate in SD is affected a lot by teaming; most matches are Shelly vs not Shelly.
- Shells per shot reduced from 5 to 4
This contributes directly to her Super stack thing, which really does need to be fixed. But this isn't a damage nerf.
- Shell damage increased from 300 to 400 (420 560)
This is an overall +100 damage for Shelly. Nobody would ever use her for damage, since there's better options that can do the same thing but at long range. Now that she has one less projectile chipping at long range will hurt more, and she won't have to be on top of someone to do damage.
- Shot spread reduced from 30 degrees to 15
...which is the most acute marked spread in the game. Now this would make autoaiming at long range harder, but she'll consistently hit two or three shells at max range, which would even encourage aiming for new players.
- Shells to charge Super increased from 11 to 13
Just so she won't charge her Super in three shots, which makes the Super stack harder to pull off. It would also encourage not bushcamping, since Shelly players would then need that extra shell to get their Supers.
- Super shells reduced from 9 to 7
This stops her from charging her Super with one Super and an attack. Also just part of a Super damage nerf.
- Super damage per shell increased from 320 to 360 (448 504)
This is actually a nerf, an overall damage decrease from 2880 to 2520 at power 1. There is simply no coming back once you're Supered, and this would give tanks a better time, since Rosa, Bull and Primo now all survive two Supers.
- Range increased from 7.67 to 8
All part of the 'long-range bushcamper' rework. Shooting further will make randoms smarter and Shelly more rewarding to play, especially against brawlers like Tara, Carl and Pam who just destroy her.
Leon
He's much better now, but not all the way there yet.
- Health increased from 3200 to 3400 (4480 4720)
He's supposed to be an assassin, but that doesn't change the fact that Leon often loses a fight he's rightfully got in the bag, because he dies before the enemy does. For a close range Brawler Leon feels awfully frail, and is really the key point of why he struggles in 3v3. This gives him more solid consistency, and because it's really not fair that he has the same health as a turret brawler. Why does he get three-tapped by Brock and two-tapped by Dynamike? I don't know.
- Minimum damage increased from 178 to 200 (250 280)
This one is much more subtle, but I think it would allow him to be better at mid-long range. Before the buff he got yesterday, he was useless unless you were on top of enemies. This one makes him able to be used like Bo as well, so this change is mainly to provide Leons with a lot of freedom of their attack.
- Invisheal healing decreased from 1000 to 900
Leon's Invisiheal is a bit too strong. People are now saving their Supers to fight Genes and Taras, suddenly press their Super, and bamboozle them as they waste their ammo on a basically immortal Leon. 1000 healing per second takes roughly Primo's DPS to
cancel out his heal. It's too strong and really takes away the original purpose of his Super.
So why no invis duration buff? I feel like Leon's invisibility was a bit strong anyway. A Leon was allowed to travel freely for 19 tiles, off the grid, wherever he likes with 7 seconds. Bringing his invisibility back to 7 seconds gives his Star Powers too much value and makes him too brainless to play.
Details here
https://www.reddit.com/BrawlStarsCompetitive/comments/equ8eq/the_way_to_buff_leon_nobody_knows_about/
Rosa
- Range decreased from 3.67 to 3
Begone, Rosa.
No, this isn't overkill. It just gives her the shortest attack range in the game. I think that is the way it should be, since she has spread on her punches, and easily the lowest skill to play of any Brawler. This would stop her from just pushing endlessly until her extra 50 speed finally pays off.
- Damage per punch increased from 460 to 480 (644 672)
To compensate, she should be able to do more damage. So now if you get caught in a Rosa's range, bad luck, but at least it's harder to get caught in the first place.
Emz
She's either OP at something or god-awful at it, no in between. If you think about it, she's not actually that strong, since most brawlers either out-range her (literally everyone but tanks, Sandy, Bibi, Mortis, and Nita), or have a way of getting up close quickly (Mortis, tanks, Bibi), or just straight-up storm her out of nowhere (Rosa and Sandy).
That leaves only Nita and Frank who are truly countered by Emz, and their ranges fall perfectly in her 'sweet spot' of three ticks of damage (4.67-6 tiles). Everyone else just doesn't want to go near that particular three-tick range.
Besides her DPS, when she's not using all three ticks of damage she just becomes a weaker version of Tara. Overall just a very skewered brawler who needs substantial fixing, in both directions. Even her SPs; one is OP and one is horrible.
- Health decreased from 3800 to 3400 (5320 4720)
Emz is a brawler about AoE, just like Poco and Sandy, but uniquely she struggles at close range. She's currently quite strong in spacey situations, so opening up a weakness of less health makes her slightly easier to approach without taking 7000 damage. Also increases the value of Hype since it now restores a bigger percentage of her health.
