الوسم: Character Creation

  • Best Class Choices for Completing and Solving in Vampire: The Masquerade – Bloodlines 2

    Best Class Choices for Completing and Solving in Vampire: The Masquerade – Bloodlines 2

    When you start playing Vampire: The Masquerade – Bloodlines 2 or watch its trailers, you’ll notice that it’s a unique action game with a distinctive combat style. The fighting happens entirely in first-person view, mainly using melee weapons. You also have special powers such as telekinesis, which lets you move enemies and objects around.

    Besides basic fighting, you can unlock a variety of abilities based on the clan you pick at the beginning. While it’s possible to unlock abilities outside your clan later on, it will take some time to do so.

    What Are Clans?

    Clans are a key part of Bloodlines 2, influencing both combat and story. As you play, you’ll hear about different personality traits and sometimes physical features of clan members, which helps you learn more about them.

    After the tutorial, where you escape from your apartment, you’ll choose a clan. Each clan has four active abilities, one passive ability, and one perk. This choice is permanent and can’t be changed later, making it your main class system.

    Which Clan Should You Pick?

    When choosing a clan, you’ll see six options: Brujah, Tremere, Banu Haqim, Ventrue, Lasombra, and Toreador. The game makes it easier because you won’t lose access to other clans’ abilities when you select one, although you will permanently lose their passive abilities.

    Here’s a quick overview of each clan’s strengths:

    • Brujah: The straightforward brawlers. They excel in head-on fights with multiple area-of-effect abilities. Their passive boosts melee damage, making them perfect if you prefer direct combat without stealth.

    • Tremere: This clan focuses on stealth gameplay. They can teleport and use their Blood Curse to quickly defeat tough enemies. However, their passive is less useful, which makes them less ideal as a starting clan.

    • Banu Haqim: Another stealth-oriented clan that’s great for one-on-one encounters. They can stop time and move better, which helps in positioning yourself effectively.

    • Ventrue: If you want your abilities to do most of the work, Ventrue is a good choice. They can make enemies forget they saw you and manipulate them to fight each other, simplifying tough battles.

    • Lasombra: This clan is notable for ranged combat in a mostly melee game. They can make certain enemies run away from battles, giving you breathing room when overwhelmed.

    • Toreador: Arguably the most versatile for combat, Toreador can teleport, manipulate enemies, stealth kill, and move faster after feeding. It’s a well-rounded choice for active players.

    It’s recommended to start with Brujah or Toreador, since their passive abilities offer significant advantages early on.

    How to Unlock Abilities for Other Clans

    After choosing your initial clan, you have access to an Ability Tree in the main menu. While passive abilities from other clans are locked, you can still unlock their active abilities by progressing through the game.

    First, you’ll need to defeat Benny in a fight and earn your first title in Seattle. Once that’s done, various contacts across the city will be available, each associated with a specific clan. Visiting these contacts and having enough points in certain skill areas will unlock abilities. You can then spend your skill points to activate them.

    You can see how many points are needed for each ability before unlocking it. To gain different types of points, you can either hunt humans and feed on them to earn 100 points or locate enemies using vampire sight. When you use vampire sight, you need to engage with NPCs to evoke specific emotions, which allows you to feed and earn points of that type.

    Feeding on mortals is the easier way to get points overall, but using vampire sight allows you to target specific enemies for more strategic gains.

  • Completing Sonic’s Dr. Eggman in Magic: The Gathering

    Completing Sonic’s Dr. Eggman in Magic: The Gathering

    Dr. Ivo Robotnik, commonly referred to as Dr. Eggman, is a brilliant inventor with a goal to rule Mobius by converting its inhabitants into robots. His plans align well with the antagonists of Magic: The Gathering, such as Memnarch and the Phyrexians.

    While the Universes Beyond cards may not be genuine to the Magic storyline, they can still be paired with your favorite cards. Luckily, there is a wealth of robust Robots, Constructs, and Vehicles at Dr. Eggman’s disposal that can help him dominate the Commander scene. Keep your eyes peeled; we’re about to unfold his grand scheme.

    Sample Decklist

    Egg Pawn, by Caleb Meurer

    Commander

    Dr. Eggman

    Creatures (26)

    Blitzwing, Cruel Tormentor // Blitzwing, Adaptive Assailant

    Chaos Defiler

    Chief of the Foundry

    Cityscape Leveler

    Coalstoke Gearhulk

    Combustible Gearhulk

    Cryptothrall

    Curie, Emergent Intelligence

    Cyberdrive Awakener

    Foundry Inspector

    Metalwork Colossus

    Myr Battlesphere

    Noxious Gearhulk

    Oildeep Gearhulk

    Padeem, Consul of Innovation

    Relentless X-ATM092

    Rose, Cutthroat Raider

    Scrap Trawler

    Slicer, Hired Muscle // Slicer, High-Speed Antagonist

    Starscream, Power Hungry // Starscream, Seeker Leader

    Steel Overseer

    The Valeyard

    Thought Monitor

    Torrential Gearhulk

    Y’shtola Rhul

    Sorceries (5)