- Range increased from 6.33 tiles to 6.67
She can't hit shots. Not because it takes aim (it really doesn't; how do you miss a 55 degree spread attack?), but because people are physically just running away far enough so that they don't get hit. In modes like Siege and Gem Grab playing her is tedious because her attack is like Frank's delay; it takes her attack 1.5 seconds to reach the end, and in that time a normal brawler can run roughly 2.6 tiles back, giving her an effective range of 3.67 tiles (same as Mortis' attack indication). I'll speed the attack up too, but this one is also going to make her 'sweet spot' slightly harder to pull off since there's an extra length of two ticks of damage.
- Hairspray linger time reduced from 1.5 seconds to 1.2
This... is a buff and a nerf at the same time. While it addresses her lack of range since the spray doesn't travel enough, it also does punishing damage while it just sits there, and often people strafe back into the hairspray accidentally.
This change will make the spray travel faster so Emz will have an easier time hitting enemies at the end of her range, it won't spend as much time staying on the map so enemies won't take
that much damage, and even give her a subtle offload buff of roughly +200ms (cooldown is still a thing so it's not 300).
- Bad Karma Rework: Emz's first spray now does +300 damage.
Bad Karma is OP. We all know that, and how much an AoE brawler whose playstyle is similar to
Poco is being used everywhere in
Heist. Now she'll do less overall damage (2520 2316), which will help since she can't burst Rosa down anymore, makes her less hopeless at close range (arguably the most defenseless in the whole game, no way you can hit shots for more damage, no escape, no special ability since Super does such little damage), and stop the exponential growth of Bad Karma when collecting power cubes (used to be +20% per tick, got gradually stronger in SD with power cubes), which basically made the pesky 11 cube Emz completely immortal.
- Hype Rework: Emz heals 500 per second, and her teammates in the range of the Caustic Charisma will heal 200 per second.
Hype won't ever be good, even if it heals 800, because if you ever have to use your Super, there's generally someone at close range, which means you're toast anyway. But giving value to teammates would increase her overall utility, sort of like Gene's Magic Puffs.
This one is just a little idea, and one I'm quite proud of. What do you think? Max
- Remove her fourth ammo slot.
Why is that a thing? All this hype and memery built around Brock's fourth ammo slot, and then it's all come crashing through the floor because Max has four ammo and nobody knows why. I'm watching Max players in SD just go face-to-face against a Shelly and win because of the extra ammo slot. That said, she should be viable at close range, but not like this. People have reached new levels of cockiness with that extra ammo, and this will bring Run'N'Gun down a little too.
- Damage per blade decreased from 300 to 280 (420 392)
This one is subtle and doesn't slow her box break speed down. I personally strongly discourage close range combat as Max, and people are using her in Heist and even Boss Fight for her DPS. This makes her better designed for mid-range combat.
- Health increased from 3500 to 3800 (4900 5320)
Just to compensate. It also makes her playstyle much closer to Bo, Tara and Leon, and less like Rico and Colt. She feels rather frail anyway, and often gets three or four tapped in the blink of an eye.
- Run'N'Gun efficiency increased by 15%
Now if she doesn't have a fourth ammo slot at least she can reload ammo faster. It takes a while to shoot anyway.
- Super Charged now charges in 24 seconds instead of 32
It was too slow, and people were better off annoying some random Sandy instead of spinning in a bush for half a minute to get their Supers. Now playing passive also has its reward since there's no risk of dying when spinning inside a bush.
Sandy
- Damage decreased from 900 to 860 (1260 1204)
For a support, Sandy did a lot of damage. He'd just walk up to some random Pam and start melting her away with a constant stream of an attack that's impossible to dodge. This one punishes that Power 6/7/8 Sandy at 800 trophies (what a piece of shit that random is, no Star Power at that trophy range...) since they won't be able to do 1.2k damage anymore. It also brings him back down to earth and a 'Support' instead of 'specialises-in-Bo-Assassination-who-can-kill-anyone'.
- Rude Sands damage increased from 120 to 150
It's anti-regen, I understand that. But right now some are choosing just to stay in the shroud. Now it'll sting a bit more since your average brawler that isn't Frank the Tank will lose a third of their health by staying there.
- Hits to charge Super increased from 6 to 7
You know why, and so do I. The Sandy just has perpetual invisibility, just like Leon, but it charges easier, lasts longer, can have effects on enemies, can heal teammates, AND APPLIES TO THE WHOLE TEAM. Quite a lot of perks for something that just charges as you flank people down.
- Attack range increased from 6 to 6.33
His range is a little bit short, which is encouraging bushcamping and brainless gameplay. Given the damage reduction, I want hitting a mid-range to be plausible as well. At least now he can shoot further than Nita, Darryl and Frank, brawlers he struggles against.
It's also a subtle nerf to his projectile speed, since it now takes longer for the attack to reach the end. He can literally shoot around walls at the moment.
- Speed reduced from 770 (tank) to 720 (normal)
Of all Brawlers, how come he gets extra speed? I notice it a lot when playing Sandy, and he's just an outlier in the data. Putting it back where it belongs. It's also what really makes his attack stand out, since it travels so fast, and since Sandy is fast that makes his shot so easy to connect.
Tick
- Mine spread increased from 1.33 tiles to 1.67 tiles
Put simply, Tick's mines would still be in a triangle, but further away from each other. This takes away the possibility that two mines hit you at the same time (a brawler's hitbox is ~1.33 tiles), but make him better at pinching down.
- Mine duration decreased from 2 seconds to 1.6 seconds
Tick made the whole game slow. Once he starts vomiting ammo at a bottleneck, it's just a traffic light. The match just stops while the opposite team sits there waiting for his mines to go. Players are basically just denied the ability to travel to certain places just because there's 8600 damage worth of mines lying there.
- Range decreased from 8.67 to 8
Tick's furthest mine could hit you from just longer than the screen vertically, at 10.67 tiles. That was not okay. Having 8 tiles still gives him an advantage over the other throwers, but at least you can see where the airstrike is coming from now.
Nita
- Reload time increased from 1.25 seconds to 1.4 seconds
She just never runs out of ammo. With her recent health and big damage buff, it's possible for her to just keep juking enemies at close range, consistently being able to kill 8-Bits and Pams at close range just by running in circles, and it's impossible for Nita to miss her attack. In team play, given her pierce attack she'll charge her Super much faster than most brawlers, and little effort was paying off a lot. Even with this change she'll still retain her quick ammo, but it's enough to make most Nita players hesitate before throwing ammo away.
- Hits to charge Super increased from 7 hits to 8
Other brawlers can use their Supers when in a duel, such as Tara using her portal to initate attacks, or using Bibi's bubble as a finisher, but Nita's bear is simply not meant to help her in a duel. It should not be able to charge fast enough, since it's capable of moving and fighting on its own. This will stop Nita, an already independent and strong brawler, from spontaneously spawning an extra half a brawler every single duel. The bear is much more intimidating with a Star Power, to the point where once the bear is in the battle whoever is it Nita is fighting is usually doomed.
- Bear movement speed increased from 620 to 670
That said, the bear
does have a lot of weaknesses. It's basically a single-use, not just short range, but literally coded to chase enemies until it dies. This gives a non-SP bear more potential in pursuit and even agility to some degree.
Colt
- Health increased from 2800 to 3000 (3920 4200)
So just to recap, before his damage buff, Colt sucked. A lot. That was because he was too similar to Rico, but with less range, no spread, thinner bullets, no bounce, less DPS, less bullets in Super, and slower Super charge speed. The only edges he had over Rico were 200 more health and 200 more damage. Highlighting these changes by adding more buffs to them would set them apart, and give Colt situations where he would be used.
Giving him that subtle health boost also provides another option of gameplay, sort of like how Leon was when he was at his worst, like a glass bushcamper. A frail brawler that could be used well at close range due to sheer burst damage, which is made even stronger with the recent buff. (Can confirm, the amount of effort it takes to kill a Colt as Mortis/Bibi means he'll easily qualify.)
- Added bullet spread of 5 degrees.
In perspective, 8-Bit and Rico both have 5 degrees of spread. Shelly has 25 degrees, and Poco has 80 degrees of spread. Sometimes a few of Rico's bullets will bounce on a corner but the others won't.
The bulleted brawlers shoot multiple attacks, which means it's like landing a sniper shot except the bullet moves slower, you must keep strafing along to keep doing damage, and only then are you able to possibly do it four or five times per ammo slot.
So a lot of people naturally turn toward autoaiming, also nobody has time to think and act when it's Overtime in Brawl Ball. The spread of 5 degrees does not show up on Rico and 8-Bit's attacks, but it does give their projectile size a boost. Autoaiming with Colt does not have the same effect, since he shoots entirely in a straight line. This applies to Dynamike too, no matter how much damage is increased, if you can't hit a shot in the first place the buff won't do anything.
So giving Colt spread finally gives him equal autoaim privileges to 8-Bit and Rico, and the absolute newbies who've chosen to play Colt will have a much better time playing without skill.
- Reload speed increased from 1.6 seconds to 1.8 seconds
Colt takes a relatively short amount of time to physically shoot out the ammo slot, and once these buffs are in place the flow of ammo should be slowed down. This stops his DPS from being high as a kite in Heist, which he's probably going to dominate really hard soon with a DPS of almost 1200, and gives him a new role of 'if you get hit and strafe with him that is going to suck a lot'.
Bull
- Health increased from 4900 to 5200 (6860 7280)
Bull just doesn't feel like much of a tank right now. He has a whopping 100 more health than
Pam. With one of the shortest ranges in the game, he basically gets melted by everyone. There even was a point where Bull didn't stand a chance against a Steel Hoops Darryl. That may not be so anymore, but that doesn't change how badly he needs a buff. This is bringing back the health he had before that October nerf that nobody can explain to this day.