    Blasphemous Act

    Feed the Swarm

    Great Intelligence’s Plan

    Thoughtcast

    Vandalblast

    Instants (7)

    An Offer You Can’t Refuse

    Arcane Denial

    Chaos Warp

    Counterspell

    Desynchronization

    Mana Drain

    Sink into Stupor // Soporific Springs

    Artifacts (20)

    Arcane Signet

    Demonic Junker

    Dimir Signet

    Geth’s Grimoire

    Imposter Mech

    Izzet Signet

    Jackdaw

    Lightning Greaves

    Rakdos Signet

    Reaver Titan

    RMS Titanic

    Sol Ring

    Talisman of Creativity

    Talisman of Dominance

    Talisman of Indulgence

    The Indomitable

    The Regalia

    Thought Vessel

    Thunderhawk Gunship

    Weatherlight

    Enchantments (4)

    Liliana’s Caress

    Megrim

    Thopter Spy Network

    Waste Not

    Planeswalkers (1)

    Daretti, Scrap Savant

    Lands (36)

    Blood Crypt

    Bloodstained Mire

    Bojuka Bog

    Command Tower

    Crumbling Necropolis

    Dragonskull Summit

    Drowned Catacomb

    Exotic Orchard

    Island (6)

    Luxury Suite

    Morphic Pool

    Mountain (3)

    Polluted Delta

    Reliquary Tower

    Seat of the Synod

    Shipwreck Marsh

    Smoldering Marsh

    Steam Vents

    Stormcarved Coast

    Sulfur Falls

    Sunken Hollow

    Swamp (3)

    Training Center

    Underground River

    Vault of Whispers

    Watery Grave

    Xander’s Lounge

    This deck is tailored for Bracket 2 (Core), yet it can compete with lower-tier Bracket 3 (Upgraded) decks. For an upgrade to Bracket 3, consider adding Tergrid, God of Fright, Rhystic Study, and Cyclonic Rift to transform your game.

    The Commander

    The Dr. Eggman card, from Magic: The Gathering's Secret Lair X Sonic: Friends & Foes.

    Dr. Eggman is a 3/6 Human Scientist with a Grixis color identity, requiring one red, one black, one blue, and two generic mana to cast.

    His sole keyword ability is flying, linked to his personal hovercraft, the Egg Mobile. In the games, the Egg Mobile serves as a command center for his various inventions.

    Dr. Eggman’s primary ability offers two benefits. Firstly, it grants an additional card draw at your turn’s end. Secondly, it obligates each opponent (in turn) to select between discarding a card or allowing you to bring a Robot, Construct, or Vehicle card into play from your hand.

    As each opponent makes their selection independently, you could end up with three opportunities to bring a costly Robot into play each turn. However, this depends on two factors: your opponents must consent to let you bring one into play, and you must have a valid card to play.

    MTG Steel Overseer card with the art in the background.

    There are a few notable drawbacks to consider. First, the choice aspect allows your opponents to select impossible actions. They can choose to discard a card even if they hold none, or permit you to summon a strong card even if you don’t have one in hand.

    Secondly, experienced opponents will likely pay attention to your choices and, since decisions are made sequentially, they can observe the outcomes of each other’s selections before finalizing their own. If the first player lets you bring in a Robot and you play something minimal like Steel Overseer, or nothing at all, they may assume that your hand lacks strong options and all opt for that choice.

    Building The Deck

    An Egg Hammer robot slams its signature hammer into the ground while Egg Pawns watch from the background.

    When crafting a three-color Commander deck, the temptation is often to load up on all the good stuff available in those colors. However, this can lead to a generic feel. Since Dr. Eggman is a unique villain, this build intentionally leaves out many staples to create a more thematic deck with solid synergy.

    Your opponents gain nothing by choosing to discard during their turn, but it’s beneficial if they opt to keep their card and grant you the chance to play a significant Badnik. Thus, including elements that deter them from discarding is vital.

    Simultaneously, if they choose to allow you to summon a creature, you need to have one ready in hand. With three opponents, you should ideally maintain three Robots, Constructs, or Vehicles in your hand to capitalize on every opportunity to drop something powerful into play for free.

    Retaining a hand full of impactful cards means you’ll require plenty of draw options. However, you’ll need to be clever; if players believe you have an empty hand, they might take the risk and choose to discard.

    If you’re utilizing Vehicles, it’s also necessary to include creatures capable of crewing them. Many creatures in this deck synergize with your artifact army but might not deal much damage on their own. However, they can crew your Vehicles, allowing them to contribute to combat without sacrificing their helpful abilities.

    Ramp

    Ideally, Dr. Eggman should enable you to cast most of your high-mana cards for free, reducing the need for extensive ramp. However, getting your commander onto the battlefield early and casting spells outside of his effect still necessitates having a solid ramp foundation, hence the inclusion of nine mana rocks, including all three Talismans and Signets.

    In addition to those standard mana rocks, there are only two real ramp mechanics. The first is from The Regalia, which can be acquired for free with Dr. Eggman’s ability, and can fetch you an extra land each time it attacks, resulting in a larger mana base and a leaner deck.

    The second ramp effect stems from RMS Titanic, which is a flying, trampling, 7/1 Vehicle that generates treasure depending on the combat damage dealt to an opponent, but it must be sacrificed simultaneously. If you can strike a clear attack, you’ll gain three mana, potentially more if you apply buffs like Steel Overseer.

    Draw

    To play your free cards, you’ll need them in your hand. This deck features a robust draw package to ensure you consistently have cards in hand, allowing you to continue playing Robots and other assets.

    Thopter Spy Network serves as a useful enchantment with dual effects: it creates 1/1 flying Thopters and allows you to draw a card when your artifact creatures deal combat damage. While it provides one draw per hit, you can increase impact by attacking multiple players or leveraging first-strike damage.

    The Indomitable shares a similar function with Thopter Spy Network but can also engage in combat. Moreover, while enchantments evade many common removal methods, The Indomitable can be recast from your graveyard if you control three other tapped Vehicles. Although there are only eight Vehicles available in the deck, this standalone option remains useful.

    Jackdaw brings a strong draw effect, where dealing combat damage allows you to discard your hand to draw a card for each artifact you control. This typically results in drawing more cards than you discard, but exercise caution not to toss away cards you truly wish to play.

    The Curie, Emergent Intelligence card, from Magic: The Gathering's Fallout.

    Curie, Emergent Intelligence makes for an excellent addition, as it allows you to draw cards equal to its base power whenever it inflicts combat damage. While it may seem insignificant at just one card, it can transform into a copy of another creature you control, inheriting that creature’s draw ability.

    Curie could replicate a powerful evasive creature, like the 8/8 trampling Cityscape Leveler, or potentially rescue a creature facing destruction. If an opponent is about to eliminate or take your creature, transform Curie into that creature, allowing you to mitigate threats.

    Deter Discard

    Encouraging your opponents to discard cards can be advantageous, except in cases where they are using a madness deck. Still, this deck incorporates mechanisms to make discarding a less appealing option for them. With a couple of these effects, opponents will reconsider before opting to discard.

    Megrim belongs to an older era, dating back to 1998’s Stronghold. For three mana, this enchantment deals two damage to opponents whenever they discard a card. Liliana’s Caress offers a similar effect for just two mana, though it counts for life loss rather than other triggers.

    Waste Not transforms the discard option into additional choices. If an opponent chooses to discard a creature, you generate a 2/2 Zombie. If they throw away a land, you receive two black mana. When they discard anything else, you get to draw a card. While losing mana is the least favorable outcome, it also results in fewer lands for your opponent.

    The Geth's Grimoire card, from Magic: The Gathering's Darksteel.

    Geth’s Grimoire is advantageous regardless of what card an opponent discards, since your draw count increases for each card they toss. This can set you up effectively in case your subsequent opponent decides to allow you to summon a creature.

    The End (Step) Game

    Dr. Eggman’s most potent ability activates during your end step, occurring just once each turn. But what if there were ways to maximize that further?

    Y’shtola Rhul, from Final Fantasy, provides just that. At each end step, she can blink one of your creatures, granting you additional enter triggers from cards like Myr Battlesphere, followed by an extra end step. This leads to another blink, and another round of villainous choices.

    In conjunction with Y’shtola Rhul’s additional end steps is The Valeyard from Doctor Who, which demands each opponent to face the same choice again each time it triggers. Will your opponents discard two cards? Four? Or will you have the chance to deploy up to 12 of your bombers in a single turn? The decision lies with them, but victory rests in your hands.

  • Dragon Age: A 15-Minute Dive into Character Creation

    Dragon Age: A Quick Look at the Character Creation Menu

    In the world of Dragon Age, the character creation menu is an essential step that sets the stage for your adventure. As you dive into this process, you have the opportunity to shape not just your character’s appearance, but also their background and abilities.

    You’ll start by choosing your character’s race, which influences their skills and the way they interact with the game world. From humans and elves to dwarves, each race has unique traits that can affect your path in the game.

    Next, you can pick a class that aligns with your desired play style. Whether you prefer the brute strength of a warrior, the stealth of a rogue, or the magic of a mage, your choice will determine your combat abilities and how you approach challenges.

    The character customization options are extensive. You can tweak facial features, skin tone, hair style, and even tattoos, allowing you to create a truly unique character that reflects your personal style.

    Moreover, as you finalize your character, you’ll make decisions about their backstory, which adds depth to your gameplay experience. These choices not only shape who your character is but also influence how other characters in the game perceive you.

    Overall, the character creation menu in Dragon Age is more than just a formality; it’s an immersive experience that tailors the game’s narrative to your personal preferences. Embrace the opportunity to craft your hero and embark on a journey filled with rich storytelling and engaging gameplay.