Also subtly buffs Berserker and Tough Guy since they'll activate at a higher health now.
Jessie
- Damage increased from 840 to 880 (1176 1232)
At the moment Jessie's damage is basically ignored because of her sad reload, and depends on her turret way too much. Often those who pick Penny instead are also trying to inflict the extra damage, though Jessie should never do the same damage as Penny, because the bounce can potentially be more dangerous to enemies in more situations. She'll now be able to kill a box with five attacks instead of six, but can't go around picking off Shellies like Penny players can with 1260 damage. It'll help her in a base race since randoms insist on picking her in Heist.
She'll also take one less hit to kill Carl, who is pretty much her hardest counter in the whole game.
Dynamike
- Detonation time reduced from 1.3 seconds to 1 seconds
At first this might actually mess Dynamike mains up quite badly. But once they get used to it I believe it'll be easier to land shots and not die up close since there's less possibilities of enemy movement when the bombs blow quicker (less time to juke). Mostly the buff is to make landing one stick of dynamite more painful, since hitting two is extremely difficult, and that's how it is meant to be.
It's also a slight nerf to Dyna-jump, which should only really be used to dodge a Super or flip over an annoying wall generating a bottleneck, not constantly jump and refuse to take damage in the poison. Strong players were too skilled with Dynamike and bad players were too... bad.
- Damage per dynamite increased from 800 to 840 (1120 1176)
Dynamike =/= Tick. Tick does a ridiculous amount of damage, but it takes a lot of brainless gameplay to actually get hit by all three mines. Dynamike's attacks should be sort of accurate but hurt the most consistently. So now with this buff there's the possibility that if enemies don't juke well enough at close range they might actually die.
This is also very
FUCKYOUINPARTICULAR to Mortis, who takes exactly five sticks of dynamite to kill now. Just some defense against a brawler who can now three-shot him without taking much damage at all.
submitted by My Wall of Text for Posterity
A little about me
My first time playing was during Domination. I spent some time watching builds on youtube and recall watching Spectral Throw and Infernal Blow builds. I eventually settled on an Infernal Blow Marauder, got hooked and haven't missed a league since then.
I've tended to play SC in leagues, though I've leveled 1 toon to 90 in HC with Caustic Arrow and a couple of lower toons. SSF was fun also, and perhaps will be a future goal for an entire league. I tend to not play meta builds - I suppose some part of me just wants to be a little different.
Since I've experienced much of the game's content over the years, in the past couple of leagues, I've set goals for myself to achieve to keep me motivated. I grinded for a pre-nerf Mjolner when it released in Awakening and recall buying it for 19 ex. I grinded for my first Headhunter in Legacy league and paid 71 ex for that. My first mirror came in Harbinger league which was 143 ex farming Spider Forests. Along the way, I've managed to obtain most of the GG items in the game and use them to play not amazing off-meta builds. Near the end of Abyss, I realized there was little I wanted to own anymore and needed a new goal for Bestiary.
I frequently thought to myself I would never do the level 100 grind. I have a regular 9-5 job and a young family - for years, I just thought that 100 was something other people do.
Then, in an embarrassing moment of vanity, I was looking up a trade on Poe.trade and saw the yellow account name. Yes, the
yellow account name. I wanted to be special, a little different from everyone else. Thus, I set the course of the my next 3 months in Beastiary.
The Setup
The Build
I knew from the get-go after reading other posts about the 100 grind that not dying was central to making it. So my initial thoughts were focused on tankiness. By and large, mapping DPS in this game has become easy to obtain. For the purposes of ripping through maps as quickly as possible, I knew certain skills didn't need a lot of offensive investment which left points and gear choices focused on defenses. I also knew moving fast was key to fast clear; I've spent previous leagues shield charging and leap slamming around, and it was tedious with how those skills just sometimes get stuck or don't go. Running zoom-zoom was the smoothest way to move around - less clicking. So fast move speed, fast clear, and stacked defenses. This basically left me with either a bow skill or a wanderer. Having just recently done the MF/Quant Windripper thing in Harbinger, I knew the it was the Wanderer life for me. Kinetic Blast with an indoor map meant easy DPS with the explosions bouncing off the walls. Moving fast with KB meant one of the Ranger ascendencies, so I just had to figure out defenses now. Life / EV on the bottom right of the tree is one of the options, but I wasn't convinced of it's viability for the deathless grind. Life down there is lacking and EV is just a game of chance. After some googling, I came upon this
https://www.pathofexile.com/forum/view-thread/2053963 - CI Incandescent Heart Pathfinder Wanderer. It seemed perfect: 90% phys reduction, decently high ES pool, good max resists and vaal pact. I also had a love for Incandescent Heart - it had obvious defensive bonuses if you could handle the chaos damage and bonus DPS. Pathfinder handled the movespeed and physical reductions. So, I was settled! I picked a move speed build because I wanted less clicking...instead I chose Pathfinder.
Here's my profile:
https://www.pathofexile.com/account/view-profile/mook1e IGN: PookProbWontHitaHundy
PoB with the reasonable mapping stuff checked:
https://pastebin.com/b1E8LKZf Comments - I had settled for a 4L Kinetic Blast in Thunderfists and 5L Barrage early on while getting my Atlas setup. This was by and large fine. However, I realized around lvl 97 that I was almost never using Barrage, even for bosses since throwing projectiles against a wall was faster than Barrage. I dropped barrage altogether, moved KB into my then 6L and immediately my clear felt better. I didn't look back.
- I adjusted my build from Kyrate's build with less DPS and more ES. POB says I have 250% inc ES overall. My shield had fairly high ES and I prioritized T1 ES rolls on all of my jewelry. It didn't seem sexy, but it felt right. Once I got above 7000 ES, I stopped dying to random oneshots.
- Because I was taking ES nodes, I didn't travel for very many jewels - this left me unable to find a jewel slot to fit in an abyssal jewel with the "8% chance to gain onslaught on kill for 4 seconds" mod. Near lvl 95 I was wanting to get more movement speed out of my build - clearing faster meant more exp. I was trying to find a way to get onslaught when I remembered a reddit post about how good Rotgut can be if you can easily generate charges. I got a well-rolled one and indeed, with Pathfinder, it felt good and onslaught on almost all the time.
- As I was hunting more movement speed, I was always looking for more options. I didn't start the league with any intent to use a Headhunter because I wasn't actively focused on making currency and figured it was too expensive. Yet, somehow, in the the lvl mid-90s, I was sitting on enough raw exalts to buy one. So I figured what the heck and spent everything I had for the Headhunter. Let me tell you, if you haven't set a goal to obtain one, it's worth it. Hitting the 300%+ movement speed from haste aura and Soul Eater mods are probably some of the most fun things you can experience in POE.
- Piscator's Vigil is hands down the cheapest and most damage effective way to build a wanderer. I PoB-ed numerous elemental wands I saw on the market, and I had to spend 10 ex+ before I could get a 5% increase in DPS. It's true, the ceiling is higher with a GG wand and multiple jewels and scaling lightning damage , but it didn't seem necessary since I was clearing two screens in one attack anyways.
- The shaped Skyforth's is an interesting story - after the first two weeks of the league, I noticed I had enough pure ex to get a Skyforth. It's sad that the days of 40 ex Skyforth's have passed, but fortunate for us all now. One afternoon, I refreshed the page and notice a shaped Skyforth listed for the very 6 ex's I had. After making the trade, the guy decided to tell me his secret. Skyforth's are guaranteed from the Trash to Treasure prophecy - it is known. The prophecy itself was in the 10s of ex at the time. However, The Iron Bard Div card was criminally underpriced (maybe because it was introduced in 3.2), and the guy was buying them up, buying shaped Sorceror's Boots and making Shaped Skyforth's for profit. He said he was done the league and wanted to share with me his secret. I kept an eye on the div card, but by the point, I think the community smartened up and the price of the div card added up to the price of a skyforth, so there was little profit to be made anymore.
- Random other things:
- I bought the corrupted Shaper's Touch gloves for what seemed cheap at the time, a couple of ex. I spent nearly the same amount of currency in vaal orbs trying to color it BBBG.
- The Vertex was chosen because it has one of the highest ES rolls around for helms these days. +1 gems was perfect for my auras and enlighten. I had a +1 Barrage Vertex for a while, but when I switched to the 6L KB, I found the KB enchant which granted an additional explosion. Seemed perfect for clearing faster!
- I 6-linked my chest in under 600 fuses I want to say. Lucky me!
- I think I got lucky buying the ES shield with resistance rolls for a couple of ex also. I didn't think to 30% corrupt it until after I hit lvl 100 :p
- Getting strength as a Pathfinder was troublesome, that's why my amulet has 103 strength on it. Once I dropped Decoy totem, I was able to make it. It became moot later when I took the +30 strength nodes at lvl 98 and 99 to squeeze a bit more ES out of my Shaper's Touch gloves.
- Flasks are OP - perma 90% phy red, curse immunity, ailment immunity and getting lucky crits. Because I had headhunter, I couldn't use a belt with flask effectiveness on it, hence the random Conqueror's Potency. This brought the Flask effectiveness just high enough so Dying Sun gave me another projectile.
- I swapped out in Pierce gem for Added Cold in my 6L KB setup around lvl 98. The clear speed boost was noticeable since I had no pierce otherwise. I didn't think I would need it being indoors, but the being able to attack and pierce into a large pack of mobs or go deep into a hallway for the explosions to triggered helped a lot. Not sure why I didn't recognize it sooner.
- Trying to squeeze more movespeed, once I dropped barrage, I had a free 4L to use, so I read somewhere about other streamers using Animate Guardian. Victario's Flight adds some MS! My AG setup was Victario's Flight, Leer Cast, Southbound, Grukthul's Pelt and Kingslayer. Without any tree investment, I needed AG to have innate life regen somehow and Grukthul's was the best option. Kingslayer was mostly me being silly. Culling strike and some rarity didn't hurt though; certainly more interesting than Dying Breath. On the whole, I'm not certain it was worth it. My AG died a lot, and I spent a lot of time shopping for AG gear which could have been spent leveling. I think in the last weeks of Bestiary after Flashback started, I single-handedly bought out every cheap Grukthul and Soul Taker remaining on the market. IMHO, AG is worth it if you can keep him alive, otherwise, meh.
- Lastly, the Watcher's Eye cost me 20 ex. The original roll was 99% crit chance and 12% es. I kept that for many levels until I spent some divines at lvl 98 to squeeze more ES out of it.
- The build felt falsely tanky sometimes due the dependency on flasks. It's not truly tanky like Jug or RG Guardian. If I didn't flask correctly or in time, I was liable to die. But, when I did have flasks up, I could facetank mostly all dmg and leech tons with VP / Buffed Soul of Arakaali. My ES pool would yo-yo, but as long as I was attacking, I felt fine once I got above 7k ES.
- I generally carried Thaum Nets, Necro Nets, Wisdom Scrolls, Alchs, Yellow Sextants, Vaal orbs, and Remnant of Corruptions in inventory while mapping.
Atlas and Maps
In planning my build, I settled fairly quickly on Shaped Waste Pools as my map of choice. I had read that the exp was good and knew the indoor walls was easy DPS for KB. My goal was to not sit in Poorjoy or Beachhead rotations. I largely dislike chasing after someone running around super fast and then making a wrong turn and being left behind - it's frantic and stressful, not at all what I wanted out of my grind. Beachheads were super expensive also, so I never did one of those. I think I ran 3 PJ rotations from natural map drops, and the last and 4th PJ I dropped I sold.
Anyways, here is what my Atlas generally looked like:
https://imgur.com/PmPY4JY I cleared T1 to T12. Shaped Armoury at T13, Shaped Waste Pool at T14, skipped T15 and bought the kills for Minotaur, Chimera and Phoenix. I would have done Hydra also, but I didn't find a seller when I was looking. This probably turned out to be better since Hydra maps had a lower sell price compared to the other three most of the league. Setting up my Atlas this way increased my likelihood of dropping only Shaped Waste Pools, which is what I wanted.
When I started mapping, Elder popped up in the top right quandrant, which I knew probably wasn't going to work for me since waste pool is bottom left, so I cleared him off. The concept of Elder rings wasn't a super known thing yet this early in Bestiary; my goal was really to just get Elder somewhere near Waste Pool, but I didn't know what I was doing. Luckily, his influence showed up on the bottom, I pushed him to the left and he popped up suddenly with a guardian on Lair. This meant as long as elder influence was on Bog, I could flip EldeShaper Influence on Waste Pool. I didn't realize what this meant until I ran my first couple of Shaped Waste Pools, but once I saw what was happening, I considered myself lucky to have sorted it out in what was a couple of hours. I never bothered to create an Elder ring.
Note, I tried Shaped Tropical Island for T13. That sucked. Don't do it - pack size is so very low and it felt bad with KB (no walls). Shaped Armoury for T13 turned out to have sick density. I unlearned Tropical Island and found another Shaper orb for Armoury.
Waste Pool itself was an moderately good map to clear, there's a big outer circle and then some windy sections in the middle. I got familiar with the different layouts, but never figured out the optimal route since the windy middle sections changed. This meant I always walked over some portion of the outer circle twice (with dead mobs) to get to the middle sections. I tried Vaal Haste to help cover this gap, but Vaal Haste is fiddly now that it lasts < 10 seconds and only grans 13% movement speed.
I did not keep terribly close attention to my maps count or exp/hr except for lvl 99. I dinged lvl 99 with one month left in the league. From the data I kept, I needed to run 555 Shaped Waste Pools fully supported to make it to lvl 100. That meant 6 maps was a little more than 1% exp. My goal was to finish 5% exp a night for the remainder of the league, which was a ~28 maps. I got fairly focused and could get that many done in a little more than 2 hours. I think my exp/hr stayed near 13 million? Near the end, I had a couple days off work, and managed to knock off 20% at a time.
Sustain
So my Modus Operandi for map sustain was for every Shaped Waste pool to Chisel 20% quality, Alch and Chaos to 80%+ quantity (24%+ pack size), rerolling elem reflect and cannot leech. Three yellow sextants around waste pool for the additional monster rolls/breach/abyss/Zana. I averaged about 7 yellow sextants to get three good rolls. I learned in the mid 90s that it's best to lay down all three sextants, and then reroll the sextants one at a time (the overlapping meant at least one bad mod was blocked for the other maps). While leveling Zana, I ran bloodlines exclusively unless I had a Beyond map in which I would roll Beyond. I had no idea if Harbinger was good or not for exp, but I read somewhere on reddit that the extra packs were good and the shards worth $$. Waste pool sustain at this point wasn't perfect. I'd often drop back to running a dozen or so Shaped Armoury's with bloodline to get my Waste Pool pool back up to 6 maps. Sometime if elder was creeping north, I'd try to get flipflopping happening on Armoury for fun.
Around level 93, Zana was level 7, and I decided to get her to level 8 for Harbinger (My other masters had dinged 8 by this point with just daily rotations and Wilds). This involved daily rotations, but me hosting a daily rotation in /global 820 whenever I found a Wild Zana in Shaped Waste Pool (sextant mod helped here). The Exp was higher than a lvl 7 daily, so it was easy to form a group. I got her to 8 in a long afternoon.
Once Harbinger was around, I ran Harbinger exclusively. From here out, my Shaped Waste Pool pool sustained great, and I never ran Armoury again. Running 20-25 maps a night, I've come out even or slightly above. Only a couple of nights would I not break even on Waste Pools.
In case you're counting, this is how much it cost me to sustain: Taking ballpark averages over many maps, for a round of 3 maps (3 uses of a sextant), I'd spend 12 chisels = 9c, 3 alch = 1c, chaos rerolls = 5c, 7 yellow sextants = 21c, harbinger zana mod = 18c 54c or 18c per map, not including the map itself which people were selling around 14c for most of the league. So 32 c in value per map. Man, that sounds crazy just reading it now...
Ok, so how did I manage this kind of investment and buy my gear? Turns out you make currency just playing the game... you can make a lot of currency playing the game a lot.
$$ Not so easy come, easy go $$
So my played time for this character is around 17 days. That's 400 hours of playtime spread over almost 3 months. That's a lot of time. There's a reason it took so long, which I'll get to later, but I don't know how I managed to find that much free time.
Anyways, restating what we all know, by playing the game, you make currency. Here's my currency tab when I dinged 100.
https://imgur.com/CyGwTW9 I've never ended a league so wealthy (and I've never played as much as I did in Bestiary, so...)
Early league, I bought maps to build out of my atlas and sold the high whites, yellow and red maps I wasn't using anymore. This was very steady and very profitable income. I just setup 5, 7, and 9 alch tabs and tossed maps in there as I went. I hit 1000 alchs within the first couple of weeks selling maps alone. This was my alch sustain. This and selling fuses I didn't need anymore after I 6L my chest helped me buy my first big purchase - the Watcher's Eye.
Once I had Harbinger mod, it turned out to be really profitable. Annul orbs, Ancient orbs and Harbingers orbs were rare this league since they were gated behind Zana 8 or a rare beast craft (Harb orb). Ancient and Harb orbs consistently sold for 30+c each. T16 maps were also fairly pricey for most of the league, also - my guess is because lack of available Harb orbs and the Elder ring Atlas strategy didn't lend itself to sustain specific high tier maps. I killed Portentia, the Foul up until lvl 99 and the occasional +2 T16 map was always a nice pile o' Chaos. Random T14 - T15s from Wild Zana maps also sold well. Once I was sustaining Waste Pools, I was able to sell a stack of 12 Shaped Armoury's once a night for half an ex.
- Random Other things
- I sold a handful of shaped/elder gear, mostly stat sticks for 1 ex or so. I never ID'd a worthwhile armour the whole time. Oh, I did have some rings sell with the curse on hit mods.
- I saw a video about farming rare wolves for the Tier 3 Talisman recipe, so I captured wolves when I could and managed to get 1 good Spinefuse Talisman (the quant one), which I solve for a few ex. Waste Pools wasn't a natural spawning ground for Wolves - if bestiary were around, it might be a strategy to chose a map that had wolves naturally to farm Spinefuses.
- I sold a lot of lvl 20 and a couple lvl 21 gems while trying to get all lvl 21 gems. I lvled 18 enlightens with 20% qual and haku weaps to lvl 3. I vaaled 4 into lvl 4 enlightens, and bonked only 2. Those sold for 3-4 ex.
- I kept tightening up my filter as I leveled. Filtered out currency and all normal rares. I did pick up all uniques though for those sweet alch shards. Stopping to loot let not killing monsters, which meant slower exp gains.
- I think I bought over 6000 wisdom scrolls. Portal Gem was definitely worth it.
- I encountered every portal beast multiple times. I sold 4 Farric Alpha Tigers for 4, 6, 9 and 12 ex.
- I pulled a The Fiend card from a Stacked Deck. I turned in the Encroaching Darkness and got the Putrid Cloister once. I have too many of those Pillar of Arun maps.
- I farmed 560 The Feast div cards from Waste Pools. I turned in 2 Loreweave unique ring sets and was at 50 rings for the third Loreweave.
- Aside from the gems, I vaaled a couple of good uniques - I can recall minion damage on a Sidbreath sold for 40c on day 2 and lvl 12 Elem Weakness Sadima's sold for 4 ex.
- The Throne Card were always fun to turn in because of the potential for a payday. 190+ max life rolls always sold well; I did luck into a perfect life and +1 frenzy roll which sold for 4 ex.
- Dropped a couple perfectly rolled uniques too - one perfect Ngamahu's Flame and one perfect Facebreaker
- It's hard to say what the T1 uniques are now, but I didn't drop a Shavs, Kaoms, Crown of Eyes, or anything really oldschool spectacular like that. Maybe if I ran some IIQ gear?
- I used PoeTradeMacro, Poe.Trade, Poe.ninja, poe.db and the wiki as my external tools.
- I dropped naturally 19 ex, 21 divine orbs, maybe 4 Annuls. 0 Mirrors.
- I got 1.63 Chalupa breachstones and encountered 19 lich's. I think I acquired one of each abyss armours, and only a single 2 socket item, a Lightpoacher.
Deaths
So the reason it took me so long to level up is because I died alot. I mean alot. At lvl 99 I died frustratingly four times. On average, I think I died 4 times each level from 90-100. Ouch. I'm not a good player who plays tired after a long day of work and family! what can I say.
So how did I die? Pretty much every way possible (not having instant life flasks due to being CI probably didn't help).
Here we go: Fire Bearers, Cold Bearers, Mysterious Barrel Bearers, Portentia sludge, getting caught with no flask up against a giant skelly / porcupine, picking up a trash unique and getting titty bitched, stupid proximity shield undying evangelists with rhoas in a narrow sewer, strongbox DD in a narrow sewer, Bameth Vaal DD in a narrow sewer, Naem with flasks down because I didn't press my keyboard hard enough because I was half asleep (I did kill Abaxoth twice deathless though), definitely one of the essence monsters that chilled and slapped me, Red Drop Bear in a PJ rotation (6 man hp...), T16 Haunted Mansion boss, freeze strongbox with flasks down, elemental reflect waste pool twice, elemental reflect map on a random Bog I did to extend elder influence ("alch and go"), accidental weapon swap and unable to KB-leech back my life, bloodrage, and game crashes.
So crashes. I died from the game crashes probably a half dozen times. I primarily played on my laptop this league, which is a middle of the road gaming laptop. Video settings are all on the lowest, but despite that, I would KB into a large pack or open a box and lag, white screen, popup, crash. Half the time I would come back with no auras up, the other times they were on when I entered hideout. It was frustrating as I was in the low 90s when this was happening to keep dying due to something not caused by me. I tried various tinkering with the video settings and hardwiring into the Verizon box. Ping stayed generally in the 30s, so it wasn't my provider, but none of that really helped. Finally, one day, I read a Reddit post about lowering the number of Audio channels and turning off Reverb. Lo and behold, that solved my problem! I'm not sure which one of those solved it, but one or both of them did. I'm happy to have resolved that around lvl 95. Dying to a crash at lvl 99 would have sucked the motivation out of me for the night.
Here's my level 100 celebratory screenshot:
https://imgur.com/nA9dQpO As you can see, I died 223 times. I was at 197 deaths at lvl 94 if I recall, so that's averaging 4 deaths per level. Ouch. So despite my plans at the the onset of this adventure to not die, I died a lot.
Parting Thoughts
- So the grind itself was enjoyable for me. Zooming around with KB in narrow hallways (and Headhunter) kept things fun. I fundamentally enjoy this game very much and the grind only occasionally felt like a grind.
- Targeted Shaped Map strategies was good for sustaining. Now that Elder will be moving around, I'm going to bet this is still the best way to sustain certain maps; perhaps losing the extra packs will hurt a bit.
- One certain way to to make a lot of currency is to play a lot.
- I also chose a poor league to grind level 100. Bestiary didn't add a ton of extra mobs and was the last league GGG made additional exp nerfs to (looks like no exp nerfs for Incursion). Some of the Red Beasts were rippy. Hindsight is 20/20.
- Much love to GGG for making a great game. It's not perfect, and Tencent drama aside, I hope to keep playing this game for a long time.
- Holler to my guild, Wu-Tang; thanks to Dkokr for being really the only person online after week 6 and chekcing in on me; and congrats to him for hitting 100 (through PJ's though - cheater)! Of course, I have to recognize Sullenfiend and all the Crits.
- Looks like I'm the 313th level 100 toon in Bestiary SC out of 513 total. Congrats to everyone who made it!t of 513 total. Congrats to everyone who made it!
- Finally, Incursion starts in a handful of hours. Have fun everyone! You'll find me exploring temples with my name in Yellow!
P.S.
One more thing, you remember early league there was hype about the Unique Belt bestiary recipe? Well, two days ago, I was cashing out the Bestiary recipes and found a single ilvl 81 Saqawine Wretch. I'll just leave this here:
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